PCVR/Link Development
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#define SDK_RENDER 1 HDC dc; HWND WndHandle;int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){ ovr_Initialize(); hmd = ovrHmd_Create(0); //... creating window/context, it working itself ovrGLConfig cfg; cfg.OGL.Header.API = ovrRenderAPI_OpenGL; cfg.OGL.Header.RTSize = OVR::Sizei(hmd->Resolution.w,hmd->Resolution.h); cfg.OGL.Header.Multisample = 0; cfg.OGL.Window = WndHandle; cfg.OGL.DC = dc; ovrFovPort eyeFov[2] = {hmd->DefaultEyeFov[0],hmd->DefaultEyeFov[1]}; ovrEyeRenderDesc EyeRenderDesc[2]; ovrHmd_ConfigureRendering(hmd,&cfg.Config, ovrDistortionCap_Chromatic|ovrDistortionCap_TimeWarp|ovrDistortionCap_Overdrive, eyeFov,EyeRenderDesc); //<--------- crash, stack fault, C000005 (access violation) ...}What am I doing wrong?Can't find solution neither in 'oculus_developer_guide.pdf' nor in samples (they for D3D11 mostly).ovrHmd_AttachToWindow(hmd,WndHandle,0,0) - not helping.
I received my DK2 5th September and I was about to update the firmware but looks like someone has done it for me Oculus? I purchased direct from Oculus not ebay. Anyone else had their DK2 come with latest firmware already flashed?
I was thinking a few days ago about whether I needed to implement a warping specifically for quads in 3D space to avoid the resolution problems and extra framebuffer. Then today I heard John Carmack saying he had implemented that already in the GearVR SDK.So can those things be made available on PC?
http://blogs.unity3d.com/2014/09/20/expanded-oculus-rift-support-in-unity/
I was thinking.. I know there is no support or backwards-compatibility for DK1 games on DK2, but is there any existing program, such as Tri-Def, that IS compatible with DK2, but it can project the image from the game to the program? I don't know how that would work at all, but I'm just spit-balling here. I know the headtracking camera wouldn't work exactly, but maybe it could be disabled entirely for it.I've used a program called Open Broadcaster for playing games that don't go in windowed mode, where it basically just projects the .exe on the program, so it runs in a window. Is there something like that, but Oculus compatible and would run DK1 games? Maybe just using TriDef? Let me know what you think.PS: I know there is support coming out for a few of these DK1 games, but in the case there isn't, it'd be good to figure out.
Our project utilizes a webcam feed into the VR space, does anyone have any recommendations for a 75fps webcam?
Hey guys,So my DK2 arrived today - I updated the firmware and downloaded the latest SDK, exactly as the documentation said. I'm on an iMac desktop with Windows 7 installed on a Bootcamp partition - since most games run natively on Windows I didn't think there would be any issues with this. I started by default in direct to Rift mode and ran the config tool, and wow! The desk scene worked perfectly! Head tracking, resolution and all.My problem is, I can't seem to open any other 3rd party apps. If I choose direct mode, the LED on the headset stays orange when I open a game, and it either displays on my primary monitor or crashes entirely. If I use extended mode, I then have to rotate the screen orientation to portrait, and while the Rift monitor does work, the resolution is completely wrong. It's as if the image has been stretched by half horizontally, and changing the resolution in my desktop settings does nothing.Am I missing something obvious here? I've heard about minimal MAC support
Hello fellow VR enthusiasts and developers!I should be getting my DK2 very soon but have a few questions concerning PC performance so I could have everything ready before it arrives. I currently have an Nvidia GeForce 550Ti. Will that be powerful enough to run pretty much everything smoothly or am I going to have to upgrade my graphics card? I just dropped $350 on this so my funds are pretty limited right now..Thanks!-GhettoNinja
Currently OpenGL isn't supported in Direct HMD mode with the Oculus SDK. Unfortunately this causes serious issues since unless you set the Rift as your primary monitor, you will end up having some form of v-sync and/or judder issues. Direct3D doesn't seem to have these problems when running in Direct HMD mode. OpenGL also currently doesn't support some of the functionality that's available in Direct3D, such as Overdrive.To solve these problems I've created a demo showing how you can use Direct3D to interact with the Oculus SDK, but still use OpenGL for your rendering. The linked code is an updated version of this demo which has been stripped down to the bare minimum. It uses GLFW for OpenGL window creation and management. It actually creates two windows, one for an OpenGL context, and the other for a Direct3D context. The Direct3D window is kept hidden behind the GLFW window at all times through a little bit of Win32 trickery.I'm considering creating a custom version of the Oculus SDK
Wondering what would be involved to support the rift in Adobe AIR. AIR allows for "Native Extensions" essentially native C/C++ code that can be packaged and used inside an AIR application. I don't have any real experience developing my own though.There are a lot of 3D engines for AIR already in the market (Flare 3D, Minko, etc..) but Away3D is endorsed by Adobe and is open source so it seems like a good fit. There's already a discussion on the forums about Rift here: http://away3d.com/forum/viewthread/3286/Wondering if anyone has any thoughts on this / experience with AIR native extensions that could help implement
Hi Oculus! Great job with DK2 so far!Really would like an update on the software, or to be directed to the most recent news on this from Oculus.While it's not affecting my work, and probably not most people's developing to a great extent, there really needs to be a solution to the software issues. I think I have inadvertently given VR/Oculus a bad rep to a couple of people this past weekend. A couple of my friends were over and, of course, wanted to try the rift which I have been raving about so much. It took me a good 5 minutes between demos, and a couple of the demos were juddery when moving your head. I guess I don't think much of it since I know the current limitations of the software and the challenges. I explained this as best I could, they both seemed to think it was cool and all, but definitely did not wanna try out more after I bored them with the setup and made them sick with judder etc... lolAnyhow, sorry this was so long, I just really wished I didn't have to temper
Hello peeps,Quick question: Has anybody tried to use the P5 glove with the DK2 yet? I know, it's quite an old input device, but it has 6 axes and positional detection, so it should be of some use in an VR setup... although, it's IR based, much like the OR, so it could interfere.http://www.amazon.com/Essential-Reality-P5-Gaming-Glove/dp/B00007JNFE/ref=sr_1_1?ie=UTF8&qid=1410570779&sr=8-1&keywords=P5+glovehttps://www.youtube.com/watch?v=u3nvvNIlwF4Thoughts?
http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=13133&sid=58fb1eee224703fe7a8e48a3e5d3ecd9
Received my kit yesterday, ran some demos, got Live For Speed and Elite Dangerous working with it. I must say... HOLY #@%^%^!. I mean you see the youtube vids and while convincing I wondered if some of the reactions were just really melodramatic, after seeing this (with a dev kit not even the consumer version) I must say I'm speechless. Thank you all the folks at OR!!Now to develop some awesome content, TO THE BAT CAVE!!
Has anyone figured out a reliable way to show the VR content of Oculus Rift DK2 on a big screen for audience participation?We've managed to output an additional screen on DK1 but not for DK2 as yet. Any advice would be greatly appreciated.
Is there any way we can make standalone panoramic image viewer which will play 3 embedded panoramic image only. I want to use unity only. Any link or clue would be great. i want to distribute that exe file to the end user, only for viewing.thank you
The positional tracking on the dk2 is amazing, except if you are looking towards the rear. Does anyone have any ideas on how to improve this. Too bad there is no ir emitters in the strap!Currently, I've mounted the camera 5' in front of me and on the ceiling. This reduced the positional dead zone to about 30 degrees in the rear. I'm trying to find a cheap fast solution to allowing users to feel they have full 360 freedom. The two solutions I have so far, is going back to the hydra solution I used to have (hate the wires though) or add a slight drift to the rear 30 degrees. This way if someone wants to walk away from the camera, their view will slightly drift causing them to turn their bodies and get them out of the 30 degree dead zone.Any other suggestions?
Just installed the latest 0.4.1 runtimes and, to make sure, I went to update the firmware after system reboot.Firmware update failed "Error writing firmware"Rift is now stuck in Boot Rift DK2 and further attempt to update firmware result in "Error writing firmware" messages.Have I bricked it?
https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-morhttps://www.youtube.com/watch?v=_jgAJcmmlVshttps://www.youtube.com/watch?v=UJteHpjJEwQhttps://www.youtube.com/watch?v=ilXUqXPnPOYhttps://www.youtube.com/watch?v=PXLU7GDHtsghttps://www.youtube.com/watch?v=Ft0mZmgjIOIhttps://www.youtube.com/watch?v=hRbCypSowNg#t=47https://www.youtube.com/watch?v=9CxKexLi5rUhttps://www.youtube.com/watch?v=nH86II2CwdE
I noticed a while back that when I align an object vertically with the cameras (like a crosshair), It would appear too high when seeing it in the rift. Even the default Oculus SDK menu seems a bit high. It is rendering the entire view a bit too high and out of frame.Any Ideas on how to fix this? here's a screenshot
I've created threads in the Nvidia & AMD driver forums politely requesting their devs to look into driver optimisations specific to Rift users:https://forums.geforce.com/default/topic/775698/geforce-drivers/driver-optimisation-for-oculus-rift-planned-/http://forums.amd.com/game/messageview.cfm?catid=454&threadid=177973&enterthread=yPlease feel free to jump over to either/both threads and add your support to the cause, they'll do it if there's enough demand from us users :)They highlight three areas where I can see large performance and usability improvements can be gained:Duplicate data being rendered for both halves (left & right eyes) of the displayDetail levels outside of the eyes' visible area (see linked example image below, from VorpX)SLI/CrossFire tweaks to reduce latencyhttp://abload.de/img/vorpxdbji1.jpgPlease discuss :)
Upon logging on recently , I got this:If you’re registering as an independent developer, you should select “Independent Developer” for User Account Type and then use any email address.If your account should be associated with a company, you should select “Associated with Company” for User Account Type and use your company-issued email address. This will automatically link your account to your company’s profile, allowing you to collaborate with team members and download rights-restricted content. If your company doesn’t exist yet in our system, you’ll be prompted to create it.Username will be used on both the forum and the developer center.You can email us at support@oculus.com if you have questions.What is this for?
Hello, I've been really interested in the Oculus for some time now and I've had the DK1 for almost a year now. I had an idea for an Oculus experiment that I've been working on, the idea is basically what if you perfectly recreated a room in it's entirety that a Oculus player was in themselves, and disturbing things began happening around them? Would it magnify the horror experience? In order to achieve this I measured everything in my room and modeled them in Blender (still missing some props), I was planning on importing everything to Unity since my dev kit came with a Unity trial, but I don't work very well with Unity, I can't seem to get the lighting right, or just appear to replicate the lighting or detail in Blender (which I'm also somewhat new to) if anyone would like to help me, that would be great, thanks!http://imgur.com/a/CbCxA
Was the Wiki taken offline? I'm trying to find that Minimal Oculus sample code that Cybereality wrote.
Have you seen CyberBike? Its a couple years old gadget, originally for Wii and PS3, and now for Samsung Smart TV.Its normal training bike, with additional control, which you can use with bundled simple game . First edition had problems with quality, second (magnetic) is little better. Bundled game uses interesting ideas like bike, snow mobile,para-glider, but overall its very kiddish and boring game. This bike could be great combined with Rift, and it should be easy to connect.If somebody could create game like this, or mod GTA to use only bike it would be awesome way to loose some weight :lol:
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