PCVR/Link Development
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I've notice while using the DK1, that the image appears smoother due to the low latency of the screen. To try to simulate the effect, I've attached a handheld massager to the front of the rift; a leather wallet between the two absorbing most of the vibrations. Without the wallet, the vibrations are too strong and the view is greatly affected negatively. With the wallet though, the pixels vibrate locally greatly reducing the screendoor effect. Text becomes more readable, and the scene more 'solid' for any other word.Wondering if it would be a good idead to build the effect internally with an optional power switch, or perhaps an outside adaptor.Any thoughts?Update: What if you wrote a plugin for unity or whatever program to take the view vector, and rotate around it slightly.Or possibly add a small random variation to the view vector on each screen update.
Well, this is just an idea, but solves many problems I have been having with input. As an android developer, I realize there is so much you can do with a phone, and that's where the idea came. I linked my phone into my computer, and in turn to the oculus rift. The phone is set up to monitor its accelerometer, for sudden movement in certain directions. Then, after hooking this up to skyrim, I was able to walk forward by touching the screen of the phone (simulated w press), and strike by swinging the phone as if it was a sword (and double tap phone for menu in skyrim etc). This was actually surprisingly good, compared to the typical controller, and I am adding haptic feedback to the phone app along with other things. I know this is similiar to Wii, but the convenience of it just being an app that you can download cannot be overlooked. Does anyone have any suggestions, really, throw everything you can at me please, I really want to make this work well?(Note, just updated it then, you have
Is the Rift SDK license compatible with sofware licensed under GPL ?I am not a lawyer nor is english my first language, so i was not able to reach a conclusion.
Just curious, how are people handling the movement of a first-person character now that we have positional tracking? Even just sitting down in a chair, for example -- it really breaks the illusion to, say, lean over to one side or the other, then look down at your body, and see it "next to yourself." Then there are things like sitting-to-standing and vice-versa.What tricks are people using (or planning to use) to handle this? Tracking the position and then manually via code moving the individual bones of a model to correspond to the current position? Shifting the entire character as-is? Any Unity-specific details would be great, but even just general advice or thoughts would be greatly welcomed.
Hello my name shots, I'm from merida, I am writing to you because donot who deal with this issue ... but I have very important ideas to improve this product, I am developer but devido the crisis we are living in Spain I can not afford a kit development and wanted to ask if there is any way to make me one for free even if the old kit because my purpose is to be part of this company and make it to become the most important in the world, because I firmly believe that is the future and i just want to put my icing on the cake.
Does anybody know what the second argument to "ovrHmd_GetRenderScaleAndOffset()" is? (the one called "textureSize")I've tried all sorts of values and the only thing I know for sure is that it isn't the size of the texture.
It has become a bit of an issue that Oculus released the runtime part of the SDK as a proprietary component. And while that won't directly affect me in development as I (hopefully) won't have do deal with it directly I would still prefer to be able to read what it does. For one that's debugging then customisability and seeing the foundation for an open VR Standard.Keep in mind I totally understand why Oculus wouldn't want to make the source code of the runtime public. From their perspective it may be a grave disadvantage to give away IP which can the competition use to copy the functionality more easily.In the long run we need something akin to OpenGL for VR that works manufacturer agnostic and that has to be rigorously documented and openly implemented. Proprietary runtimes are a step away from that and overall bad for the future of VR in the coming years.I just would like to be told that this indeed is the case and if it is or if not another good reason. Or perhaps I'm just impatient
I know you can bring models into unity or UE4 etc, I was wondering however if there is a half decent simple model viewer that uses the DK2 + Tracking available now to download? I was looking at XNALara and Skyrim as model viewers, but there is a lot of messing around. All I really want is to quickly load a model into a realisticly lit and rendered scene, and be able to use the full functionality of the DK2. Pretty simple really? :shock:
Due to the lack of Linux support, I'm not yet familiar with the 0.4.x SDK. So stupid question: Does the DirectToRift feature really require to have multiple executables? At least that is how it looks judging from current demos. It's a bit weird to split something that is more or less a binary setting into two executables, where the setting is hard-coded in each. Especially since Unity-based demos in fact have the possibility to adjust settings within the launcher before entering fullscreen mode. Is there a difference how the executables are linked statically? And if so, how is this supposed to work when using the Rift within non-native environments like the JVM?
Hey all, I got approval through work to spend $500 on the awesome 360 camera here: www.360.tv/mobile/index.php . It would have suited my needs perfectly. Unfortunately, that purchase ends up being in a different country, and my work credit card won't allow it. Is there a similar unit in price and function that I can get here within the United States? The main features I am looking for are one button center of room operation for panoramic 360 photos. Videos would also be nice. Stereoscopic 3D would be great, but not necessary if it makes the unit too expensive. Does any such unit exist here in the U. S.? Thank you SO much in advance, Thanks, Matt!
Hi guys and thanx for the awesome work everyone is putting down in developing and testing, makeing "VR" into "R" :)Does anny one know if there is annyway to make the 3D pictures and movies you make in nintendo 3dsxl ( i dont know about 3ds since i only have the XL) viewable in stereo on the oculus rift dk2? That wold give a new live to my gameboy :) I tried to copypaste the two separate images into a new "sbs" file and view it in whirlygig but that just gave me split-vision and alittle VR-sickness!Has anny one suceeded better than me with this?
Am self learning how to use unity but when testing game carnt get it to switch to oculus dk2 for display tracking and every thing working but only using main display. im propper noob lol
Just got my DK2 - completely new to VR and just wondering if someone can talk me through how to get it working (do I need to install some software? - read some games need some workarounds but want to try a few games to begin with?1)Elite2)Half Life 2 on steam (I read you need to install a Steam VR patch?)3)Asseto Corsa4)Project cars 5)Live for speed6)DCS (again on steam)Can someone let me know how exactly to get them running?
I thought I would post a quick code snippet for anyone looking on how to do this with the oculus rift and DirectX with Right-Handed Coordinates. Had to Transpose the Projection Matrix, etc. I hope this helps some one out there looking for solutions. XMMATRIX xmView, xmProj, xmLocal; CXMVECTOR qid(XMQuaternionIdentity()); XMVECTORF32 const vScale = { 1.777777777f, 1.0f, 1.0f }; XMVECTORF32 const vTranslate = { 0.0f, 0.0f, -25.0f + m_fScreenScale }; XMVECTORF32 const vUp = { 0.0f, 1.0f, 0.0f }; XMVECTORF32 const vForward = { 0.0f, 0.0f, -1.0f }; OVR::Matrix4f matProj; ovrPosef eyeRenderPose[2], worldPose; ovrHmd const& HMD(cMaxVRSingleton::getOculus().getHMD()); ovrEyeRenderDesc const* const EyeRenderDesc(cMaxVRSingleton::getOculus().getEyeRenderDesc()); ovrRecti const* const EyeRenderViewport(cMaxVRSingleton::getOculus().getEyeRenderViewport()); ovrEyeType eye; // do 3D rendering on the back buffer here // Set Oculus RenderTarget Color & Depth cMaxVRSingleton::getOculus().
Hello All, i am working on a N64 Emulator with Oculus Support, so far i have 2 games working... Pokemon Snap and GoldenEye 007. I should have the Emulator ready for download (free) this July.007 (16:9)Pokemon Snap (4:3)
Hi,I'm wondering if there is any way to exaggerate the positional tracking? I would like to be able to enable a "super-peek mode" where the player is able to press a button and enhance the tracking by some multiplier.This question is for both unity and UE4, but mostly UE4
It's an experience and a testament to the hard work Oculus has done in the past year!If the CV can keep at least that pace of improvement over time we're good to go!
Hello,I was seeing a lot of people trying to reproduce a keyboard in VR , due to the fact you cannot see your own keyboard when using the rift, the problem with that, is that we already have a real keyboard available in the room.So its a shame to do something Virtual, with no "feedback" and touch feeling, when you can actually use the one in the room.So why not create a new hardware for VR :A keyboard with positional tracking, and his own custom model in VRSo when you're in the VR, you can locate your keyboard on the desk (only when you need to)And use it like normal.I think this should be one of the first step of real "touch" VR.You can even think of an option where the keyboard have a camera inside like the Leap, able to make your hand appearwhen you're going to type on it.And make your hands be the trigger to the keyboard/hand appearence in VR (when you need it for menu or anything else).
I'm considering buying an Optitrack camera system and I was wondering how it would work with the DK2. Since the markers on the DK2 are infrared, could I use the Optitrack cameras to track the DK2 instead of the supplied camera? If I used the Optitrack cameras for passive IR markers and the DK2 camera for the DK2 would I run into interference problems? I know that Oculus has an Optitrack system so I'm hoping that someone can answer my questions. Thanks in advance.
Those who have tinkered with a 3rd person camera, care to share your experiences? I'm sketching out my thoughts for a demo right now and I'm curious if there are bad scenarios I can avoid if I design them out
Oculus Rift is doing its own control to VR as this article describes? http://www.cnet.com/news/oculus-to-ge-hands-on-with-new-virtual-reality-gear/ if this is true and use the camera is amazing, the oculus rift really need a control, Sixense Stem (razer hydra wireless) could be good, but it will be expensive, something using the camera rift will become the cheapest control Gloves can also be done!The Oculus VR could use the same motion sensors and infrared light that the camera captures in controls and gloves, and use the camera to find the position of the body!
I just noticed OceanRift returns this resolution, 2364:1461... shouldn't it be 1920:1080? Could the judder in this demo be related to that?
It seems Microsoft has found a low latency and cheap method to track depth using IR. I wonder if this could be adapted to the DK2 IR camera.
"From my email" wrote:The Oculus SDK v0.4.1 has been released!You can download it now at https://developer.oculus.com/?action=dl.Release Highlights Added Mac OS support. Added “Pause Service...” option to the Configuration Utility, allowing 0.3.x SDK applications to run. Fixed various display driver bugs. Service no longer requires SSE4.1. Fixed Unity Integration shadow support. UE4 integration patch is now available that supports 0.4 SDK and runtime.Make sure to update the firmware and all that good stuff. Gypsy beat me to the punch in the announcements section, though we can discuss the changes here 8-)
Just upgraded to 2.11 of the firmware today, after a few days running 2.10.Was just in Elite Dangerous and now the blacks are acting strange, including smearing when moving my head, it makes it look ugly and is frustrating.When I was using 2.10 none of this black smearing was evident.If there is a way to go back to 2.10 on the firmware I would do it this instant. Wish I never upgraded to 2.11 now.Firmware 2.11 needs some work.
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