PCVR/Link Development
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VR Dev Weekly is uncluttered weekly newsletter for VR developers. Issue 20 is now out, check it out here http://eepurl.com/3eKLL :D
I'm a complete noob when it comes to camera technologies, but i'm interested in shooting panoramic video for viewing on the Rift. So what are the requirements for the lens and would any of these do the job? Samyang 8mm fisheye Samyang 7.5mm MFT fisheye Olympus 9mm fisheye bodycap lens (Only 140 degrees of fov but the price is good.) What about stereo, could i buy two cameras and lenses and shoot stereoscopic video?
(I've posted this on blender forums and Reddit and got no replies, hoping you guys can help!)Hello peoples!I have been learning how to build a game for the Oculus Rift and I've been using Blender for making assets and other technical stuff, Paint.net for textures and other stuff, and UDK for level building and gameplay, Audacity for Audio recording. I will be purchasing an Oculus Rift, condenser mic, sound treating later. And maybe a BitTorrent Sync Raspberry Pi server if other people want to help me make it (sync files between artists).I will be later working on voice acting, motion capping, and face tracking a few scenes each with various characters. As you may guess I'm on a tight budget. SO, I've come here to ask you guys if this software (http://face.ci2cv.net/doc/) will work in any way with blender. I know its a Linux-based app but I can just import data to windows & Blender if need be, don't have a problem with that. I want to use this software to do face tracking with a hea
hey guys......well.... i built myself an external headtracker for the DK2 because i was annoyed of the missing SDK integration...my question is: is there a small and performant tool wich makes it able to have the oculus Headtracker act as a simple HID mouse device, with XY? That would at least make it able to play "unsupported" games. Better then nothing in many cases.Maybe it would be a simple move to integrate it in the next SDK as a little Checkbox that says "mouse emulator"...
Hi there,I'm looking for example code on CLIENT based-rendering using openGL.So far I've only found this https://github.com/OculusRiftInAction/OculusRiftInAction/blob/master/examples/cpp/Example_X_ClientSideDistortion.cpp by jherico, but everything else I found for client-based rendering is either for the legacy SDK, or using DirectX. The TinyRoom Example has Client rendered example code, but it is DirectX and using HLSL shaders instead.Basically I'm looking for a nice one-file openGL code example like it existed for client-based rendering with the legacy SDK, or like it exists for SDK-based rendering. Philipp
Has anyone an idea how far the focal plane is away from the eyes?
Is there a utility that will give me values for the various parameters (like the distortion coefficients)?I just need to make a note of the values for use elsewhereCheersWill
Title says it all. Are those two decisions truly orthogonal, can client-based rendering be used with direct-to-Rift mode (on Windows that is, as direct-to-rift doesn't exist on Mac yet).
hiWe have bought the DK1 and we haved a very excitation for the new version.But now, we have a little shame, because the immersive sensation is less important than the DK1.Why? becaus we've the screen more far, the light is highless and ths movement whith the tracking is not really confortable.The image seem clearless there is a sensation of tunel vision.If I 've an opinion to say, I'll say you: don't hear our commercial partner and take the immersive sensation that you wanted create with the DK1.See you best regards Exocity TM
Hi,I looked but didn't see a way in SDK 4+ to query the runtime and find out if it's set to Extended or Direct. This seems like something quite basic, I'm probably overlooking it, can somebody point me in the right direction? We're using D3D for rendering.Many thanks in advance,Pete
Is it possible we could see a future design of oculus rift using a flip up night vision goggle style hinge? Right now I usually take off my glasses between games as I dont want them to touch my forehead and get natural oils on the lenses... or any other issues... if u could just flip them up it would be amazingly easy to leave them on :-)Also to keep them secure when down or up... u could add a small magnetic system to ensure they stay in the appropriate possition.
it's coming for PC was wondering how well it wouuld be received in the oculus community for motion tracking in certain games
I'm looking to setup my DK2 for augmented reality by using two externally mounted cameras on the rift. Has anyone tried this yet? I've seen a couple projects with the DK1, but I know the cameras have to be a little beefier for the DK2. Could anyone clue me in on the minimum requirements for a webcam to be able to pull this off? Or a specific camera? Thanks so much.VRex
I wasn't able to make my unit work as well... but after I changed the DK2 to act as an extension of my monitor, made the resolution of my monitor and the DK2 the exact same, and ran games directly to the DK2 I stopped having issues.Hope this helps.
I've had the DK2 for a couple of weeks now and I've noted that everyone in my household seems to be fine adjusting to it except for me. The judder has also improved with the addition of the -force-d3d11 argument in the command line (for Unity), and the latest firmware has had a positive effect on that as well.I realize when my character is moving while I am looking around, I tend to get sim sickness. Now, this could be due to my machine not being the recommended spec as far as the video card goes-- I have an NVIDIA GeForce GTX 580. But before I start looking at upgrading video cards, I wanted to be sure it was simple a framerate issue with my video card. So I just sat in the world for a bit, occasionally looking around at a fairly simple scene without busy textures at a high framerate with no judder etc. Nothing that I had in my view, nor my movements, looked slow from a lack of video card power. What I found was something I'd describe as slightly different from sim sickness. My
One of the biggest and most overlooked problems I have encountered with the developer kit is it's complete lack of Interpupillary distance (IPD) adjustments.This has been mentioned a couple times in the past, however I have been blown away by the number of dev kit users who simply ignore or don't understand how big of a difference properly spaced lenses can make to improve picture quality, sharpness and clarity. If you know what your IPD is and it's within 62mm - 66mm respectively you should be close enough to the dev kits default 64mm value and realize only partial benefits from adjusters. However if your IPD is 61mm and below or 67mm or greater, or if you don't know what your actual IPD value is, it's important that you continue reading.I cannot overstate how much of an improvement adjusters can make in the end. Depending on how high or low your IPD range is, I estimate adjusters provide a 15%-55% improvement in picture quality plus you get the comfort and convenience of having the s
Oculus SDK 0.4.2 Release Notes - Runtime Rev 1----------------------------------------------"Added a new chroma setting for minimum eye relief, improving chromatic aberration correction when configured through the Oculus Configuration Utility." I'm blind. I don't see any indication of a setting for chroma in the Config Utility. Please help!
So I've added support in Virtual Desktop for the new high quality distortion capability in SDK 0.4.2. While it helps in some situations, it mostly blurs out text. I'm not really knowledgeable in the Shader or AA area but would there be more precise ways of doing AA even if the performance cost is higher? Thanks for your help!
I never had DK1 but I feel the display resolution of DK2 is still way too low. I wonder this also has sth do with the petile OLED panel. If you calculate, pentile 1080p panel only has 4M total subpixels (2M Green + 1M Red + 1M Blue), not that much more than 3x1M total subpixels from a 720p LCD panel used in DK1. 4M vs 3M is only equivalent to a 15% dpi increase, unlike 6M vs 3M which is 40% increase of dpi. I hope in CV1 the 1440p panel is not Pentile, so we can get all the 11M subpixels. I believe a near perfect resolution has to be 4K but then we're running into the problem as how many PCs can push games @4K x 75fps...
Today when bicycling to work I had a (I think) wonderful idea: Take thisand connect the integrated motion encoder to the computer to control forward/backward movment. It's compact enough to fit under the desk, can be used while sitting in your favorite chair and as a side effect you're training your legs.
Hi Guys,I'm coming up with some ideas on a voxel-based Minecraft-like game, built ground-up for VR, and one thing that I'm thinking may be a big issue for games like these is the momentary lag spikes or stuttering that happens when new 'chunks' are loaded or generated. I'll be writing the game in C# for Unity, I've already done some stuff with voxel chunk generation in the past with good results.My main issue is how to get around lag spikes/stuttering with smooth headtracking, I don't want my game to induce Nausea. I'm fairly new to things like threading but would it be possible to technically prioritize headtracking above everything else? So that it may take longer to load that chunk (rather than instantly in one frame), so long as headtracking does not have a slight freeze when it happens..A good example of this would be Minecraft, when running on a powerful PC on a multiplayer server, any chunk loading lag is entirely server-side, on the client you will have silky smooth chunk loa
Suggestion:Option to purchase perscription lenses/screens when ordering onlineBenefits:- Removes the need for customers to wear their glasses while using the Rift- Possible increase in revenue for a "perscriptin" Rift - one with modified lenses/screens- Possible decrease in size of Rift, as the need to accomodate eyeglasses will no longer existDetails:I know many of us (myself included) have sampled, or seen a video of, the Oculus Rift. Likewise, though the Rift can fit around most eyeglasses, many of us worry about the way it will affect our own eyeglasses, in particular. Therefore I ask of the Rift team: "What would happen if the glasses were already in the Rift?"http://s.hswstatic.com/gif/lens-prism.gifIn theory, if the screens themselves could not be modified, a set of lenses could be added in front of the user's eyes in order to focus the image, as it passes through the eye, directly onto the retina. At purchase, a user in need of visual aid could choose a "standard" Oculus Rift -
THERES NO GOOD DK2 APPS EXCEPT MAYBE 2MOST OF THE CURRENT AND OLD PC GAMES DONT WORKIT TAKES LOTS OF STEPS TO GET THE DK2 TO WORKIT IS NOT JUST PLUG N PLAYBUT THE APPS THAT DO WORK WHICH IS LESS THAN 0.001% OF THE GAMES OUT THERE ARE COOLstill tho I think just to play NFS Shift 2 with it seems worth itLFS seems cool but the graphics are just horrible where Shift 2 looks actually realistic to be believable but no head tracking
Is there any documentation of the SDK 0.4. By documentation I mean a document listing the specification of functions, classes, class structure and so on. Javadoc for java or Sphinx and Epydoc for python are tools that generate such documentation automatically. I'm not a C programmer, but quick search showed me that doxygen does the job for C. Is such a documentation available anywhere?What Oculus provides as a developer documentation I would call a "getting started" guide and it's not what I'm looking for.
bad as the 32-bit to 64-bit era where apps wouldn't work until they were recodedthere is no way DK2 is beta
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