General VR & MR Development
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From a high level perspective, I know that scene geometry is first rendered to an eye buffer, which a VR runtime then applies lens distortion & chromatic aberration correction. How does Gear VR specifically apply this process, though? Also, what optimizations are in use (or planned) to take advantage of the tiled nature of mobile GPUs?
Several devs have spoken about this issue, such as the Daedalus team and Chris Pruett. Phones that upgraded from Android Marshmallow to Nougat experience performance regressions. I recall someone said that it was due to the GPU driver that comes with the OS.Can anyone clarify this observation? Can devs or users do anything about the regression? Is Oculus/Samsung working on a solution?
I would like to try these samples, but I've never used Visual Studio before and I don't understand the file structure. What file do I open to Build the samples?
Hey How does one use the oculas rift sdk to make a game like quake or any other game run in simple virtual reality.Would a process to start the game with vr support work ??
Hadn't seen any clear answers on this yet, though I understand it's slightly early: Do we know if the Oculus Go's performance is equivalent to some other Galaxy device? Is targeting a Galaxy S6 still the right thing to do in order to have apps working well on the Oculus Go?
When tried to join promotions from Firefox browser (tested on 2 PCs), the submit button on the screen where discount is chosen just literally does nothing. It worked when i switched to MS Edge. So to warn fellow developers, if you're experiencing similar problem, try another browser. Also if anyone from Store team could look into it would be nice.
Im trying to choose proper vr platform to develop patches for old games and 3d simulators (not for gaming), so one of requirement is to be able to install everything on clean PC without internet connection and run it just fine, without some dependency from store application or something else like that. Is it possible with Oculus or it will turn to piece of garbage as soon as helmet support is over, servers are down or just running it with no physical chance to have internet connection? In terms of long time, for many years.Thanks
https://www.youtube.com/watch?v=-oSlbyLAksMRead the comments. Someone get back what Aureal 3D "left behind".For me:I believe there should be an "option" to drive up the "occludes" for those who wish to have a better amazing experience. I don't really want stuff to sound "real" I want it to be dramatic. Movies aren't "real" they are "dramatic". They use all kinds of things to make a movie look emotional like filtering and depth of fields. You want to remove this part of the experience because it should look "real"?
Hi everyone,I’m working on a new tool tracking project using Rift + Leap Motion. The idea is to build a 6DOF pen that works on any surface. For example it lets you “write” on a physical table while you have a VR headset on. I think this gives the best of both worlds since you can transition between working in 2D as you would on a phone/tablet, or in 3D as you would in Tilt Brush, all with one controller (pen). I want to spend my entire workday in VR, and I don’t see it happening with room-scale apps or midair UIs. I want to get rid of my screen and work mostly at a desk. Unity has a cool experiment with the idea of a table-top interface (1) but they're still using motion controllers - I want to take it further.I’ve built a working prototype of both the hardware and software side using Leap Motion’s Image API and Rift. Since LM uses active IR the first prototype (image below) didn’t need any electronics, I built it using retro-reflective tape for less than $5. Unfortunately to support m
See question.
Hi Everyone!I am not sure what type of hardware do i need to start developing vr apps. I mean. Do i need some kind of special Oculus Rift device? What is the DK2? If i buy the commercial Oculus Rift + Touch Virtual Reality System is enough to start development process?I don´t want to buy the wrong device for developing. BTW i am an UNITY video games developer. Please help.Thanks in advance.
Hello,I have a stereo image pair generated by a simulated environment (Blender, on Linux) where two cameras are placed side by side, separated by the same distance than a pair of eyes. The two images are fused in one image, with the two images side by side.This image is sent via a socket to a program running on Windows, where the rift is plugged. I would like to display this image on the rift. Since the changes that prevents the Rift to be used as an external monitor, it is not clear how this could be performed. Is there a sample that converts that type of image to an OpenGL texture, and displays it on the Rift with the SDK with proper handling of the distortion etc... ?Regards,Jeremy
Hi, Have you got your games featured in the Rift store? How many installs can you get from being featured? What revenue was generated? And how did you get in touch with the Oculus guys and what was the result of getting featured? TIA.Toni
Hi,I asked myself if it would be possible to track more objects than the headset and the oculus controllers with the SDK.I found, that both have integrated infrared LEDs with a certain blinking pattern, that is then tracked by the cameras. Now my question is: Is it possible to add some LEDs with other blinking patterns to different devices like e.g. a tablet and kind of teach the cameras those patterns to enable object tracking and displaying it in a Unity scene? And further, is there some possibility to do this via the Oculus SDK or is it more like a black box and has to be done via a video stream and computing or the like?Maybe somebody has an idea and could help me!Anyway, thank you in advance! :smile:
I realize it might be slightly early but for the sake of planning, the question needs to be asked: When Oculus Go is touted as "binary compatible", can we get some more details on what that truly means? Will apps need to be rebuilt with an updated Unity version be necessary to create titles that appear on Oculus Go? Is it as simple as "the app is already on the Store and already supports the orientation controller, so it will automatically show up for the very first Oculus Go users" ?Thanks in advance!
I'm attempting to implement an Oculus Avatar (tracked hands, tracked head) which can also be moved by thumbstick movement. The player should be able to use either the thumbstick or roomscale movement to move his virtual body around the game world. I have it working well like so: OVRPlayerController OVRCameraRig Tracking Space OVRLocalAvatarexcept for one problem: As the player physically moves, the OVRPlayerController does not move with it, which essentially means you can walk away from your own body. How can I keep the OVRPlayerController following my OVRCameraRig?
Most people agree that natural walking using positional tracking offers the highest presence while not causing any vection-induced VR sickness. But because tracking space is limited, users need to switch to an alternative locomotion technique (ALT) to navigate beyond the confines of available tracking space. The majority of these ALTS are controller activated and include methods such as full locomotion/teleportation/vehicle movement. Because controller based ALTs require little physical effort to be activated while large distances can be travelled quickly, it has been suggested that users may adopt a "lazy gameplay" style where they abandon the use of positional tracking input altogether, leading to a lower presence. Rather than exclusive focusing on developing ALTs that minimize VR sickness, it seems better to focus on exploring ALTs that integrate best with positional tracking and that do not cause users to abandon natural walking input. My research lab did a study on the u
The facebook messenger round QR codes might be useful if you printed them on a surface to give some orientation (distance?) information to the oculus rift, which might make it easier to place augmented reality objects on these surfaces, no?You could print it in invisible infrared ink which cell phone cameras can see and place it on public buildings so the oculus can recognize them better, no?The qr code might also transmit geometry information to correct for curved surfaces.
I was pretty sure I saw a notification somewhere that the talks are already available, but I could have been blind. I don't see any talks on Oculus' youtube channel (well there's one in there, but I already went to that one), no info on the Oculus Connect website, etc. Any help is appreciated! :)
Hi everyone, I am going to learn how to create an experience in Oculus, and wanted my first project to be similar to how Fantasyth works. So my questions are: 1. To create the environment and camera motion, was this done using Unity?2. To create a lot of the light scatter effects, was this done using Maya, or can Unity create this same effect?If anyone can give me some guidance, so that I am researching the right tools for the job. My goal is to create a music video, with camera driven motion (no player control), and produce environments that the user is taken through. I would like to create as much polish as possible (so keeping the skins fairly simple), but as a first project, if I can avoid paying for Maya, or 3DS Max, that would be awesome. Looking forward to any help given,Cheers,Stephen
Mark Zuckerberg said "High-end standalone Project Santa Cruz VR headset will be heading to devs next year"Is there a any order page for Santa Cruz developer kit?
There is no support article which clarifies this. I would like to know the privacy scheme in place here.
Hi we have a rhythm drum game developed for PC VR and we would like to launch it for Oculus Rift as well.Is hand interaction functionality needed to have your game released for Oculus platform?In our current state of the drum game. User automatically has the drum sticks in their hands while they are physically holding the motion controller.I have heard from couple of people that oculus requires you to start your game with just hands, then pick up the drum sticks.I just wanted to verify with the community whether this was true.Thank you for reading :)
I have two oculus rift and two rift compatible laptops. Just for fun I connected first oculus' USB to laptop 1 and HDMI to laptop 2, and second oculus' HDMI to laptop 1 and USB to laptop 2. In my opinion I should have got display on both oculus, but neither of them worked even when both laptops showed oculus as connected. I am still not sure why did that happen, How is a scene rendered on oculus' screen and why did such cross connection fail?
When are the important stuff we ask for coming?...DISABLE ASWSUPER SAMPLING PIXELSCHANGE INSTALL DIRECTORY (can only be done upon installing Home latest Runtime - I had to use Runtime 0.7 Install just to bypass the daft SSE4.2 cpu check so now I can use my CV1 with my Dual Quad 3GHz Xeon which you constantly tell me ain't compatible - Bull! If it works then do not con us into buying new systems!)ALLOW MOVING INSTALLED PROGRAMS WITH NEW PATHSCREATE SHORTCUT RUN PATHS TO OTHER APPS (at present we need workarounds)Yes I run the old install 0.7 just to use my £600 investment in VR with my perfectly running Xeon computer. It even updates all Beta and Released versions. Even though you know this workaround you still choose to hide the old Install program so that others are forced to buy new computers. When will Oculus cease to become such a dark hard sales market company and mature with respect? Plus add the most very obvious list above?
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