PCVR/Link Development
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Hello fellow Rift makers!I have project that need ability to have position of wheel in real life made into position of wheel in software. Wheel is free spinning so rheostat no good. Already using voltage to track velocity, what is needed is position. Resolution wanted is 15 degree, less is better, continuous is best. I have interface BU0836A from Bodnar. Apologies for language, I have help from mother.
DISCLAIMER: I'm about to launch this as a free open-source project, built from available parts with only a drill press and one or two welds. Please contact me if you're interested to participate...Hi,I have been lurking around here for a long time, reading up on all the existing options for movement controllers and locomotion devices. Sitting down on a chair vs using an ODT seems to be a frustrating choice, full of compromises (immersion vs comfort vs price and space requirements...). Yesterday it occured to me that there might be an intuitive solution that is affordable for regular users...I present you: the "LocoVR" (thanks for the name suggestion!)It is basically a cross between a small bar stool and a kind of oversized joystick (small deflection [~10°], stiff and tilt resistant) with a swivelling top part (interchangeable for free 360° rotation or spring loaded incremental turning). The shaft is set to a length that allows your feet to barely touch the ground, supporting most of yo
Hey all, Other than the STEM that is to be released in October, is the Razer Hydra still the best input accompaniment to the Oculus Rift? Being hard to find is another issue, lol, but I'm determined to find one - new or used. Also, Other than being wired, is it really obsolete already? Thanks, Matt!
Is there a good solution that someone knows of to have a rigged avatar in game with the appropriate IK controls set up for positional tracking along with normal head tracking?I want to use Unity with Mecanim but am not sure on the proper way to set this up or maybe there is something already existing in the asset store perhaps? Or does someone have an asset they are willing to share for this purpose?Thanks in advance!
I realize this seems like a strange request, but is it possible to programmatically turn off the built-in IR LEDs of the DK2 using the SDK? We currently use our own wide area IR LED based optical tracking system with the DK1 to track position. However, the built-in IR LEDs of the DK2 are now interfering with the tracking system. Just curious if this is possible or if it's planned in a future SDK update. Thanks.
Hi just got vorpx and decided to try find some emulators that work with it. Seen a thread on here showing how to use n64 playstation 2 and and gamecube.Just found another one SSF sega Saturn emulator that works with vorpX and oculus rift.http://segaretro.org/SSF Get it there and use that site to help set it up. Its a bit of a hassle getting to work as you need to use actual cds or use a virtual drive like daemon tools. I will write a guide tomorrow because its a bit late now. Here`s a wee quick video of it working.https://www.youtube.com/watch?v=ZJnzayBxwd4&feature=youtu.be
The 'ovrDistortionVertex' struct in the SDK 0.4.0 does not match the documentation, and I have no clue what to do with this.Either that, or I'm drunk.This is the struct as in the SDK.../// Describes a vertex used by the distortion mesh. This is intended to be converted into/// the engine-specific format. Some fields may be unused based on the ovrDistortionCaps /// flags selected. TexG and TexB, for example, are not used if chromatic correction is /// not requested.typedef struct ovrDistortionVertex_{ ovrVector2f ScreenPosNDC; // [-1,+1],[-1,+1] over the entire framebuffer. float TimeWarpFactor; // Lerp factor between time-warp matrices. Can be encoded in Pos.z. float VignetteFactor; // Vignette fade factor. Can be encoded in Pos.w. ovrVector2f TanEyeAnglesR; ovrVector2f TanEyeAnglesG; ovrVector2f TanEyeAnglesB; } ovrDistortionVertex;This is the example code...DistortionVertex * v = pVBVerts;ovrDistortionVertex * ov = meshData.pVertexData;for ( unsi
I have a DK1, and have developed a couple of fun little experimental games with it. If I download the new SDK is it backward compatible with the DK1?This would be ideal as then I can upgrade my games to the new SDK and still test them out with my DK1. While I save up for a DK2 or CV1.
Not really exactly a development question but I didn't know where to put that.Would someone with access to a spectrophotometer happen to have the spd for the respective screens of the kits? Oculus / Facebook maybe?Cheers,KS
Hi all, I've spent the past day doing beginner tutorials on UE4 and would like to know: what next? My short-term goal is to make a first-person simulation that has functional gravity (so the character isn't flying) with some mobs moving around. Once my Rift gets here I hope to view it in 3d.So far I've learned how to add geometry and props, apply textures, add lights, build collision meshes. I don't yet understand how blueprints work. Where do I go from here to learn how to keep the character from flying? (Looking at the blueprints is currently beyond me.) What else would you recommend to become productive in UE4? My background: I'm a non-programmer with logic and basic coding skills due to years of working professionally with course development software (Articulate Storyline, Authorware) and some introductory courses in java.
I've been having a problem where whenever I enable direct mode, only a few games seem to work (that from what I understand are built with the 0.4 SDK). For whatever reason the display is not outputted to the Oculus Rift. The Config demo does work, and so does the Legend of Zelda forest demo, but for some odd reason, most of the other ones do not. If I switch to extended mode, that solves the issue, but my monitor is also flipped and it becomes incredibly difficult to navigate. Anyone else having this issue with direct mode?
It occurred to me from some random thought that went through my head after seeing a video on YT about UE4 and Twitch that it would be interesting to attempting to record video footage w/o the distortion from the OVR distortion shader.A quick google search revealed everything! For Unreal Engine 4 that is.. although, the concept should work in other game engines.- Create a 2nd (in reality, 3rd) camera, in the same position as the OVR Camera controller, and you can name it something like "GameplayCameraRecorder" or something. W/e fits your naming scheme- Set the Recorder camera so that it is a child of the OVR Camera Controller (so that it follows the tracking movements from the headset).- On a command (voice input, keyboard input, a double-tap of the headset).. then start recording from the camera above to a video file, or stream to a URL. This should be managed inside of an options menu that the player has access to.And that's pretty much it really, as far as the concept goes. There wou
DK2 has a nice power button which lights up in 3 states (really off (no light), yellow/orange (waiting) and blue (on)). It gets to "really off" state when I turn it off manually by pressing the button. If it's a display in legacy mode, that display is removed by windows, some something knows it is really off. It would be nice if the state of this button was readable somewhere in the return from ovrHmd_Create, as that way I can read it and find out if I deliberately turned it off manually, or if there is something really wrong in that the device is completely not present. Currently the way around this seems as follows:ovr_Initialize();mHMD = ovrHmd_Create(0);if (mHMD == NULL) { // The HMD is powered off but we can still make one using ovrHmd_CreateDebug()} else { // HMD is powered on, or something else is wrong}I see this in legacy mode, as my app is openGL .. it's just a minor issue really.Also, for some reason, the device seems really fuzzy about HDMI extension cabl
Hey, I've posted a thread on this topic in the Unity forum here, but it doesn't seem to have attracted any insight.It seems crucial, for best practices, to allow the user to visualise what the IR camera's cone is and, hence, what their freedom of movement is in the same way that you can do in the Config tool's demo scene. However I can't really seem to find any hooks that would let you do that - certainly nowhere within the Unity integration scripts.I was wondering if anyone's tried to get the position/orientation data out of the SDK's libraries directly?
Can you have two DK2 simultaneously on the same machine each working independently on two nvidia card (GTX 770, for example)?
Hi,I just started to update to the new 0.4 SDK and I couldn´t find any informations about which libraries need to be linked when using the SDK. So far after looking at the MSDN documentation I have figured out that I need to link the following:'comsupp''OleAut32', 'Ole32', Advapi32', 'wbemuuid', 'Ws2_32', 'Dbghelp'Sadly the library is still not linking because oflibovr64.lib(OVR_Win32_RenderShim.obj) : error LNK2019: unresolved external symbol __imp_ImageDirectoryEntryToData referenced in function "__int64 (__cdecl*__cdecl SetProcAddressA(struct HINSTANCE__ *,char const *,char const *,__int64 (__cdecl*)(void)))(void)" (?SetProcAddressA@@YAP6A_JXZPEAUHINSTANCE__@@PEBD1P6A_JXZ@ZAnyone knows what else I need to link?It would be really great if the next SDK version would be a DLL instead of a static lib so we can avoid all this trouble and in a worst case just use the dependency walker to figure out what needs to be added to our distribution.Michael
I don't have an oculus rift currently to test this out but when you look at the main thread and it says 6.5ms, does this just add on to the default latency the rift comes with? So say if the rifts latency alone is 20ms (don't know), then the total would be around 26-27?I know this was talked a lot about before but I'm not finding those discussions atm. Mainly asking since if all graphic settings are maxed the latency goes to 20ms though this could be because i'm lagging and if i swapped my 7850 out with my 290 the ms might drop. Have to wait to for new psu to test that.
Issue 16 of VR Dev Weekly, uncluttered weekly newsletter for VR developers, is out, check it out here http://eepurl.com/0g6TP :D
Hi, I have two DK2s and I want to watch a movie with my wife. Is it possible to hook up one 'master' rift and one 'drone' rift to a single PC? (I only need to control the head with one of the rifts) And yes, I am going to watch this while laying down in bed.I sure don't want to lug all of my gaming rigs into the bedroom just for this.Thanks,Will
Has anyone else experienced Whirligig's viewport being too "high" to use? I can't seem to find a way to center the player in my vision. Obviously, this is a Whirligig-specific issue, but I wasn't sure where else to ask.
Ok so just one of those obviously questions that hits you and then you want to post and find out the reason some one has not already fixed the issue.Ok so a DEV works on an excelent project, lets have an example:Solar System Explorer - DK1 release - [DK2 Beta]viewtopic.php?f=28&t=10869If you click on the download link you get a page that looks like this.then if we click on the link. it says.Sorry, you can't view or download this file at this time.Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator.?Thats not acceptable, sure the author should have mirrors but even more important than that is that Oculus should have an excelent submission for peer review process and also provision of download ca
Hello,I'm trying to compile the OculusRoomTiny example from SDK 0.4 with Visual Studio Express 2013.VS doesn't find atlbase.h and atls.lib.OK, these files are part of the Platform SDK.I get the Platform SDK installer from here: http://www.microsoft.com/en-us/download/details.aspx?id=6510But the installer refuses to execute. It says "Error: Setup wa started in a non-native or WoW environment."It seems the installer doesn't work on Windows 7.The Windows SDK for Windows 7 is suggested but it doesn't not include ATL.So, how can I built the samples without buying VS Pro?
Is there a list of demos/games that use .3 on up? Just something so we can have a general idea of which dk1 demos can even be messed around with the dk2. I have a lot of bathwater in my rift folder, and I'd hate to throw it all out if there are a few babies in there.
The only way I can get head tracking in ED is by uninstalling the 0.4 runtime. By then I obviously have no positional tracking. If I reinstall the runtime, it works mostly well on demos, but not on ED, where I have no tracking at all.If I stop the service (which needs SSE fix not to crash), I lose the device and all tracking.How can stopping the service be "the" workaround for so many people?
Since the "health and safety warning" is forced upon those who choose to use the SDK distortion rendering, I think it would be good if the text could be localized (i18n). Not everyone has English as a their native language (or even as their second language or third...).
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