PCVR/Link Development
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OpenGL provides a mechanism to render the same output multiple times to different viewports via geometry shaders. Once of the examples in the red book actually shows multiple different views of a single 3D model. It seems like it should be possible to adapt this technique to perform both eye rendering passes concurrently.Set up distortion rendering to use a single offscreen textureSet up the viewports to each target half of the textureAdd a geometry shader which uses instancing or geometry amplification to effectively fork the incoming vertex processing for the two viewsApply the projection matrices and per-eye translation offset matrices in the geometry shaderYou'll still have the same amount of rasterization and fragment processing, but you'll only have to do the vertex processing once. It seems like this would be beneficial if your bottleneck is somehow in the vertex processing, although from my reading that's usually tantamount to saying your bottleneck is in the OpenGL call lay
I'm planning on making a scifi short film for the Oculus Rift and am trying to find a suitable program that will allow me to previs the entire project so I can present an edited version of the story for potential funders. Naturally, traditional storyboarding won't really work for the 360 X 180 FOV.I'm hoping that Source Filmmaker or Crytek's Cinebox would be some options but I'm having a hard time finding clear info if it's possible / what the workflow would be.Any ideas? Huge thanks in advance!!
I wanted to get a feel for how much interest there was out there for a game as such. A multiplayer vr game where instead of shooting other players directly, you use the level / environment around them to defeat others. Basic example would be platforms on very tall stilts and players must shoot the legs to make the platforms fall. I've created a basic example but keep in mind I didn't spend very much time on this. It's just a concept demo and not a production quality demo in any way. It's not even multiplayer. I only wanted to judge interest level in this project for now.https://drive.google.com/file/d/0B0UKIsZgsqL7c0FXWkhsYjNHZ3M/edit?usp=sharingFor improvements I imagine varying heights of platforms, maybe different levels of platforms? portals? who knows, I'm also in the inspiration stage and open to ideas and thoughts for improvements.Or maybe this idea is a bust and I won't waste any more time on it. It's up to you! So shoot.PS I really loved Blast Corps 64 as a kid and want more e
Would Visual Studio Express (free) cut it for developing with the Oculus SDK? Or would I need the pro version?I'm coming from a Mac development background, where you just have one version of XCode.
Hi everyone,I'm a 3D artist using Unity and Oculus. I know just a little bit of code and I haven't worked with audio a lot. (I do know my 3d stuff.) So, I made a simple scene, with an island and a waterfall. I'm trying to get good audio at the waterfall and at the seashore. Unfortunately, my knowledge fails me here.1- When I face the waterfall, I hardly hear it. When I turn my head to the left or right, the sound is very loud in one ear. Basically, my problem is; why is the volume so low when I directly face a 3D-sound? How do I solve this?2- The seashore is quite long and the sound should be on the whole shore, equally loud. I tried to add an invisible object and apply the sound to that. It seams the sound is located at the pivot-point, not along the whole object. Am I right? I tried to add many sound-objects along the shore. Still, this works very poorly when I walk along the shore, through the different sound-objects. What would be the best way to approach this problem?3- The Dopple
i haven't had chance to download the new SDK yet but before I do, I wan't to clarify something. ovrHmdCap_ExtendDesktop will force the device to behave like a second screen, as it did before, right?
Could someone who has Visual Studio compile the SDK into a DLL that I can link to? I'm trying to adapt it to work in MinGW, but I'm running into some problems.If the SDK just included a DLL, then I could load it with SDL_LoadObject and not have to bother with trying to coerce it to compile with MinGW.
So I've been able to tweak the LibOVR project so that it compiles to a DLL rather than a static library. To do this I've added the following dependencies in Linker->Input->Additional Dependencies:msvcrt.lib (msvcrtd.lib for debug)winmm.libsetupapi.libI've also changed the Target Name to be libovr for both Win32 and x64 platforms. The reason I'm doing this is to be able to P/Invoke LibOVR from C# and I want it to work with AnyCPU (I'm loading the appropriate Win32/x64 library manually). I'm developing a .NET wrapper (which I intend to release as a NuGet package) and wanted to use the new C API rather than wrap the C++ classes in CLI/C++ like RiftDotNet does so that its easier to maintain.So far so good but I was wondering if there were any plans to release LibOVR as a DLL rather than a static lib in the future? (I'm not a big fan of changing project properties, and I think it goes against the terms and conditions of the license).I also had to change the OVR_EXPORT definition as it
As far as I know, the DK 2 will ship with two eyecups, A and B.Looking at the source code, there seems to be a "DK2 A" eye cup defined, but no mention of "DK2 B". Basing off of DK 1 eyecup code, I'm guessing DK2 A and B will be the same family and won't be any differences in constants?I'm speculating here, but I'm guessing that the config util just always stores "A" in the profile or the code only ever uses that one "DK2 A" enum? Like if I choose the B lens in the config util, it won't accidentally fall back to "DK1 black"?Well hopefully my DK2 will arrive tomorrow so I can find out my worries are unnecessary :D
I need my software to also work on computers that don't have a Rift or any Rift drivers or Runtime installed.How do I go about that?EDIT: Answer: Nothing special seems to be required. Without the runtime installed, the SDK works fine except that it doesn't detect the Rift.It would be nice to be able to inform the user that they have a Rift but no runtime though. But it's not essential.
Any idea when the new SDK will drop? Should I assume its ready since were shipping?Thanks
The project compiles correctly as a lib but trying to compile it as a DLL (like I did successfully with 0.3.x: https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=7979) and I get linker errors with the LongPollThread class. The header file (Util_LongPollThread.h) is referenced but not included in the project. The implementation file (Util_LongPollThread.cpp) also exists but is not included in the project. When I include it though it has an undefined class: Watchdog. After commenting out the lines that use the watchdog, I'm able to successfully compile as a DLL.
Hello guys, I am writing a program totally in c++ where there is a virtual hospital and doctors can do surgery on patients' body. I just started my project and I am trying to modify the "OculusRoomTiny" code to load a .x file of human body. In the original code, it uses PopulateRoomScene function which uses scene->World.Add() function. The function in directX to load a .X file is D3DLoadMeshFromX. My question is: do I have to use scene->World.Add() to show the image on the screen or can I use DrawSubset?Thanks,Kuo
Hey all,Since the acquisition I was hoping on start working with the new tools possibilities given by RakNet but I was hoping to find some more in depth tutorials and information about RakNet,I was hoping they will surface shortly after the acquisition but it didn't happened (or I've missed it),Do any of you guys already working with RakNet? any pointers ? Thanks in advance
I am wondering, what would be a good choice of HD cameras (2) to put on a physical head model (or in front of the HMD if you want) that would have the correct fov and at the same time, best fps, light sensitivity etc.. ?I tried using two cheap webcams but it simply is not the solution, but ok for development.Thanks!
Let's explain a little further shall we? I want to make a rift game. I've made a few demos I guess you could say, and would like to further it into a full game. What I'd like to do is a typical first person shooter, kill the enemy to win type of thing. I'd like it to be scifi and I am definitely going to do it with the rift in mind, but I can't decide which would be better. A first person... person, wearing an exo suit (hovering and things of that sort will be included) or a mech like game (think hawken, as far as speed and such).I should note that at the moment, I'm a single person that would be doing this, and the goal is to have a full and complete game in around 8 weeks (doing a local thing that's to help you get better at game dev and is an 8 week process). I'd like to have bare minimum 1 level, and at least two game modes (at the least, deathmatch/teamdeathmatch, and ctf). Beyond all that, I'd "like" to integrate my grappling hook like mechanic from the Attack on Titan thing I've
I was browsing the net and saw a P5 glove for 20 euros, and i am wondering if it is worth it. Can it be used with unity easily? Is there a newer cheap alternative? Is the leap motion miles ahead?
I am searching a lens for my camera to match the field of view of the Oculus Rift DK2. But I didn't find anywhere the exact field of view horizontally and vertically for the DK2. Does someone know that information?Thanks for your help,jolau
I'm playing around with the Oculus SDK and had some questions. Is there any documentation besides the short SDK_Overview doc where I can find more info, instead of bothering people with basic questions?1) What units are used for the positional values returned from the Oculus, like the pose position? Meters?2) With the DK1, how are the values of the pose Position determined, since it doesn't have the DK2 camera. I kind of thought the Position was a placeholder that would contain zeros for DK1, but would return the real values from DK2. But they are not zeros for DK1.3) Do the eye Position values include the IPD offsets, or is IPD a separate positioning that I need to apply manually?ThanksRock
Hello,at the moment I´m working with DK one but I can hardly wait to get DK2.Thus I´m going through the options I´ll gain using DK2.The specs give different parameters for the refresh rate of 75, Hz, 72 Hz and 60Hz and the persistence of 2ms, 3ms and full persistence.How do these parameters have to be combined? Can i also use 75Hz with full persistence for example?And how will I set this?regards blue shark
Is anyone aware of someone that is developing Oculus for use in Emergency Medical Services (EMS) simulation. It is challenging to provide meaningful simulation to EMS students to hone their Patient Assessment and Treatment skills. Oculus appears to be an economical platform for this. It would also be helpful if other students could view the experience on a classroom monitor for group critiques.Thanks,Vince McGregorAsst. Prof. of EMS EducationLord Fairfax Community CollegeMiddletown, VA
I'm getting several errors after updating to SDK 0.3.2:No member named 'Projection' in 'OVR::Util::Render::StereoEyeParamsWithOrtho'No member named 'GetIPD' in 'OVR::Util::Render::StereoConfig'No member named 'SetIPD' in 'OVR::Util::Render::StereoConfig'No member named 'InterpupillaryDistance' in 'OVR::HMDInfo'No member named 'HResolution' in 'OVR::HMDInfo'No member named 'VResolution' in 'OVR::HMDInfo'No member named 'SetPredictionEnabled' in 'OVR::SensorFusion'No member named 'SetHMDInfo' in 'OVR::Util::Render::StereoConfig'This is not exactly a stable interface!Where's the guide on upgrading from 0.2.5 to 0.3.2?
Are there 3D models available of the outer dimensions of the upcoming DK2? I'm designing a Leap motion controller mount and wanted to be sure to avoid the LEDs on the outer shell and get the fitment right. Im trying a new semiflexible UV curable resin for my printer :)Any help would be greatly appreciated.Thanks,Dan
Hey everybody,a friend of mine and myself developed a camera system that synchronizes with the OculusRift. It falls in the category of Moved Reality Systems. Check it out and tell me what you think of it. btw the blog is in german but i think the Google "translate site" button works just nicelyhttp://movedreality.blogspot.de/
HiI think that today there are two camps around virtual reality, developers and consumers.Soon many people are going to have Dk2, many of them will be FANs of Virtual reality and will demo their units or just go ahead and play on them.One of the things that I think is important about virtual reality is that we are definitely one, about it, about it's necessity, its wanting need, its emotional impact and ability to community education, facts, distance, space, every thing! Virtual reality is basically awesome but we cant easily make our dreams come true in it easily.Ill give an example.Say you wanted to don a DK1, or Dk2 and attend Woodstock. Or watch the hindenburg disaster, or splice the eath into cross section for a high school narration of the earths crust and fly by, walk through. How would you do that?There are people here that are magic, they can open up their VR development Engine tools, their AUDIO development tools, and in short order creating highly impacting interactions with
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