PCVR/Link Development
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Hi!I was wondering how to get the positional tracking works 1:1 in my demo.I think that every movements with the neck is too "slow" and too close from the starting point.Someone know how can i change that?Thanks you.
I just updated to SDK 0.4.1 on Mac and found my source control complaining about changed files that didn't actually change.I found that this is due to the .h and .cpp files of the Mac OSX SDK download having 'classic', meaning Mac OS 9, line endings (\r control character instead of \n).In case you didn't notice, OSX came out in 1999 and it uses standard Unix line endings. I've batch-converted all files to Unix line-endings now to avoid confusing my source code repository.Is there any particular reason why you want the SDK to have different line endings on different OS, and why would you chose Mac OS 9 line endings for OSX?
So developing with the Rift as a primary display is a huge pain. It appears that even the runtime/SDK demo's require the rift to be configured as the primary display in order to work properly (on OS X at least, I haven't tried in Windows recently). Launching apps from a traditional desktop (not VR friendly) is cumbersome and annoying.I haven't yet attempted to get my own native app to attach the window/rendering view to the Rift with SDK v0.4 while configured as a secondary monitor. Is this even possible, especially considering that OS X doesn't support Direct HMD Access mode?
Is that right? I'd like to implement support for disabling the message completely (so that I can implement one properly according to best practices, rather than having the one that doesn't) into UE4, but found the function isn't exposed through the API.Can we get this changed?
I've been working on a Virtual Reality rig design since last year and plan on building it within this year, with the primary foundation being the use of EMGs as the primary input method for the experience. Essentially, the EMGs (Electromyograms) read the electrical signals that skeletal muscles make when they're activated by our movements to get an idea of what the body is doing and thus, use that information as an input for computer applications. Along the same lines, EOG (electrooculogram)) data would be used to detect where the eye is looking and an EEG (Electroencephalogram) could be used to gather information on the players mental state for additional data.While I've yet to test out the functionality (funds, waiting for products to be released, lack of time), I've already started to look ahead to where the technology could be taken in the future and how the design could be improved for more accuracy, ease of use, and practical applications. Often times, great revolutions are only
This is a bit of a stretch, considering the power it takes to use one of these guys, but I feel this could use some elaboration.Let's take one of these Oculus' (Oculi?) and attach it to a Windows Tablet, display the camera's recording on the Oculus's screen with an overlay display. If it were possible to make some mobile supply of power that wasn't gigantic that can power the Oculus and the Tablet, we would have ourselves a HUD that is light enough to take outside in the real world. The possibilities with such a thing are endless! We can have models render in the real world, much like Augmented Reality (Nintendo 3DS, anyone?) but because the device is mounted to your head, it would be completely immersive! This would be amazing for games, yes, but real world applications would apply, too! Let's hook this up to Google and, with the sensors in the device, we can see information about businesses or buildings that we're looking at, displayed right over our eyes! I would imagine it's possib
A quick and coarse search in the forums brought up no results. So I just would like to throw in that suggestion for one of the upcomming hardware revisions: How about a HDMI audio receiver and headphone amplifier in the HMD to which the user can connect his headphones / earbuds to? This addition would remove another cable you still have to drag around. Also HDMI audio makes it much easier for client programs to sync their audio with the video, because audio and video are transmitted in lockstep.
I am currently working on a multi-platform project in Linux, which I can successfully cross-compile for Windows - until I try to add LibOVR. The problem I encounter seems to be a trivial, yet annoying one:LibOVR includes "Windows.h", which is not found as the mingw-libraries spell it "windows.h".While this does not matter at all for Windows developers on a Windows file system, Linux file systems are case-sensitive and I will now either have to fix all the includes in LibOVR (as a fixed windows.h is followed by WinSock2.h) or the mingw library.As I expect, that there in fact is a "correct" spelling even in Windows, I am wondering if this is an error of mingw or if it is an error in the SDK. (If so, I'd like to file a bug report, please ;) )
Now that the Delta Six is finally starting to be delivered to backers (albeight in a drip-speed fashion) chances are that someone in the VR community has gotten their hands on one. I'll presume you have seen the Delta Six + Oculus (DK1) clips that is being posted by primarily one of their staffers. I should give you a first feel what the intent is.Now, has anyone that also have ordered DK2 received their Delta Six and started any prototyping?I'm still waiting for my set (2x, $500 backer level) but have some ideas of what I will try as a first concept/prototype. But would love to hear about the different input-modes and adoption to VR, as the whole gun is supposed to replace mouse/gamepad input.
So was looking at UE4 and adding voice commands. Found that you don't need a 3rd party, such as the dragon api).Found the system call on msdn, system.speechIt looks like it can be used for both speech synthesis and speech control.Figured I'd share, as this is the first I've heard about it.Here is the MSDN linky: http://msdn.microsoft.com/en-us/library/gg145021%28v=vs.110%29.aspx
lifehacker.com/5850388/use-a-cheap-ikea-lamp-to-build-an-affordable-desktop-camera-jighttp://www.ebay.com/itm/Mini-Aluminum-Portable-Pocket-Pen-Shape-Alloy-Fishing-Fish-Rod-Pole-6-Colors-/261435684259?pt=LH_DefaultDomain_0&hash=item3cdec7f5a3 + http://www.ebay.com/itm/USB-50-0M-6LED-Night-Vision-Webcam-Camera-Web-Cam-With-Mic-for-Desktop-PC-Laptop-/310883686737?pt=PCA_Video_Conferencing_Webcams&hash=item48621c9951 http://www.ebay.com/itm/20000mAh-External-Power-Bank-Dual-USB-Battery-Charger-for-iPhone-4-4S-5-5C-5S-/370956642864?pt=US_Cell_Phone_PDA_Chargers&var=&hash=item565ebd2a30http://www.ebay.com/itm/New-Version-1-4-Micro-HDMI-Angle-Male-To-HDMI-Female-360-Rotating-Cable-Adapter-/370686203254?pt=LH_DefaultDomain_0&hash=item564e9e9576
What is Ryzom Core?Ryzom Core is a full featured open source MMORPG platform. This means that we provide you with all of the tools and technology to begin making a sandbox MMORPG on day one. We provide all of the essential services to create a shard including all of the essential services, a client and a myriad of tools and an exporter for artistic assets. In addition to the technology provided we also provide a massive wealth of artistic assets ready to use with Ryzom Core - every single texture and 3D object created for the Ryzom game.FeaturesAdaptive 3D engineSupports large open terrains and detailed interiorsFully skinnable user interfaceHighly optimized and proven cloud-based networking architectureEfficient client/server communication based on UDPCross-platform (Windows, OSX and Linux)Multi-language support with UnicodeAdaptive sound engineFull suite of tools to create a complete commercial MMORPGLicenseRyzom Core is open source and is released under two different licenses. All o
Hi, i want to attach few sensors like gyroscope, accelerometer, temperature sensor, vibration motors etc. I dont know how to attach them and receive their values on unity3d to process or send instruction to run motor using unity3d.Is there anyway I can make the environment n unity3d and then attach all sensors and controller with raspberry pi. When i send input from raspberry pi, then function is performed in oculus rift, or if certain temperature is achieved, vibration motor is started..I am new to Oculus rift.I would be grateful to you if any one can help me.. Thank you :)
EleVR did a write up on how to create a S3D panoramic rig with 12 GoPro Cameras.4 pairs of cameras in landscape on the horizon to capture as much S3D with as few cameras as possible.The zenith and nadir covered each with two cameras in 2D, because 3D does not work well there anyway.http://elevr.com/tutorial-3d-spherical-camera-head/
will leap motion and dk2 be a good combo ?leap motion released new software v2 so it getting mutch better now.thinking on buying leap motion before dk2 arrives. ?leap motion is only 80 bucks in the states 99 euro in europe
I'm about to get my DK2 - I have a Mac laptop and a Linux PC that I'll be deving with. Ignoring the lack of 0.4 SDK, is there any way for me to update the firmware w/o a Windows machine? Do the current batch of DK2s require an OOTB update?
Sorry, I try to search but I did not find anything usefulWhere is the last firmware? I saw there is a 2.11v and I have 2.10The SDK does have no /Firmware directory or any other thing called firmware
Has anyone successfully used GPIO, SWD, UART on motherboard? I have used and programmed some of the STM Discovery kits for college projects and I would to know if using these headers on the Rift's motherboard is as not complicated as on Discovery kits.
What's going on with customs and shit. Like why do none of us Aussies have our DK 2's??Does anyone know whats going on?
I just had a thought...There seem to be two big issues with controllers for VR right now:1. There are so damn many of them2. Oculus have hinted very strongly that they will be releasing a controller, so nobody is willing to bet on a particular controller in case they pick the wrong (often very expensive) one.Both of these problems could be solved if Oculus released some kind of API layer for all controllers in VR.What I mean by this is game developers code their game only for the degree of control players will have, rather than having to implement a specific controller setup. Controller manufacturers ensure that their software talks correctly to the OVR Input API, and can be assured that all the control information that their device can produce will be used correctly.The way this would be achieved is by the setting of several 'standards' for VR experiences. A game developer picks the standard that their game will require, and goes for it. A standard is made up of certain device require
The article concerns small studio nDreams and discusses the development of its adventure title for Project Morpheus. There are a few good tidbits about best practices and some fun ideas they explored in VR game development. There's also a teaser trailer.http://www.gamesindustry.biz/articles/2014-07-29-there-are-a-lot-of-ways-you-can-mess-up-vr-really-easily
Issue 17 of VR Dev Weekly, uncluttered weekly newsletter for VR developers, is here. Grab it at http://eepurl.com/0J5LP
Hi,Below you can find a micro demo for DK2 created in Unreal Engine 4. Demo is very simple and it is based on starter UE assets. Main goal of this project was to check Unreal Engine performance in terms of Oculus support. Scene is a small island on the middle of the ocean. What can be seen is very nice water material, few light sources, particle effects and a few post processes effects. To have everything less boring I have also implemented three animations: Whale, Meteor, and a Giant (my favorite :) ). To start animations just use the button on the island.Most important part of the demo are the options available under F1- F4 keys. This are:F1- FPS counter on/ofF2- Upscaling mode (range from 80%-200%)- default value:100%F3- rendering limit size (range from 0 - 14) - default value: 0 F4- overall quality settings (based on UE documentation shadows, material, AA, and post process is manipulated) - default value: EpicI have implemented performance options to find best possible configurati
I just received my DK2 and I wonder if any of you guys can tell me how to set up the OVR player. I need to decrease the resolution from 2364 x 1461 to 1080p, but also increase the frame rate from 30 fps to 75.Thanks.framerate.png
Another list...The Hydra is neat and all for input, but when you're trying to manipulate 3D objects with your hands, I have to believe that some sort of glove or hand tracking is the way to go. Hopefully not this.Hand Tracking:I know there's the Leap, and the DuoAs previously posted here, these guys also look promising:http://www.openni.org/files/3d-hand-tracking-libraryhttp://people.csail.mit.edu/rywang/handtracking/Gloves:Vrealities claims to have a lot of gloves, but the site is so 1995 it's hard to tell if it's real.Cyberglove is also out there.DIY gloves:http://coolshitindustries.com/2011/10/dataglove-with-ghetto-flex-sensors-circa-2000/ - I kind of like this idea. You could build one dirt cheap, but you'd still need to strap a tracker to it to get position info.http://benkrasnow.blogspot.com/2010/12/diy-10-finger-flex-sensor-gloves-for.html - Also needs a tracker.What else is out there?
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