PCVR/Link Development
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Hi,Could we please get an ETA for the OSX and Linux versions of the 0.4 SDK?I've received my DK2, but it looks like I can't use it with OSX or linux yet?Also: this forum could use a *NIX board.Maybe one could be created under the 'Engine Integration' group?Thank You,Bram Stolk
Noob questions here...I have only tried the default A lenses so far but with or without glasses my view is blurred towards the outer parts of the lenses and anything off centre.Is this normal? What if anything can be adjusted? Will the B lenses be different or have the same curvature / out of focus blur off centre?
Of all the amazing things this device does and of all the technical details behind it and how they work that I know one thing I've never actually been able to wrap my head around is how the reality inside the Rift (especially the DK2) 'fits', how does a wall for example feel further away than the screen inside the unit? I know it has something to do with the lenses but that doesn't really answer it for me.Another bonus question is I am super sensitive to flicker, yet I don't see any in the Rift and low persistence is 'on' how does that work without visible flicker at 75hz?Even if I close one eye and loose the stereo 3D effect things still appear to scale and at the right distances rather than right up in my eye/face. I tried one of those Google cardboard devices and things still felt 'really close'
Hi there,I have downloaded the Unity integration and setup everything - using the tuscany demo to start with - when I press play I can see, that the OVRCamera move right in the scene, but the rift stays black - why?thank you!AD
Hi I am using the C api 3.2 on linux and would like to have a minimum loop the polls the sensors each frame. This is what I have so far:#include <iostream>#include <SDL2/SDL.h>#include <memory>#include <OVR_CAPI.h>#include <OVR_CAPI_GL.h>#include <chrono>#include <thread>using namespace std;ostream& operator<<(ostream& os, const ovrQuatf& quat) { return os << "q(" << quat.x << quat.y << quat.z << quat.w << ")";}ostream& operator<<(ostream& os, const ovrVector3f& pos) { return os << "vec3(" << pos.x << pos.y << pos.z << ")";}ostream& operator<<(ostream& os, ovrPosef pose) { return os << "pose(" << pose.Orientation << pose.Position << ")";}int main(int argc, char* argv[]){ for(int i = 0; i < argc; i++) { cout << argv << endl; } if ( !ovr_Initialize() ){ cout <
Hello,maybe someone from Oculus or someone with a DK2 can answer this: Will the DK2 come with Linux support out of the box (drivers for the camera?) and will the DK2 need a newer SDK than the one already available online?I'm not asking if there will be full Linux support (positional tracking, low persistency etc) in the near future but if this support will be there as soon as the first batch of Rifts will arrive.
Got it all plugged in and working, but I am getting an issue, I presume because the chromatic aberration correction isn't working properly. The different primary colors are not aligning properly, so I am getting colored "shadows" around everything on screen. Anyone else seen this, know how to fix it?
It looks like Nvidia announced their successor to the shield today.http://shield.nvidia.com/gaming-tablet/?utm_source=nv-mfg&utm_medium=banner&utm_campaign=ShieldTabletPromoI am hopeful that we will see the Oculus SDK officially support Android at some time in the near future, maybe in time for the successor to K1. Even though the PC will always trump it in graphical power, this little tablet has another ace up its sleeve... portability. Being able to grab the rift and a tablet when having to travel sounds much more enticing than lugging a SFF PC or overpriced laptop when i only want it to do one thing... render content.Half Life 2 and Portal now run native on android and it would be too cool to see Oculus support for this fledgling platform, even if you do need to back down on the graphics a bit to achieve acceptable framerates.http://www.theverge.com/2014/5/12/5709518/half-life-2-and-portal-arrive-on-android
There are a few ways to handle this:1 - require the player to physically look the angle they want to view the vr world in. This requires the most effort on the user's part but is the most immersive.2 - allow relative rotation via gamepad input method - less immersive but better for seated vr gameplay3 - make the rl players head rotation control player object rotation with a deadzone. This seems like best bang for the buck but haven't achieved it yet in Unity. I am working on it..I just wanted to know if #3 was the winner or if there are other solutions to solve this problem. Are there any premade unity packages that have this type of control out there already? If not, I will post something once I have a working prototype of #3
Hello.I'm exploring LibOVR API. I wrote app which creates grey texture and submits it to the Oculus drawing API.But there's one strange thing: It doesn't work without creating a framebuffer object (I get black screen). Only calls to gl*Framebuffer* are THAT piece of code and cleanup code. All the references to created FBO are THAT piece of code and cleanup code. Does anybody know, where is the trouble? What is the origin of this behaviour? (http://pastebin.com/kigH7eef)// ...BYTE *pixels;void initGL(void) { /* init GLFW, GLEW...*/ glEnable(GL_TEXTURE_2D); glGenTextures(1, &gltexture); glBindTexture(GL_TEXTURE_2D, gltexture); pixels = new BYTE[texW * texH * 3]; memset(pixels, 0x90, texW * texH * 3); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texW, texH, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); glBindTexture(GL_TEXTURE_2D, 0); /* generate framebuffer */ /* THIS piece of code */ /* vvvvvvvvvvvvvvvvvv */ glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferText
My app has problems setting the IPD. According to the Unity SDK documentation:OVRCameraController.cs - IPD: This field sets up the Interpupillary Distance (IPD) for the cameras, in meters. The default is set to either the average IPD value, or to the value that has been set by the Oculus Configuration Utility. You can also override this value if needed.To me, this sounds a bit ambiguous. -Is the IPD set from the Configuration Utility, or is it set from the IPD value on OVRCameraController?-If the IPD is set from the Configuration Utility, then why is this value available on OVRCameraController if it isn't doing anything?-If the IPD is set from OVRCameraController, then how do you force it to be set from the Configuration Utility?-If the IPD is set from OVRCameraController, but overridable via OVRCameraController, then how do you stop if from overwriting the IPD?-Shouldn't there be a tick box on OVRCameraController called "Use Configuration Utility IPD"?
I have an idea to incorporate the Oculus rift with two devices: The first being the MYO gesture control armband and the second being the AR Drone 2.0 Parrot. The concept being able to control the up, down, left and right with the Oculus rift and the forward, backward and spin motions with the MYO armband. The first will be using the Oculus combined with the current smart phone wifi control feature already set out for the AR Drone then once the MYO is released taking away the smart phone control and replacing it with the MYO. The objective being to simulate actually being the AR Drone 2.0.I want to know if anyone has had a simular idea and if so have they has a successful sync with the Oculus rift?link for the MYO: https://www.thalmic.com/myo/
I've tested both the old SDK and the new SDK using Unity Pro Water 4. In the old SDK it will render the shore line and foam around objects in the water just fine. After messing awhile with the new SDK I cannot seem to get the shore edge blend effect working. It works fine in preview however when rendered to the oculus camera's in play mode the effect goes away. Anyone run into the same problem or perhaps have some suggestions ? Also what's going on with the gray preview screen in Unity unless you have it set to Free Aspect?
I spent most of my last weekend watching Youtube videos of OR - mostly Emart and Jackscepticeye reviews. Good Lawd, this is seems impressive. I have heard many repeat the same comment and say, nothing prepares you for the experience other than the experieince itself. I have never tried one but I'm so excited about the first time. I placed my order a few days ago, so am not expecting anything until at least September. The first three I will be trying without doubt are, (even though I have now seen them a few times in 2D)Titans of SpaceBlue MarbleSenza PesoIt seems that one thing the OR or any good VR experience does very well, is unlock people's emotions. It is literally a 'shock and awe' experience by the seems of things and particularly, I would imagine with those experiences which are quite humling, like Titans.Well done to this community so far - amazing work.
I dont know if somebody already talk about this idea, but it can be a good thing to have a small cam on the headset so we can be able to see (by pressing a button?) whats going on in the room without removing the headset. It can also be useful to see and place our hands on the keyboard or to get any other device freely.Thanks for you attention,
I am not sure if any one has already discussed this. However Oculus is not that far off from such an idea.
Hi there!I have a 3D 360°*180° panorama image (one L panorama, one R panorama), that I can view with VR Player in side by side mode. If I had an Oculus Rift Dev Kit, I could check how the image looks in 3D. Sadly I don't :? So I would like to "emulate" the Rift by using simple red + blue glasses I bought from eBay. Is there a way to display the two panoramic images (L+ R) overlayed as an anaglyph image? So that I can get a 3D effect on my 2D monitor?Of course I would have to look around by using the mouse, but that would be ok ;)
Hey guys,I'm wondering what's the real resolution for DK2, I read an article that calculated for DK1, 73% of the actual screen space is used, and all other pixels are wasted.I'm not sure for DK2, what's the percentage of pixels discarded, would that number be lower because the design is different (I believe less light is blocked)?Thanks!
Hello everybody, I'm a student in computer engineering and I'm doing my master thesis right now.I'm trying to add a function in a unity application to make latency test automatically. By that, I mean to have the latency tester plugged on the Rift and make automatic latency test every X second (for example). I would like to know if it is possible to do it without pushing the button on the tester (I don't want to push the button 1000 times :D ).Thank you very much !Kévin.
As far as i can tell, the Cyberith Virtualizer hasn't been mentioned here yet so i thought id just mention it in case people had missed out.They put up a website this weekend:http://www.cyberith.comAnd there is a thread on mtbs3d:http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17954Looks promising as far as i can tell, but i also look forward to seeing the Viiwok.
Has this group come across peripherals that use SONAR for motion controls?http://www.ednasia.com/ART_8800516963_1000003_NT_4617341c.HTM?jumpto=view_welcomead_1406020237769The one advantage that I would speculate on would be reflection properties of sound vs light. Most objects reflect sound better than they do light and therefore physical obstructions (including the human body) are much less likely to obstruct sound from emitters. Consequently 360 degree sensory should be easier to implement.Alternatively additional emitters could be placed on for instance the hands (on gloves) to provide signposts if you will for the SONAR image.Thoughts?
VR Dev Weekly - Issue 15 is out - check it out here http://eepurl.com/ZPaxn Subscribe to never miss an issue :D
you know how in this video https://www.youtube.com/watch?v=KxyfWtFoHkEhe says the head detaches from the body when he leans back far enough..well what if make it where the body stays attached to the head so leaning back would make it like the chest and everything moves back and arms like in real lifelike the elbows straighten to make it look real and maybe the legs and torso move up when the head goes up and back you know? like real life? just copy what it looks like when you do that stuff in real life
I've been working on a game for VR, although I have no development kit to test with. I recently upgraded to the 0.4 SDK, and sent a copy of my game to someone who owns a DK1 for them to test. They see the Health/Safety Warning, but after that everything goes black instead of showing my game. In comparison, when I use "ovrHmd_CreateDebug" on my machine, everything works great (including distortion rendering).We are both running Win 8.1 64-bit, have the 0.4 runtime installed, and have 780 Tis.I'm using a custom-modified GLFW library with libOVR integration. The relevant source is here:https://github.com/anprogrammer/node-glfw-ovr/blob/master/src/glfw.ccAt launch I call:1. Init2. EnableHMDRenderingFor each frame I call:1. StartVRFrame2. Bind the render target3. Call StartVREye, draw eye 04. Call StartVREye, draw eye 15. Call EndVRFrameAny ideas are much appreciated.
Hello,Is there any information on how to place the positional tracking camera, please?What I have found for now is that the camera should be between 0.5m and 2.5m in front of the user but I am looking for more precise information.I work on a cockpit and I need to know what is the best placement for the camera to update my CAD before building it.Thank you.
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