PCVR/Link Development
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For developers currently using DK2 as your HMD but not intending to release your project until CV1 is out...What sort of game design wiggle room are you leaving yourself w/r/t improvements expected in CV1?For example:Right now games with a dark pallet (e.g. space sims) work best because the darkness mitigates the screen door effect. Are developers relying on Oculus’ statement that CV1 won't have any screen door effect or are they hedging their bets? Games that require the player to discern objects in the distance do not work very well due to the limited resolution of DK2. Will you be tweaking how your game utilizes the far clipping plane once CV1 comes out or would that be too disruptive to your design?Are there other concessions that you've made for DK1/2 that you don't need to worry about for CV1?
I have two. I'll never make these but what the hell.First one:After reading Oculus' best practices guide I was struck with a game idea when they mentioned the problem of clipping. In VR you wouldn't want players to be able to clip through walls since they can now move their head wherever they want but stopping them from moving their head through a wall when in reality their head is moving would cause a disconnect and could create uncomfortable gameplay. They suggested using that "problem" to your advantage and maybe allow the player to clip into walls or other parts of the environment but add a ripple effect or something when they do. This one thing got me thinking... I'm always watching science stuff and I'm fascinated by time and space and what we perceive as reality. The idea of parallel dimensions all around us that we can't see... what if that was a gameplay mechanic? What if the player could lean and "ripple" through the environment to see into other dimensions that exist around
Hey there, I was wondering if there was a was to control an individual pixel's persistence in software. I know this is possible in the world demo to toggle between low persistence and full persistence modes, but I am wondering if there's a dynamic and automatic way of doing it. I want to control the persistence based off of a HDR process. I want all normal valued pixels to retain the same low persistence, but anything brighter than white to increase the persistence on the screen. Is there anyway in unity or unreal to control the rift in such a way?
We need (or at least I need) a facial mocap system that be compatible with or integrated with Oculus/HMDsI believe this would be a normal evolution of VR HMDs because gamers, game developers/mocap developers for film and games could benefit this in real-time providing instant feedback. I think this could be done without much additional cost if the Rift mask edge has small EEG type electrodes/thermal sense etc to track facial expression built into it or detects the shape of the mask becoming altered. Eye tracking would have to be in here somehow as well. It would be more immersive that when you meet people/ your friends in various worlds that they experience something other than preprogrammed game character expressions and react familiar to normal conversation.Just an idea.. that OR or maybe someone else could invent ;)
I dont know if this was adressed before but what about taking a real tablet and putting infrared leds on it for position tracking, the same way as they do position tracking with the headset.Capture the tablet output and then render it on a virtual tablet that has the same position as the real tablet.With that virtual tablet you can write on keyboard, use the touch screen as a mouse, render any window on the tablet and use the touch to interact with it, use the tablet cam to open a real world window, have a object to be grounded to. etc..Isnt it the perfect companion for vr ??
Hey guys! can anyone help??? been struggling with this for hours! I've installed all my software, finally managed to get my DK2 to work but only with the demo scene on the config window. As soon as I quit the demo scene...the light on headset goes from blue yellow and thats it... I lose all video input to the headset. If I go into the display settings and click "extent to desktop" I get video again.. but the screen in the oculus splits and turns sideways.. Have tried everything I can think of and having absolutely no luck!! So frustrated!! Can anyone help me?? Regards, j
Hi everybody, hope someone can help me with this:I'm trying to setup correctly my oculus DK2 in Unity. When I run the game it says NO HDM AND SENSOR DETECTEDSomebody knows how to fix this?My tech specs:iMac OSX 10.9.3Oculus DK2 firmware 0.4.2Unity 4.5.4f1 (free version)Could be because de free user version ef the Unity?
Hello,I have the following code which 100% works with GLFW but with QT I get an error at the marked line.I am not sure what I am doing wrong as the only difference would be that I am using a HWND and HDC handle from QT versus OpenGL.Anyway, here is my code:How I get the Window handle for the QWindow in QT:WId TestID = this->winId();HWND WindowHandle = (HWND)(this->winId());This is the line that crashes:ovrHmd_ConfigureRendering((*MainRiftSupport->GetHmd()), &MainRiftSupport->Get_Hmd_Cfg()->Config, (*MainRiftSupport->GetHmd())->DistortionCaps & ~ovrDistortionCap_FlipInput, //(*MainRiftSupport->GetHmd())->DistortionCaps, (*MainRiftSupport->GetHmd())->DefaultEyeFov, MainRiftSupport->GetEyeRenderDesc());Part of this code... glGenFramebuffers(1, &OculusRiftFrameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, OculusRiftFrameBufferID); // The texture we're going to render to... glGenTextures(1, &OculusRiftTextureID); //
Hello, does anyone has succeeded using the DK2 to view stereoscopic krpano 360 panoramas? The NPVR plugin which makes it possible for DK1 is not adapted for DK2 and until krpano is getting on with WebVR, I desperately need the NPVR plugin to work with the DK2.Any help will be greatly appreciated!http://krpano.com/stereo3d/https://github.com/benvanik/vr.js#readme
Hi all,I am so excited. Just got my Oculus DK2 a couple of days ago.The project I am most excited to start working on is a personal one - building my late grandfathers home in VR.I would like it to be as realistic as possibly can be,so that I could walk around the house and actually 'feel' there.I would eventually like to model every thing I possibly can in the house, levering old photos I have.Hopefully also modeling the garden outside, but nothing too far from the house (so this is not an 'open-world' game).Unfortunatly - I have *zero* experience in 3D modeling or game development.(however - I am a very seasoned programmer).I wanted to hear from the guys here, that obviously have TONS of knowledge - which engine would be best suited for my project ?I have actually gone ahead and bought UnrealEngine4 subscription & downloaded & installed it all.But I wanted to know - before I really commit to it - is Unity5 better for this specific type of 'game' ?Thank you everyone for helpin
Hello, I'm used Oculus for Unity projects in the past and I'm interested in getting start with making MSVC projects using my Rift, but I'm a little clueless of where to put the .lib and .h files.I'm thinking I put my .lib files in the C:// -> Program File (x86) -> Microsoft Visual Studio 10.0 -> VC -> lib directory that I did with my Allegro files when I was working with that SDK and I assume I put and include my .h files into the Project like all the .cpp files I'd use for the project, but I seem to be missing something to just have the thing read my Oculus.Am I just doing something stupid like including the .lib files into the Input area of the Project properties, or is there something I'm missing entirely.I tried looking for the tutorial that just send basic data to your Rift, but the pages don't seem to exist.Could anyone help me just get some code working to have the Rift recognized and display data correctly?Thanks, everyone.
Is there out on the web a guide for using the "oculusVR" for development of games on "unity"?
Hi,has someone built an example project with Cinder or openFrameworks ?thank youBruce
Hi there.Is there a way to enable this? I know the positional tracking may not be as good as with DK2, but it should not be so hard, right?Cheers.
I want to try a development using DK2 in JavaScript.I was able to reflect in the barrel distortion of the screen in the Fire fox by "Three.js". In an attempt to get the value of the sensor, we tried using the "VR.js".However, there are the following problems, it could not be resolved.https://github.com/benvanik/vr.js/issues/35In DK2 + JavaScript development, I want you to tell me if there are other means to take the value of the sensor.Thanks for your advice.BRGDS.
I dream.https://www.youtube.com/watch?v=taPHq7yG7DEhttp://www.frontline.in/science-and-technology/braincontrolled-flight/article6228293.ecehttps://www.youtube.com/watch?v=EgvTkGXxBOohttp://www.theaustralian.com.au/news/health-science/amputee-with-bionic-hand-dennis-aabo-sorenson-can-feel-objects/story-e6frg8y6-1226819340898?nk=09a67fa2e5e13f94877c9d860d283b2dscent digital
hi, I am wondering ir led like thishttp://www.terracode.com/IR_Pen/DIY_IR_Pen.htmlcan be detected by the camera that oculus dk2 uses.and how many ir leds do you think we need to attach on this thing to make the softwareto properly detect the orientation?
like it's made by a $100k company stillmust be making some insane behind the scenes development and going to release in a few years BIG like the iPod iPhone
Hey Everyone,I've not gotten my DK2 yet but I was wondering if you guys with DK1s could do me a favor. Hows the latency for a simple example in webglhttp://sxp.me/rift/and do you think its a viable option for game development (compared to say proven systems like unreal engine or unity)Gabe
Hi folks, I've been holding on to this computer for about 6 months now to use as soon as I receive my DK2 - - figuring that it'd be well suited for a lightweight/portable solution while showing off DK2. Just looking for some input, but do you guys think it would suit DK2?Specs are as follows:Alienware 17" Laptop @ 1920x1080 (Late 2013)Windows 7 Ultimate 64-bitCPU: Intel i7-4700MQ @ 2.4ghzRAM: 16GB DDR3 @ 1600mhzHDD: 750GB w/64gb SSDVideo: Geforce GTX780M w/4gbRight now, my biggest concern is whether the 780M will hold up to DK2 recommended specs. Using this (I don't know how reliable or suitable this benchmark is) site:http://www.videocardbenchmark.net/high_end_gpus.html, it seems to clock in the 780M at 4346 points, to the 780Ti (non-mobile) equivalents 8990 points.
I just received my DK2 and the discomfort I had gave me this idea for making VR headset :) I post it here just for fun.Instead of having big fixed lenses that cause chromatic aberrations, we could wear contact lens with the correct focal length. The screen could be made of a curved screens so the distance between the eyes and the screen will always be the same.For a contest I also imagined those glasses https://skfb.ly/yCXyI wonder if we could replace the IR camera for the positional tracking with two cameras on the headset. The cameras could give 3d information on the surrounding environment and by the same time calculate the position of the head. We would have at the same time a augmented reality headset.
Hey all,I'm working on a game where my primary goal is to create the same feeling of insane height and atmosphere that space scenes give you (the Space bit of SightLine is a really good example). My goal is to set you up in an environment similar to that which you'd find yourself while skydiving - a big open sky above and land. Most importantly, the land should look quite distant - enough to make you believe that you're that high.Unfortunately most of the Skyboxes I've found just have blank color at the bottom half. Same goes for skydomes. I've found a couple that include land on the bottom, but even those don't specify a 6th bottom image.My current plan is to try and grab a high-res satellite image of a countryside and map it to a big plane or somewhat deformed mesh or terrain object and use a skydome on the top. This probably won't look like it's extending to the horizon line, but I'll give it a shot.Anyone have any suggestions for how to create this effect and where I can find high-
If you are seated in a rotatable chair, wouldnt most games have a better experience if holding a wireless controller, like a PS3 og XBOX controller?And will these work for PC if i just buy a used one somewhere, and will they be compatible with games?Or can anyone recommend a good (and cheap) alternative?
Hi everyoneI am having a problem getting the DK2 to work. It's my first oculus, and only the test game in the "Oculus VR" works in HMD mode.If i run the Oculus in extended mode, all games show up halway on my desktop and halfway on the Rift. How do I fix this??
The cameras are a fixed distance apart, like an IPD. When the cameras are a different distance apart, viewing the movie is like watching something at the wrong IPD.When IPD is so important, how can stereoscopic be seriously proposed as an option? Isn't this like saying "enter some wildly random number for your IPD, and use it for hours"?I can't watch stereoscopic movies except as a small rectangle in the distance to minimise the 3D effect, which is pointless.The problem gets _far_ worse for attempted stereoscopic 360 degree movies, so I won't even go into that.
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