PCVR/Link Development
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Hi,I just received my Dk2 kit, whohoo!But I cannot get DK2 to work for demos, the demo scene for the Oculus config utility works ok so I know the kit works but whenever I try any other downloaded game/demo I cannot figure out how to get it working?E.g. I downloaded ChillingSpaceDK2, then try to run ChillingSpaceDK2_v1.exe or ChillingSpaceDK2_v1_DirectToRift.exethey show up on my machine primary screen but not on my rift.. why?Which exe should I use? if the demo scene works should I have change anything else?Thanks for any help given, feels kind of weird not working yet.
Since the new Unreal Engine update in-cooperates this version, I think it would be fair to have this made available to the rest of us Developers. So as we also might have a feature complete support for Linux and Mac.https://www.unrealengine.com/blog/unreal-engine-43-releaseNew: Oculus Rift Upgrade Upgraded to new Oculus SDK (0.3.3-pre.1 SDK), with latest goodies! Oculus Rift DK2 supported out of the box, with full motion tracking New direct rendering path and time-warping, which significantly reduces latency on the device. Check out our new “Couch Knights” sample, created to show off the new Oculus Rift DK2’s capabilities
I'm pretty tolerant of videos and 3D motion that most people find difficult. But, I can't watch this vid for more than a few seconds without feeling pain in my eyes.http://www.youtube.com/watch?v=AJyUXwl4X6MThis vid is shot with a pair of GoPro Hero 2's with a 30 cm inter-axial separation. I don't think the problem is just inherent in super-wide stereo. I'm guessing that something about the angle between the cameras is the issue. Can anyone identify the specific problem?
When in the damn Mac OSX drivers going to be released :evil: :evil: :evil: :twisted: :twisted: I have a DK2 and no go since all I have is a Mac. I was able to test it on my daughters PC. Pretty cool, but uhm.. would like to get it on my MAC. Does anyone have a clue when they're going to release it? Anyone? Oh I see the Unity Pro integration, but I must be missing something. When I try to play a Rift scene (demo) I get load of errors DLL errors :evil: :evil: :evil: :cry: :cry: :cry:
Hey all, I am using the program "LiveViewrift" to make my 2D movies seem totally immersive while watching through my rift. It works perfectly by creating a large screen with the proper adjustments that force the viewer to have to use head tracking in order to look around to see the entire video screen. Perfect! I'd like to be able to add some text in the beginning of the movie... Normally, that would be no big deal, but since it's on the Oculus Rift, I might as well take advantage of True Stereoscopic 3D Text. Now, the question is, am I going to have to now treat the video as 2 independent feeds and add the offset text properly on each feed so that when they're played together, the proper 3D text effect is achieved? I realize the video will still be 2D, but I figure this would be the only way to achieve true 3D text.... Am I over complicating this?Thanks, Matt!
Is it possible to dynamically adjust the IPD with the 0.4.0 SDK? I realize I can manually change the ovrEyeRenderDesc.ViewAdjust translation offset myself, but it seems that the SDK internally uses the IPD to compute the FOV. Is there a better way to change the IPD through the SDK?
Hi,I'm taking my first steps with creating stereo panoramas using 3ds max and Vray. As suggested in another thread, I have two cameras rotating and rendering small image slices. The slices are then stitched to get a left and a right image.So far things work quite well, but my images are never flawless. They appear somewhat "strippy" and contain small artifacts. I believe that both problems may actually have the same cause. But I can't figure out what it is :( I've attached an example image that shows the problems:Left.jpgMaybe the problem is somewhere in my scene or camera setup? This is what I use:Camera setup: - Two cameras with parallel orientation - Interocular distance: 70mm - Pivot of camera rig centered between the two cameras - Camera type: spherical panoramaCamera rig animation: - Clockwise rotation - 360 frames rendered (0 to 359) - Start angle: 0° on frame 0 - End angle: -359° on frame 359Slice dimensions: - Horizontal: 1°, 10px - Vertical: 180°, 1800pxSingle image (left re
Still using the DK1, I have updated my previous integration (0.2.5c) to the new 0.4.0 SDK, and everything is working fine using the extended desktop mode. However, I am having issues getting the direct to HMD rendering working in my application. Specifically, after calling ovrHmd_AttachToWindow (no error return value) I see no output going to the HMD, and my window continues to render the post-disortion eye views. I have, on one occasion, seen a bit of my VStudio window show up in a funky interlaced view in the HMD, but generally it just remains black.I am doing client-side mesh distortion rendering (not using SDK rendering), in my own custom DX11-based engine.It's worth noting that both the RoomTiny and WorldDemo sample do run fine in both extended desktop and direct-to-HMD modes. So clearly I am doing something divergent that is causing the issue.I have taken care to duplicate the same initialization order as the tiny room demo, have verified I'm passing in the correct HWND handl
Hey all, I just received a DK2, and the video output looks like this..(attached file)oculus_panel.jpgI'm assuming it's a bad panel, has anyone found this effect to be the result of drivers or anything else?
The example code in the documentation on page 31 is reading and applying the head position for each eye seperately.This leads to both eyes rendering something differently if my program is running slow enough. So why not read the orientation once and just apply it to both eye cameras?Sure, programs for the Rift should run at a constant fps rate anyway, but you can always have a bit of lag at times.
Hey,haven't had the time to fully delve into the SDK yet, but wouldn't it be possible to create a standalone program to play any game with the Rift?Something along the lines of a small app that you start up and load the game from within, which would then force the output to the DK1 and 2 (and eventually the CV) using Direct Mode.Again, I'm just asking the devs out there if this is feasable or not.It's just hard to understand why someone would buy a Rift and then have to pay more for a 3rd party app like VorpX and TriDef3D.
Seeing as the current SDK has the popup health and saftey notice it would be interesting to have an API for displaying content via this pipeline similar to how the the Logitech keyboard LCD is used. Some useful content that could utilise this: Email alertsSMS alertsVOIP overlayMedia player informationIM clients(steam overlay, etc)As much as I like the immersion of VR It's very isolated from the rest of my PC's usability which forces me to take off the HMD to do things like change audio tracks or read text based messages. Being able to pull this sort of info up on a 2d/3d HUD without dropping out of game would be a gamechanger.
I'm using client distortion rendering in OpenGL and doing some texture streaming at regular, but lower then framerate intervals.I'd like to just use buffer objects and let it do its asynchronous thing, but for timewarp there's an explicit pipeline stall each frame to make sure the render timings are correct. (via glFlush() glFinish() in the SDK renderer).This means my texture uploads are forced to complete within a frame, which in turn hobbles frame rate.So, I see two possible solutions:1) Use an implicit sync on the eye texture rendering - I think I could do this by doing a glFlush() and then reading back a pixel from the rendered texture into client memory. Hopefully this will ensure the render is queued and then block until the render finishes without affecting by buffer objects, but I'm not 100% sure.2) Use two contexts with shared objects, then do the texture streaming in one and the rendering in another. This would ensure the explicit sync in one context doesn't affect the strea
Hello, I'm doing client (non-SDK) rendering with 0.4 and I'm having some issues with timewarp.I've followed the examples in the docs wrt calling ovrHmd_BeginFrameTiming and ovrHmd_EndFrameTiming at the appropriate points, but the TimewarpPointSeconds member of the object returned by ovrHmd_BeginFrameTiming always seems to be 0.0.From poking around a bit in the source code, I'm wondering whether I should be callingovrHmd_AddDistortionTimeMeasurement, either before or after I do the distortion render? That seems to be where TimewarpWaitDelta gets updated.It also looks like elsewhere in the code the timewarp stuff might get hard coded to 0 if SDK rendering is off anyway.Just wondering if this is the case or if I did something stupid along the way (wouldn't be the first time).Although I'm updating timewarp matricies (which seems to come back with something non-identity) if I'm never waiting until the correct point to do the distortion render presumably it's going to be a bit off?
I find the documentation a bit unclear about when to use which. Could someone explain when I am supposed to use the pose acquired from:ovrTrackingState ts = ovrHmd_GetTrackingState(hmd, frameTiming.ScanoutMidpointSeconds);if (ts.StatusFlags & (ovrStatus_OrientationTracked | ovrStatus_PositionTracked)) { ovrPoseStatef headpose = ts.HeadPose; ovrPosef pose = headpose.ThePose;}And cases when its better to use the pose from:ovrPosef headPose[2];for (int eyeIndex = 0; eyeIndex < ovrEye_Count; ++eyeIndex) { ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex]; headPose[eye] = ovrHmd_GetEyePose(hmd, eye);}What is the difference between the two poses acquired?
So according to this thread, you might be able to run 0.3.x demos with the DK2:"jherico" wrote:Any application built with the 0.3.x SDK should work with the DK2 properly, so anything that's been updated is de-facto 'DK2 ready'. "cybereality" wrote:Games built with the 0.3.x SDK will work with DK2 (to some extent) but you will have to wait for the upcoming SDK to unlock all the features.Did anyone have any success on this front?Since for me, ovrHmd_Create(0) returned null, you might also need something like this:ovrHmd hmd = ovrHmd_Create(0);if (hmd == NULL) { hmd = ovrHmd_CreateDebug(ovrHmd_DK1); debug = true;}edit: Interestingly I got my 0.3.1 code based on veelos example to run and detect the rift (eventhough without sensor fusion) and this is the very colorful result:I guess tinkering with the code to get a working 0.3.1 DK2 example is not worth the effort.
So I just got my DK2 to initialize via ovrHmd_Create() on OS X with SDK v0.3.2. Basic DK1-style rotation sensor works.Here's the fix:OVR_OSX_HMDDevice.cppline 218// original codeif (vendor == 16082 && ( (product == 1)||(product == 2) ) ) // 7" or HD// change line to the followingif (vendor == 16082 && ( (product == 1)||(product == 2)||(product == 3) ) ) // 7" or HDHopefully this helps anyone make use of their hardware on OS X until its SDK v0.4.0+ comes out....
Hello all,I have a simple question. Say I have 2 theoretical video sources that are perfectly aligned (zero aberration for horizon), with ideal IPD for the viewer, and I want to convert these 2 videos into a single file that will allow a viewer to watch the video in stereoscopic 3D.Is there a simple guide detailing which program, and which parameters I should use to convert said video to create a good 3D viewing experience on the oculus rift?I have to emphasize that I am a complete OR and VR newbie. I do not own an OR DK/DK2 though I am highly interested in purchasing one if I can develop a good way to deal with the problem/question I described above. Sorry if I'm asking questions that are easy, or to which answers are well known.I've spent the last couple hours searching the forums and looking over the instruction manual/user guide, and it seems like I'll need to apply barrel warp distortion with certain K coefficients that match the Rift. Currently it looks like my best bet is to fol
I'm about to have my first project made for the rift completed and I'm wondering if its okay to post it up on the forums even if some of the assessts are from a free site and not developed by me.
Hi, I'm developing a program for the rift using Game Maker Studios. There is a community extension that enables oculus support but it has hit a roadblock when adding DK2 support, so I'm asking here in case someone can help. I'm not the developer of the extension, so I may not be the best person to post this, but I'm a bit impatient and I figured I would try to help with the development if I can.We have gotten client based DK2 rendering working-ish, but a lot of problems would be solved with direct oculus SDK rendering instead, so that's what we are trying to achieve. For this we need to make the application texture(s) from the game maker program accessible to the rift SDK. Basically, the problem is that game maker pretty closed, so we don't have direct access to low-level code, so there is no way to do this. We can't get pointers to the surfaces game maker is using, etc.So we're thinking the best/only way to get the image is to use a directx hook to fetch the window's content. But neit
Now, the Virtuix Omni looks pretty cool, but this...http://www.techspot.com/news/56821-is-this-the-best-omnidirectional-treadmill-for-gaming-yet.htmlI'm sure it'll be a lot more expensive, but you've got to admit it looks pretty sweet.
I am very impressed with the desk demo that comes in the configuration utility. The head tracking is flawless, and it makes good use of the mouse with an intuitive menu system.If the source code is already available somewhere, can someone point me to it?Thanks
Hey there, I'm new to development and I got my first little demo running on the rift but for some reason it is locked at 60fps even though my rift is running at 75hz. Any idears?
Has anyone figured out a way to smooth the transition between the two modes? The jump is rough, but I still want to use this positional tracking feature, I just expect players to often look behind / down and the jump between the two modes is killing immersion.
Hey all,To keep track of all VR dev possibilities and peripherals currently out there which are usable with Oculus Rift HMD's, I've been compiling an index / catalog of sorts (sorted by type of peripheral / application). Goal is to map the VR landscape with all possibilities provided by different developers / enthusiasts. I started doing this for myself because I found it hard to get a quick broad view on every possibility.It's not readily available in web format right now, but I'd be glad to put some effort in sharing this with you all if I feel there's enough interest. Might be cool to have some crowd sourcing options in there as well to keep it up-to-date.Please let me know if something like this would be useful to the community (or if it already exists ;) ). If there's enough interest, I'll get on it...
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