PCVR/Link Development
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Hi all! I have been developing enterprise applications in Java for many years. Back in my youth and in college I found C and C++ just as easy and logical as any other language. I experimented with the kinect sdk and was utterly confused with Microsoft development studio. I guess I've let myself get behind the times with anything not Java I want to get started on a very simple project with oculus rift and priovr, but I know I need to get the basics down of creating a 3D environment before I can even begin to take that on, not to mention priovr isn't available yet. At this point, I'm not entirely sure where to start. I'm assuming the vast majority of applications are built on C++ or C#. Again, I've written code for about 25 years, but I feel like I need to start and a fundamental level with creating a 3D environment and integrating oculus and hand tracking controls once I'm comfortable. It seems using unreal 4 for $20 is the way to go, but I was hoping somebody could point me in the righ
Ok, I'm implementing the sdk 0.4.0 in my cross-platform engine, and from the look of it, Oculus decided to implement the world (stealing multi-platform code from scaleform classes).Why is that? Isn't that the worst design pattern in an embedded cross-platform environment?Wouldn't you prefer giving us handlers on filesystem/network/renderer instead, so we could use our own device implementations?Honestly, I'd prefer having c-strings with the shader codes, the heavy lifting of matrixes and the like done OVR side, but I'd like to do my own rendering from scratch.. Is that still possible with the current SDK? Is that something you'll eventually do, or are we slaves to your own implementation? I'll admit I didn't dig very deep, but it would be nice to be able to disable parts of the SDK, I'd like to remove everything GL/DX from there and simply get life cycle callbacks and frame timing information from the SDK, having the renderer as a user friendly option if we wanted but do the rendering
Hey Community,One of the things I was excited about was the headphone jack on the unit itself, keeping the cords to a minimum. I got my DK2 yesterday and tried to plug in headphones, but the jack was too small. Is that not a headphone jack? Is it for the IR cable? Do I need a converter or something?thanks!
Its a material that can be switched from hard to soft states. http://pda.sciencealert.com.au/news/20141607-25876.html
Not sure if I'm just imagining this but in my DK2 I see lots of reds, yellows and cyans tearing off the edges of the papers and cards in the Oculus Config demo scene. It could just be the nature of the assets or this demo.Anyway, I'm mostly asking this out of paranoia. Do y'all see the reds, yellows and cyans coming off the cards and paper too?
I posted this before in general discussion, but I think that was the wrong forum.Since the DK2 shows up as a generic monitor (in Device Manager) when in extend mode, isn't it possible to write a basic monitor driver telling it to rotate to 1920x1080 instead?I have no idea how to do it, but since you can do it through Nvidia/Amd control panel, it should be doable one step earlier through a monitor driver?
Is it possible? What are the hardware requirements? Especially now that we need to run displays at least at 75hz.I primarily work in UE4 and have become accustomed to having a dual monitor setup for development. I can't ever go back to single monitor to do work. I've also become spoiled by a 1440p monitor and want to get another for a dual 1440p setup. Is it possible to use the same rig to run a DK2? With my DK1, this is possible because I use the DVI cable for the rift, but i'm sure with the increased resolution of DK2 and increased frequency requirement, a DVI output no longer provides adequate data bandwidth. (Am I wrong?) If so, I think I can run a 1440p monitor at 60hz with a dvi adapter, run the other monitor at 75hz on hdmi, and the rift at 75hz on hdmi as well.Does anyone have experience trying this?
Hey Oculus, can't wait to learn and use the new SDK and get the DK2 :D I was randomly reading through some of the code in the SDK and noticed that the in OVR_Win32_RenderShim.cpp has things like changing read/write flags of memory pages and patching memory. It seems you have to do this to get the custom display driver to work, but it is probably worth it if latency is reduced.However, I am concerned about things like anti-cheat programs and anti-viruses. Will there have to be some time these programs whitelist this behavior? Like I don't want to play a Steam game, and have VAC ban my account.Sorry if I am spreading FUD :?
Links attached - pretty brave of them given that we have the announcement from Occulus around their own motion controller.https://www.kickstarter.com/projects/316228545/trinity-magnum-precision-motion-control-for-vr?ref=nav_searchhttp://www.pcadvisor.co.uk/opinion/digital-home/3531781/trinity-magnum-takes-aim-at-the-tricky-problem-of-vr-controls/?zk=digital-home
Wanting to take a peek on why the framerate in the SDK samples was so low (37.5 in direct mode if i have aero enabled, solid 75 without) i fired up nvidia's nsight -> got unhappy and crashed. Ok .....tried the build in graphics diagnostics in visual studio also crashes. When I switch to extended mode both run just peachy, then again my frame-rate it peachy as well so no need to profile there...Can anyone repro this? what's happening in the graphics stack when you enable direct mode?I'm running nsight 4.0.0.14159
This thread is for people who have their hands on a DK2 and are willing to test out work-in-progress content for developers who don't have DK2s yet. I've had a great time testing out Darkfield, which was by and far the best experience I've had on my DK2 thus far.Testers: if you're interested and have access to a DK2, comment here. Note down your computer specs (OS, CPU, GPU)Developers: pick a tester/testers and after it's done, give him/them ratings out of 5 for how good of a job was done, and give feedback (e.g. 'detailed bug reports', 'fast response', 'never heard back', or 'set my goldfish on fire and kicked my dog')This should help speed up the output of DK2 contentI have a DK2 and am willing to test (Win 8.1, i7-4970k, R9 290)
Figured I'd put this here since I've spent so much time with the DK1 (heavily used for a year) and more time than most with the HD prototypeUnboxing, First Impressions on Build Quality & PackagingThe cardboard box, albeit solid and well made is not as good as the nice plastic case that the original development kit (DK1) comes in, however that is where the disappointment ends, everything from the foam to the plastic bags was better quality, it was very well and tightly packaged but at the same time easy to repackage for carrying around.The build quality of the headset itself is much better, the unit feels solid and well build more so than both the DK1 and the HD Prototype. Better and higher quality materials were used in it's construction and the unit feels about the same weight as the DK1.Overall the materials used and build quality would easily stand up to years of wear and tear, it'd easily outlast the DK1.ComfortThe comfort is much better than the DK1 and the HD prototype (that
I'm running Windows 8.1 x64, GeForce 780 ti. When I run the Oculus World demo how it is normally built it is wonderful :DI modified Platform_Default.h to have this: #define OVR_DEFAULT_RENDER_DEVICE_SET \ SetupGraphicsDeviceSet("GL", &OVR::Render::GL::Win32::RenderDevice::CreateDevice)to force the demo to use OpenGL rather than DX. Configured as so, it crashes if opening in Direct Mode (somewhere inside EndFrame). If I run it in extended mode, it no longer crashes, but I have extreme judder. No longer buttery smooth and convincing, it's more like head tracking is running a frame behind despite the game running at 75fps.It's not so much that I want to walk around Tuscany using OpenGL, but my own game is having the same exact issue (and it's OpenGL only currently, I can't just toggle a flag unfortunately). I wanted to confirm whether my own game was broken, or whether it was a general problem, and it appears to be a general problem.Is OpenGL nearly complet
Why not simply use NSSM (http://nssm.cc/) the the Non-Sucking Service Manager? I's open source, simple to use and it works way better than this LaunchAndRestart.vbs which is used as a fallback for now.I can't describe it better than the website does itself:nssm is a service helper which doesn't suck. srvany and other service helper programs suck because they don't handle failure of the application running as a service. If you use such a program you may see a service listed as started when in fact the application has died. nssm monitors the running service and will restart it if it dies. With nssm you know that if a service says it's running, it really is. Alternatively, if your application is well-behaved you can configure nssm to absolve all responsibility for restarting it and let Windows take care of recovery actions.Most of the tracking problems now are simply because the service has died and the script failed to restart it. Please give it a try.spyro
I'm looking to start developing something for the Oculus Rift for fun, and was wondering if anyone here can give me pointers on what to read, what language to learn, what programs/SDKs to use (UE4 or Unity?), where to find materials/textures, and other random stuff.I have almost zero experience programming but I've been told I'm a fast learner, so I should be able to do well in my new hobby soon. Thanks in advance for the help.
I updated the demo to work with the new SDK. Positional tracking is not applied to the camera, but it can easily be added. You can access the source code here. Here are two screenshots for those who are curious.
I'm trying to pick the right engine to start experimenting with, and I couldn't find a definitive list. I got the following list from Google...Raw C++ directly into the SDK (I presume this is how the demos that ship with the SDK are implemented)Unity EngineUnreal EngineHTML / Javascript (various experimental options)MassiveEngineTorqueOGRE
I posted a wall of text here on Reddit:http://www.reddit.com/r/oculus/comments/2c4bzv/crossfading_to_avoid_sickness_and_redirectingQuoted here for convenience:I had two "brain storming" thoughts recently and I'm curious if anyone has tried anything similar at all yet. As we all know, travel sickness occurs when your eyes and ears disagree on the acceleration (not velocity) occurring in the world, hence why VR comfort mode has been proposed. It is, in essence, the opposite of the ambition of filmmakers to use static images in quick succession to create motion: we must reverse that process and find a way of taking two scenes where the velocity and position have changed and convince the eyes that this happened with no acceleration!One idea I had was to cross-fade two scenes: so for example a downhill skiing game could crossfade a scene at 0 mph to a 40 mph constant downhill velocity. The problem with doing that is you have to render two full scenes... in stereo... alpha blend... barrel di
Hi,can anyone give me a hint on how to get the ovrHmd_AttachToWindow working with client side rendering?Right now I tried this: Init my OpenGL window (in fact it is a QGLWidget since our application is Qt-based). Then I initalize the oculus and the HMD. After that I grap the native windows handle of its parent window:HWND handle = (HWND)parentWidget->winId();Then I call ovrHmd_AttachToWindow( hmd, static_cast<void*>(handle), nullptr, nullptr);The call returns true but my oculus display just stays black. Is there anything else I need to do? Resize the Window to a specific size? Kind regardsMichael
Hi there, I have a modified Direct3D 10 sample (with all the lovely crazy DXUT stuff) that I've been trying to get to work with the 0.4.0 SDK and a DK2 devkit. I have OVR_D3D_VERSION defined to 10 before I include OVR_CAPI_D3D.h and I have the D3D10 config with an API value of ovrRenderAPI_D3D10. I'm not getting anything to render (even my clear color) and the thing that concerns me is that when I do ovrHmd_EndFrame it spews out a lot of bad sounding stuff (this is without my own stuff drawing at all):Debug: [HSWDisplay] Display()D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (World,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]D3D11 ERROR: ID3D10Device::Draw: Vertex Shader - Geometry Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (
I heard about this on the net and now I think I really want one for my DK2. Has anyone used this here? If so reviews appreciated.http://stinkyboard.com/
Hello everyone,we just got a DK2 and, being pretty excited to use it, I installed the 0.4 runtime installation went along fine) and restarted.Upon restart, after the initial windows loading screen, I was greeted by a black screen. No desktop showing. The machine did not appear to have crashed completely (caps lock was still working) but no visuals whatsoever, no matter the wait. A system restore fixed the problem, following which, I reproduced once more.This is on a Dell M3800 with a Quadro K1100M in Optimus setup with the intel iGPU.Oculus team, let me know if you'd like any logs or anything similar from the system.
Anyone get their DK2 running with a 295x?
My project uses raycasting and I need every flop :-/So with DK1 I "pre-distort" the rays to make every one count and need no post-process distortion.This ray "pre-distort" uses the distortion params, e.g. [1.0, .22, .24]Is there a way to get those parameters for the DK2?I browsed through the apis and source but so far haven't found them.-marius
Hi there,regardless of the current issues, I think it's great news that thanks to the SDK 0.4+ / Oculus Runtime all that multi monitoring terror will be finally gone. That's the only right way as a VR device is no simple secondary display, it's a new kind of device.So I wonder how this actually works and reduces latency?Ok, there is a background service process which streamlines all access to the hardware and provides an interface for multiple applications, got it. But how does this display driver work and how does it communicate with the GPU? How is it guaranteed that the Rift is the primary display device for the GPU, regardless which HDMI Port is used? Does it in fact virtualize the dedicated GPU like Virtu MVP/Hyperformance does? Does it simulate a display with a infinite/very high frequency for better internal frametiming or something like that?Can I find some information about that somewhere?spyro
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