PCVR/Link Development
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is there anyway to disable this while developing, it so annoying having it in the way for 6 seconds everytime i compile.Just started using 0.4.2 with dk1 and implemented the oculus render pipeline instead of the custom which wan't too bad an integration I must say at least so far. this HS message really should be handled by the devs. it really is annoying and I've only been testing for half a day on the new implementation. There might be a new HSM display message for people who have been around me, having to witness this message over and over all day let alone after weeks and weeks. Anyway to disable completely till ready to release, if not will it be implemented or can I just hack the source of the library for now to get around it?
Hello Rifters,First let me introduce myself in short, my name is Nathie, I'm 19 years old and I'm a active rifter on YouTube. Since I am a really big fan of the Oculus Rift and the videos that are getting made on YouTube I decided to make a personal top 5 video of YouTubers who play video games with the Oculus Rift ( dk1 & dk2 ) If you got time feel free to watch it and don't forget to buy some popcorn while you are watching it.best regards,Nathie http://goo.gl/mYr0l8
NEVERMIND im stupid delete this post :D
Hi folks,I'm looking for a relatively cheap machine to develop on for the Oculus Rift. The boss wants it justifying so can't go crazy but i've been quoted this. Does it seem ok? £350 for the following:Intel Xeon W5590 3.33GHz Quad Core CPU (better than the i5 2400)8GB DDR3 10600R ECC RAM (Registered DIMMs)250GB HDDnVidia GTX750 2GB GDDR5 Graphics CardLook forward to yr thoughts.
Hello. I'm messing around with the oculus in c++ with opengl 1.x or 2.x (whatevs win7 ships with). I've been able to muscle through the rendering items, and I can view my test scene just fine. However, I'm pretty lost with the rotation stuffs. Euler angles and quaternions are a new concept for me.So the surrounding code for my camera is roughly this:void Camera( int i ) //i is the eye :){ ovrTrackingState TrackingState = ovrHmd_GetTrackingState( Hmd, ovr_GetTimeInSeconds() ); if( TrackingState.StatusFlags & ovrStatus_OrientationTracked ) { ovrPosef pos = ovrHmd_GetEyePose( Hmd, ovrEyeType(i) ); float headPitch = 0.0f, headYaw = 0.0f, headRoll = 0.0f, pitch = 0.0f, yaw = 0.0f, roll = 0.0f; OVR::Quatf headOrientation = TrackingState.HeadPose.ThePose.Orientation; headOrientation.GetEulerAngles <OVR::Axis_X, OVR::Axis_Y, OVR::Axis_Z> ( &headPitch, &headYaw, &headRoll ); OVR::Quatf orientation = pos.Orientation; orientation.GetEulerAngles<
Hey guys, long time no see.So I've been messing around with the DK2 for a while. I have to say I'm very impressed, but gotta see high pixel densities, which Crescent Bay addresses from what I hear. However, on the other front of things, they software.One of the problems I know of, because the Rift renders two images, both in different locations, there are adverse affects like AA and other filtering effects not working the same way it does on a single monitor.Because of this, straight lines or edges look weird or not what we would expect. So in order to prevent some of these weird effects, we turn AA off. That makes sense, however now we are left with jaggies.My question is, has there been a proposed fix or theory about how to bring back AA or a form of AA?
The time has finally come. After long months of preparation in all fronts we are almost ready to undertake the next 7 weeks of campaigning to raise funds to continue PHOBOS' development.We are leaving the comfort of our development environments to step out into uncharted territory. Our questions far surpass our certainties.We don't know if this nascent niche that is Virtual Reality has yet achieved the potential size to enable us to scale up our efforts or what percentage of you are convinced on the idea of using VR for therapeutic and research applications.One thing I can tell you. When I decided I should go for it talked to hundreds of people of every walk of life: clinicians, enthusiasts developers, artists, scientists business reps, test subjects, faculty professors, students and yes, people who had hardly or ever heard about the word Virtual Reality.Not a single one turned around and walked uninterested. When you <strong>tell</strong> people about the possibilities of
Le sigh...http://i.imgur.com/wiJIbAT.pngOkay, same question here...Is anyone presently working on such a beast (for any emulator, not just PCSX2)?Basically the idea would be to make a simple plugin that can take head tracker input from say the Oculus or Vuzix and then have it change the camera controls accordingly. This would work best in PCSX2 because it has the "free look" option... not sure if other emulators have something similar to that or not (if not it would likely be a lot harder to code).If no one (from either side) is working on it then I think I might go ahead and take a crack at it.
EDIT - now you can try it yourself! :DHere is a concept for a rumble pack, similar to those we stuck in our n64 controlers, only the idea here is thatit would make use of the DK2's usb slot.How To DIYhttp://imgur.com/MxiySyhUnity DemoControlswsad - drive tankspace - fire tankesc - quit gameleft mouse - crash gameScreenshothttp://imgur.com/pkLcHsfFiles Linkhttp://www.mediafire.com/download/rrpy746z9de544p/TankRumble.rarUsing XInputDotNet, I was able to get the 360 controller to independently rumble, while the game is controlled on the keyboard. Unfortunately the minimum rumble I could get was more than I was looking for, so as the tank moves, the rumble may seem a bit fierce. The rest was the original post:Exactly what it sounds like, a small attachment that sits on the back, or top of the cranium and programmable to rumble during simulations. This is really old tech so keeping the price down to less than 40$ would be preferable, Make it happen Oculus! :D
Hey everyone, starting on Oct. 19, Leap Motion and IndieCade are kicking off a six-week global competition for developers to build innovative experiences for both desktop and VR. Games, musical experiments, artistic explorations, educational apps, etc. are all welcome!We’re giving away over $75,000 in prizes, including $30,000 cash, the opportunity to showcase your creation at IndieCade events in 2015, a visit to Leap Motion HQ, and lots more. You'll find more details and registration info in the links below. If you have any questions, post in this thread or over at the Leap forums: https://community.leapmotion.com/t/leap-motion-3d-jam-chat-and-update-thread/1871Registration: https://docs.google.com/forms/d/1w-rOqriDVzFv6iOAMJBwyv3rlZdSbiM1Rgk5svef6Z0/viewformFull details here: http://blog.leapmotion.com/leap-motion-3d-jam-presented-indiecade/Official rules: https://community.leapmotion.com/t/official-rules-leap-motion-3d-jam/1870
Hello everyone, I'm currently making a degree on digital arts and multimedia and I want to make a small project on mounting 2 GoPro cameras and playing them live on the Oculus Rift sort of creating a third person effect.This is based on a work made by Mepi(http://www.polygon.com/2014/7/4/5869841/navigate-real-life-in-third-person-using-oculus-rift-and-gopro-cameras)The thing is, how to I make the connection of the gopro's to the rift?So the theory is that I have to connect the GoPro's to a laptop, and then send the video signal to the rift. Right?Is there any app, DK or I have to create it myself? (ex. maxmsp)LiveViewRift is able to do this live connection?I also heard about VR player.. but I didnt tryed any of them, I'm waiting for the GoPro's.Help needed! Kind regards
I'm currently making a degree on digital arts and multimedia and I want to make a small project on mounting 2 gopro cameras and playing it live on the oculus rift sort of creating a third person effect.This is based on a work made by Mepi(http://www.polygon.com/2014/7/4/5869841/navigate-real-life-in-third-person-using-oculus-rift-and-gopro-cameras)The thing is, how to I make the connection of the gopro's to the rift?Is there any app, DK or I have to create it myself? (ex. maxmsp)
Hello I have a asus g750jm-bsi7n23, with intel core i7-4700HQ 2.4ghz with 3.4ghz turbo boost, 8gb ram (capable of 32gb), NVIDIA GeForce GTX 860M graphics 2gb win 8.1 64bit. 1T hard drive and a 180gb ssd.
I am currently building VR worlds using Unity and an in-house game engine and am getting tired of carrying my Rift around everywhere I go. Sometimes, I want to boot up a VR program, either a game that someone else has written or my own game or software, and work on it without having my Rift plugged in. The problem is that some applications won't run unless a rift is recognized as attached via USB. Does anyone know how to "fake" having a rift plugged in? Are there any good hardware simulators out there that can send a little bit of fake OR input for dev testing purposes?
HOW!?I've been out of the PC world since Vista and now my new rig has W8 I try to run the Oculous run time exe and it ask what app do I want to use. its a EXE it should just run right? :oops:
Hey everyone, We’re looking for a Senior Level Unity developer to come on board the OCVR dev team. We have projects in the pipeline involving: Unique input devices, 360 Live Action for CGI and Gear VR, and Virtual Reality/ Augmented Reality experiences. If anyone is interested please check out the link:http://bit.ly/VRdevhouseHere's the background on OCVR as well:https://www.youtube.com/watch?v=4rDo4XLxj4oIf you have any questions feel free to email me at michelhaddad7@gmail.com Thanks everyone
So, two of the big things against VR I hear is this:Many get VR-sick after prolonged use.In its current state it's very asocial, because it shuts out the rest of the world with next to no interactivity with friends around you.I've started thinking about the idea of asymmetrical social gaming, where one person wears the rift, and you have the other players in the room using other devices for gaming. Like a gamepad, wiimote, cellphone.An idea I had is that the player in the rift is navigating a city crawling with zombies or other nasty things trying to get to an exit. The other players in the room use a wiimote/gamepad in order to aim a cross hair at a screen in birds eye view to clear a way for the player. The other players also have to help the main one navigate, as they can see more of the world than he/she can.After each level the game will say "Next up <player name>", and this will load up a different rift-profile so that the IPD and height will be correct for each player, and
I am very new to windows development but for an upcoming project I need to use visual studio for Oculus integration. I have installed the runtime, downloaded the sdk, and tested the sample applications and everything is working fine. My only issue is I am very lost when it comes to development at the moment. Could someone give a quick tutorial on how to import/setup the Oculus SDK for Visual Studio 2013 for C#? I'm not even sure if that is completely supported though because a lot of forum posts say it isn't but I think that is before there was Unity support. Most tutorials I find online are very outdated :( All I need is a simple tutorial on including the libraries and then I should be able to just look at the documentation for the functions. Any help is appreciated!
Hello! I'm just playing around with the idea of making a short little movie, and I'd like to see what the Oculus Rift looks like in a more class shot-based setup. Viewer can still look around, but the shots will cut or fade out/in to the focus I want them to look at.However, using Unity, I'm having a heck of a time.Method 1: Have preset empty game objects with the position/rotation I'd like the camera to be at. Unfortunately the position works, but the rotation is ignored by the OVR controller object.Method 2: Have a bunch of OVR Camera Objects, one for each shot, and activate/deactivate as needed. Unfortunately for this, when a previously used (and deactivated) camera object is reactivated, the shot no longer updates and head tracking is lost. In the scene view I can see the cameras activating and deactivating, but in the game view it seems frozen. No error is reported.I'm sure I'm not the first to try this. Has anyone else found a good solution to pre-setting composed shot p
You can download a Mac OS X driver for the Xbox One Controller here:http://stonelightpictures.com
We are starting a recurring Virtual Reality development meet up in Dallas, TX. Every two weeks we are inviting VR developers, and those looking to get started in VR development, to come out and work on solving VR development problems and to developer their own content in a cooperative working environment. While this event started out of a desire to solve VR software challenges, it isn't just for software developers and researchers. Content developers and artist trying to solve issues related to VR are also welcome and encouraged to attend. Our first meetup is October 19th. For more info and to RSVP check out our website at visualpurple.club
When trying to log into the developer center, I get the following error (outside of the "forums" section):This page contains the following errors:error on line 69 at column 19: EntityRef: expecting ';'Below is a rendering of the page up to the first error.I need to login to redownload the unity sdk but I can't. :( arghhhhh.This happens with Chrome and IE, except that IE just displays an incomplete page with no error message (page is unusable in both browsers).
I have some MS Kinect for Windows devices along with the SDK. So far I have only used and studied the sample programs, but from what I see, I think the Kinect could make a very capable gesture control input to Oculus apps. I think it could be programmed to recognize arm and hand positions and movements in 3D space.
Ok first I will admit I am not very clued up on Haptic Technology and other solutions for VR Presence. Obviously now we are learning that In order for VR to reach maximum potential, our body and its movements plus haptic feedback need to be integrated. The first problem I think is easy to solve. Basically, with the Oculus on your head and a built in altimeter, we could measure your height and by extrapolating from the top of the head we can build a generic body, one for female and one for male. Finally, we need to be wearing special gloves and socks/shoes? that wirelessly talk to the oculus, with these 5 points of measurement included, the animation can be procedually generated via extrapolation.Second, I assume this haptic idea has already been thought of but I'll go ahead and talk about it anyway because I'd like to read your input. Talking about the Gloves specifically, I was thinking there needs to be a pocket between the outer layer and the inner layer of the glove, this pocket i
What technology does Mad Genius Motion Capture System proof-of-concept prototype break-apart game controller use?http://madgeniuscontrollers.tumblr.comhttps://twitter.com/madgeniuscntrlhttp://www.youtube.com/watch?v=9R15NhJyPEcQuote: "Skyrim Motion Sensitive Gaming with the Mad Genius Motion Capture SystemPublished on May 7, 2013This is the proof-of-concept prototype of the Mad Genius Motion Capture System working with Skyrim on an XBox360. It is a game controller that can act as a standard controller and/or a motion sensitive controller. It has unprecedented tracking accuracy of +/- 1/100th of an inch.The game controller in the video is only the proof-of-concept prototype. The final version will be wireless--there will be no cables from the controller.Motion gaming can be added to any game, even if the game wasn't written for motion controller. It works with any gaming system--XBox, XBox 360, PS1, PS2, PS3, Wii, Nintendo, or PC. Add motion capture to any game, even if it's ten years o
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