PCVR/Link Development
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Hello. My university just got their DK2 last week and I have been trying to create a small prototype for my advanced game technology course. I want to let the players choose between "walk where you look" and "tank" mode. I'm using Unity and have been able to figure out how to decouple the forward direction from the head and apply it to the body instead enabling me to move in the direction the body is facing. However, I have a problem. I have been reading through the code but am unable to figure out where the mouse input is applied to the head movement. I wish to remove it and apply it to the body instead.Could someone please point me in the right direction?
This is an error that started cropping up when importing the 0.4.3 OVR pack into my Unity3D 4.5.3f3 project.error message in console:Internal compiler error. See the console log for more information. output was:Unhandled Exception: Mono.CSharp.InternalErrorException: VerifyArgumentsCompat didn't find any problem with rejected candidate MethodBuilder [OVRGamepadController::GPC_GetAxis]I can't see anything in the log that illuminates this error or I'd be able to fix it myself.I can't figure out where the problem is. :cry: Anyone able to help with this one ?
Hello!I want to know if the final version of oculus rift will bring something like this integrated: http://kck.st/1t6qPO2Or something like this:http://bit.ly/XVFuUII hope to see something so in the final version of oculus rift. ;) ------------------------------I don't speak well English
Hi,My name is Jia, me and my brother working on this pacman maze with tracking via over head cameras. We have a working demo and it is very complimentary to oculus headset. We are looking to build a business kit for small entrepreneur in Asia to host virtual reality warehouses with rented games. We are looking to distribute a kit on T mall in china. We are looking for partners, developers and other peoples. We are base in SIngapore and a virtual reality software developer and my brother is a electrical engineer with expertise in embedded systems developments.We are also looking for design a base station wifi hotspot that will take inputs from smartphones sensors and bluetooth accessories such as; 1. Foam rifle with shock sensors for feedback and bluetooth integration to feed back to the base station. example, doom or wolfenstein 2. single chair with rotation left right and tilt up down bluetooth integration. Two chairs would be needed for each team to operate a tank or air craft such a
just reminder for people who haven't noticed yet there is a southpark episode tonight at 10pm eastern on comedy central and its about oculus rift/virtual reality.
SDK 0.4.3 OSX 10.9.5 UE4.5.1 (also tried UE4 4.5)With All the latest software. Running Oculus on mirrored/extended (the direct option is greyed out on the mac).setting UE to full screen and immersive, with Oculus plugin installed, there is no compatibility. The oculus does work on the Mac with Unity however.Found this on the UE4 forum:Alexander Paschall ♦♦ STAFF Oct 02 '14 at 9:43 PM"We are currently waiting for Oculus to release an update for the DK2 libraries so that the DK2 will be Mac compatible with UE4 4.5. Once it is fixed on their side, we will be able to integrate it properly"Clearly with the OSX market being quite large (speaking as an animator in the VFX industry) it would be a tremendous oversite to let that market slip away.
I'm early prototyping my latest whacky idea....It's not strictly an omni directional treadmill like the Omni or Virtualiser although with socks and a polished floor you could probably use it as one....I should be able to do everything they do though, forward/back, strafe, unlimited turning, crouch (and hopefully jump too)...oh and did I mention it should be doable for under $50?? :phttp://www.feelthree.com/2014/10/introducing-the-feel-three-hipsteer-50-locomotion-input/comments welcome.... expect a 'working' prototype shortly :)
I've got this in an update function, SDK 4.3: if (OVRManager.isHSWDisplayed) { if (Input.anyKeyDown) { OVRManager.DismissHSWDisplay(); } }...but it doesn't work, the warning stays displayed for a few seconds even if the player touches a key. Since the message specifically says to press a key to acknowledge, I need to make it go away when the player presses the key. Am I doing something obviously wrong?
Hello,Thanks to all of the help from the various posters (jherico and nuclear especially) here is a complete "Extended" mode example of using the latest version of the SDK (0.4.3) with Modern OpenGL.Dependencies:Oculus SDK (0.4.3)GLEW (http://glew.sourceforge.net/)GLFW (http://www.glfw.org/) GLM (http://glm.g-truc.net)C++ 11 Compliant Compiler/LinkerTested on Windows but all dependencies and code is cross-platform as far as I can see.I am sure experts on here can cut this code apart and make it far more efficient but I thought I would give back to those who need help getting started.Hope someone can figure out why my code below doesn't work in "Direct" mode! But that is for other threads...Main.h#ifndef MAIN_H_#define MAIN_H_#include <iostream>#include <string>#include <sstream>#include <vector>#include <algorithm>#include <array>#ifndef OPENGL_INCLUDES_#define OPENGL_INCLUDES_#include "GL\glew.h"#ifndef GLFW_INCLUDES_#define GLFW_INCLUDES_#if define
I'm looking to get into Oculus development, I wanted to see if someone could help me connect some dots.I'm starting to look over the documentation and guides, but I'm hoping someone could give me a general walk through.I'm looking to create a 3D rendering that can be interacted with. To start, I am looking to just use an existing 3D object that's floating around online. But how do I take a .obj file and get it into the Oculus? If someone could give me an overview of those steps I'd appreciate it. I'm a developer that's new to the Oculus and I just need some help getting pointed int he right direction!!
For anyone's convenience, I wrote a program that does all the SDK operations for you, and exports it to a memory mapped file. Every normal language can read an MMF, so this should help those who are still stuck, or are waiting for their favorite engine to add support.What it does:1) It reads the Rift's rotation values and coordinates from the device OVER AND OVER AGAIN2) It stores these values into a memory mapped file overwriting the same 18 bytes over and over again.Your program simply has to read these 18 bytes over and over again, and there you go. I included a "helpful" readme to explain what the 18 bytes are. Let me know if you're still confused.I also included the source code in case anyone wants to make it better, or better understand it. Let me know if anyone's having problems with it. I only tested it on my machine.https://www.dropbox.com/s/vvwihd0lugpysqh/oculusPosition.rar?dl=0It's hardly an ideal solution, but with this program running, your Rift can be compatible wit
Im finding that the DK2 isnt being recongnised by UE4.5.1 on a Macbook pro running the latest OSX.Im setting UE4 to 'full screen' in 'immersive' and the DK2 isnt recognised at all. I am able to run the DK2 unity tuscany demo and even played an oculus supported game on the mac. This all works perfectly.Any thoughts?
Similar to Augmented Reality, when it was first introduced, everyone thought it was cool but after so many years, we have not yet seen a successful application/game which convincingly makes good use of the technology.... I am afraid VR is having the same issue as Oculus Rift DK has been released for a while already, nothing is really impressive, practical and necessarily... Do you agree?
I have finally had a little bit of time to play with my rift in Unity and decided to see if the Mindwave Mobile (Neurosky EEG headset) would work while wearing an Oculus. To my surprise, it works fine. I have only played with the relaxation and focus settings tonight but they seem to react fine and don't seem to be overwhelmed by any of the OR electronics which surprised me a bit. I suspect I am one of a very few (one) people on here playing with a Midwave as well as the OR but I thought I would put this up so anyone else who happens to be checking knows.
Hey all, thanks in advance for any help...Just today, I fired up the Oculus to do some dev, and all my builds are crashing...hmmm.Ran the "Demo Scene" from the Config Utility screen- whoa, backwards! Movement, rotation, position, all work fine...but I have to turn around in my chair to see the "Start" billboard. Totally weird.Any thoughts? I'm guessing this is related to why all my builds are suddenly crashing, also (new ones I try to create, that is).Thanks!
It's maybe a stupid question, but I couldn't find any guide for it:I've started a project and integrated unity sdk 4.3.0. Now I wanted to update to sdk 4.3.1, but I wonder how?Open unity project and simple double click integration file or do I have to delete the old OVR folders 1st?I just wanted to make sure, before I mess up my project.
I've been teaching myself Unity and I've installed the Mobile SDK, although I don't have any hardware to test with just yet. For the time-being I'm running the game on the screen on my laptop.The Mobile SDK outlines some easy scene targets:* 50k - 100k triangles* 50k - 100k vertices* 50 - 100 drawcalls* 128 (up to 512) mb of textures.So far my game does not exceed any of those guidelines, but when I run it on my four year old MacBook Pro the framerate averages about 30-40 FPS. In some moments of some scenes I'm able to achieve 75 FPS, but it never lasts for very long and quickly drops back to the 30s. So my question is this: Is my poor framerate due to my old computer with integrated graphics? Will the game be able to achieve at least 60 FPS when running on the Note 4 as long as I'm staying within the triangle, vertex, draw call, and texture limitations outlined in the SDK documentation? Or should my laptop be able to achieve a higher framerate if I continue to tweak things?Any help fr
http://holdenlink.com/2014/11/data-from-a-night-at-the-roculus/I pulled out some of the more interesting data we collected with A Night at the Roculus. Big takeaway is that, assuming our sample is representative, most people with DK2s are running hardware that is below recommended specs. About 1/3 of our players used integrated or laptop graphics cards.
Hi,Different builds of the same unity3D scene are randomly being sent to the rift screen or even not. What is the logic behind it to prevent it from happening ?Either .exe or DirectToRift.exe are reliably using the rift display, and when not using it, there is no way to bring it over to the other screen with win+shift+arrow left right.Who knows why and how ?Regards,Frank
I ran into the following 2 bugs while trying to compile my Visual C++ program modified for DK 2.(I had a DK 1 version which ran fine.)1. OVR_Math.h: Missing SingularityRadiusI had to replace Math< > with// Single-precision Math constants class.template<>class Math<float>{public: typedef double OtherFloatType; static const float SingularityRadius; // 0.0000001f for Gimbal lock numerical problems};Same for Math<double>This also meant I had to define these values in a .cpp file.2. After fixing (1) I got an unresolved symbol error ( ___report_rangecheckfailure ) for a number of .obj files when linking. For example,libovrd.lib(OVR_Win32_Socket.obj) : error LNK2019: unresolved external symbol ___report_rangecheckfailure referenced in function "public: void __thiscall OVR::Net::SockAddr::Set(char const *,unsigned short,int)"I haven't tracked that one down yet.
Or will it still be 75, but just frowned on when you dip under 90?
I tried this. Good thing About this viewer is - It creates a copy to RIFT display, so that a demonstrator can always see what the user is viewing and it is pretty straight forward( good for 360 stereo panorama only)http://www.kolor.com/blog-en/2014/10/24/free-360-video-player-kolor-eyes-desktop-1-3-2-final/Thanks
Hi, I was wondering if it is possible to have a 3d desktop on oculus vr dk2. I would like to have two apps on 2 sides (3d desktop) while i can always have a certain display on front display always. Ex- When i use oculus; i would be able to see music player on the right; word files on the left but where i move my head; i can see a display as overlay (say email). I am new to the forum, if this not the correct place to post, kindly advise to correct location. Regardsrony
Firstly, new here, hi!Secondly, apologies if this has been mentioned before - ignore.Are there any plans for through viewing - i.e. video pass-through of the world outside of the Rift. Just thinking that a couple of cheap phone type camera modules on the front of the main unit, lining up with the approximate eye positions beneath. Hot key in software and/or hardware toggle button on the unit to switch inputs between HDMI and the cameras (giving stereo view).Perhaps even a blend/overlay of the two to support augmented reality. Cameras could even possibly help with motion tracking.Certainly would help to quickly see the stuff around you in the real world before switching back to the virtual one...
Hey guys, is there a way to put 3 programs into one for the Oculus Rift? For example, I have a horror game, a puzzle game, and a video. Three different applications. Is there a way to to put them in one file/program? I am doing research for the Oculus Rift and lets say there is a scenario where a patient with a concussion/mild brain injury is in a coma and the doctors decided to put the Oculus Rift on his/her helmet to stimulate brain activity. Instead of going through the hassle of switching one program to another manually using the keyboard, is there a way that a single program consisting of the three programs can do that automatically? Again, not by the user's thought or mental command. Just 3 programs in one single file/program. Do you guys understand? Let me know If I need to explain more please.
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