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8 | Getting Started with the Demos | Oculus Rift
When the image is correctly displayed inside the Rift then take a moment to look around in VR and double-
check that all of the hardware is working properly. If you’re using a DK2 then you should be able to see that
physical head translation is now also recreated in the virtual word as well as rotation.
Important:
If you need to move the DK2 tracker for any reason after initial calibration, be sure to minimize the
movement of the HMD for a few seconds while holding it within the tracking frustum. This will give the system
chance to recalibrate the tracker pose.
If you would like to explore positional tracking in more detail, you can press the semicolon (;) key to bring the
“sea of cubes” field that we use for debugging. In this mode, cubes are displayed that allow you to easily
observe positional tracking behavior. Cubes are displayed in green when head position is being tracked and in
red when sensor fusion falls back onto the head model.
There are a number of interesting things to take note of the first time you experience OculusWorldDemo. First,
the level is designed to scale. Thus, everything appears to be roughly the same height as it would be in the
real world. The sizes for everything, including the chairs, tables, doors, and ceiling, are based on measurements
from real world objects. All of the units are measured in meters.
Depending on your actual height, you may feel shorter or taller than normal. The default eye height of the
player in OculusWorldDemo is 1.61 meters (approximately the average adult eye height), but this can be
adjusted using the using the ‘+’ and ‘-’ keys. Alternatively, you can set your height in the Oculus Configuration
Utility (accessed through the Oculus System Tray Icon).
OculusWorldDemo includes code that shows how to use values set in the player’s profile such as eye height,
IPD, and head dimensions, and how to feed them into the SDK to achieve a realistic sense of scale for a
wide range of players. The scale of the world and the player is critical to an immersive VR experience. More
information about scale is available in the Oculus Best Practices Guide.
Next Steps
After trying the OculusWorldDemo, there are other samples and tools.
Software Developers and Integration Engineers
If you’re integrating the Oculus SDK into your game engine, Oculus recommend starting with the sample
projects.
Open the following projects, build them, and experiment with the provided sample code:
• Samples/Projects/Windows/VSxxxx/Samples.sln