PCVR/Link Development
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Could we please have a strabismus correction such as https://share.oculusvr.com/app/strabismuscorrection incorporated into the runtime? As it is now, I can't play or enjoy any of the demos and games due to the lack of this utility. I'm sure that I'm not the only one who is forced to close one of my eyes during gameplay because of this, or am I? :cry: Thanks in advance!
I have an app that currently is just using monoscopic rendering, via the SDK rendering mode. So the Oculus SDK is drawing the Health and Safety warning text. However, all the text and the warning icon is ghosted. Meaning that it is drawn normally, but there is also a second, faint drawing of everything in the warning window that is drawn. It is shifted to the right, so that in the title you can see the ghosted G in "warninG" just to the right of the regularly drawn G. I also see this same thing if I start the Tuscany demo in mono. And since this is added by the SDK, I assume this is a bug?Thanks for any info.Rock
Hello!We made 3D 360 video 4Kx4K video. We stiched, but we do have some problems viewing it. I used several players but they all seem to be a little bit slow. We have got realy fast PC (Core i7-5930K, 16GB DDR4, GF 770, SSD), but we get some laggs playing the video. All 12 cores CPU are 100% busy, GPU is not used at all. Do I have any solution to make video faster? Perhaps we should use other codec? Does anybody has any solution / idea?
Another glove contender in the mixhttp://www.engadget.com/2014/06/05/control-vr-motion-tracking-gloves/
Hi,I'm using the Oculus SDK 0.3.2 and looking at generating my own asset content. Is there a tool or something that will take a 3DS Max model and export it to the asset structure that the SDK is using for the Tuscany demo? Or is this all a manual process?Thanks!
My question relates to the keynote talk at Oculus connect.I wish Michael would talk more about the ways in which the multi-focal point problem (at around 30mins) is being solved. He just said that there are a number of ways to overcome this with all of the solutions involving new hardware and significant changes to the rendering model. So what are these 'ways'? Everything hings on this lack of a multi-focal solution according to this talk.I want to know how Oculus (or anyone outside Oculus) is working to solve this problem.Thanks,Kane Waterworth
I Believe the Oculus SDK could really benefit from an additional configuration flag that denotes the SDK is being used with no VSYNC. If the Oculus SDK is then told explicitly that DirectX / OpenGL is not using VSYNC I believe it will work very well if EndFrame() takes a timestamp, adds it to the accumlated average(minus this frames wait time) and calculates a continuous average of n frames, then calls Present().BeginFrame() then delays or waits based on this average, minus say 1ms or 2ms to compensate for error. I think that the Model Needs to be Changed at very fundamental level to minimize Input Lag. This model presented would achieve significantly better response to have Input equal Output.I was hoping an Oculus Developer would chime in specifically if this can be done with the SDK. I would like to know, as it could be done manually in my application, but it seems more natural that the SDK do this for you.Thanks!
Hi guys, i would create a 360 degree video but i'm stuck in the videostitch process ... i have 6 videos, i've sync them by motion and now i've to calibrate them ... but honestly i don't know how. I would obtain a 360 cilinder for oculus . can anyone help me ? here the screenhttp://s11.postimg.org/9vku1rbcj/Immagine.jpgthanks
the UE4 demo is lacking the full motion seat experiencelike all the angling..I think someone should kickstart an affordable motion seat to be mass producedthat should be more priority than determining the type of headphones for the right VR and the walking Omni treadmill thing
I put this in the wrong sub-forum, new thread over here: viewtopic.php?f=26&t=15372Left this one in because I have given links out to this one for info before I realised the mistake.
New experience ready. Help to get on Oculus share.
I should be getting my dk2 in soon and from what I understand the current way distortion is being handled is to apply a post process warp to a rendered buffer. I would prefer to take a stab at implementing the warp in my own rendering code, but I would need information like an image or formula of the distortion in some form (like unit vectors centered at each eye's focus). Does anyone have any information?
Okay, this may be a dumb question. Say I want to present a dialog that says "Face forward and press any key when you are comfortable" or some kind of similar recenter dialog.If I write something like the following:void Update() { if (state == STATE_INIT) { drawRecenterDialog(); state = STATE_RECENTER; } else if (state == STATE_RECENTER && Input.anyKeyDown) { // record user's default position and start the application }}When the user presses a button to dismiss the health and safety warning, the second branch will also get triggered, incorrectly. I believe that the health and safety warning also goes away after some amount of time (even with no keypress). How should I code for this? Is there a variable or setting that detects the presence of the warning?
For any of the more knowledgeable GoPro users out there, will there be a marked benefit to using the Hero 4 to shoot stereoscopic video for VR rather than the Hero 3+? I'm thinking of shooting elements to be composited into unreal or unity scenes, rather than filming 180 degree videos.
Hello, I am trying to do the simple Minimal Oculus tutorial to configure the SDK 0.4.0 for Visual Studio 2013 (https://developer.oculusvr.com/wiki/Minimal_Oculus_Application_0.3.x). I realize this tutorial is for the 0.3.x version but believe it should be the same process and if not the official tutorial would have been updated. I have followed the directions as stated in the tutorial and currently have the following code:#include "OVR_CAPI.h"d#include "Kernel\OVR_Math.h"using namespace OVR;ovrHmd hmd; //global variables, should be members of class in futureovrHmdDesc hmdDesc;ovrFrameTiming frameTiming;void Init(){//initialize the SDK ovr_Initialize(); hmd = ovrHmd_Create(0); if (!hmd) return; ovrHmd_GetDesc(hmd, &hmdDesc); ovrHmd_StartSensor(hmd, ovrSensorCap_Orientation | ovrSensorCap_YawCorrection | ovrSensorCap_Position, ovrSensorCap_Orientation);}void Clear(){//a "destructor" ovrHmd_Destroy(hmd); ovr_Shutdown();}int main(){ Init(); Clear(); return 0;}Just to make sure everyth
Got my Oculus Rift yesterday wasn't able to get games display on my Oculus headset. Went online found a bunch of solutions with too many steps. So as a user of Windows for many years, found out an easy solution.This is a fix for the Duplicated Desktop Mode and the game would display on the Main monitor instead of the Oculus Rift.Go to OculusUtilConfig, Set as Extended Mode.Go to screen display properties in Windows. Set Oculus Rift as the Main Display. Go to Apply.Turn Off your Oculus Rift headset. Your main window should be your monitor now.Turn On your Oculus Rift headset after you have launch a game. Turn Off after you finish your game. Problem solved!
I am planning on having two remote camera mounted on a robot be transmitted to the Oculus Rift. Now what I want to do is have the servos on the robot be controlled by the Oculus Rift. I was wondering if anyone had already figured out a way to send output from the Oculus to an external device. If you know how to do this or have any helpful hints, please post them for me.
I'm developing a windows-based DX11-based shader authoring tool. I switched my app over to use "Direct HMD Access" and now the video driver crashes ( Nvidia 780 ti, Windows 8.1 pro ) whenever I try to run certain compute shaders. This is only when in direct mode and calling the ovr_Initialize() function on startup and not even enabling the rest of the oculus initialization code, simply calling the ovr_initialize() to let the SDK hijack the device or whatever it's doing. Removing ovr_Initialize() works fine with the shaders. Also running in "Extend Desktop to HMD" mode and calling ovr_Initialize() works fine, so it has something to do with Direct mode and compute shaders. It crashes before I can get any DX debug information.My scene consists of only a bunch of compute shaders for a smooth particle hydrodynamics ( SPH ) real-time liquid effect and a vertex/geometry/pixel shader for rendering the final result, nothing else.Is this a known bug?
I'm new to Rift development, and am specifically interested in building Rift applications with Web technologies (Javascript/WebGL/CSS).Is anybody already using the Web stack to build Rift apps, or is Unity the only way to go at this time?If the Web stack is a viable option at this time, what is the best primary resource I can consult with in order to start?
Dear Oculus Forum, i need help, what am i doing wrong ?When i start a demo, or even the DIRECT TO RIFT.exe, it always shows up on my screen, not the rift.I tried, both display modes, the light is blue, everything works fine, when i move the rift i can actually move my ingame view i see on the monitor, but its just not on the rift, help me please.I can't seem to find anyone else with this problem.
Hi,i need to enable my windows screensaver in fullscreen mode. I am running Oculus as primary and only display, and i want to turn on screensaver if there is no input. This works in windows, but when i am running some fullscreen application, then i cant suddenly go in screensaver. I realize this question is concering more with windows then with oculus, but i would like to know if it is possible. So how to enable screensaver in fullscreen mode in windows?
Yesterday we released the first version of Oculus and generic HMD support for the PlayCanvas WebGL engine.The code is up on Github: https://github.com/playcanvas/oculus-vr It's dead simple to attach the scripts to camera in PlayCanvas and it will set up the rendering for Oculus.Currently requires vr.js to get the HMD data, but I'm looking into the native Firefox and Chrome support.
Hi there, I'm having trouble porting to the new SDKI have thisextern "C"{ #include "../include/ovr_freepie.h"}#include <OVR.h>using namespace OVR;ovrHmd HMD;int ovr_freepie_init(float dt){ ovr_Initialize(); HMD = ovrHmd_Create(0); if (!HMD) return 1; ovrHmd_SetEnabledCaps(HMD, ovrHmdCap_DynamicPrediction); ovrHmd_ConfigureTracking(HMD, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0); return 0;}int ovr_freepie_reset_orientation(){ ovrHmd_RecenterPose(HMD); return 0;}int ovr_freepie_read(ovr_freepie_3dof *output){ ovrTrackingState ts = ovrHmd_GetTrackingState(HMD, ovr_GetTimeInSeconds()); Posef pose = ts.HeadPose.ThePose; pose.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&output->yaw, &output->pitch, &output->roll); return 0;}int ovr_freepie_destroy(){ ovrHmd_Destroy(HMD); ovr_Shutdown(); return 0;}It takes several seconds until init returns and then I get a null HMD, so I guess something in the library i
Hi GuysWondering if anyone in the USA could point me in the right direction to purchase a Laptop that has gaming origins.Im advising a client on what laptops they need to run a demo at an event, and being based in the UK im not sure of any specialist companies in the US. The demo is not too intensive so i was thinking something like the following http://www.xoticpc.com/sager-np4658-clevo-w650sf-p-6995.htmlHas anyone herd of xoticpc before, as i obviously want to recommend a decent company to my client. Or am i best just looking on the Best Buy webpage?Any help would be massively appreciated..
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