PCVR/Link Development
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Learning this product (DK2), as an investor and developer of games. I can not understand a few problems. I would be very grateful for answers! 1) In some applications, turning the head, there are jumps. Jumps a lot. Strong flicker. And it is not in every application. For example, in The Great River or Cyberspace. Easy to turn and immediately jumps. Only when turning. This problem applications or hardware? All have this problem?2) The problem in dark scenes. In dark scenes do not have a smooth gradient colors. The image has a strong contrast between black and another color. It looks very unpleasant. However, this is normal and all have this problem?Tested on ASUS ROG G750JH (supporting 3d), i.e. productivity and low possibilities of the equipment I have excluded.Many thanks in advance for your answers! And of course, Oculus is fantastic!
Hi,I searched on the forum but could not find a clear status about the SDK support of time warping in Directx9 (I would like to integrate Oculus DK2 SDK in a DirectX9 application.)Does the DK2 SDK support time warping with DirectX9 (by using ovrHmd_BeginFrame and ovrHmd_EndFrame methods) ?Thanks
Thought this may be if interest to some here, obviously a long way away, but maybe the future!http://www.geek.com/chips/3d-led-printer-makes-a-contact-lens-display-possible-1610256/
With the Road to VR unboxing of the DK2 - they mentioned the Rift is detected as a 1080X1920 portrait aspect monitor. My question - are we going to have to perform some funky 90degree rotation of the framebuffer? Or will the SDK handle it? Or will the OS handle the rotation?
Hey everyone,I wanted to know if there is a list of DK2 supported games, that support Direct mode ?I HATE 2 screens and I think that it lessens the immersion experience IMO.Any help would be appreciated, Thanks !**Sorry guys I meant direct mode**Ill post this in the other sub forums.
Hey guys, I just got my DK2 In the mail, Installed the Runtime, downloaded the SDK, Updated the firmware on the rift, I pretty much tried everything but it's still sideways, Am I missing something?
Hi, I am trying to add Oculus support to my game engine, ported it already (sdk rendering, DK2). When I launch it in extended mode, I see ghosting during rotation of my head. I tested both OpenGL and DirectX 9 renderer, with vsync enabled and disabled. Engine renders scene with 75 fps when vsync is enabled. My PC - monitor - 60hz, Radeon HD 5800, Oculus SDK, 0.4.3. Also I tested Oculus World Demo with OpenGL renderer - same issue (default DirectX 11 renderer works fine).So what can be the reason and possible solution of ghosting? Should I add support for DirectX 11 to the engine?btw, Direct To Rift rendering doesn't work with DirectX 9, both SDK and client rendering.
Hi,I'm using OpenGL API on both Windows and Mac. I would like to have zero latency on Oculus sensor. Here is my experience :On Windows I try to use Direct Access mode, when I call ovrHmd_AttachToWindow() it returns true but it does nothing (my window still appears on computer screen and Oculus stays off). Is there any example of code with OpenGL API and C++ (ideally with Qt framework) ?Otherwise, with Extend mode is there a way to have zero latency ? On Mac only Extend mode is available.On Mac 10.8 I put my window in fullscreen mode and I have zero latency. I think it's due to Mac 10.8 fullscreen window management which display only my window (other screens are turned off by Mac OS) and so it can take shorcuts in hard rendering pipeline.On Mac 10.9 the behavior is different. In fact fullscreen mode still shows others screens and app windows. And so there is no more zero latency.I noticed that on Oculus Configuration Utility, "Show Demo Scene" example has zero latency and it doesn't use
Hi there, Any chance somebody could try and download this version of Landscape Mountains I tried to package up(a UE4 standard demo with some minor modifications)?https://mega.co.nz/#!p1FmlTrA!cm-MK3nHzB9AWypdf4RmyKxFcFb34OjqVqAysbFgPyUMinor modifications:+ removed music, clouds and some of the volumes to see if it works a little better+ changed some of the launch default settingsI don't have another PC to test it on and this is the first time I have sent a package out so not sure if this will work or if I will be missing a bunch of stuff!Thanks in advance!
Leadwerks Game Engine support for Oculus Rift has entered beta, and is available now in the indie and standard editions on Steam.Enabling virtual reality mode in your game is very simple. Just add the Window.VRDisplay flag when your game's window is created, and the rest is automatic:Window* window = Window::Create("My VR Game",0,0,1024,768,Window::Titlebar|Window::VRDisplay);Or in Lua:local window = Window:Create("My VR Game",0,0,1024,768,Window.Titlebar + Window.VRDisplay)New CommandsFour new commands will help you refine your VR experience:Vec3 VR::GetHeadRotation()Use this to modify the way your controls work. For example, use the player's head rotation to change the direction they move in when a key is pressed. You do not need to rotate the camera yourself, as this is done automatically.Vec3 VR::GetHeadPosition()This command is useful if you're doing any line-of-sight tests with the player.void VR::Recenter()Recenters the headset orientation according to the current position an
Hey guys,is it possible to render a game (I´m thinking about Block out) in a 2D modus, which means without any disparity between the Images for each eye. You might be confused by this question, but I would like to make a study about consequences of wearing a HMD (the Rift) and would like to compare symptoms with 2D- and 3D-content.Thanks for your helpromacron
I've updated my Java bindings for SDK 0.4.3. The source code can be found on Github here. Example code can be found here.Developers using Maven (or a Maven compatible tool like Gradle) can declare a dependency on the following artifact:<dependency> <groupId>org.saintandreas</groupId> <artifactId>jovr</artifactId> <version>0.4.3.0</version></dependency>Known issuesLinux rendering seems a bit unstable. It's currently listed as experimental and only tested in nVidia cards.Only light testing has been done.
Hello,I am a developer of program that use Oculus Rift and will be used by elder people who can have a problem with English. Is there any way to translate Oculus Configuration Utility (with scene to measure IPD)? Is Oculus team going to provide translation into another languages in future?EDIT:It would be great if I could run IPD measure scene for default profile from command line. Is it possible?
Hello, I am curious if anyone has a copy of the source code to blitz3d's oculus integration.The post here: viewtopic.php?f=39&t=90has a link, but unfortunately it is a dead link.Anyone have a copy?
Hi,I tried to adapt my engine to 0.4.3 SDK rendering (DX11). But I am giving up on that approach due to the reasons listed below. I would love to get feedback. In particular from somebody who is happy with SDK rendering and is using it with his own example app or engine.Documentation. Some parts are really good. Other part I don't like at all. Worst thing is code snippets. Much too often code snippets are more a documentation to example app structure where it should document SDK API and concepts.Example Apps. While I perfectly understand the reasoning to do both DirectX and OpenGL in one and the same example project, it adds to hide the tech details I need to know. Please excuse me egoism, but as a DirectX developer I am not interested in Oculus concepts of dual world programming. I would much prefer examples only for DirectX which then could be simpler. I think I would have the same reasoning if I would be an OpenGL developer.Debugging. Using Graphics debugging does not work with SDK
I received the Oculus DK2 yesterday. I managed to get it working with little difficulty on my late 2012 27" iMac. I got a PM from another DK2 Mac user asking how I did it so this may be of interest to others in this situation.I already had a Bootcamp partition on my iMac before starting this process. It has the latest Windows Pro 8.1 64 bit installed on it. I use that partition daily via the excellent Parallels 9. I am running OSX Yosemite Beta 4 on my iMac but since this is a Bootcamp solution, that should not affect the solution if you are using OSX Mavericks.I almost never run Bootcamp so the first thing I did upon starting up on the Windows 8.1 Bootcamp partition was to fully update Windows and install the latest NVidia drivers via the NVidia Experience panel.Once everything was up to date (several restarts later) I installed the Oculus 0.4 runtime and unzipped the 0.4 SDK folder. I connected the Oculus Rift DK2 to my Apple displayport HDMI dongle and the USB plug to a USB 3.0 hub.
Hi,I have Oculus Rift and have no problems adding the standard OVRPlayerController and then being able to walk around my project. However for some projects i need to be able to fly around instead of walk. I tried changing the OVRPlayer Controller script Gravity modifier to 0 and that seemed to disable movement (apart from head tracking). I also tried changing the gravity settings in project settings to 0 and this also seemed to disable movement. Any ideas?
I'm wondering, is DK2 capable of using camera-only tracking, without IMU?I've tried not to request it by not supplying ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection to ovrHmd_ConfigureTracking(), but it still obviously uses inertial measurements.The reason for this request is that I'm planning to use the HMD on a motion platform. A motion system does a lot of tricks to fake human sensations, but this also confuses the DK2 IMU. (Say, gravity doesn't always point downwards; some accelerations do not correspond to head movements, etc.)A natural approach is to use non-inertial measurements, such as the camera on DK2. But can OVR algorithms work in this configuration? I understand it must be difficult, given much slower refresh rate and absence of measurable derivatives, but has anyone tried it? Or perhaps planned for future work?A work-around is possible where I would measure acceleration/velocity of the motion platform, and then DK2 would need to subtract them from its own
Hi,crossposting from the OGRE 3D Forums, for reference.I coded a "simple" integration into OGRE 3D, you can find it on github, along with compilation and usage instructions."Simple", because:it only works with the extended mode andhas no time warping at this pointbut at the same time is intended to be very simple to integrate.I did not need time warp for my project, so I did not add it. Making the direct mode work with OGRE seems to be a bit more involved, and kojak is working on that.Screen from the included demo:Use this however you wish. It'd be cool if you let me know, though - maybe by posting here.
Hello everybody.I would like to implement my idea with Oculus Rift DK2. Unfortunately I have limited experience in development.I have some knowledge about Direct3D. I am able to draw and transform 3D objects on the screen. This will be sufficient for the project.I have been exploring Oculus SDK's TInyRoom demo for a while now, but could not correlate my Direct3D knowledge with the code. The structure is not easy for me to understand. Is there any step by step tutorial for Oculus SDK? Or is there any simple demo which just outputs simple triangle into Oculus? I need as little code as possible in order to figure out how it works.I would appreciate any help which will help me get started with development. :roll:
Hey guys this is a bit beyond my level of expertise so I thought I'd put it out to this wonderful community. Does anyone know if it would be possible to use a Nike + Wireless in-shoe sensor like this (it uses bluetooth to communicate with an iPod or phone) http://store.nike.com/us/en_us/pd/sensor/pid-162953/pgid-781981 to control your forward motion when using the Rift? That way you could walk in place to move forward and turn your head to navigate left and right. Just a thought. Not sure if its possible. Thanks!
Hello all,I got a package together to turn an iOS device into a virtual analog stick.http://hoverpad.wtfIt only works on Macs + iOS. i know that's a very small group of us (I'd love to expand it). The goal is to keep everything cheap, and explore alternative ways of capturing motion.very interested to see if it's at all effective! :) thanksEDIT: it is working for the Tuscany demo
So my OpenGL DK 2 programs runs now in SDK direct mode and Windows 8.1. I can see it working on the screen and head movements are being tracked. However, nothing shows up in my Rift - the LED is yellow and does not turn blue, so I still have work to do. (My Rift does work fine in direct mode for the Oculus World Demo program.) I have 3 questions here (I'm using Visual C++ 2010):Question 1. When I abort my program in debug mode I see the following messagesDebug: Failed to open file: C:\Users\Max\AppData\Local/Oculus/Devices.jsonDebug: Using profile MaxDebug: [SharedMemory] Creating factoryDebug: [SharedMemory] Creating shared memory region: OVRObject00 > 1184 bytesDebug: GL_VERSION: 4.1.0 NVIDIA 344.75Debug: [HSWDisplay] Display()Debug: [HSWDisplay GL] DisplayInternal()Debug: GL_VERSION: 4.4.0 NVIDIA 344.75The program '[12224] Space2011.exe: Native' has exited with code 0 (0x0).I see no Devices.json file in the above user directory. Should there be one?There are files ConfigUtilSetti
Hi, is anyone aware of a way to send live feed to a DK2?I am trying to fuse a 3D image stored on a computer with a live feed video image to display on a DK2.Anyone would know how to do that?Thanks, Cleber
I got the Oculus to work with Panda3D using the method from this post: https://forums.oculus.com/viewtopic.php?f=30&t=16767It's a standalone folder with no installation like all of the demos I've seen so far. I made the shader, but it's just not perfect. If anyone could help with it, it'd be much appreciated. I know the official Panda3D guys are working on legitimate integration, but for those of us who can't wait, here it is.Screenshot:http://i.imgur.com/ey1uzKD.jpgDownload:https://www.dropbox.com/s/7f5x1k24pwgw55e/Panda3DOculusSample.zip?dl=0
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