PCVR/Link Development
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I'm planning to build an Omni Directional Treadmill soon. I already have some ideas, but have some issues also.Issue #1: Support RingI'm trying to make a ring based on [Cyberith Virtualizer's] (https://www.kickstarter.com/projects/1259519125/cyberith-virtualizer-immersive-virtual-reality-gam) design, with a climbing harness in the middle. However, I don't know how this can be accomplished easily and cheaply while still allowing sitting, crouching, and rotation.Issue #2: TrackingI have two PS Move Motion Controllers available, and I'm wondering if I can use these with FreePie to detect movement on the Z axis. If not, I can probably buy some Wiimotes, but I would prefer to not have to.If I can get a functional model, I'll post an Imgur album.
I cant seem to find the right word combination to search and find the answer I need. I just broke the bank on a PC and am really interesting in playing some racing games with my Dk2, I've seen quite a few people mention the Logitech G27 but I was hoping for a good setup that doesnt cost as much. Anyone use a cheaper setup that they swear by?
Hi all, I recently did some benchmarking of a variety of popular Rift demos, which is described further in this thread:http://www.reddit.com/r/oculus/comments/28a3ul/fps_of_some_rift_apps_at_1080pnovsync_on_gtx_780/I discovered that benchmarking Unity apps is a pain because the OVR Unity plugin seems to force on vsync by default, regardless of the global setting in NVIDIA Control Panel. Developers can modify this, but it requires a conscious effort and access to source code (unless I'm missing something).So I created this patch tool which edits the MSIL bytecode in published/compiled Unity projects to force vsync off. It works with all Unity apps I've tried so far and is great for comparing your frame rate directly on your dev hardware to other demos that are out there. Get it here with full C# source code (built for Windows but should run on Mono):https://mega.co.nz/#!pMJmRD6Z!-rYIr1HanGqwnv9HFUJ2VVUUgtkQX72PD6-HxEORswIThe code it alters is in OVRCameraController::SetMaximumVisualQual
Hello,I am wondering if anyone has any thoughts on using the data you get from ovrHmd_GetEyePose() on a separate thread for processing.Currently the calculations for my camera and the drawing are done on the same thread but if I can move the calculations for the camera on a separate thread I can get some performance gains.Thank you for your time.
When I first got my DK2 a few weeks ago, I only had the time to test a few of the awesome demos provided on this website. However, after finishing some of my projects, I now wanna get started with Oculus development.Today, I downloaded the latest SDK version 0.4.2 and tried to get the OculusTinyRoom sample project to run. Unfortunately, my DK2 is only detected when I'm running the project from the previous SDK 0.4.1.When trying to integrate the SDK code in my program, the same error occurs and the DK2 is not detected. I'm trying to use the following method:void InitializeOculusRift(){ std::cout << "Initializing Oculus SDK ..." << std::endl; ovr_Initialize(); int hmdCount = ovrHmd_Detect(); std::cout << "Found " << hmdCount << " connected Rift device(s)" << std::endl; for (int i = 0; i < hmdCount; ++i) { ovrHmd hmd = ovrHmd_Create(i); std::cout << hmd->ProductName << std::endl; ovrHmd_Destroy(hmd); } ovrHmd h
Is it possible to output the position/rotation data of head tracking over time? Tabular format ie., t,x,y,z,x,y,z would be the best.
Hi,apologizes if those questions been asked/answered somewhere else I could not find.So here the questions, we are talking about DK2 using Direct Mode with a custom made DX11 renderer.1. Is any way to tell the lib "just output on the DK2 do not echo on the PC as well" to hopefully get even more performance ? ( i.e. switch off the 'replication' on the PC display )2. the famous/infamous "vertical gap/tear/how you call it" .. any way to avoid it completely ? Or nothing can be done coder's side ?3. Double buffering or triple buffering or no buffering at all ? I am using two at the moment.Ok the questions are 3 not 2 :)Thanks in advance.
Hey folks, we've just released a new Unity asset -- Rift/Desktop, which allows your to recognize whether an Oculus Rift is connected, and set the camera accordingly. This allows for easy access to desktop and VR modes within a single app.Note that it's not currently integrated with our Oculus Passthrough asset, so you'll need to pick one or the other to use alongside our V2 Skeletal Assets. For more details, check out our blog post, which also covers some of the basics in building your own Leap + Oculus prefab: http://blog.leapmotion.com/getting-started-unity-oculus-rift/Or if you just wanna get started right away: http://developer.leapmotion.com/getting-started/unity
I was thinking, The human eye has its main focus on 5% or something. That on what you focus. The rest of what you see is "blurry" and by the rest: the field of view outside of what you focus on. Could there be a lens that warps the screen into the right view, which uses a great portion of the screen for the focus, centre, and only the outside(less resolution) for the rest. So that there is a much higher resolution in the focus? And less in the rest? Or wouldnt that work because you still use your eyes to look left and right, instead of your head?
glasses/contacts can become a huge impedence especially to developingI got PRK because my glasses broke. Initially I got Lasik with Customvue and Plugs from Lasik Vision Institute. They financially qualified me no interest for 24 months. Payments per month for 2 years are very manageable. Upon arrive to the ready room the person working there told me the doctor is reviewing the results from the computer to see if PRK is better for me. Then it was and I got PRK.It's better than Lasik because doing contact or anything extreme in the future won't make the flap bust open as only the top most layer for cornea is removed. I'm on 2nd to 3rd day and I'm beginning to see clearly.I didn't want to go through the whole contacts bacteria which I had why I went back to glasses and glasses scratching allover again which cost lots of money.I'm sure the developers can benefit highly to the new Visix S4 customvue technology. Having glasses squeeze into your face when you use VR for years to come
We are missing a Hyrda Razer from one of demo's and can't find another online and don't want to have to re-code for a new controller right now. Does anyone have a lead for where to get one, doesn't need to be new. We need it the UK. The last one on ebay I failed to get, the US ones advertised are from sellers with very poor ratings.
I wrote about allowing people to recenter the HMD when they start a game, so you can figure out their resting head position.Summary: Allow users to re-center the application to their resting head position before placing them in a virtual world. Users should be able to press any key to re-center the display. If a scene is visible on-screen, fade it out and then fade it in in the recentered position.Full post: https://www.twentymilliseconds.com/post/recentering-hmd-best-practices/
I've been thinking about some ideas to increase the sensory experiences available through Virtual Reality. Currently Sight and Sound are commonplace, Touch has several different options which can provide both input and output (haptic feedback gloves, etc). What is falling behind is smell and taste.The general consensus says that there are 5 types of tastebuds, sweet, sour, salty, bitter, and umami. And while there is research into electronically stimulating the tongue to "emulate" the tastes, who would really want to play a game with electrodes sending current through their tongue. And the current research says there are 10 "basic" smells. I haven't done research yet into scents, so I don't know if there is a completely electronic way to emulate the scents.But in regards to taste, there's been quite a bit of flavor research done lately, because of the e-cigarette/vaping craze. Now, I'm thinking it's possible, with a limited number of basic flavors mixed by computer, injected onto
get your pop corn and head over ...jet pack award here i come...https://www.kickstarter.com/projects/778883050/riftmax-theater?ref=nav_search
Just got the dk2 and so far no probs pretty straight forward, is it me or do you think the cables should be a little bit longer or the option to at least purchase for different set ups my tower sits pretty far back in my desk and under im 6"4 last thing you want to mess up your experience is a tether effect. im impreesed aswell with the talent of some of these devs turnng out some of these demo's keep it up its only the beginning :) Iexperienced Senza peso im thinking the same concept with either Goethe's Faust or Dante's inferno (with Slayer or maiden ) lol anyways the possibilites are endless
Hi all,I have been facing a small DK2 Developer's dilemma and I was wondering if anyone else has experienced this (or have any insights to offer)?As you develop your project, do you feel less "immersed"? To be more specific, do you:1) Notice the SDE pixels more than before? to the point that it takes away from the experience? 2) Start to lose the sense of depth for objects that are not close to you?3) Not get the appropriate sense of "scale" for large things far away anymore? For example, in the "Great River" demo you pass between the two large statues but it just doesn't feel that "grand".I did not notice these when I initially used DK1. It got a bit worse with DK2 for me. Sometimes I just have to stop developing my project (or use VR altogether) for weeks before the above effects subdue.My solutions to above problems so far:1) Avoid having small objects (due to size or distance) displayed in the center of the screen. Dreadhalls seems to avoid this problem by having dark corridors whe
So, the Linux 'nagging thread' has kind of dragged on for a while. Oculus has pledged Linux support, but given no ETA on when we'll see positional tracking supported for DK2. It could be this week. It could be months.However, I think that sitting around and waiting for Oculus to solve the issue kind of goes against the spirit of Linux anyway. If you want something done, you should be willing to do it yourself. To that end, I'm working on porting the current 0.4.2 SDK to Linux. I've managed to reverse engineer some of the code required to interact with the LEDs so that they can be turned on. The camera is natively supported. Right now the primary missing component to getting this done is the software for calculating a head pose based on an image from the camera. Unfortunately this kind of math is outside my field of expertise. So I'm putting a call out to the community to see if interested parties might be able to assist with this.If you want a Linux SDK and don't want to wait
So I have a scene I imported into Unity (OBJ/MTL etc). Renders fine, imported the Oculus plugins no problem, outputs the the rift just fine.However, the head tracking is turning the entire scene instead of just the Player camera. I know this is such a basic thing but I'm completely new to Unity so would appreciate if someone could tell me what I'm doing wrong.
A friend has developed this graphics engine with some really cool features. The demo he shows would probably be a bit weird in VR, but I think this method would have its uses. Has anyone here messed with anything like this?*should this have gone in vr game dev/best practices? Sorry if so :/ Move it if you can, thanks.
Hi there,I already read a lot about the different little things/trouble to properly develop in Unity for the SDK 0.4.2 (issues with primary display, mirroring etc pp.). I can see there probably are just quirky ways to get a descent workflow for the mac right now.The following proposed setting seems pretty alright, though you get judder through development, but that's acceptable:http://variancetheory.com/oculus-rift-dk2-osx-unity3d-setup/BUT what about presentation? So I developed my awesome VR Unity app and want to show it off to other people, for example on a conference. With windows that's easy just use "Mirror to Display" in the OVRCameraController and all is set when you're in DirectToRift mode. But on the Mac with 0.4.2 you currently don't have DirectToRift so that one doesn't work.The ways I currently come up with to present a built Unity app:1) Make DK2 you primary screen and execute the app from that screen (DK2). You get a proper framerate and in my case no judder (as I think
This seems obvious, but I haven't seen any thread about it... You'd be nice to point me in the right direction if this is being discussed elsewhere.I'm a PC guy. Since I'm already used to and prefer keyboard/mouse controls for anything but racing sims, I believe the best control scheme to use - until actual VR controllers are up to snuff - is putting IR dots to position the real keyboard, mouse or driving wheel hardware in the VR environment. Having a virtual representation of input devices in line with their real world position would allow to use them effectively in VR. This would also solve the haptic feedback issues to some extent...Obviously, this might break the magic of immersion in some instances, so it should be customize-able and designed into the VR experience and/or activated by a nod or something...What do you think?
Hi,I really love the idea of building something and being able to see it in "real life" with the oculus.That said, I'm a total beginner with directX and openGL.To get started, I played a bit with the tiny room demo and wanted to move/animate some cubes.In a naive way I tried the following:-Load a file containing the starting coordinates for the cubes-Use the function "PopulateRoomScene" (modified, code at the end) to set up the scene in the init()-Load a file containing new coordinates for the cubes (in the main loop which calls "ProcessAndRender()")-Delete the scene and repopulate in "ProcessAndRender()"void ProcessAndRender(){ pRoomScene->Clear(); PopulateRoomScene(pRoomScene, pRender,pMyCube);... (rest unmodifed)The animation of the cubes moving works fine this way, as long as one doesn't move the head. Then the scene lags a lot. With this setup, even when I have just a static scene (only loading the cubes' positions once and never updating them) it lags when moving the head, wh
I recently have stumbled upon the oculus rift recently and was rather intrigued. I wish to get the development kit but do not have the funds to do so at the moment but that is a seperate matter.During my little bit of research I found that one of the most pressing issues at the moment was the issue of input.I suggest possibly teaming up with the developers of the "Emotive Insight". They utilise EEG systems to measure brainwaves and use those measurements as an input interface. When used with video games you would simply imagine yourself walking forward and you would walk forward in the game. Simply imagining any action would make it possible to do that action in the game as long as the headset was pre-calibrated for that action.Of course there may be issues with this idea, but I beleve that it is a step in the right direction. (Ha Ha...just had a crazy thought of possibly using some form of hypnosis to emulate touch, smell, and taste...Weird.)
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Hi all,I am trying to show a composite video signal on my DK2 with a latency as low as possible, since I want to control my remote controlled quadrocopter with this setup. In a first step I don't need sensor feedback from the Rift, so the task is boiled down to capture the analog video signal, resample the color space to RGB, deinterlace, apply distortion and generate the HDMI or DVI output.For this purpose I am tinkering with a Cyclone V FPGA. The first three steps are working already and I can show the video on a normal monitor with a resolution of 1920x1080p@60Hz. Now, I am trying to show the same on the DK2, which uses a resolution of 1080x1920p@75Hz. From my calculations, this leads to a pixel frequency of 200 MHz (including blanking, vertical and horizontal sync). Unfortunately this is out of the specification of the HDMI transmitter (ADV7513) on my demo board. I have experimented with several frequencies and sync timings with the following result:Using a refresh rate belo
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