PCVR/Link Development
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I'm having an issue where colors are blurring around the edges of my mesh when moving my head around. Anyone else experience this when building with Unity? If so any suggestions or insights ? I've noticed it seems more pronounced with some colors more than other for instance red seems to be pretty bad.EDIT: I've tried other colors it's less noticeable pending on the colors already used in your scene but is still a persisting problem...
Hello guys,when you start the demo scene in the oculus configuration utility and take off the lenses you see the same picture on bothdisplays.thats how its supposed to be.but when i start DCS for example the sreen works as one big screen just split in half.the headtracking also does not work . i really dont know what to do...i hope you understand what my problem is because i did not find any similar posts :(
the head tracking is sooooooooo spot on there is ZERO lagI know for sure its possible to make standing up sport games like Kinect Sports with it
well some games work like L4D 2 and LFS and some demosthe tracking and feel of LFS 2 and the chair demo are really what make oculus rift awesomewhen tracking doesn't work it feels like a huge 600" OLED screen that has 3D at 1280 res on a 1080p native displaywhen games implement FULL DK2 support is when this will shinemany games like TF2, Arma 3, Planetside 2 don't work with oculus because the screen isn't split or the mouse doesn't workDK2 has to be made with the DK2 VR obviously porting games to DK2 as weren't designed at all with this in mind except for TrackIR but full native support will make the DK2 shineI would say 3% of my gaming collection actually work and only like 1% or less make the DK2 worth havingin the right hands people would want VR but some demos and games just make it so stupid to havethe 3D roaming in a stupid world that isn't even that good gets really dumbif people havn't touched the games I've played that work well with DK2 and they quit, because the first impres
I am a little disappointed how dark the DK2 gets when using low persistance, the tradeoff is obvious... The shorter the light is switched on the less light arrives at the eye (duh).There is a 'brightness overdrive' on/off functionality in the world demo, which I think increases the current level of the OLEDs beyond their limits if they were always on. So far so good, but it has no effect for me. The display is as bright as before and about half as bright as using full persistence.So for the future I propose the following:In the consumer version, if there really is a custom display controller chip, let it have something I'd call "degenerating persistence"Instead of modulating the current level of the OLEDs at high frequency always drive the pixels with their maximum safest current. The pixels would the be modulated at the same frequency as the refresh rate. Depending on the sub-pixel brightness they are on at the beginning of the refresh cycle and off after the amount of light has been
Hi Oculus community. I've broken off a small, reusable code piece from my current hobby project to share in hope that it may be of more help than hindrance to someone out there. This is VRSetupJS, and can be downloaded here: https://github.com/soblenes32/VRSetupjs/What is it?VRSetupJS is a consolidation of the code that you will need in order to enable your ThreeJS program to use a native browser VR API.When would I use it?You may consider this library if your project meets the following criteria:1) Your application is written in ThreeJS r68 or a closely related derivative or wrapper (such as physijs)2) You anticipate that your target audience will be running a VR-capable browser3) Your project will be tolerant to changes, because changes will be made (a necessary prerequisite for all current Rift development)How is this different from benvanik's VR.js?VR.js is designed to be used in conjunction with a separate VR plugin for current versions of Mozilla and Chrome. By contrast, VRSetup.
Hi,Has anyone got a simple example of OpenGL (SDK) rendering working yet with DK2?This is what I've got so far, based on the earlier example of the spinning cube using GLFW. It seems to work without the Oculus plugged in but gives an exception in ovrHmd_EndFrame() when it is. The exception is thrown in glBindFramebuffer(GL_FRAMEBUFFER, FrameBuffer) in HSWDisplay::RenderInternal(...).I have no idea how to solve it.EDIT Updated to 0.4.2 beta, it now works in extended mode on both Windows and OSX. Lots of @TODOs: Positional tracking, strange difference in translation over either X or Z between Windows and OSX version. Multisampling.EDIT Difference in translation is nonsense, just do a ovrHmd_RecenterPose() at the start.// GLFWOculusRiftTest// (c) cThrough 2014 (Daniel Dekkers)// Version 2014090601 Based on DK2, OculusSDK 4.0.2 beta// Windows and OSX, Linux not yet supported by OculusSDK 4.0.2 beta#include <GL/glew.h>#if defined(_WIN32) #include <Windows.h> #define GLFW_EXP
Hi,With the DK1 I had been using the modified Sensor Box sample code to read out head tracking data and send it to another program via shared memory.With the DK2 there is no updated Sensor Box sample to build onto. While it might be relatively straightforward to accomplish, before starting to write something on my own, I'd like to ask if someone has already updated this simple program to work with DK2 or even include positional tracking.Or maybe, is there already some other sample code in the internet which can just output head tracker / positional data?Thank you!
Hi girls and boys, I received my DK2 today after longh months of waiting xD. I finally managed to start the DK2 (followed the step as indicated in this link: viewtopic.php?f=26&t=11455 + helped myself here and there). I manage to have the feed Inside the DK2 (the firm demo with the table is already mind blowing xD) and launched ELITE DANGEROUS.... and I am having very serious problem with graphics:- very important chomatic aberations (i.e. radar targets have a green red yellow Arrow etc and whites all have chromatic colors like if the colors making whites were splited apart)- the image is very blurry ... i cannot even properly read the menu option (to start with the start menu even before being actually in game)- in game it is just completely unplayable ... nothing like the videos I saw on the net. I did not download the SDK only the runtime as SDK is more targeted at devs.Does anybody has this issue? I know it is not my PC (a month old 2500€ RIG ... with 780ti, 16GB RAM, I74960 .
Hi,I'd like to write a short program to get head tracking and position data from the Oculus DK2, but it has to work without the HDMI cable connected. The reason for this is I have to connect the Oculus display to another PC at the same time to project content onto the screen.On the DK1, this was working without a problem, but now I'm running into problems with the HMD not able to initialize.If you've got any tips on how to achieve initialising the HMD (ovrHmd_Create) or any other way to connect to the sensor without this, that would be greatly appreciated!Thanks!
I have my app running nicely on my shiny new DK2 using the 0.4.1 sdk C++ libraries.However, when I give it to someone to run a DK1 system, it just crashes because the ovrHmd_Create(0) returns NULL. ovr_Initialize(); m_hmd = ovrHmd_Create(0); if (!m_hmd) DMFATAL("Unable to create the Oculus driver - Check your DK2 is connecting and turned on..");I don't have access to a DK1 currently to do any testing inside the ovrHmd_Create function to get further information.This is nearly the first thing my game does before opening the game window or creating the opengl context, so I'm a bit bewildered as to what I could be doing wrong.Does 0.4.1 work on a DK1?My google-fu skills have failed me so far to finding anyone else having this problem.
Hey all,I'd like to use the Oculus Rift for a research project, however I'm completely new to the SDK and game development in general. I received my DK2 a few days ago and so far I've only played around with some of the awesome demos here and had a look at the provided examples (mainly the OculusRoomTiny program).What I'm trying to achieve is "load" and navigate an existing CAD file (.stl), based on the OculusRoomTiny code, so that you can navigate through the CAD model inside the OculusTinyRoom in a fly-through manner. At a later stage, I will also need texture mapping onto that CAD model.I've read many posts in this forum, and it seems some people tried to do the same thing before. However, the suggestion was to use Unity or some other game engine for that in all of the cases. Isn't it possible to build my application on top of the OculusTinyRoom example, or is Unity the way to go for this kind of project?Thanks a lot
Just wanted to say that from using the desk demo chromatic aberration seems to be much better! Going to implement it into my own project and do some further testing but so far I'm very impressed with the changes! Thank you Oculus SDK team gals/guys!
The announcement of the Gear VR headset and the 'mobile SDK' seems promising, but left some ambiguity. Will the mobile SDK support only the Samsung hardware, or will it also support DK1 and DK2 hardware connected to an android powered device, such as the Ouya, nVidia Shield or Kindle Fire TV devices?
I'm running the ancient 10.6.8, and unfortunately 0.4.1 didn't support it so I was hoping 0.4.2 might. I uninstalled the previous runtime and installed 0.4.2 and immediately upon clicking the ConfigUtil it crashes. Is the problem 10.6.8? Anyone else seeing this?EDIT: I've tried it with and without the Rift plugged in.
HeyCheck out my latest VR demo using the Oculus Rift DK2 with the Leap Motion for hand tracking in VR:https://www.youtube.com/watch?v=jtU5_HnSmv0You can download the binaries and try it out for yourself! Also all the code is in C++/OpenGL/SDL and is available under MIT license from my github. Links on my blog: http://bryanduggan.org. At the moment there is a bug that stops the leap service after the program runs, so I’ve included a batch file you can run to restart the service. It will probably work with a DK1 or DK2, though I’ve only tested it with the DK2 Rift. The rift should be set up in extended mode as the secondary display for this project to work. Adding leap motion hand tracking to VR projects really enhances the sense of immersion. Hope you enjoy!Bryan
The Gear VR looks fantastic and it might also be the first opportunity for VR developers to sell VR apps to a broader audience. So I'm really interested in it but I have a few questions:- Will anybody who buys a Note 4 and a Gear VR be able to just download a sdk and use it for development? Or will there be a need to register as a Samsung Gear VR developer and in that case would that be free and open or only available to some developers?- Will we be able to just share our demos and games as .apk if we want to or will we be restricted to sharing through the Oculus Store or some other channel?- Will the Oculus Store be open to all apps that meet some minimum guidelines? Or will only some developers get access to it?- Will we be allowed to sell our apps through other channels than the Oculus Store?And now more specific to Unity:Since the Oculus SDK normally requires the pro version of Unity, I assume we will need the Android Pro license in addition to that to use Unity for Gear VR dev? Is
I'm currently trying to create some kind of virtual "fly-through" a CAD-model, and I'd like to enable movement always in direction of the camera center, thus also vertical translation of the camera (y-direction) --> exactly like the fly-through mode in Unity. I'm completely new to the Oculus SDK, so my first step was to use the Tuskany Unity 3D example and put my meshed model in there.I've tried a couple of different changes to the OVRPlayerController.cs file (e.g. change gravity to zero), however I couldn't make it work so far. I assume some changes are necessary to the Update() method.Can this be achieved relatively easy by slight changes to the OVRPlayerController.cs file, or are further changes necessary?
I have an idea for a control scheme but need to know if it would work. Imagine games that have a cockpit like DCS for example.Using the leap motion I would like to be able to emulate a mouse and a click. I would like to be able to control the mouse with one finger in a a point fashion so that the mouse would follow my point....imagine a dial or knob and in VR I point to it....now when I want to 'click' or push that knob/dial I would raise my middle finder so that I now have 2 fingers extended...Does this work now? Can this be done? What issues do we see with this?
I'm trying to get something really basic running with OSX, JOVR, OpenGL, JOGL, and SDK 0-4-1 rendering. But I'm getting this fatal error at step 5.5 in the code below.C [libGL.dylib+0x18b5] glGetString+0xfC [jna8916088414761583343.tmp+0x14282] OVR::CAPI::GL::DistortionRenderer::GraphicsState::GraphicsState()+0x52C [jna8916088414761583343.tmp+0x12705] OVR::CAPI::GL::DistortionRenderer::GraphicsState::GraphicsState()+0x15C [jna8916088414761583343.tmp+0x12367] OVR::CAPI::GL::DistortionRenderer::Initialize(ovrRenderAPIConfig_ const*, unsigned int)+0x57C [jna8916088414761583343.tmp+0x86a2] OVR::CAPI::HMDState::ConfigureRendering(ovrEyeRenderDesc_*, ovrFovPort_ const*, ovrRenderAPIConfig_ const*, unsigned int)+0x7c2C [jna8916088414761583343.tmp+0xeea9] ovrHmd_ConfigureRendering+0x59If I comment out step 5, then I get a different fatal error:C [jna3689317543873940567.tmp+0x3ba4] _ZN3OVR4CAPI18DistortionRenderer19SetLatencyTestColorEPh+0x54C [jna3689317543873940567.tmp+0xf301]
https://forums.unrealengine.com/showthread.php?10221-BOOK-Blueprints-Master-the-Art-of-Unreal-Engine-4-BlueprintsBoon for non dev's. Huge thanks to Ryan Shah.b
Hi all,does anyone have a solidworks model of the DK2 or technical drawings?I want to develop some some accessories but haven't got my rift on hand to put the callipers on it.Now that it's in the wild hopefully OVR would be cool releasing something?Cheers!
Some games/demos seem to implement head/positional tracking better than others; that is to say, some suffer from great amounts of judder while others don't, with respect to how the non-VR version of the game performs. A good example is Live for Speed vs. Euro Truck Simulator 2. Both run fine in non-VR mode on my laptop, and Live for Speed runs great with no judder or lag in the headtracking or positional tracking. However ETS2 runs horribly in VR-mode, the framerate drops by at least 50% and considerable judder.I haven't started developing yet so I can't speak much to this technically, but when I do start, this is going to be priority for me. We have also seen that the Cyberspace demo pretty much works for everyone with flawless tracking, and that was made with Unity. So what is it exactly that is causing this disparity? Are demos/games made with Unity easier to implement head tracking, or do they just run better in VR? Is it an AMD/Nvidia thing with issues with the runtime? Or is it s
Since judder is such a wide problem and I have not seen mention of this yet I thought I would start a new topic on the subject.This is just a note from my own experience developing in OpenGL, but I had an issue with what I am going to call overdraw, which felt like judder in practice. It was a result of extra buffer swapping in my engine which would draw a double and offset image. I was swapping once with the Oculus end frame call, and once with a standard swap. I think what was happening is the Oculus call would use an updated time warp matrix and the standard would use the previous frames although I don't know enough to say for certain. Both would be combined and then correctly distorted and aberrated somehow.This is simple enough to diagnose with a screen shot, which will show the 'judder' is actually part of each single frames output.I could see this being an issue not just with double swapping, but in engines with multiple frame buffers that get combined for shader effects. Writin
Hello!How about Havok integration? It looks like a pretty cool engine, and I like a lot of the games that have been done with it. (e.g. Dead Rising). It also offers a free start for developing, although if your game earns more than $10,000 USD, then you have to start paying.I would like to work with Oculus + Havok. Could that be possible in the near future?
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