PCVR/Link Development
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Is there a purpose for the USB port on the front of the DK2 HMD? I've tried plugging an Arduino into it but it doesn't even power up. I measured the voltage and it was only 2V regardless of whether the Rift screen was turned on or not. If it can't even run an Arduino with a few LEDs, what is the purpose of the port? Is my Rift just dodgy or was that intended?
I've been tasked with showing a huge database on Oculus Rift. It doesn't render at 60fps on any machine I've tried and Oculus will give half the frame rate (or worse) because everything has to be rendered twice.I was wondering if it's possible to give the illusion of double frame rate by rendering each eye with a bit of a border then presenting that same rendering again (with appropriate remapping) in between the rendering of the left/right eyes. Like this:1) Copy eye textures to Rift (as-is).2) Render new Left eye (into a third texture)3) Copy eye textures to Rift (with remapping due to movement since step (1)).4) Render Right eye5) GOTO 1nb. The Left eye needs double-bufferingMy graphics card can dump an empty view to the oculus display 1000 times a second so steps (1) and (3) are only a tiny fraction of the overall rendering time. Doing it twice per update would hardly make a difference to the overall update rate.Is it likely to work...?Has anybody tried this before??
Managed to get a lot of games and demos running with the DK2 (Live for Speed and Elite are amazing) but I am struggling with Asseto Corsa.The rift is appearing on the rendering options in game so I select it - but the game 1/2 way through loading up the track crashes to desktop with an error message (have tried it with and without services enabled) - does anyone know how to get it working??
Hi,Back in 2008?? There was this device the 'ocz NIA' it was a head band that had a few sensors that detected muscle tension in a few face muscles.If a few of these sensors could be integrated in the rift where the rift touches the face, it could be able to track face expressions so the actual expressions could be used in vr. The input from the sensors could also be used for simple basic controls in vr.Brows and cheeks seem important places to track muscle tension if you would want to simulate actual expressions.I hope that you Real developers can do something whit this.(seeing the vr face of a friend shocked, when you come around the corner with a rocket launcher) yeah!!!Greetings, Alex SarkolThe Netherlands
Dear Oculus developers,the DK2 resolution is too low...I have the Sony HMZ-T2 and it's a lot better, not immersive fov but visually the pixel density is compressed in a small area.1920x1080 oleds shared by two lenses is not a good idea because pixels aren't orthogonal to the lenses.Oculus Rift needs a curved oled display to match the fov and a filter to blur the pixels edges if you use a low density oled panel.regards
ovrHmd_GetTrackingState() allows one to retrieve the predicted head position at a given timestamp (via HeadPose.ThePose). ovrHmd_GetEyePose() provides predicted eye positions at the predicted frame render time. I'm trying to work out the equivalent of ovrHmd_GetTrackingState() for eye positions.Tracing back from ovrHmd_GetEyePose() through the LibOVR source leads to this function in CAPI_FrameTimeManager.cpp:Posef FrameTimeManager::GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye){ double eyeRenderTime = GetEyePredictionTime(eye); ovrTrackingState eyeState = ovrHmd_GetTrackingState(hmd, eyeRenderTime); // Record view pose sampling time for Latency reporting. if (RenderIMUTimeSeconds == 0.0) { // TODO: Figure out why this are not as accurate as ovr_GetTimeInSeconds() //RenderIMUTimeSeconds = eyeState.RawSensorData.TimeInSeconds; RenderIMUTimeSeconds = ovr_GetTimeInSeconds(); } return eyeState.HeadPose.ThePose;}Why does Fram
Hello colleagues,I am trying to access the Rift from C# and have written a CLR wrapper with C++/CLI.Unfortunately, the wrapper assembly will not load into a C# assembly. Runtime error:"Could not load file or assembly 'Oculus.dll' or one of its dependencies. The specified module could not be found."The OculusRoomTiny sample in the same solution builds and runs fine, I have copied all include settings to my wrapper.In my configuration I have set the platform for all projects to x86/WIN32 or x64, respectively. To no avail.It has been some 7 years since I have programmed in C++, so a lot will have slipped my mind.Could you please help me with this?Thanks,Andreas Hassmann.
Hey Rifters, Just like last year Oculus VR was standing with their own booth at Gamescom. This year the booth was even bigger with new games and of course the Oculus Rift DK2 ready to get played. You could play several cool demos on the newest DK2 including EVE Valkyrie, World of Diving, Super Hot and Lucky's Tale. I played the last two games. In Super Hot you had to avoid bullets in first person while being in a matrix styled slow-mo. You had to avoid them until you could pick up the gun and shoot the enemies down. In the second game you played a fox in a colorful world. In this third person platform game you had to collect stars and kill enemies. Lucky's Tale is definitely one of the best games I played on the Oculus Rift DK2 so far. I pre-ordered the DK2 myself as well but I didn’t received it yet. On Gamescom it was actually the second time I was able to try it out and when I played the first game at Oculus I was sold immediately. The DK2 is definitely a big step forward, the resol
Programming or even understanding well enough shaders is beyond me. But I was contemplating the possibility of having a shader that allowed for only rendering a picture once, and extrapolate real not stretched 3D images from this.The reason why I thought about this, is because good graphics and high framreate is maybe even more important in VR than on a monitor based game. I'm not saying graphics trumps gameplay, but its at least nice to have good graphics and good framerate. And rendering a picture twice takes its toll on the framerate. I google'ed and found this: http://fulldome.ning.com/forum/topics/stereoscopic-domemaster-imagesOr am I mistaken?
I've been following along w/ the Linux nag thread, but is anyone actually doing dev w/ the DK2 on Linux at the moment w/ a version of the 0.3.x SDK? I finally got my DK2 in my hands today and am getting started setting up now.I'm actually waiting on a HDMI-miniHDMI adapter at the moment in case it makes a difference but I'm attaching it at the moment w/ a mini-DP adapter. I updated the firmware to 2.11 on my Mac. I'm running a Gigabyte BRIX Gaming (GK104, basically an 870m w/ 2 mini-HDMI and 1 miniDP output). I have one display on HDMI, and when I plug in the DK2 it shows up as an extra display, all I need to do is rotate it counterclockwise for it to display the extended desktop. I am running on a clean Ubuntu 14.04.1 LTS setup w/ the the latest edgers nvidia package (nvidia-343) w/ an out-of-the-box Unity desktop .I've downloaded the 0.3.2 SDK and it seems to somewhat work. The Configuration Utility runs for a 10 seconds or so before it dies:*** SensorFusion Startup: TimeSeconds = 1
Hi,I’d like to make this community aware of a very capable, yet low cost user interface for increasing the user’s control over their avatar in ‘first-person’ & ‘tactical’ shooter games. It’s called “Pointman”.The Immersive Simulation Lab (ISL), at the U.S. Naval Research Laboratory, developed Pointman over the last decade as a user interface for dismounted infantry simulation, at the squad level. Pointman is a seated interface designed to provide a high level of control over the user’s avatar by engaging the user’s head, hands, and feet.Pointman was originally intended for use with an HMD, however, we have been using head-coupled control over the view & aim with a fixed-screen desktop display until a viable high fidelity, low cost HMD became available. I believe the Oculus Rift DK2 may be the HMD we have been waiting for. I received a demo last week and was impressed by the significant progress made in its display & tracking capabilities.Please take a look at the Pointman W
Hey guys im looking into possibly making some videos using a 360 degree camera like the one from Bubl or the other one. Im really curious as to what videos look like on the Rift. I am getting the DK2 and im just dying to know what 360 degree videos feel like. Does it just feel like your watching a video on a MASSIVE screen. OR do you get depth feeling or at least the feeling like you are sort of in that place. I guess my best example is. IF you had some go pros and rigged it like people have and went to the ledge of a building. What would the person wearing the rift feel? Would they somewhat feel the HEIGHT? That's pretty much all im wondering about. Thanks!!
Hi, I've asked on Reddit, but thought I'd also ask here,I was wondering what the methodology would be...assuming i had a stereoscopic Equirectangular or Cubic Panorama image as backgrounds for the Oculus CameraController in Unity.To elaborate: I'd like to create a unity scene where Unity game object (say a simple Cube) was placed in a scene that has a stereoscopic Panorama as the background (a la skybox effect)In essence, this would entail the left pano image being mapped to the inside of a sphere, seen only by the "Left OvrCamera" while the right image is wrapped to a sphere seen only by the "Right OVRcamera"...meanwhile, the foreground object (the cube) is placed normally and seen via the OvrCamera, overall.Any ideas? how to accomplish this? I'm guessing some scripting wizardry might be needed so that the Left Ovrcam sees only the left background pano image and vice versa.I'm no coding expert at all, so would appreciate any insights.Kind Regards.
Just got my DK2 and have been running through the various demos.One thing I'm finding is that my left eye gets a lot more strain, whereas my right eye is fine. I have mild near sightedness in both eyes (+0.5), with a mild astigmatism in just the left eye (+0.5), which I'm guessing is the source of the issue.I could wear glasses with the Rift, but the thing I'm actually wondering is if this isn't a problem which could be software-corrected out - i.e. has anyone experimented yet with adjusting the left/right distortion correction to also account for a known, asymmetric visual problem? It's not enough that I perceive visual distortion at such close range, but it certainly feels like the muscles are over-worked.
I've got a windowed 3D app ( with multiple docked windows ), my UI is using my custom DirectX11 drawing API ( so no child CWnd/HWNDs, just one base window ), all the "virtual" child windows are all drawn using DX into the base window's render target, then dirty areas are presented to screen. Basically all my 3D rendering is done offscreen, copied to a sub area of the base target then presented which I can't use for my HMD swap buffer.So I envision a user putting on their HMD and switching to Oculus mode in the app which starts a rendering/simulation loop at 75+ f/s. I then render into a final oversized target ( ready for warping ), render that to my app viewport so the user can visualize as usual, then I must copy that to my HMD swap buffer and present it to the device.I realize I'd need a window when using "Extend Desktop to the HMD", but when using "Direct HMD Access from Apps", is it possible to avoid having create and use a window at all in my case? If create the window and remove
I'm developing a windows-based DX11 shader development tool ( similar to the old NVidia FXComposer ) and am in the process of adding support for my Oculus DK2. Before the new SDK, I would render the scene from one eye to a larger un-warped half-width target ( 1182 x 1461 ), do some fancy HDR post effects, then warp and copy the result to the left side of the final 1080p swap target, then would render the scene from the other eye to the same ( 1182 x 1461 ) target, run fancy HDR post effects again, then warp and copy it to the right side of the final 1080p swap target.Now that the new SDK is out, I want to use your built in rendering, but your process is to render the scene from one eye to half of a 2364 x 1461 target, then render the scene from the other eye to the other half, skip post processing ( since it would not trivial to run post effects on this special double-width surface ), then pass that and a final swap chain on so the SDK can do the warping and stuff. Wouldn't it be less
Hi Everyone!I'd like to know what kind of sensor is used for head tracking? And if it is gyro or/and accelerometer, will it lag head tracking if person wearing Oculus will have accelerations about 0.5 g, angular velocities and vibrations itself?
I posted about this on r/oculus but I haven't been able to fix this issue yet. Whenever I try to run a ".msi" installation file (only VR files as far as I can tell) I get an error message that says "Object already exists" and then the installer closes.I've tried:♦Running as admin♦Changing the installation file path♦Changing the location of the ".msi" fileNone of these attempts have yielded any results.I haven't been able to install:♦VR Player♦Virtual Desktop♦(Some other one that I don't remember off the top of my head)The earliest system restore point is from the installation of the DK2 tracking camera so I don't have a way to see if it's an issue with something the Rift installed. Except for a fresh installation of windows 7 (not completely out of the question but I would rather not).
Hey Rifters, I traveled all the way to Cologne to visit Gamescom, one the biggest trade fairs of games. Students of the Käthe Kollwitz Gymnasium have build their own simulators that are compatible with the Oculus Rift DK1 and the DK2. One of them was a dive simulator called oceanrift where you could explore the underwater world in VR. The other one was a rocket man simulator. In this flight simulator you could fly over a huge island as a bird in VR. It's really cool to see that schools are investing time and money into VR by themselfs to bring videogames and VR closer to education on school. Hope you enjoy my reportage :) Kind regards,Nathie http://goo.gl/mYr0l8
There's a damn interesting bit of talk - to me anyway - about integrating DK2 with Lockheed-Martin's P3D pro flight sim.Excerpt:Ok let me say first that the last time I programmed DirectX was like 15 years ago... so please mentally fix my mistakes. I am catching up again and trying to see which capabilities are exposed by the PDK, but I am only half way through reading the sources.The problem I see is that I need access to the rendering pipeline of the two oculus windows (and actually it should be only one window, the main window.. those two oculus windows should not exist anymore). The idea is that Prepar3d passes the scene to the Oculus Rift, which then does all the work, including rendering, timing, distortion and headtracking prediction.The current rendering integration with the two separate Prepar3d windows was a nice hack for the old SDK, but for the real integration the main window scene should be sent to the Oculus Rifts rendering code.Now I *THINK* I do not have any access to
Hi,Back in 2008?? There was this device the 'ocz NIA' it was a head band that had a few sensors that detected muscle tension in a few face muscles. If a few of these sensors could be integrated in the rift where the rift touches the face, it could be able to track face expressions so the actual expressions could be used in vr. The input from the sensors could also be used for simple basic controls in vr.Brows and cheeks seem important places to track muscle tension if you would want to simulate actual expressions.I hope that you Real developers can do something whit this. (seeing the vr face of a friend shocked, when you come around the corner with a rocket launcher) yeah!!!Greetings, Alex SarkolThe Netherlands
I was curious.. Live action 360 video content VS computer generated completely stable content. Which makes the easiest for viewing... Lets say I skydived with a 360 stereo camera on and its shaky.. (because your brain is used to it.) Vs Stabilizing it so you can look around without the shake? Which would your brain register as more natural if it hasn't done it before leading to a better experience while devving. I've read when trying to make something to inhuman that it gets oozy. This is a tough one for me. I would love opinions on this.
I want to test whether strobing the display (disco light effect) can help me get less nauseaus when moving in VR, as suggested in this paper: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20070016633.pdf. My problem is that I cannot get the screen to be dark or show the normal view all at once; when I vary the frequency of how many frames are shown in a row and how many black frames in a row after that, I just see different effects of "vertical slicing", e.g. at high frequencies the whole screen stays dark and only a thin vertical slice is rendered and moves horizontally a bit. My NVidia driver is set to vsync, the Rift is the leftmost and primary display, so I don't really understand why the screen doesn't go all dark or all bright in a more consistent way.If you want, you can try out the strobing effect and vary the frequencies yourself: http://tore-knabe.com/virtual-reality#MovementExperimentsAny ideas how to get a clean strobing effect?
Hi guys, first of all sorry for my english but i'm from italy so english is not my first lang but i'll do my best; i'm doing my CS bachelor thesis on Oculus, and i would ask you something...I have to realize a 360 video of Tuscany countryside and a complete 360 degree videos of some buildings, i already have Oculus and i'll buy 2 gopro; unfortunately that's my first time on this topic, so i would like to know, it's possible to make a 360 degree video with gopro and see this on Oculus ? I'm asking because i've seen lots of videos but no one have used just 2 gopro.... :| If 2 gopro aren't enough should i buy at least 4 gopro?Anyway, i would like to know, how can i mount/join the videos that i have filmed with my 4 cameras? I mean, in the video that i saw, i have 2 videos on 2 different screen (stereoscopic 3d) but with Oculus it become just one 360 video.but, if i obtain 4 video files form my 4 gopro, how can i saw a final 360 degree stereo video on oculus?For example, if i'll use 4 ca
Hi there Oculus VR community, I'm in the process of trying to develop a small walking demo for an upcoming event and it just suddenly struck me, I have 2 units but only one computer. Now I'm still new to all of this so I'm still learning but I wanted to know if it's possible to run 2 units off of one video card, now granted I am working with an older video card (Radeon HD 5770) but I have a new card on the way (Radeon r9 290x) the card has:1 x HDMI1 x DisplayPort2 x DVI-DEverything is still up in the air so I can adjust as needed but I was wondering if anyone has any experience with this, or any suggestions. Thanks a lot!
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