PCVR/Link Development
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As title says, I'd like to know if, DK1 is still supported by the current SDK 0.4 ? Will it be for the next releases, and until when? My second point is about Linux support. I know there are others posts on that point, but clearly, Linux support is behind Windows' as opposed to what Occulus claimed during the kickstart campaign and on the homepage of the website. So, the question is, What is the roadmap here, we (dev) need to have clear information on what can we do with DK1 and DK2, respectively, for each SDK and platforms. This is crucial, if you wan guys us to develop and support applications. The current level of information is too weak, clarification is required. You need to understand this. Thank you
remember how time crisis arcade games are?where the gun clicks back or the machine gun rumbles like crazylike ghost squad too??why doesn't this exist for us????????????? bring back old tech that has died that was good!!
Hey, I'm working on a student project with the Oculus rift so I'm rather new with it.I was wondering if there is a way to lock the field of view in oculus so the view isn't affected by the heads movement?The point of the project I'm working on is to get a live camera feed into the oculus and being able to see yourself.But the problem I have right now is that when I turn my head the "screen" moves as well and if I turn to much I can't see the camera view anymore.I'm currently working with LiveViewRift.Ps. not sure if this is the right board for this question. Ds.Thanks!
I feel like the real hard part with creating panoramic, stereoscopic video is that you need to be able to accurately recreate the view for all head orientations. This basically equates to the requirement for many cameras in complex setups to produce acceptable results.However, in a 3D rendered scene, it's possible to create as many cameras in whichever orientations you like. So wouldn't it be possible to create a beautiful 3D-rendered animated scene, capture it from many different camera orientations in stereo, and present that to the viewer? You could even do separate captures for different head tilts and present the correct one to the viewer based on the information received from the HMD tracker. (this would probably need to be done in software though, since having 180 seperate videos (assuming you have one video per degree) isn't doable.Just a thought. I'm more a programmer than an animator, otherwise I'd make a proof-of-concept.
Hi,Who has experience with the 3dguy´s sync cable?I'm looking for a solution for shooting 3d video with the latest gopro's for viewing inside the rift and it's need to be as close to perfect as possible.Hope someone knows what to do, people on the internet says different things and use different methods, but is there a way that will work most easy and best?
Hi guys, i just figure out how to stitch 360 videos with ptgui+videostitch, now next sterp is to obtain something suitable for my oculus. I would like to obtain something like this guy in the video ( https://www.youtube.com/watch?v=lhqejC0KoeQ ), i mean i have left eye video and right eye video and i would join them together to being watched on my oculus. I know that people uses adobe after effects, but imho, the results are very far from the video i just posted. Can anyone help me? thank you guys
I'm stuck with VS2008 because of a number of other libraries in our app, so I'm looking at building the oculus libraries from source. Has anyone else done this already and have a vcproj file to share?
In my demo Atlantis: Infinite Coaster I use hmd->WindowsPos to automatically select the correct screen for full screen extended mode. So far it seemed to work great for most users, but I just got the first complaint from a user, for whom it does not work.It seems like in his case hmd->WindowsPos reports (0,0) although his Rift is on a screen to the right. (Unfortunately, I don't know any further details about his setup)Does anybody have experience with this? Any known bugs?Information on this feature seems to be sparse...
Hello, I am new to Oculus development. I want to stream video from two webcams to the oculus (DK2). I found some examples where people have modified the OculusWorldDemo to display a camera feed. However, this was for DK1, and I am having problems porting the code to DK2. Is anyone doing something similar/knowing someone who does something similar? Would be of much help do discuss the topic with someone a little bit more experienced than me ;)
Hi guys, i finally figure out how to create 360 videos and images with ptgui+videostitch. Next step is how to see my creations on Oculus... i read that VRPLAYER also works for 360 images but this is true only if the res of images is less than 4k approx. Honestly, with PtGui i would use the maximum size output wich means no loss of details so usually,i obtain very huge pictures, something like 12000 pixel. So i'm wondering, is there any other player who can open my huge file? Don't tell me Total Cinema 360 because it does not work very good IMHO. Thanks againedit: i use win 7
Hello guys,I've been playing around with the new Head Mounted Mode for Leap Motion for interaction inside VR and integrated it with the new Unity 4.6 beta UI system, this is the current result. It's kinda glitchy (partly because Leap SDK beta (they've actually asked me for the build so they can improve the tracking algorithms for such uses!), partly because Unity beta, partly because the integration itself isn't polished), but it works quite well, so I thought I'd share! :) What do you think? :3
Hi all, I recently recieved my dk2, and would like to develop some python applications for it. I found some python bindings for older versions of the sdk, but they didn't appear to work with the dk2. Is anyone working on dk2 python support? Thanks!
Is anyone interested in working with me on a project, which is basically a web browser built for the Oculus Rift?My idea is simple - build a native app (using spidermonkey or v8) that lets you take your WebGL project and run it without a conventional browser.What would be different about this vs. existing attempts at making browsers do VR?- no 2D UI (or DOM, or stylesheets)- this project wouldn't take 40 minutes to compile, unlike the major browsers- much better integration with Oculus features (such as the changes in rendering in the 0.4 SDK, etc.)Right now, all I have is a fork of Elijah Insua's WebGL-standalone project (which hasn't been updated in three years).https://github.com/maxharris9/WebGL-standaloneI've spent the last couple of days messing around with it, and while it doesn't work very well yet, it is a start. If anyone is interested, I'll post build instructions.(Sorry for the cross-posting with the collaboration board, but I realize now that this is a better spot to post
Edit: Video updatedA few days ago I was browsing the comments on an Ars Technica story on the Rift and I saw this exhcange:"zarakon" wrote:"sep332" wrote:Hopefully they'll fix the software by then to handle framerate drops more gracefully.Have you seen the Time Warp feature? https://www.youtube.com/watch?v=WvtEXMlQQtI Or did you mean something else?This seems to be a common misconception concerning timewarp: that it's intended to counteract issues with low frame rates. Timewarp can't do this, at least on it's own. Specifically, a rendered frame can't be timewarped to a new location based on the current headset orientation until ovrHmd_EndFrame() is called. If your rendering code is taking too much time to render, it's presumably not pausing in the middle to call ovrHmd_EndFrame() so that the Rift can display a timewarped version of the previous frame.What's needed is asynchronous distortion in addition to timewarp. With asynchronous rendering you have one thread that does nothing b
HiI read about the VR Direct (tool?) and that it is ultra fantastic good for the Oculus. I have also read that the GTX 980/970 will work with it, but where is it? Was this just a PR bullsheet or it will be released soon or maybe I have installed it and I don`t even know? What is the VR Direct anyway - a tool, feature? I have two GTX 970 installed on my machine but there is no benefit from it. If the VR Direct will be released in the future, there will be no point to keep two of those cards, but if nVidia plans to ship it soon I will wait for it.PS. Sorry for my English :)Cheers,Lucas
I wanted to produce another video to follow up on my Asynchronous Timewarp video from a couple of weeks ago. Last week was Oculus Connect, so I didn't get to this until today. https://www.youtube.com/watch?v=D7pJPfa3OeQThe last video was pretty popular, so I may continue to make more of these if people like them.
Hi guys..I've got a weird issue, when testing within the Unity editor, my game looks fine, all the colours are correct and everything.. However when I build, within the Rift (not on the monitor, on the monitor it looks fine) the whole game is really dim, it's similar to how the DK1 control box allowed you to change screen brightness, however there is no control box for DK2..This is only happening in my builds, I can run other demos fine, and it happens in both Extended and Direct-To-Rift mode.It looks like this:Really not sure.. I've followed the Oculus documentation for build settings but it's not working at all.Any ideas would be appreciated!Thanks,-Ben
Hey all, Ok, I just ordered two Hero3+ Black GoPro cameras as well as the Dual Hero 3D rig (Here: http://gopro.com/camera-accessories/dual-hero-system). I have imported the Left and Right eye files in the GroPro studio program and saved the final movie in the side-by-side 3D format. When I play the resulting file back in Live View Rift, I can't figure out the best mode to view it in. Everything seems to be off. I don't think the left and right eyes are out of sync, it's just that I don't know how to view it properly. Here's a link to the side-by-side video I shot for you to try as well: https://www.dropbox.com/s/oms8h85316y3zij/sidebysidedualhero3D.mp4?dl=0 Are there some general settings in LiveViewRift that would make this side-by-side be playable in the rift?Is there a better playback program to get these side-by-side videos to play correctly?Thanks, Matt!
hi, i just made a VR cardboard last week based on google cardboard.currently im using 5x loupe magnifier from ebay (dia 50mm, fl 40mm).the problem is i can still see the divider/separating wall between image. so it's feel like looking through box tunnelif i move the lens close to the screen, the image will be blurry because the focal lengthso my solution is ordering new aspherical lens from surplusshed that have dia 40mm fl 30mm so i wont see that divideri can't find any other aspherical lens that have 40-50mm dia and fl 15-25mm, maybe if someone here know where to buy, please give me the link.i order 3 kind of fresnel lens because i want to try dual iphone 4 like infiniteye, but i think it's gonna be a problem because infiniteyeages on left and right isnt exactly the sameand the main point is i want to ask everyone, "what kind of lens that you ever tried before ? and which one is the best (no divider, large FOV, good focus)"
Gang, Is there a known issue with head tracking, when working with Oculus SDK2 latest drivers, and firmware, headtracking is not working.. When I compile in Unreal3d it works fine in my projects, it also works fine in many other demos.. it just doesn't work in some.. like STNG Bridge or engineering, or even it the Chair Demo.. just no movement.. any ideas whats going on.. or just clues..
HiFirst sorry for my bad english,and sorry if i'm in the bad category :D I've preordered a DK2,and i ask to DK2 users:Is TF2 good with DK2 ? Good 3D ?Thx for answers
By using the microphone of a webcam you can track the noise of your foot steps and transform it into movementby using the camera you can track your relative position just by capturing a reference put on the rift .You can improve it by puting a ultrasound emeter receverlike that you can know the real size of the user and the distance to the ground stationary waves will gives you also the size of the room where you are using your rift and the positioning"because the emmeter create stationary waves "beat frequency inside the room "you can do everithing just by using a ultra sound "like batman or daredevil"no need strange and expensive gadjet to track your position footstepwhat you need is to create a lenght wave respectively to the size of the room to create stationary wavesand count the number of node you got each time you moveor also you can use doppler effect
Just thought about multiple cameras with the DK2. After using the Demo Scene "Camera Bounds" for a while I realized that having multiple, opposing cameras would increase the accuracy and range of motion. There is the issue of multiple sync cables, though....And sure, it might not be the optimal way to go, versus Valve's "VR room", where I'm assuming the camera is integrated in to the HMD and senses the unique patterns on the walls and ceiling, etc).Which also makes me wonder something else.I didn't see any mention in the documentation for what the USB + 2.5mm jack on the HMD is for.... Some way to mount + connect the camera to the HMD? Or simply hardware debugging features? Serial firmware access?
I'm trying to build libOVR with VS2010 Express. I'm opening the LibOVR/Projects/Win32/VS2010/LibOVR.vcxproj and right-click libOVR and click "Build".This is what I get:1>------ Build started: Project: LibOVR, Configuration: Debug Win32 ------1> Performing Custom Build Tools1> Compiling shader and packing into header: C:\Users\Philipp\Desktop\OculusSDK\LibOVR\Src\CAPI\Shaders\DistortionChroma_ps.psh1> 'fxc.exe' is not recognized as an internal or external command,1> operable program or batch file.1> 1> File: "DistortionChroma_ps" does not exist1> 1> bin2header version 0.0.11> 2011 Jordan Irwin <antumdeluge@gmail.com>1> 1> Usage: bin2header.exe file1> 1> Generating shader reflection data for DistortionChroma_ps1>CUSTOMBUILD : error : File not found: DistortionChroma_ps1> Could Not Find C:\Users\Philipp\Desktop\OculusSDK\LibOVR\Src\CAPI\Shaders\DistortionChroma_psWhat is this fsc.exe, where do I get it, and how do I poin
It should be interesting to integrated to the SDK a brain activityAnd physiological parameter monitor in the SDK and display it in VR A real time map of the brain activity can be useful to evaluate the degree of presence mental stateOr immersion inside the demo and a control loop between the headset and the userAlso monitoring the brain in real time could be beneficial to the reduction of the latencyIf movement can be predict from brain activity sensingInducing presence by sending to the brain and the nervous system series of stimulusIn order to couple them to the virtual environement .Ultimately trying to control object of the virtual environment by control monitor loop of brain activity
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