PCVR/Link Development
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ovr_sdk_win_0.4.2/0.4.3 compiles and links fine. When trying to execute nothing happens, silently goes away. (no error message). Where as downloaded executable works fine. I have another PC-64bit(windows 7) don't have this issue.However the 32 bit computer(windows 7) with 4G memory, One monitor seems have the problem mentioned above. Any one can help me resolve this issue that will be greatly appreciated. My advance thanks. SB
The readme talks about a kernel patch that was needed to fix something in the linux kernel ubuntu uses, but doesn't give any details. For the people who are not running ubuntu, could we have a bit more details? Specifically:1. what was the problem2. which kernel versions it affects3. has the patch been pushed upstream to the official linux kernel tree? and if so, which version has it fixed?If you just gave the patch to canonical, and it didn't make its way to the official kernel source, then please give us the patch to apply ourselves!
Hello World.Setting up a new Facebook page to journal development on the Oculus VR. All are invited to like and contribute Oculus related news and new development. I will be posting my development notes and commentary.Enjoy,https://www.facebook.com/bluewitchvision
I'm adapting my codebase from SDK 0.3.2 to SDK 0.4 right now. I'm using OpenGL and SDK rendering.Here are my notes so far (still testing with a DK1):- ovrHmd_EndFrame() sets GL_FRONT_FACE to GL_CW. OpenGL default is GL_CCW. (didn't happen with 0.3.2)- Enabling TimeWarp results in rendering errors. (worked fine with 0.3.2)- Direct mode doesn't work at all for me, despite calling ovrHmd_AttachToWindow(). Works with the Oculus demos, though.- SDK 0.4 requires atls.lib, which is not included in all VC++ editions. It can be obtained via the Windows Driver Kit, though.
I just tried the new SDK with the Tuscany demo provided, and I can't turn on prediction. It's OFF by default and can't be changed with the usual P key.
Sorry if this has been covered before, but is there some trick to getting the Oculus to run without attaching it to a computer as just an HDMI stereo viewer? I've given the USB power but it seems like the unit needs a signal from the computer to turn on.Thanks,Eric
Moving around with the mouse and keyboard can be a bit jerky and limits your movement to one axis at a time and actually makes me nauseous moving around the Tuscany sample. For over 15 years I've been using 3D mice and I can't say enough about them. They let you fly around your worlds, moving and rotating in every axis and just like the rift, they give you an amazing sense of control. The one I live by is 3D Connexion's SpaceMouse. $129 for wireless and $99 for wired.http://www.3dconnexion.com/products/spacemousewireless.htmlYou can get the SpaceNavigator which is the same but not wireless, but I don't suggest getting the SpaceNavigator for Laptop, its just too light and slides around on your desk too easily when you applying pressure.I've integrated it into every 3D software package I've developed over the years and recently into my shader development tool along with the DK2 and they make an amazing duo. I fly around my scenes like I'm flying a zero gravity spaceship and look around o
I have always been amused by VR and Biofeedback. I finally have a chance to do some R&D with Unity, the Oculus Rift, and the Mio Alpha Watch.The Mio Alpha Watch is 99% accurate non invasive heart rate monitor. It works on bluetooth low energy. I was able to get that heart rate, my heart rate inside of my Unity Oculus Rift App. Because my Mac Book Pro does not have a Bluetooth LE Chip in it I went an outside the box route that I am now very proud of. Here were my steps of getting the Mio Alpha Heart Rate into Oculus Rift at a high level.1). Turn on Mio Alpha Watch and let it find your heart rate.2). Write Unity iOS Helper app with Alpha Mio Plugin (as the iPhone 5 has a Bluetooth LE chip)3). Send the Beat to the iPhone and Display it in the App4). From the iPhone in Obj-C, Update the BPM to a local server of person wearing the watch (Made a small sql database that holds a record of name and beat).5). In the Oculus Mac App use the WWW class to pull down the beat from t
Hi,I am trying to create a basic sphere with a texture map on it using the Oculus SDK 0.4.2 along with the direct to rift functionality for DK2. I am using the OculusTinyRoom example as the starter code. I have no prior experience in Direct3D and I am finding it hard to figure out how to get this done. Currently, this is what I was able to do. When I went through the OculusTinyRoom code, they were using slabs as a basic primitive to construct other geometry, hence I created a sphere using Slabs with this code :Slab SphereSlabs [2628] ;void createSphereSlabs (){//Slab SphereSlabs[200];//*b = new Slab[100];float val = 3.14285/ 180;int i = 0;float rad = 3.0;for(float p= 0; p <= 360; p=p +5){ for(float t= 0;t < 180; t=t +5) { Slab a ; a.x1 = rad * sin(t *val) * cos(p *val); a.y1 = rad * sin(t *val) * sin(p *val); a.z1 = rad * cos(t *val); a.x2 = rad * sin((t +5)* val) * cos ((p+ 5)*val ); a.y2 = rad * sin((t +5)* val) * sin
I'm trying to find out if anyone has had success getting rift to work with Cryengine sdk,specifically version 3.4.3. I've checked out the Cryengine forums but it's still pretty unclear which version has support and how to set it up.I would like to get it working with my Jurassic park environment but no idea where to start so any clear information on this would be great help.It has to be for version 3.4.3 as the AI I'm using only works in that version.
Trying to solve an implementation challenge - happy to pay for work if anybody has expertise around this - just drop me a pm -
I apologize as im sure this has been covered a hundred times but been reading all the info online I can but am getting confused. :? Im trying to get rid of juddering as its making me feel sick and most games have it, the few that didnt were amazing so Im trying to have that experience with the majority of the demos.Ive had my dk2 for two days now and for the simplicity of getting demos to run right on the rift I have been using it in direct mode. This causes all my direct games to run where they should but the majority of them are giving me juddering.Is extended mode still the way most of you guys run your dk2?If I set it in extended and make rift primary then I loose all my desktop icons and start button (windows 7)Can someone give me a list of settings or a tutorial link?Do i need to set vsync in nvidia control panel :?: Ive even played around with vr game manager and still cant get rid of judders in most games. :( Ive switched to a non aero theme in windows. vsync enabled.running
I'm keenly interested in this, can someone put me in touch with similar projects? I'm currently working on an idea to map real space using a series of 3-D, 360 panoramic still photos.The eventual goal is to recreate a real walkaround space without having to first rebuild that space with architectural software or a game engine, hopefully expediting the processing time and easing computer requirements. For instance, a recreation of a room in the Louvre, using real imagery by the methodical coordinate by coordinate photographing of the room. A simple coordinate navigation system would then allow one to move around anywhere in the room, viewing the actual room, in 3D, from the panoramic photo taken at that coordinate.Help and critiques are welcome.
I just saw this on Kickstarter Control VR Update #5......Hardware Updates1) We are designing the new hardware to be more modular and include legs. This will be possible in two ways. Users who bought the upper body suit will be able to remove their finger sensors and place them on the legs. This will be possible only through an update package which contains leg straps and a lower body harness. Additionally, we developed a more powerful hub which will accommodate additional sensors. Users will be able to purchase additional sensors, along with the harness and leg straps to do full-body motion capture. More information on this topic will be made available soon.2) Our second most common question has been wireless connectivity. We found wireless connectivity to be a very desirable requirement in terms of practicality. With that being said, wireless connectivity complicates the hardware and increases latency. Our focus at this moment is the fidelity of the data as achieved through high fram
Hello everyone,Some of you may be interested in these articles:http://www.fastcocreate.com/3036912/nissan-invites-people-to-chase-the-thrill-with-treadmill-enhanced-virtual-reality-experiencehttp://www.unit9.com/project/nissan-juke-chase-the-thrillI went to Paris yesterday to see this and it was quite incredible. The show is open to the public for 16 days, ending on 19th, plus a few press days before. The team told me that between 300 and 500 people of all ages have tried it every day.One 70 year old lady came back on 3 different days she liked it so much.
Hi Everyone, I'm just about to start developing a musical instrument in VR, using leap motion to get hand pose. I also want to overlay VR info on top of physical knobs/slider controllers (so that people will know where they are and what they do).Something I've noticed about the leap VR demos, Tuscany demos, Unity and HL2 is that my head tracked movements come out smaller in the virtual world than in real life... is there a good reason for this? Helps with feelings of stability perhaps? Can I assume I will be able to correct this in my code?It's not usually a problem, but for augmented reality stuff it means the real world shifts by different amounts and I want it to line up perfectly. Cheers!Rob
Running into trouble with Leap Motion VR tracking? This quick guide will show you how to check your hardware setup and environment: http://blog.leapmotion.com/troubleshooting-guide-vr-tracking/Highlights for the TL;DR folks:Check for throttling by opening the Diagnostic Visualizer. (Right-click on the Leap Motion taskbar icon and launch “Visualizer.” Once the program launches, hit H and L to show additional diagnostic data.) A healthy setup will display device and data framerates running ~120 FPS and processing time ranging between 3-7 milliseconds. If your setup isn't running that well... read the post for more ;)You can also check for background interference with the VR Intro app. You'll find that ambient lighting is much less of a problem than background interference caused by the Leap LEDs reflecting off nearby objects. For quick diagnosis, try the double-distance test:If these approaches don't resolve the problem, email us at developers@leapmotion.com, post in this thread, PM me..
Hello Devs, it's quite a milestone for crescent bay to push towards better screen and many speculated Note 4 was use in the demo set. One thing left me bewildered, were there a noticeable green-ish and red-ish colors on the screen?DK2 (Left)IPS looking much better.Crescent Bay?
Hello everyone,I'm fairly new to the concept of 360 degree stereo 3D video, so I'm curious as to what is a standard workflow for everyone. Most importantly, the post side of thing. I do have a lot of experience in regular stereo 3D capture though.Is Video Stitch the best for combining all the video before taking it into a editing timeline? I've built a rig with GoPros and we're about to start shooting test.Any info would be greatly appreciated!!ThanksJosh
I've updated my Java bindings for SDK 0.4.2. 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>0.4.2.0</version> </dependency>Update 2014-09-05: Release of 0.4.2.0Changes since 0.4.2.0Updated binaries to SDK 0.4.2Added new HQ distortion flag (currently non-functional in OpenGL)Update 2014-09-03: Release of 0.4.1.2Changes since 0.4.1.1Added function to enable/disable HSW rendering by the SDKUpdate 2014-08-15: Release of 0.4.1.1Changes since 0.4.1.0The windows binaries were being built in release mode, but had some debug preprocessor macros enabled, so any asserts you hit would crash the application.Known issues are unchanged.Update 2014-08-13: Release of 0.4.1.0Changes since 0.4.0.1Added ovr_
Hello,I'm a long time lurker, and have been using/testing Oculus since March (starting with DK1, and now DK2). I have a background in filmmaking and in 3D animation / compositing / effects work.A thought came to me this morning, and I'm curious as to what the technical feasibility of this is. I imagined a pair of 2 UHD cameras (4k) capturing both color and z-depth information, and a program/processor to capture both images / z-depth information and putting them together in a virtualized / generated 3D environment for a user to walk around in.The way I imagined this is to set up the 2 cameras far away from each other so that the foreground subject would ge 300+ degree coverage, and anything occluded by the foreground object would still be covered because of the 2 cameras. The result, as I imagine it, is a semi low resolution 3D generated scene, playing back, based on the image and z-depth capture of the 2 cameras.I've seen semblances of this created with those who are tinkering with t
for less than $50???Definitely too good to be true!! :phttp://www.feelthree.com/2014/09/6dof-handarmfinger-tracking/
my question isin the future i can reemplace my dk2 screen for the screen of samsumg galaxynote 4 ?
Quick question: Is there no way to change the profile user while in the application? I can't seem to find it, either in the C or C++ api.I also can't seem to modify the IPD directly (a lesser alternative), is that true?I'm stuck on 0.3.x because of linux ( :x )
Would it be possible to use the Xbox One's Kinect Sensor as an Input Device?
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