PCVR/Link Development
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I just backed this KS project:http://www.kickstarter.com/projects/1618235783/xcope-virtual-and-augmented-reality-headset-for-smI know that full android support is coming for the Rift, but I plan to develop for Android (using the android plugin for Unity) first, then add support for Rift later, when the SDK supports it. Here's my rationale: I think that android support will greatly increase the reach of the OR, but it will still remain a relatively small segment of the mobile gaming market. If I develop a stand-alone Android game first, then make it stereoscopic for this device (the "Xcope"), then add OR support, I can get as broad a swath of the market as possible. I doubt that this device will compare to the OR in terms of experience, but it should be alot cheaper, and therefore sell pretty well. So I think it's worth backing.Any thoughts?
We've got a talented group of media production pros forming in Los Angeles to create epic content for the impending VR revolution. We tried the DK2 a few weeks ago and have been exploding with ideas since then. We're looking for coders, artists and other inspired VR visionaries to round out our team. There have been some incredibly inspiring brainstorming sessions happening weekly at the movie lot many of us work on. Want to come be a part of them? The current plot is to put together a genius team to completely clarify the vision and facilitate acquiring much more funding/backing than we currently have.
Hello, thereBefore I were to start making any games myself, I was planning on trying some games to get a feel of what it's like to use the Oculus Rift DK2, but I've only been able to use the Tuscan House Demo included with the SDK. Also, I can't seem to get ANY Steam game that has VR Support to work, the problem I have is that the Oculus Rift won't get a video signal, camera is on, game is on, started it with the correct commands, but still the orange button on the headset. Last, Can someone send a link with a bunch of games and another informing me how to use Steam Games with the ORDK2 in case if I do not understand what you're saying so I can read myself instead of having 30 different reply-posts. Thank you!
Hi, I need to run my demonstrations on a laptop. My config :i7-4700MQ (2,4 GHz) , a NVIDIA GT 740 M and 4Go ram. But my OS is windows 8. When I work on a destop PC there is no problem with my UNITY demos. But with my laptop, amost all colors have desappeared, red becomes blue etc... I would like to run in extend mode but its impossible to rotate screen in windows 8 !!! and "Irotate" application doesnt fix it ! So, I cant use my DK2 as an other screen !Please help me to find a solution !
I recently installed SDK 0.4.2 and upgraded the firmware on my DK2. I had hoped to continue porting my GZ3Doom doom game for the DK2, but now I am discouraged. Because I can not longer get the demo scenes to render acceptably. I have no desire to work on GZ3Doom when I cannot even get the demo scenes to perform acceptably.The numbers in the table below are JUDDER RATES, i.e. how often the scene jerks in a non-smooth fashion, in units of Hertz (Hz), the approximate number of discontinuities per second.[sorry I don't know how to render a table properly in these forums...]Extended/Direct | SDK version | Desk Demo | Unity Tuscany Demo | Comment Direct | 0.4.1 | 10-20 Hz | ? | Sickening Extended | 0.4.1 | 0.1 Hz | 0.1 Hz | Acceptable Direct | 0.4.2 | 2 Hz | 2 Hz | Sickening, rotation judder more than positional Extended | 0.4.
Hi all, was wondering if anyone has experienced this 'slight' problem at all.I'm doing a test project at the moment working with DK2 in unity 4.5.3 which has obviously been out for a while as the 4.6 beta has just dropped. So the issue I am having is when i go to run the project. Unity is picking up the fact that the DK2 is connected and all sensors etc are working. however when i stop running the project and then try to re-run the project, it literally just freezes on the screen with a highlighted 'Play, Pause and Restart' button at the top of the screen and doesn't go through to the run screen.Was wondering if anyone had any clues as to why this is happening. I've tried deleting all the OVR files in unity itself and re-importing the latest updated OVR files however no luck... and yes I have got unity PRO so i can obviously run the Oculus plugins etc.Would be interested to know what is going wrong.Thanks :)Jordan
Hi all,I build an 3D telepresence robot based on a double robot and I would like to share my results with you.The idea was to improve the telepresence experience of the double robot. The double robot can be used from everywhere to create a more natural telepresence experience and gives you a physical presence where ever you want. I had the idea to combine the telepresence experience of the double robot and the 3D VR experience of the Oculus Rift. The initial idea was to use two GoPros to create an stereoscopic video signal. There are already mounts for recording in 3D which I could use. I really like the flexibility and the wide angle lenses of GoPro. But there is one big problem which is the reason why I'm not using GoPros. The GoPro is a camera for recording and not for livestreaming, and I need a low latency video stream. You can connect a GoPro to your wifi and stream a low resolution video with about 2-5 seconds delay. But thats not what I was aiming for. The only way to use GoPro
Looking to mirror an SDK distorted OpenGL game. I understand it mirroring is currently accomplished in DirectX/Unity by setting a flag and then handled in the Oculus runtime. Seems like it might be possible to scrape what the documentation calls pRenderTargetTexture for the last frame prior to writing the new one? If not seems like being able to send a framebuffer into the API to get the final distorted image would be useful here and probably other cases as well.I haven't dug through all the Oculus code, but is there a good explanation with order of events anywhere of what and how it takes place in the runtime vs the SDK when using SDK distortion?
Hi,I have some issues with the TimeWarp shader when running with the emulated device, i.e. ovrHmd_CreateDebug(ovrHmd_DK1)If I run with the time warp shader I get the following look:If I run with ovrHmd_DK2 as a emulated device I get the same incorrect behavior (but in higher resolution).If I connect my device (a DK1 in this case) I get the correct look:Running emulated without TimeWarp also works fine.I don't know if this is related but if I try running in debug mode with emulated device, I am running into the following ASSERT in the FrameTimeManager::BeginFrame(unsigned frameIndex) function:OVR_ASSERT(FrameTiming.Inputs.ScreenDelay != 0);
HI..I have a Problem .. My view is wrong in Rift.http://img.i7m.de/s/jb89v Desktophttp://img.i7m.de/s/1c1bc DK 2What can i do ? THX
Hi,If (when?) OpenGL "direct mode" will be supported how would that actually work?I have a user-interface with an OpenGL canvas in it. I can scale the whole window so in principle the canvas could have any dimension. Of course, in the end, the OpenGL canvas is "just" another window so I should be able to pass it to ovrHmd_AttachToWindow(...).But what about the dimensions? Would it be possible to have a fullscreen OpenGL window (1920x1080) on the Rift while at the same time maintaining the functionality of the user-interface with its arbitrary sizing visible on the desktop?Thanks,Daniel Dekkers
While the software that performs the computation necessary for immersive audio such as HRTF filtering already exists (for instance this), this is limited by the lack of knowledge of the users head related transfer function (HRTF).Here are some solutions to this problem:1. Use some standard HRTF which represents average head shape. 2. Measure the HRTF of the user empirically.3. Select a HRTF of a subject from an existing database, whose anthropometric profile (head size, pinna shape ...) best matches the user.4. Based on user's anthropometric data do fancy math to obtain the HRTFDiscussion:1 is most common but worst solution in the case when the average head doesn't fit the user. This lack of fit mostly leads to a front-back confusion.2 is the best option but unfeasable. It requires special equipment which only few labs around the globe do posses.3 has been discussed previously in this thread. Also MS is using this option for their VR (can't find the link, sorry). 4 is hardest to achiev
Can we get an Estimated Time of Arrival for when Asynchronous Timewarp will be released for Windows? I don't know if I should try to implement it myself (which is a huge pain if it has to be done on the main rendering thread), or wait for Oculus to implement it.
I have a mid-2010 macbook pro with a mini display port.Will this adapter work with the DK2?New Display Port Mini DP to HDMI 1.4 Cable for Apple MacBook Pro Air Mac AC120Thanks in advance. :geek:
Hey guys!first post here, so I apologize if Im posting in the wrong topic.I´m trying to build an application using both libcinder and the oculus rift sdk2 by following the "Minimal Oculus Application" tutorial. After some tries linking the libraries I managed to make the application build. Now the problem is that, following the code from the tutorial I get this exception: Assert: ovrHmd_BeginFrameTiming called multiple times.If I run on release mode, the exception is not thrown, but I dont get any info from the device either.here is my code: #include "cinder/app/AppNative.h"#include "cinder/gl/gl.h"#include "OVR_CAPI.h"#include "Kernel\OVR_Math.h"using namespace ci;using namespace ci::app;using namespace std;class OculusApp : public AppNative { public: void setup(); void shutdown(); void mouseDown( MouseEvent event ); void update(); void draw(); // Oculur Objects ------ ovrHmd mHmd; ovrFrameTiming frameTiming;};void OculusApp::setup(){// cinder setup class, this is called once at th
Hi,Is the client distortion rendering timewarp code in the OculusTinyRoom demo correct?It's giving different results with #SDK_RENDER 0 than it does with #SDK_RENDER 1 - there is a slight 'ghost effect' when standing in front of brick walls and turning your head left/right with #SDK_RENDER 0. You can see the vertical lines between bricks 'ahead' of your head movement, but this effect is mostly gone when using #SDK_RENDER 1.Based on my understanding of timewarp code, I thought there was meant to be a' 'WaitUntil' before distortion meshes are rendered, so timewarp gets to sample HMD as late as possible, but there doesn't seem to be any such delay in the code.Also: Whats the deal with rendering left/right eye in a 'special' order? Since everything is double (or more) buffered, this seems strange-ish to me...Bye!Mark
Admittedly, I don't have a Rift, and I'm trying to use the SDK blind. But I'm not really liking this SDK's structure, or the structure of the samples. It looks like it was designed to be complicated and hard to follow. Mostly because it's so object oriented.If a developer wants to read the head-tracker, a simple SDK would have a single global function like this:bool ReadHeadTracker(double &yaw, double &pitch, double &roll);(and maybe versions for quaternions or D3D and OpenGL matrices)which could be called at any time, perhaps even without initialisation.And the samples currently have initialisation code spread all over the place.It all seems needlessly complex.
hi guys, we put it on Kickstarter.We worked really hard to make it affordable and easy to use. Now you guys are able to get this kind of stuff home and play with it. We are exhibiting a few days later at Siggragh 2014, booth 533. Back us :) https://www.kickstarter.com/projects/1663270989/project-perception-neuronDear board manager, if it is not proper to announce this kind of news here in this board. Please kindly remove it. Thank you. :)
This is something I thought about just now when responding to another thread, and this question is specifically regarding stereoscopic rendering from a CGI program. I've done a lot of CGI work over the years, and I've quite a bit of familiarity with traditional "flat" 3D rendering for film and TV and such.Let's say I wanted to take a simple 3D still frame and set it up so that it displays properly in the Rift. Minus head tracking and all that, just a single still frame. But I need to apply the correct barrel distortion and chromatic aberration to the images so that they can be viewed properly.Are there some presets somewhere for this sort of thing? Or some basic information on what types of lens distortion to do? Or is it really as simple as feeding it a normal side-by-side image through the runtime and letting it do it for me? My Rift isn't here yet, so I haven't been able to just try this stuff.And on a mostly separate subject, but I didn't want to clutter the forums:Remember Quickti
to allow to build a rifle scope detection with the rift , would it be possible to assign one of the hidden led a special blinking frequency or to put a 2nd led in parallel with a different color, so when you bring the scope in front of the mask, you can detect the led and trigger the scope mode of the game. ?
= real
Hi !I'd like to work with 2 screens and my DK2, and my PC's last port is a displayport. I'd like to knows if I can connect a DK2 inside a displayport with no risk ?thanks
I've had my DK2 for a couple of days now, and the CA at the edges of the screen when playing (for instance) HL2 is pretty strong (more noticeable than DK1 primarily because the screen itself is more saturated. But I've noticed that it's only there when I *look* at the edges of the screen. If I bring up the black-and-white HL2 menu and state straight ahead, there's little or no CA in my peripheral vision.This suggests that the CA correction is working, but is not taking into account how the eye swivels, moving the pupil relative to the lens. Obviously there's no eye tracking so it can't be perfect, but if the CA correction at every pixel on the screen were based on the assumption that the eye is actually looking at that pixel, it might improve matters. It would be a little worse in the current best-case of staring straight ahead, but a lot better when glancing sideways.
Helloi have downloaded the latest 4.2 runtime (not SDK)and also updated my firmware to the 1.12 versionmy rift is set to extended mode, but i can't manage to launch my games.I use to tool from bilago..and here are the symptomThe demo from the config tool is working, if I set the rift in reverse landscape(not portrait)but the camera and positional tracking are not working. (i dont get the camera lines).when i launch the game from the bilago tools, I sometime get to have it visible in the rift, but its like a side by side videoCan you guys tell me what are your settings for rift ?Portrait ? landscape ? reverse portrait ?primary display ?
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