PCVR/Link Development
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like a multi rotor or airplane?I need to use it as an HMDcould HDMI to RCA work with direct mode?
I'm a new beginner.I want to build a "virtual reality" system in my computer. When i use the oculus rift and import the SDK package into the Unity3D. Then i found that when i get myself close to something , things will look much bigger than what i should see. That means the filed of view varies to a low degree than we disired . What should i do to solve this problem? i have read the scripts contained in the package, but i still don't know how to do ? thanks for attention and assistant.
Edit: Changed the title to include further observations (second post).I am quite happy to have almost successfully integrated the SDK into my own OpenGL engine - except for one problem, which took my at least six hours to narrow it down to the following:As my engine is a deferred shader, I first render to some geometry buffers, using the RGBA channels of full-resolution textures as efficiently as possible. There are two relevant cases in which I use the alpha channel to store geometry data: Once for the reflectivity and once for the "roughness" (for environment maps and the specular lighting as well as the specular exponent).However, in a later render step (the actual shading), I only get zero when I try to retrieve the alpha data, while RGB is working fine. So this means, I can see the hole scene, but the shading has no specular lighting or any reflections. When I explicitly replace the alpha channel with "1." in the shader, my lighting works perfectly (except that now every object is
I just got my rift the other day and wanted to get straight to playing around by converting some of my demos in C to work with it.Instead of using the sdk source directly in my projects I found this: https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=12331You still have to compile the sdk to get the .lib to use with it.I also followed this example to figure out exactly what needed to go on (seems far easier to read than the tuscany demo code): https://developer.oculusvr.com/forums/viewtopic.php?f=30&t=11068My source is on github at: https://github.com/Wolftousen/OculusRiftTestTo get it working to this point I actually had to modify the CAPI_GL_Util.cpp file in the SDK to remove EXT from the end of some of the opengl function lookups (they were returning null for some reason with the EXT).Everything compiles and runs without errors, I get the window on my desktop, but the issue is nothing ever displays on the Rift and i'm not sure why. The tuscany and tiny room demo work
Hey all, I just purchased. 2 new GoPro Hero 3+ Black edition cameras and this stereoscopic mount and sync cable here: provideocoalition.com/jfoster/story/gopro-dual-hero-3dI am looking to make some stereoscopic stills and videos for my DK2.... This should be a great starting point, right? I am also considering this to be able to increase the IPD some more - what do you think?www.shapeways.com/model/1658987/gopro-hero-3-3d-system-wider-lens-separation.html?materialId=6Not sure if that second mount is really necessary. Thanks, Matt!
I'm playing around with displaying some UI in my app. The recommendations seem to say that it should be drawn as part of the 3D scene. Such as a floating polygon in front of the camera. But as far as I can tell, the Oculus samples don't use this technique. They seem to just draw in screen space? Offhand, it feels like drawing in screen space looks fine, and I'm scared of trying to do this as part of the 3D scene since things like Timewarp would seem to cause problems for the screen position of the UI. I'm not sure how the health warning message is rendered, but I can't seem to get my eye to focus on the text at the top and bottom of that message, only the text in the center. So that's another reason I don't really want to render this in 3D. Anyone having any success with specific UI drawing techniques?ThanksRock
HiI would like to use the Oculus Rift inside a flight simulator. The flight simulator is based on a 6 DOF motion platform. We need to use the relative positon of the Oculus to the cabine. Not relative to the outside world. This because the cabin may make some movements that are not reflected in the 3D world. So we can not use the acceleration meters and gyroscope. But the new Oculus has a camera for position tracking and that seems perfect. But when the camera information is combined with the acceleration sensor and gyroscope, it will not work. The camera works relative to the cabin while the acceleration sensor and gyroscope will work relative to the world.So the question is: Can I only use the position tracking bassed on the camera and ignore the other sensors? Will that work? Will that be accurate enough and will the motion range be ok? What for instance when looking 90 degrees left or right? Does the camera track this? Can I use multiple cameras to increase the range?
Since I might have to wait quite a while until I can upgrade my PC and I haven't ordered the DK2 yet, I'm wondering if the DK2 supports running resolutions below 1920x1080 a la 1366x768 or 1280x720(800) ?My current machine is'nt very powerfull, intel core 2 quad 2.4GHz (can clock to 2.7ghz where it's stable), 8gb ram (800mhz) and a GT520 :? As long as I can play around with some games at all, it'd be nice :)
Does anyone know the mount options for the DK2 tracking camera? I saw at PAX they had some custom stands made, so I assume top of the monitor is not the best idea?
Hey All,I do not yet have a rift (I didn't submit my order until July so I don't expect it any time soon), but I am in the process of developing a game with the intention of having rift support.My question goes to those that have a rift - In a situation whereby I want the user to see an event take place which of the following situations wouldn't cause a sense of nausea :Gradually rotate the players view to point the direction I wantBlack the screen, the bring it up to show an 'event cutscene', then black the screen and return to the 'players' viewAvoid taking control of the view at all & give some form of visual prompt as to where to look (more immersive but harder to do in many situations)I'd be curious to know how other people tackle this, and how gamers find the results. A real world scenario would be to have the player push a switch, and somehow show the player what the effect of that is - even if there is no way the event that takes place can be directly in their field of visi
Gang, I have DK2, is there any free/cheap environments that can be used that allow you to demonstrate VR that allow you to Create a Room, drop some custom objects in and walk around? I mean quick, with minimal programming :?: ..
I was pleased to see a minimal sample app in the SDK, in the form of Oculus Room Tiny.Unfortunately, this sample is using D3D.Where could I obtain a minimal DK2 app that is based on OpenGL?I intend to use the SDK provided distortion rendering.Thanks, Bram
You're going through the wrong path, like us programmers manipulate computers you guys should be manipulating the human brain with a compatible programming language, make a programming language or make one compatible with the human brain to manipulate it to make virtual games for us using code!! We can't just persuade our brains to make these games like we can't just persuade computers to! We can't just go to our pc's and say "Make me a game about this" 1. It wont understand you as pc's can only have so much translations and 2. Computers would probably kill us if they had the chance x) we force them to do whatever we want them to do lol and that is how terminator started
Hi All,I will probably not be a huge contribution to the community, so I am grateful for the opportunity to share my thought here and perhaps make a small difference in the future of VR.At Disney World, one of the most exhilirating and breathtaking experiences was their California Adventure ride, which in essence is a huge hang gliding simulator in front of an IMAX screen. One of the small details of the ride that had a huge impact was the use of air flow and fans to really simulate flying through the air.It hit me today as I was sitting here at work. Although it sounds ridiculous at first thought, a fan peripheral that adjusts output based on how quickly you are moving has limitless potential and application. I think if the experience it created justified how ridiculous it sounds at face value, maybe it would be worth it. Imagine feeling the wind on your face as you take off in a flight simulator, or drive around in a Humvee on Battlefield 4. Or the blast of air from diving out of a p
Hi all, Today Dejobaan Games released an update to make Aaa for the Awesome DK2 compatible! I tested it and it works really well. I had to edit the launch options in Steam to add -vr and it runs in Extended Mode (not using the SteamVR). I had no luck making it work in direct mode, but nothing works in direct mode for me. This is the first game I've played that doesn't make me sick. Lots of fun falling!Original Steam thread here: http://steamcommunity.com/app/15560/discussions/0/35221031800404364/Thanks Dejobaan games for releasing this! It's the best DK2 experience I've had.
Hi,I am getting some weird behaviour when setting the Rift Display Mode to 'Direct'.I create my GL context using SDL2, with these calls: SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); glcontext = SDL_GL_CreateContext(window);This works if the Rift Display Mode is set to 'Extended Desktop'.When set to 'Direct' I get an access violation at addr 0 when executing the SDL_GL_CreateContext() call.Why would context creation suddenly be different, if the Direct mode is used?Is it not the same GL driver running on the same GPU?Another thing I noticed is that in Extended Desktop, with a properly created context, calling ovrHmd_ConfigureRendering() will cause a GL_INVALID_ENUM. ovrGLConfig cfg; cfg.OGL.Header.API = ovrRenderAPI_OpenGL; cfg.OGL.Header.RTSize = OVR::Sizei(hmd->Resolution.w, hmd->Resolution.h); cfg.OGL.Header.Multisample = 1;#ifdef _WIN32
Hi! Sorry for double posting this, but in Unity integreation forum I didn't get any feedback. I am wondering if it wasn't a good standard feature to have crouching implemented, as the dk2 gives a very nice new exploration option by moving your body around. Would be great if somebody could tell how to make this work. Thanks!AD
Ok, so as the updates have stated, there will be a way to mirror the dk2's vision. Is this effectively the same as it currently is with the DK1? If it's a separately rendered window, will there be a way to "undistort" the image? This is mainly for people streaming, it'd be nice to not have a distorted image for people watching on the stream.That's pretty much it. If not, I'm sure there'd be a way to undistort the video with a plugin of some sort for streaming software, but that'd be kind of odd.
While I wait patiently for my DK2 I thought I would canvas for opinions on what post-processing effects people have tried and what works/doesn't with VR so I know where I should spend my time.Eg:BloomDepth of FieldFilm GrainLens FlareMotion BlurHDRCertain effects like Depth of Field really need eye-tracking to implement properly, but how does it look if you just set the focal depth based on the center of view?
Apologies for cross posting. I had to make a few forum replies before being allowed to post a new topic. I spent a lot of the summer working on a demo in C++ for Windows that uses OpenGL3/GLM/GLEW/Kinect/Bullet Physics/FMOD/Oculus Rift. The code is up on GitHub (with all the dependencies also checked in), so hopefully might be useful to someone somewhere. :) https://github.com/skooter500/BGEPull requests and suggested improvements etc welcome.And a youtube video here:This will form the basis of a course Im teaching on Game Engines programming in the Dublin Institute of Technology starting in September. The students will also use the code as the basis of their assignments and this year the theme will be "Magic", so hopefully stuff like force powers, levetation, magic spells etc. - Bryan
Hello Everyone.Basically I just wanted to get public opinion on whether someone who is new to oculus development should consider using UDK or Unity? I work as a software engineer myself and have an MSc in games development, so the programming language end of things I should be fine in and I have used both engines to a limited extent before. But I would like to take that one step further and dive into one with an oculus project. I just want to see which one people find easier to use and why.Any information would be greatly appreciated.Thanks,Gerard.
Hello all.In the future our team may continue using DK2 as development kits (sdk support, etc...)? Or will we have to replace them all by CV1?I know that may sound like a joke :mrgreen: , but I have not found information about it.
{update20140809}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-neuron?ref=discovery{update20131025}1st Rift/trueMotion MoCap/FPS demo[updata20130829]Successfully combined our motion capture system with Oculus Rift.Now you can walk and run in the virtual world, and you can touch things by using your own hands like this!Oculus with trueMotion2.jpgOculus with trueMotion.jpgsome recent update on VR with motion capture to share here (20130714)It's in Chinese but I believe you'll understand what I mean 3 screens from left to right1, from your goggle, 2. 3rd party view, 3. real-time captured videohttp://youtu.be/EGZ5Y5x95P4and... we are flying to Anaheim, California for Siggragh 2013 exhibition next weekend and the week following. Com
I made some quick estimates of bit rates/ file sizes for VR content, and realize sharing such large files could be problematic at the moment.Don't read too much into the numbers, as they are based on speculation/ prediction and lots of variables.But it gives an idea.Streeming on a website such as youtube would be ideal, but not possible due to the bandwidth required and would need a VR player so the user could look around in the video.I'd imagine hosting could get expensive, especially for later headsets with increased resolution. Torrenting could work, but can be slow if you don't have many seeders.I guess if they start making mainstream VR movies, then a new data disc format could be introduced (like bluray) with a dedicated VR player - but thats not a solution for indie developers/ hobbyists who want to share their content for free.
I made a simple game in unity to test stuff but it crashes whenever I open it.
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