PCVR/Link Development
Recently active
My display mode is set to "Direct HMD Access from Apps" and the OculusRoomTiny sample works fine. It initializes, then on the 3rd or so call to ProcessAndRender ( specifically the RParams.pSwapChain->Present(swapInterval, 0) call ) the device kicks in, the blue light goes on and whatever is on the swap chain is shown on the HMD. Now in my own app, I've got everything set up almost the same, everything is rendering fine, and the final image is warped to my swap chain and displayed in my window, but the device never kicks in, light stays yellow and nothing is sent to the HMD. So in the tiny sample, what exactly prompts the device to know the swap chain is setup for the HMD? I was assuming it was the ovrHmd_AttachToWindow(HMD, window, NULL, NULL), call and the fact the swap chain is also set to that window.Here's my window creation code...WNDCLASS wc;memset(&wc, 0, sizeof(wc));wc.lpszClassName = "OVRAppWindow";wc.style = CS_OWNDC;wc.lpfnWndProc = ::DefWindowProc;wc.cbWndE
So my laptop runs Nvidia 3D Vision will this affect the rift in any way? Thanks
Would be nice to have the option to track a gun or other rigid body (hands position) with the camera. Let say we agree on a marker set and then we can build guns or other objects that track on the camera SDK.I cannot really imagine a futur where we have a dozen camera hooked up to our TV in order to track a bunch of different input devices.
Hi all!In our lab we used to have a DK1 for wireless experiments, using an ASUS Wavi 2 to transfer the image and stuff over WIFI.Today, we tried the same setup with a working DK2 and unfortunately, likely due to the new driver model, we couldn't get a proper connection. Is there a way fix that? Would never HDMI over WIFI connectors fix that? I'd be grateful for suggestions!
Will there be a way to use Direct to HMD without having the primary monitor go black and reset ( similar to when you change resolutions, or adding a display by turning on the HMD in Extend mode ). I'm creating a swap chain in windowed mode and since the HMD is taking over, it would be nice if we could avoid the 3 second black screen on startup.
Reseeding hairline due to coding with the oculus resting on my forehead Tops of my ears sticking out due to the strapThick neck due to all the head movementSome sort of jaw dropping syndrome. I'll end up looking like a big fat zombie boss in a few years lol Joking aside though I'm going to stop coding with it on my head and not put the strap on every time.Roy
The Oculus Rift in Action book has been updated to reflect the DK2 and SDK 0.4.1.
A extreme resolution would obviously be the end goal but isn't possible for ck1. Do you think it is better if Samsung focused research more on a high pixel fill rate or a screen above 1440p. I don't know how far you can push the pixel rate on a oled screen. I personally would prefer lower resolution with a reduced screen door effect for ck1. What are your thoughts?*actually meant pixel fill factor not pixel fill rate
A linear treadmill provides an excellent simulation of running or walking at a constant velocity, i.e., when no acceleration is taking place. The problem comes when a person tries to accelerate (/decelerate).To accelerate along a straight line in the real world, one must apply force to overcome the body’s physical inertia (Newton’s laws of motion). All of your reflexes are tuned to apply just the right amount of force to attain the desired change in velocity. Your inner ear senses accelerations, and your proprioceptive system senses the applied and reactive forces your body experiences.On a treadmill, however, you’re not really going anywhere (or at least not very far). That means you do not have to apply horizontal forces to overcome your body’s inertia to accelerate (with respect to the treadmill’s surface). An ODT simulates what it would be like to remain under the influence of gravity, and retain angular inertia, but eliminate linear inertia. This unusual condition is at odds
Any word of integtration with Real Virtuality 2?Real Virtuality is the back end for Op Flashpoint 2, and more importantly (to the military simulation community) Virtual Battlespace (VBS) 2. Would be a huge call for this as a training aid in the US, Australia and other allied countries.
I'm an architectural consultant specializing in theater design. When I first saw the Oculus Rift, my initial reaction actually wasn't 'yay videogames!', but actually 'yay seat views!'. A big part of my job is helping clients understand what a theater will 'feel' like--both in general and from specific seats. This has a certain X factor that's difficult to pinpoint using only flat renders on a sheet of paper. Thus, due to the depth perception and rotational tracking afforded by the Oculus Rift, it's a wonderful tool for simulating architectural spaces. I see a vast scape of potential here, and here at the beginning I'm just scratching the surface. There's a thousand things I'm now working toward, including a fully animated and lit stage, animated audience members, playing with materiality, showing different design options in real time, and camera height changes. Also can't wait for when we get a version of a Rift that has motion tracking! (the only thing I'm worried about is clipping pl
I've noticed in task manager (Windows 7 64bit) that Oculusconfigutil.exe*32 is consistently using about 10-15% cpu. I dunno if it should be doing that when it is just hanging out in the background, and my rift is turned off.
DK2. I was reading the other post below where the guy has apps half on half off his screen. My issue is diff but still around display. Seems only HMD (direct mode?) works with the calibration demo. Everything else wants to run on my monitor #2. If I extend the Rift in desktop mode then most things work only if I make the rift my "main" desktop. I tried to duplicate my monitor #2 with rift (monitor #1) but then even though they are both resolution 1920 by default, in duplicate it drops to like 1024 and my monitor #2 only uses half it's physical real estate and the rift is sideways.Anyone have any idea how best to configure the rift so it's not your main desktop and tell apps to run on it? I also get odd video artifacts at the edges of the display, like that rainbow effect, making things hard to read.
In an interview Palmer Luckey said: " The Rift wouldn’t be useful if it was just an output device, it wouldn’t be useful as only an input devices, because they work together that you’re able to have this incredible system. I think the same goes for input… having something that allows you to reach into a virtual world is pretty cool but you need to be able to… at least to a certain degree, feel things in that virtual world. "http://www.roadtovr.com/oculus-unconfirmed-vr-input-device-youll-probably-hear-connect/he spoke on a possible control with tactile feedback, the one I know is the Reactive grip, pallmer luckey ja until tested a prototype of this control: would be great if the oculus VR had working on it, this control interact with the camera would be perfect Oculus Rift latest version: This control it has a feedback, you can feel this when throwing or hitting something with a sword, and other types of interactions.
Hello,After some days messing around and failing with all XNA and C# wrappers for the Oculus Rift I could find, I finally got my game working on the rift by using a code sample available here: http://bettercoderwannabe.blogspot.ch/2013/08/oculus-ar-drone-and-kinect-completed.html.As there is no documentation for the code sample and I had to change some glue code, I'm providing all the needed code and a step-by-step tutorial.Disclaimer: I'm in no way an expert in XNA or 3D graphics, and the wrapper is not complete. I'll try to describe what I did the best I can and this will get you minimal rift support, but it's in no way perfect.If you want to understand what is happening, follow along with the official Oculus SDK documentation. I will indicate the section number.Get the Oculus Rift project from here: https://mega.co.nz/#!s4hh2BaS!J29JtBYxEfTJj_0LUl7_ICyw1xFvDoc49KYisE3TsxkImport the project to your solutionOn your game project, create a reference to the Oculus Rift projectHeadtrackin
Update 7/22:Updated to 0.3.2.5 (apparently I made a 0.3.2.4 release that I didn't announce. Must not have been very important)Having had some conversations with the Oculus devs and done some writing on the topic I've come to understand the Timewarp functionality a little better. More importantly I understand the reasoning behind the timing logic in the SDK used to perform the buffer swapping. However, the SDK requirement of native handles is still somewhat overbearing in my opinion. To rectify the situation and allow the SDK to perform the appropriate timing actions I've altered the SDK slightly to add support for providing a callback function for performing the buffer swap. typedef void (*ovrSwapBufferCallback)(void * userData);OVR_EXPORT void ovrHmd_SetSwapBuffersCallback(ovrHmd hmd, ovrSwapBufferCallback callback, void * userData);Note that the ovrDistortionCap_NoSwapBuffers flag still exi
Hi all,Yesterday I took a cheap wireless mouse, removed the case and buttons, and wired one after the other the following three inputs (see photos) to the PCB to test. My aim was to try using the setup with an AutoHotKey script I had created, so that I could jog, run or stand still using the input device - and for my character to do the same in any FPS game. (For this purposes, I actually tested in Quake and google earth - but in front of my home projector as I'm long-awaiting the rift consumer release) 1. A pressure pad from a dance mat. image[4].jpeghttps://developer.oculusvr.com/forums/download/file.php?id=3059result: worked pretty well actually! I could successfully pace,pace,pace with variable speed on the spot. As such, I took a jog down the Las Vegas strip in Google Earth 3D street level, which was really cool! And with the autohotkey script I devised, when you stop running (catch your breath) your character stops running too - even though you're still stood on same spot.2. An a
I'm just prepping for the arrival of my DK2, (it's processing, so should be soon). So I've noticed that a lot of the demos and games make use of an Xbox controller as the standard controller. But I don't recall seeing any mention anywhere of the PS3 controllers. I own 2 PS3 controllers, can I use these with Motionjoy to replace the Xbox controllers or is it not that simple?And if I have to buy an Xbox controller, can I pick an Xbox One controller or does it have to be an Xbox 360? Because I'm browsing the Futureshop site here in Canada and the Xbox 360 and Xbox One controllers both sell for the same price, $60. So I'd rather get the latest model.thanks,
So I surprised the shit out of myself today. I'm very indie and very new to development (relatively speaking) I've done some simulations for Fortune 50 Companies and mobile games (Monstar Driver (AR) and Munch'd). This is sort of my first game for PC/MAC/Linux. Take a simple idea (let beast out sort of idea) and prototype on it and surprise the heck out of yourself when you strap on the Rift!! Nothing I have ever created grabbed my interest such as this project of mine. Unfortunately I have two issues. 1. The game is too early to throw up screenshots and vids2. I have no clue on how to go about mirroring on my MAC to record said video. Any help on this for MAC users?3. The Oculus Rift **CHANGED EVERYTHING** I actually want to play my own game :o :D I will post some renders up once I know what the full story/gameplay is going to be. Right now I'm just having a ball. I hope I don't go nuts having this magical thing strapped to my face for too long :o
I think this has been asked before and I think it is seen as a possible no no..but I want to only use Unity with DK2 for personal use, nothing commercial at this stage.. Is there a way to e.g. use the d3d9.dll and WarpRift file to workaround the fact that you must have the Unity Pro version.. In my view it really sucks to be forced to use Unity Pro, it assumes you'll be making a commercial game/software?Thoughts/ideas welcome.
I had Elite D running great then I went to optimize my X52 Pro. To make it easier I shut the Oculus off to make adjustments. When I launched the game the video stopped going through the rift.Any thoughts as to what I could've done?
Hi there, I'm the developer of Live for Speed - http://www.lfs.netWe have an Oculus Rift version available in test patch form as you can see on this thread: viewtopic.php?f=42&t=5335Why I'm posting here is because I was disappointed to read in the DK2 FAQ that the minimum requirement for a Windows PC is Windows 7:https://support.oculus.com/hc/en-us/articles/201835987-Oculus-Rift-Development-Kit-2-FAQI believe this, if true, would be a bad mistake so that's why I want to discuss it here. My reasoning is simple enough and I use our own project as an example.Live for Speed (aka LFS) uses DX9. We don't want to move to a later version because some of our users run LFS in Wine which supports up to DX9, and some of our users have XP. We don't need any features of later versions of Direct X so it makes sense to stick with DX9. Using later versions would alienate some of our users for no good reason.However, Microsoft has disabled the ability to use a debug version of DX9 on Windows 7 (
Hi Guys,Very first of what will hopefully be many posts, hopefully helping others as well as asking for help. I'm posting to this forum, instead of the Community Support forum, because it's more of a general "getting started" question, rather than solving a particular problem. I expect you'll be getting this question a lot, as more and more developers realize that developing for VR is what they've always wanted to do.For the past 12 years I've been developing against the CLR in C# and VB, for both web and Windows, including a fair bit of XAML development for WPF and Silverlight. Lately I've been doing HTML 5 stuff as well: JQuery, JavaScript etc.I want to develop VR experiences for the Oculus Rift. I learned C++ in school, but have been using C# ever since. I've never coded a game in my life, short of Blackjack for the console. I know Visual Studio pretty well, but again, mostly using the .NET framework.So I got some time before my DK2 arrives. What technologies would you suggest
Hello, I was wondering if anyone knew of any cheap and hackable treadmills. I saw a website about that and it got me thinking that games that involved just walking on a treadmill could be really cool. It could be a little dangerous, but I guess the DK2 camera could tell you if you were about to fall off and also stop the treadmill if it was hacked enough to control the speed and stuff. Oculus Rift + Control VR + treadmill could offer some really great gaming opportunities. Games where you are pretty much just walking forward the whole time.http://electronics.stackexchange.com/questions/79451/hacking-a-treadmill-with-arduinoI guess this would be better in the input devices forum, my bad.
//EDIT//Studied the forum and got over my portrait mode problem, using extended OK now and looking forward to direct mode applications. Using Virtual Desktop now, very excellent work.---------------------------------------------------------------------------------------------------Hello, requesting help to understand why Oculus picked a display device that is native portrait orientation.Just received a quick support reply stating that DK2 is using the wrong display because it is only portrait mode and now they have to implement work arounds to make it useable but remain degraded. Seems that if the display was native landscape mode instead, development would be simplified.For example, all you need to do with a landscape DK2 device is to clone displays ( one step).ATM, I have to (1) Extend display to DK2, (2) Change DK2 to Landscape 1080p, (3) Flip Landscape mode so it's not backwards. (4) then switch primary display back and forth to make settings then view demos. (Landscape mode is onl
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.