PCVR/Link Development
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Hi Guys,I made a quick video with some tips on getting the DK2 to work with Unity. https://www.youtube.com/channel/UCRiP0NBsdNpUIxRH3aEFytAIt may be helpful if you are stuck trying to integrate the dk2 into your unity project.Thanks,Marc
I created some stereo still images to view those on my 3D TV. Side by Side- 1920 X 1080, Images were created in 3ds Max and Vray.Is there nay way I can view these on my Oculus DK2. I tried VR player but result is not that good. I am looking for more simple solution. Is there any Photoshop trick I can apply?Thanks
Hi guys,Just got my DK2 kit today and have been having some problems getting an image. The demo scene in the config utility works just fine but DK2-compatible apps (from Share) simply won't run in the headset, although they display on my monitor. Any idea what I'm doing wrong ? (forgot to add, firmware is 2.11)
If others have already posted this I apologize. But here's an article detailing Microsofts attempts at reducing lag during remote gaming using cloud computing. I don't see why the same technology couldn't affect the Rift positively as well. http://www.extremetech.com/gaming/188544-microsoft-research-invented-video-game-time-travel-to-fix-cloud-gaming
I am trying to port the RoomTiny example to jogl (Opengl binding for Java)I dont know DirectX unfortunately, although it looks quite similar to OpenGL..My question is where the texture is binded to the context before the draw commandIn the RenderTiny_D3D11_Device.cpp I see:void RenderDevice::Render(const Matrix4f& view, Model* model){ // Store data in buffers if not already if (!model->VertexBuffer) { Ptr<Buffer> vb = *CreateBuffer(); vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex)); model->VertexBuffer = vb; } if (!model->IndexBuffer) { Ptr<Buffer> ib = *CreateBuffer(); ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2); model->IndexBuffer = ib; } Render(model->Fill ? model->Fill : DefaultFill, model->VertexBuffer, model->IndexBuffer,sizeof(Vertex), view, 0, (unsigned)model-
So now that DK2 is out I have been going over "getting started" guides et cetera I haven't even seen a word about DK2's latency tester that is one of the highlights at DK2 order page. I know it's not the biggest thing in DK2 nor I shouldn't be worried about it unless I develope stuff, but just out of curiosity: Where is it in DK2 and how one uses it? PS: Sorry if info for this is in SDK. I am still trying to download it but connection is being extermly lazy today...
Hi,I have just integrated OVR support to my test engine. I do not use the SDK-rendering, and I can see the distorted rendering on my output window. When the application starts, the tracking works (I do not use the result yet but I see the camera turns on and moving the headset does the motion compensation in distortion rendering)However, my HMD does not show any output on its display (this is in Direct-to-Rift mode). I assume outputting the distorted image to the device render target and calling Present() should simply make it work?It must be due to something obvious but I am unable to pinpoint the issue. Does anyone have any hints that might help?Thanks.PS: I've forgotten to mention this is with DK2.
Hi,I'm trying to build LibOVR_with_samples_vs2010 with vs express 2010 but am getting these errors:'..\..\..\Src\CAPI\Shaders\genPixelShaderHeader.bat' is not recognized as an internal or external command,'..\..\..\Src\CAPI\Shaders\genVertexShaderHeader.bat' is not recognized as an internal or external command,...and indeed these files don't appear to exist.I'd prefer to use MinGW/OpenGL anyway though - is this possible?Bye!Mark
Hello,I have a DK2 up and running on an iMac running Mavericks 10.9.4. My desktop is currently using the default desktop wallpaper (large blue/green wave). This can be very disorienting when I first put on the rift since my eyes try to sync up the two eyes.I want to replace my desktop wallpaper with something more "rift-friendly". Anyone have any suggestions?Thank you,-b
I do not trust you nor the link.
Hi all,Am new to the OR, so forgive any silly questions.I have the rift all set up and connected to a 2014 Mac Pro running Windows 8.1. I have a dual monitor setup.I can successfully run the "Show Demo Scene" in the config utility in either Extended Desktop mode or Direct to Rift mode.However, the Tuscany demo is another matter entirely.If I select Direct to Rift and run the "direct to rift" version of the Tuscany Demo, nothing happens. I presume the program has aborted as it doesn't show up in Task Manager either. I have tried disabling my second monitor to no avail.If I select extended mode, landscape (flipped), and run the regular tuscany demo, it appears - but never on RIFT, always on the primary display. Bizarrely, even though I am now in extended desktop mode, if I run the "direct to rift" Tuscany demo, it actually displays. Pressing spacebar, the demo tells me its running at 2364 x 1461 (is that normal?).What on earth is going on? All I want to do is get it all working in direct
Does the current SDK support connecting to multiple Oculus Rift HMDs on the same machine?I currently have two Rift DKs connected, but when I enumerate the HMDs using the SDK, it only reports that 1 HMD is detected. Here is the code I'm using to detect HMDs:OVR::System::Init();// Create device managerOVR::Ptr<OVR::DeviceManager> deviceManager = *OVR::DeviceManager::Create();// Enumerate and save HMD devicesint count = 0;OVR::DeviceEnumerator<OVR::HMDDevice> itr = deviceManager->EnumerateDevices<OVR::HMDDevice>();while(itr) { OVR::Ptr<OVR::HMDDevice> pHMD = *itr.CreateDevice(); if(pHMD) { ++count; } itr.Next();}Is my code incorrect or is this just not currently supported?I'm running this code on a Windows 7 64-bit machine. Both HMDs are detected in the "Screen Resolution" control panel.
I'm trying to implement SDK 0.4 in Microsoft Visual Studio Express 2013 (Windows Desktop). I set up my project using the "Minimal Oculus Application" tutorial that cybereality wrote.When I tried building the project, I got the following error:Error 1 error LNK1104: cannot open file 'atls.lib' d:\documents\visual studio 2013\Projects\OculusTest\ConsoleApplication1\LINK OculusTestWhere would I find this library? Also, I'm running a 64-bit machine, but choosing a win32 console application and pointing to the 32-bit platform folder in "Additional Library Directories"
Is it possible to use Direct HMD with client distortion? I have to do client-distortion since I use Raytracing for picture creation - this saves me rendering everything twice to intermediate buffers and picture is less blurry since every pixel matches 100% instead of being sampled from a blurry texture. It is also much faster on simple scenes.Now I want to use Direct HMD Access for 75Hz and convenience. My idea is to write directly to one Rendertarget that is viewed as is without distortion. Is there any possibility to do this with SDK 0.4.1 or are there any plans on this for future releases?PS: This could also be usefull with classic Scanline rendering in a deferred renderer where f.e. textureing is done after distortion.
It seems to be due to my multi monitor setup and maybe because my monitors have a smaller resolution than the Rift. Somehow I always manage to have the Rift window lose the mouse cursor which naturally results in loss of control. I think it happens where the window overlaps the taskbar on the second monitor or something.Rather annoying, especially when developing where I have to put on and off the Rift often enough as it is. Anyone experiences the same issue?
Hi folks,I've been really curious about the incidence of simulator sickness, so I did some research into the history of simulator sickness and wrote up what I found here: http://www.twentymilliseconds.com/post/all-about-motion-sickness/One thing I found from the quoted study was that Navy pilots who had adapted to one simulator (e.g. gotten their "VR Legs") would get sick again if they switched to a new simulator system. This would seem to imply that "VR Legs" would be specific to a given application, and users who are prone to simulator sickness might get sick all over again if they tried a new application. Does anyone have any data in this area for Oculus, anecdotal or more scientific?I am always on the lookout for data points about sickness. If you've tested your application on users, and have any data on incidence of sickness (eyestrain, headache, nausea, etc), please let me know - I promise not to share the specifics, just report data in the aggregate.Thanks!Kevin
my recommendation for any VR Video Player out there add frame interpolation from 24FPS movie to 75FPS (or higher CV1). I use this for my normal 2D TFT desktop player and it is fantastic from 24 FPS to 144FPS ( I have144Hz ) but in VR Video Player it is even more powerfull I guess like this tool http://svp-team.com (works not with all files and all players, fine with win media player & mkv)
Well, this is the ultimate newb question. While there's a reference manual, I could not find a description of the software/os integration architecture. So:Does the OS (on linux, or in general) treat the oculus as another display? is that the only supported mode?Does that mean all display programming is done as if you're just writing a regular application that has UI, and you can choose any UI technology?How would you describe the type of "Effort" the application has to do for the sake of 3D? is it something like just programming opengl, or does it have to use some proprietary api instead?What rendering is taken care of on the GPU, and what is left to the device?Can the application be just 2D?I think there should be a developer introduction briefly describing all this, perhaps you can refer me, or just provide this information here instead, if it isn't already out there.Thanks!
Would strapping a Leap Motion Controller onto the DK2 cause positional tracking to go haywire?
---This message can be modified---Dear Oculus Rift's Developers and fans.I am a student and I have great ideas for Oculus Rift.I'm not a Dev for Oculus Rift, but I like to share with all people here some ideas.At first I say that Oculus Rift is the best for VR Technology and it starts a new era of this.In this Topic I want post "Input Devices" suggestion as a Feedback."Oculus Rift everywhere as you want, at Home" (This is only hypothetical idea)1) To connect your Devices into a "Multi-HDMI device" (8 Inputs HDMI, 4 Inputs USB, 2 micro USB, compatible also with 3D Signal) - Old and New Gen consoles - 3D & 4K TV (or other TV) - PC (or other Personal Computer, Notebook, etc.) - External Hard Disk (USB connection) - Smartphone (micro USB) - ...other...2) A "HDMI Sender of Wireless Signal" connected with HDMI Output of "Multi-HDMI device" (compatible with 3D signal) - Connect the Receiver to Your Oculus Rift (HDMI Cable) - Into a pack, you must have 1 Sender and 6 Rece
Hello,Didn´t get an answer for my problem.I want to get the current camera position/rotation of the IR camera.You can get the IMU from the Headset with ovrTrackingState ts = ovrHmd_GetTrackingState(hmd, frameTiming.ScanoutMidpointSeconds);Posef pose = ts.HeadPose.ThePose; pose.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&yaw, &pitch, &roll);This happens as expected very fast and accurate.When accessing the camera pose withPosef cam = ts.CameraPose;cam.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&cyaw, &cpitch, &croll);the values are only updated once in 1-2 seconds.I know that the tracking of the LEDs and the pose calculations need some time, but not as long as this.Has anyone figured out how this could be made update faster?Or where the camera pose calculations are done within the SDK?greets
I was having the following issue in HL2, the menus would show up but only the menus everything else rendered black. I think I saw the solution posted in another thread earlier and tried it out tonight and it worked for me as well so figured I'd record it here for anyone else having issues.You need to set the rift to be the primary display, this is a bit of a pain and makes it somewhat fiddly to get the game running as you'll need to Alt-tab to Steam and run the game once you've set your rift display to primary.I also needed to re-select the Enable VR dropdown (thankfully you can grab the top of the dialog and drag it over to see it better) then quit and restart, now when you select Activate Virtual Reality it should work correctly.Everything seemed to be working fine head tracking kicks in once your on the train. It looks promising though I didn't play for very long due to:Black smearing is very noticeable in HL2Not sure what my framerate was but I was getting noticeable blurI can't st
If I was to pre-order it right now when do you think I'd receive it in the mail?
UNITY / CROSSHAIRHello my name is Daniel,I´m from the wild South-West Germany At first - sorry for my bad english - i work on it!My question:Can you tell me, how in can integrate a Crosshair in UnityI tried it - but it didn´t work...What i tried was:I putted an extra script to the OVRPlayerController Game Object that contains thescripts like "Character Controller, OVRGamepead Controller, OVR Layer Controller, OVRMian menue"I putted simply below this list my new crosshair script that contains:****************************************************************************************************************************var crossTex : Texture2D;var size : float = 32;var crossColor : Color32;//CROSSHAIRfunction OnGUI(){GUI.color = crossColor;GUI.DrawTexture(Rect(Screen.width/2 - size/2, Screen.height/2 - size/2, size,size), crossTex);}//CROSSHAIR****************************************************************************************************************************Bit it didn´t work! Can
Hey all, I am new to Oculus, and all to the things that come with it.I really want to try it, so I am going to order one kit of my own really soon.I searched the forumus for guides for begginers like how to even play and plug in the most simple game like the roller coaster but I could not find it.Any help? Thanks!
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