PCVR/Link Development
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Hey guys,we are experiencing some performance issues with the the Direct to Rift Mode:- Running in extended mode with vsync we get solid 75fps- turning vsync off it goes up to around 150fps- as soon as we use Direct to Rift, it hovers around 62 to 65fps, vsync off or onThe worst part about the 62 to 65fps is that it causes really bad jutter (guess timewarp is not working correctly or something). It would be really great for our application to be able to use the second screen feature of the Direct to Rift mode, so just using extended mode is not really an option.setup: i7 / 32GB RAM / TitanAny ideas or people having similar issues?
I've had my DK2 a week now and I still can't get it to work properly. Some demos work fine in Direct mode. Helix rollercoaster works in extended mode, Elite Dangerous works fine once I've jumped through all the hoops!My problem is I don't seem to be able to see my desktop in extended mode, I can only see a small portion of it, I can run some demos and they appear on my desktop but not the rift (they take up the whole screen in side by side mode, but my rift still just shows the small portion of blurry desktop). I've looked for days for a solution and spent hours looking at my screen sideways and upside down. I've got the Rift set as the left display, I've switched it to portrait in Nvidia settings, tried various resolutions, tried the screens extended and duplicated, just can't seem to get it right.HELP please.I have Windows 8.1GTX 770Rift is plugged into dvi via covertor and shows as monitor 1
Hello Oculus!I received my DK2 yesterday, and it's awesome.One thing that bugs me though and greatly detracts from usage is the IPD range - my IPD is 69mm, which means it's out of the 64mm-ish perfect range by quite a bit. It ends up blurry for one eye or the other because of this.I've gone ahead and ordered these separation extenders, which will help a lot, but the problem then becomes the separation distance for the lenses being wrong, and the wrong value being reported to games and apps.It can be hacked to the right value inside individual games' DLLs or EXEs, but that is hardly ideal and potentially prone to error. So could we get this exposed to the config utility (hide it under advanced!), pretty pretty please? I'd love to have a clear picture through the Rift without having to individually hex edit a bunch of games.
In Windows, to shut down an app cleanly, you're supposed to exit the message loop when you see a WM_QUIT message. This message usually gets posted upon closing the main window and signals to the OS that the app is going away.However, I've found that libovr somehow interferes with WM_QUIT. I'm using DK2 direct mode and it appears that after calling ovrHmd_AttachToWindow(), my message loop never sees WM_QUIT. I've verified that it still gets posted upon closing the main window, but it never makes it to the message loop - so the app never shuts down and remains a zombie process. This doesn't happen if I comment out the call to ovrHmd_AttachToWindow().I've worked around this by early exiting the message loop if my main window has gone away, but it would be nice to get this fixed. I assume libovr does not intend to screw around with my messages. :)
Which 3D conversion editor is best for VR? I have AVI video that I want to covert to 3d to view in my DK2. Most of the standard converter results in a poor VR experience, Poor depth, poor definition. Most of my vids are in the 4x3 screen although I have changed some of them to 16 x 9 using Virtual Dub.
Really quick question: I'm wondering if there's a simple way to query whether or not anything is currently being displayed on the rift via Direct-to-HMD? To clarify, I'm not asking "Am I in Direct-to-HMD mode" (that's easy: hmd->HmdCaps & ovrHmdCap_ExtendDesktop) but "Has ovrHmd_AttachToWindow been successfully invoked."
Hi,this is old news but seems new Maxwell GPUs 980 and 970 have some VR techs like VR Direct, VR SLI etc..Question is if it's already implemented in Nvidia launch drivers and current SDK or will require new Nvidia drivers and/or Oculus runtime and/or recompiling app to make use of updated SDK libraries?also will work on OpenGL apps or right now is DirectX only? I say because current SDK is DirectX only on Windows, right?
Hey, I want to render a IplImage or Mat image to the oculus dk2 by modifying the oculusRoomTiny example. I feel I have most parts right, but the picture just wont show up in the rift. Can anyone provide a quick example? (I though and still think that this is going to be fairly easy)RegardsPhilip
should not be attached where you can't use your own headphones..personally earbuds are best like the Bose QC20 where it is active noise cancellingits far superior than over ear because the bass is deep because of the sealno overear as it heats up the ear as well
im planning on buying a oculus rift, but im pretty confused about it, so i have some questions.Can you only buy development kits? I cant find any place where it doesent say development kit.I dont have a problem with development kit since i make games myself and it would be awesome to try.If there is a "Non" development kit, and just the oculus rift, what is the different between the DK and the non-DK?Also the the DK2 costs 350 dollars on their site, but on ebay i can find it used to about 500-700 dollars?? why?Can i play every game optimized for the oculus rift on the DK2?I just dont want to buy the wrong thing.
Hello,Great job with Rift and SDK. It seems awesome!. Waiting for my SDK...A question:- It's planned to release an new version of SDK with a minimal example (OculusRoomTiny) for OpenGL (with lens correction shader)?- When? Soon? (to do this work myself or wait for new release)Thanks!Fernando
I had to jump on here to start a discussion and possibly give the idea of a new feature for Dev Kit 3 (or retail, whichever comes next.)The possibility of a sensor that could detect if your eyes were closed or not.Two words any doctor who fan can understand.Weeping Angels.As there's a ton of horror potential, imagine this as a feature.Imagine being immersed and closing your eyes, the game detects this with a sensor and reacts accordingly to programming such as moving a monster that only does such when you aren't looking at it. Sure you can point your head in it's direction, but imagine having to keep your eyes open to defeat or maneuver certain obstacles.
Pretty trivial atm, but some may find it useful. ;) http://pastebin.com/2qdG5kRjAll righty, back to work!
I was wondering if there is a way to simulate the types of input given by the oculus using mouse/keyboard.The reason why I am asking is that I have 2 computers that I use regularly, one my desktop and one my laptop. I do a lot of development on my laptop since most of my free time is in between classes at school. For the moment, the majority of what I am doing doesnt require me to wear the rift itself to test, merely see the rendered result and any changes that motion of the camera might cause. (Im trying to get some HUD display things working properly) If there was a way to emulate the input of the oculus, I would be able to leave the rift at home, decreasing the chance of damaging/losing it.I develop in Unity, if it makes a difference, but I figured something that emulated rift input would be useable no matter the development environment, since it is being run as a compiled executable.Thanks!
http://www.engadget.com/2014/09/11/nextvr-red-virtual-reality-camera-system/
With dual system hero i've shoot 2 photo, then i merge them side by side in one image file. I would see this on my oculus,to repiclate the 3D effect but the effect is really bad. Seems cross eyed everytime. Collegue suggests me to increase the distance between the 2 photos, but how much i have to separate the images? thanks
like a microphone where if you're in a space suit it can make noise in the game like you have a breathing apparatusI think they are doing it already but VR sound where when you move your head in the game the sound just doesn't stay still or go around depending on where you are facing but how close you are it increases sound intensity
Hi guys,So Im trying to use the Oculus Rift with the Photon Server. I want to be able to have 2 or more clients connect to a server and move around a simple plane using the rift. I was able to do this using a 3rd person controller and a first person controller, but Im having some issues with the OVRPlayerController.So players can connect to the server but they are then controlling each other. They do not control each others rotation. That seems to work fine. However player 1 controls where player 2 moves, and vice versa. Here is the code I use to instantiate a player after they have joined. GameObject player = PhotonNetwork.Instantiate("OVRPlayerController", Vector3.zero, Quaternion.identity,0); OVRGamepadController gamepadController = player.GetComponent<OVRGamepadController>(); gamepadController.enabled = true; /** * OVRPlayerController playerController = player.GetComponent<OVRPlayerController>(); playerController.enabled = true; */ OVRMainMenu mainMenu = player.
Open letter from Leap Motion CTO David Holz, posted this morning at https://community.leapmotion.com/t/leap-motion-sets-a-course-for-vr/1642:Hi everyone,I’d like to take a moment to talk about a series of developments we’ve been working on specifically for virtual reality. The first set involves our existing peripheral device and new things developers can do with it starting today. The second is a hint of some of our next-generation hardware and software efforts that we’re currently building from the ground up for this new and exciting space.If virtual reality is to be anything like actual reality, we believe that fast, accurate, and robust hand tracking will be absolutely essential. We believe in the concept of other specialized controllers as well, but our hands themselves are the fundamental and universal human input device.One of the most exciting things to us about virtual reality is that our technology can be more than just your hands -- it can be your eyes as well. We’ve recentl
Hi. I am new in this area and little naive, i also don't tested any VR device. I am simply fascinated of current progress in VR. So sorry if this topic is solved or already discused somewhere:Using analogy of mouse device it can be useful to have user friendly way to temporarily disable motion tracking. When using mouse you sometimes need to change reference position. And mouse naturally supports this change: lift mouse up, move it in air and put it back on the desk. So, position of cursor on the screen does not change but position of the mouse in real word is changed. This is useful feature because range of movement of your hand in real world is practically limitied and when your hand is in border position you need to change reference. And analogically movement of your head is also often limited. Even if you have mobile VR without wires, in real life there are some practical situations when you need to have fixed position for example in bus or in airplaine so you cannot easily turn ar
Hi allI read on the Unity site about a month ago that there was going to be a plugin for Unity free that was going to become available. Has anyone seen or heard when or where yet?Many thanks
Hello everyone!My DK2 finally arrived yesterday and I'm in the process of setting up a development environment.I currently have two monitors attached which are fed via DVI by two separate graphics cards (a GTX 660 and a GT 430). I attached the DK2 to the HDMI port of the graphics card of the primary monitor (which is the more powerful of the two).Unfortunately, this setup seems to prevent Direct HMD on the DK2 somehow. The demos launch correctly but the screen on the DK2 stays blank (device LED stays orange also).Only when I deactivate display to the secondary monitor in the Windows Control Panel am I able to get a picture on the DK2. Now, of course for development I'd really like to have both monitors active and constantly deactivating the secondary monitor for the purpose of testing seems unnecessary cumbersome.The problem also disappears when hooking up both monitors to the primary card, which in my case is a valid option as the 430 is more of a relic anyways. But in general I think
Hello!This seems simple enough but I can't seem to find a solution. I need the camera to orbit around an object when you rotate your head and always remains looking at it. For example, when you look down with the Rift, the camera orbits above the object. When you look up, it looks under the object. This means an object is displayed and you can look all around it, your head rotations match how the object is rotated.A simple solution, I believe, would be to move the camera pivot point to the object (at 0,0) with the camera a little bit away so when it rotates, it rotates around the object instead. Is this possible?Any and all advice is appreciated!!
Hi, i found a used hydra for reasonable price and will pick it up later today. So what stuff is there for it? HL2 VR mod looks epic but if you guys know more content then do share.
Before on the DK1, when running multiple demoes, the tracker would only work with the first one launched.Now with DK2 (SDK 0.4.2, FW 2,12) it's possible to run multiple demoes at once, and the tracking information is forwarded to all of them. Since this wasn't possible on the DK1, is this an accident and will be patched off? Or is it safe to develop a stand-alone tracking-only applications (mostly for experimenting with input controls) on the side?
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