PCVR/Link Development
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Hi,I've just completed integrating DK2 to our game and have an odd problem - i'm hoping it's one that those more familiar with the tech will simply say "oh that's this" and all will be happy :)Essentially - if I run the game with a "blank world" to get the highest possible frame rate, in normal flat single view mode I get about 150fps. If I enable split screen and distortions (but still on my monitor) then I get probably 120fps at least, still excellent. As soon as I switch it to output to the DK2 the framerate tanks and juddering and the like are all over the shop.It's still generally usable for someone who is "hardened" to the VR experience like myself, but having proven that with the split screen and distortion effects on I can still beat 100fps I would dearly like to get it to the 75fps mark when actually viewing through the rift.Any advice much appreciated!Matt.
Hello,I'm a writer who works on publications for software developers at dzone.com. I wanted to ask if any of the community members or admins would like to talk about their experiences as a member of the Oculus Developer program. I really just want to hit on anything that you all really like about the program. Shoot me an email at mpron [at] dzone [dot] com and we might feature you and your work to other devs!
I've received today my devkit and wonder how you guys are doing the startup of a game. I set the Rift as primary monitor and have as second my normal screen. Now when I launch any with the mouse on the main screen, it will show up there, not on the Rift. Is there any obvious way to have a game start on a specific monitor?(sorry, long time Mac user fresh on Win8 world) :-)Or can I have the Rift as secondary screen and launch stuff just there?
Hi,I read an article that says the new Crescent Bay prototype has an 'expanded positional tracking volume.' Is there any specific value for the size of the volume announced? And, is the method to position user's head same as DK2 (using a single IR camera placed in front of the user)?Thanks,
Finally got around to updating my old 0.2x based XNA integration. Its built on 0.43 now. It uses SDK distortion rendering. I haven't been able to get XNA to work with direct mode, but it works fine in extended mode. Its built specifically for the game Eterium, so its not as well documented, or designed for general use as it could be. It shows the tricks you need to "dig out" the native DirectX9 pointers from the managed classes that the Oculus SDK needs. Also has a fix for the SDK not saving/restoring the vertex declaration in DistortionRenderer::GraphicsState::Save that breaks XNA spritebatches. Just does that around the SDK EndFrame call. It does use ovrHmd_GetTrackingState for head tracking. Was easiest for me retrofitting an already shipped existing game. Read the readme for more info.https://github.com/duhone/EteriumRift
So I have posted some examples of using a touch device as and input device for VR before. https://forums.oculus.com/viewtopic.php?f=29&t=12736 Thought a share my video of the prototype of my bachelor thesis project in Interaction design. The plan was to redo the video since the quality is sub-par. But my DK1 has died, there is to much code that have to be redone at this point, so this will have to do, I hope some of my ideas gets across anyway:(The blinking is from the capture and was not in when you ran the application)The whole report and finding can be found here:https://dspace.mah.se/bitstream/handle/2043/17666/Examensarbete_Erik_Saar.pdf?sequence=2&isAllowed=y
Hi - does anyone know if there is a plugin or method to render a 360 degree animation from 3d max so that its in a format compatible with the oculus rift ? I was thinking that perhaps someone may have mimicked a virtual 3d max equivalent of the camera used in the 'zero point' documentary.I know there were some posts similar to this written earlier in the year which had vague answers but I'm just checking if there has been any progress...and also if this can be done without having to use unity.Thanks
I'd like to know if it's possible to use the IOCTL_OCUSBVID_GET_VIDEO_FRAME ioctl under Windows 7 64 bits to get the current captured video frame of the DK2 camera from a user space application.For now I can successfully open the I/O device corresponding to the DK2 camera using CreateFile, but I'm stuck for the parameters needed for the DeviceIoControl function. If calling this ioctl from user space is possible, could someone post the DeviceType, Function, Method and Access parameters needed for the CTL_CODE macro ?Thank you.
when it gets good enough people might be able to hack the goggles and add fake spiders or fake ghost with a loud sound to scare peoplealso it could get to a point where what people like to look at (invisible tagging) so proper advertising direction would be effective for reasonable revenueI'm just more worried about the fake ghost with loud sound hacking going on and it being somewhat embedded into the firmware making people stay away from the goggles due to unpredictabilityhave to be ahead of the possibilities that people don't think about because it's not an issue until it gets big enough like the Playstation Online hack that made PS Online down for months
I understand that officially it's experimental and only tested with nvidia.In fact it does not work with mesa and I am interested why.Running stuff doesn't show much:./OculusWorldDemo_x86_64_DebugDebug: [NetClient] Connected to a server running version 1.1.0 (my version=1.1.0)Debug: GL_VERSION: 3.0 Mesa 10.4.0-devel (git-cfcd190)Debug: GL_VERSION: 3.0 Mesa 10.4.0-devel (git-cfcd190)X Error of failed request: GLXBadDrawable Major opcode of failed request: 155 (GLX) Minor opcode of failed request: 29 (X_GLXGetDrawableAttributes) Serial number of failed request: 56 Current serial number in output stream: 56and looking at it in a debugger and reading some code still doesn't make it obvious what the actual problem is.It's clear that this happens because some unsupported opengl functionality is used. But the files in LibOVR/Src/CAPI/GL/ aren't nice to read completely through and I haven't found this anywhere, so a quick question:What opengl extensions are required to use the sdk and
Hi,Im using the New Unity and Maya Trial Mode to develop a Game.Is it be possible to share my game here (oculus sharing category) using this softwares? or is it not legal?Thanks! :D
I was really hoping, during Oculus's last event, that we'd see Oculus take lead over of the lack hand tracking with the Rift, and release their own hand tracker controller. Unfortunately, that did not happen. With the Hydra unobtainable now, the STEM's release constantly being pushed back (not to mention it's absurd cost), and Sony quickly nipping at Oculus's heals with their own HMD *AND* Hand tracking bundle, one is left to wonder why Oculus is dragging their feet on the matter. We already have an optical headset tracking camera in DK2. Why not use that camera to track a hand controller as well? The camera could certainly pull double duty. Put a battery in with a wireless button setup and LED lights of it's own (set to flicker at a different frequency then the headset), and a cheap hand tracker could be made quite easily. It seems like the tracking software would be the only big hurdle. So why has there been no development announced? Does Sony own the rights to IR hand tracking?? Han
I'm a VR enthusias and have ideas I would like to see come forward in VR. Since OR is the main goal in vr, I would like to see the following implemented in OR.1. Wireless, for the or headgear to run on batteries for least 6 hours.2. Disc based insertion for games. Gamecube like discs because they consume less power and are small.3. Three demos to ship with the or (either on disc or some other medium), to highlight the attraction of vr. (1) Driving simulator (2) First person horror game (3) Sample of the matrix4. VR gloves. I have looked into many and I say you should look at perception neuron, cheap and flexible, no need for a camera.5. Built-in mic
Hello everyone,I'm trying to replicate what this team has done here: https://github.com/Matsemann/oculus-fpv.Basically I'm trying to mount a gimbal to the bottom of a drone and controlling where two cameras will point via the oculus.I'm having trouble getting the values of yaw pitch and roll out from the oculus to a serial link using Visual Studio.I'm able to get the numbers out from the Oculus via this:https://github.com/dleen/Minimal-Oculus-Application-0.4.x.But specifically, I'm having trouble with sending that serial data to a com port.I've found the following two resources, but I'm not having any luck:http://playground.arduino.cc/Interfacing/CPPWindowshttp://www.codeproject.com/Articles/3061/Creating-a-Serial-communication-on-Winhttp://www.codeproject.com/Articles/992/Serial-library-for-CAny tips?Thanks!
Where in the configuration utility can you suppress the health and safety warning? .4.3 says that is a new feature.the config utiilty looks exactly the same for me but when i go in help it says that it is .4.3am i missing something?thanks
There will be a lot of motion tracking input devices & associated APIs out there by the time the Rift arrives, but it will hard for any developer to support more than a few of them & so these devices will only work a for a few games.In my opinion, what is needed is an open motion tracking API that developers can target, allowing them to target many different devices with the one API & allow users to use their devices in many more games.You might have cameras/input devices/APIs that can identify & locate objects such as: hands, humans, QR codes, dogs, tables, keyboards, user/developer defined custom objects. It would be very useful if the tracked data was all accessible from the same API & perhaps allow some re-use of images captured from cameras & error-correction between different models.Some of the low level features a tracking API might need:Different platforms specializing in certain tasksQuerying device capabilities (image size, image warping, depth/EM wav
I posted a thread on reddit about this last week and I've finally made a shitty demo :p"So I watched the Tom Forsyth Oculus Connect talk about developing VR and he said something interesting at around the 40 minute mark about 'blink transitions'. So you get into a car, your virtual 'eyes' in the Rift blink and you switch positions nearly instantly but your brain ignores this transition because of the 'blink' effect in the HMD....To repeat, you're not PHYSICALLY blinking, the screen is doing it for you.Has anyone tried this with 'comfort mode'? ie you snap movements quickly with a predictable angle but 'blink' at the same time... some people don't like comfort mode, is this a way of making it a 'super comfort mode' ? :prelevant videos :https://www.youtube.com/watch?v=Gp0eMNSVtZAhttp://youtu.be/addUnJpjjv4?t=40m5s"I also tweeted Tom over at Oculus and he said :Tom Forsyth @tom_forsyth 9h 9 hours ago@FeelThree I don't know anybody that's tried combining blink and comfort-turning. Interes
Hello,Here is my experience with the DK2 so far. I work with SDL2, OpenGL 3.3 in default profile (compatibility ?) and Windows 7 64 bits for now. I was surprised to get the Direct HMD mode working flawlessly (with this initialisation order : ovr_Initialize, ovrHmd_Create, window and GL context creation, ovrHmd_AttachToWindow, ovrHmd_ConfigureRendering).The only problem that disturbs me is that I can't get sRGB correction when outputing to the HMD in direct-HMD mode (colors are okay in extended desktop mode). I usually set my color textures to GL_SRGB8 format to get free conversion to linear space when reading textures, and when I output to color framebuffers (or FBO with GL_SRGB8 attached textures) I usually use the GL_FRAMEBUFFER_SRGB option.With the rift, I use two SRGB8 textures as framebuffers and use the SDK deformation renderer. The ovrDistortionCap_SRGB flag is set in the ovrHmd_ConfigureRendering call, and I get a correct image on my desktop screen, but not in the HMD (too dark
'Head Gesture Detector' for natural VR interfacing is now available! https://www.assetstore.unity3d.com/en/#!/content/23585
On the DK1 I was able to check out all of the demos, all of the roller coasters, everything. I only got a bit of motion sickness once or twice, and it always was after using it for a long time, and under other circumstances (long day, tired etc..)But so far with the DK2, I have been getting some crazy motion sickness from several demos. I started getting it looking at some of the water effect on quake 2, and again on quake 1 (just playing normal for a while)But I just tried the Helix coaster, and I couldn't even survive the thing. Ugh, had to take it off. That NEVER happened on the Dk1! Has anybody else felt similarly?As an aside, all of these demos have been running in extended mode, if that matters.
Received the Oculus DK2 this week and have been absolutely blown away by it.The best experience has been with Elite: Dangerous and Half Life2, the immersion is spot on.Motion sickness is a problem at first but I slowly introduced myself into it. First 5 then 10 and 20 minutes etcThere are 3 very noticeable shortfalls however to the DK2.1. The chromatic aberration round the outside of the lenses, where you see red, green and blue separation and blur.2. The screen door effect where you can see pixels.3. The juddering effect even at a refresh rate of 75. I found that the B lenses are best for me with less chromatic aberration.I was wondering what type and quality of lenses are in the Oculus?SLR cameras obviously take a much better picture with high quality lenses.Higher quality lenses would get rid of the chromatic aberration seen on the current Oculus.If it comes down to consumer costing, an upgraded high quality lens package could be offered to hardcore users.Let me know your thoughts.A
Hi,I have been trying to run this code I got from a previous post "Simple, one page, OpenGL example (Oculus SDK 0.3.2 Preview)" on my Mac Xcode 6.0.1 with OpenGL:2.1, GLFW3.1 and GLEW1.11.0. I can build the code without any error and a window gets created fine when I run it, but it only shows black screen and nothing else. I cannot find any problem with the code. I am thinking that it might be something to do with the Project setting or i am using the wrong OpenGL version or sth. Please can someone help me out. :( Thanks very much!Kind regards,MattPlease see the code below:main.cpp#include "main.h"int main(int argc, const char * argv[]){ //Initialise Oculus rift library OculusInit(); //Initialise GLFW GLint glfwStatus =glfwInit(); if (glfwStatus!=GL_TRUE) { cout<<"GLFW failed to initialise!"<<endl; glfwTerminate(); } else { cout<<"GLFW initialised!"<<endl; } //glfwWindowHint(GLFW_SAMPLES, 0); GLFWwindow*
First of all, please oculus, set up a bug tracker or a mailing list, or something that will facilitate a direct path of communicated bugs and isuses without going through this forum.I'll post a couple of issues I've found so far with my minimal testing of the new SDK:1. The LibOVR makefile is broken1.1 the shared library is built with a -soname including the path from the LibOVR directory to wherever the so is placed. So for instance here the soname of the shared library is something like: ./Lib/Linux/Release/x86_64/libovr.so.0 which is clearly wrong1.2 there is no installation target in the makefileI've uploaded a quick fix for both these issues here: http://mutantstargoat.com/~nuclear/tmp/libovr_makefile_install.patch2. OVR_CAPI_GL.h defines the Disp member of ovrGLConfigData with type _XDisplay* which does not exist. There is a struct _XDisplay (notice: not typedefed), and a type Display. So you'll either have to define it as struct _XDisplay* Disp; or the more correct, not using i
Hi All,I have a sample codebase which worked perfectly fine on DK1 & SDK 0.2 combination. However, same piece of code is not working with DK2. Old sample fails to create the device itself. Just to cross verify I wrote a sample code for device initialization using both SDK 0.2 & latest SDK 0.4.3. Surprisingly, Dk2 gets detected just fine on code using latest SDK but DK2 fails to create the device itself for SDK 0.2. Is this natural? I do know that lot has changed over from sdk 0.2 to 0.4, but just wondering if there is any known solution to this or porting the old code using new SDK is the only way out? ovrHmd_Create(0) returns proper device handle in latest SDK, but CreateDevice() does not return valid handle & fails. Thanks.
HiI have some strange behavior. When I play completly empty scene on 1920x1080 I get 37,5 FPS (the half of required 75). When I play 1280x720 everything is fine, I get 75 FPS. But the more strange thins is that when I change the resolution to 1600:900 (16:9 still 16:9 proportion) I also get 37,5 FPS. I changed every thing in the project settings as recommended on other sites. I got newest nVidia driver, tried different Oculus versions. Still the same bug. I got no light, no static meshes, nothing and 37,5 FPS. This must be a bug in the software. Any ideas?My spec:i7-4790K16 GB RAM 2x 970 GTX (turned off the SLI for testing)Win 7 64bitCheers,Lucas
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