PCVR/Link Development
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I'm curious to create a walkable VR experience.What sort of gadgets, sensors, software, do you need to accomplish it?
Given two developers, and only one DK, are there any established practices to use a mockup object to ease development?Can the SDK device manager provide a "fake" device or mockup object which can be used for development and debugging code while the actual DK is not connected to the computer?I'm thinking along the lines of just supplying a steady head, or a continuously rotating head, and a screen that is actually a 1280x800 portion of the desktop.
Does the SDK provide a "raw" sampling mode? I Looked through the Oculus_SDK_Overview_0.3.2_Preview2.pdf and could not find any equivalent method. If not, is there a JTAG (boundary scan) header on the hardware to allow for direct pin sampling? Or an I2C, SPI, or other test point for the raw sensor data?Thanks,Dan
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So with the updated SDK around the corner, I probably picked the wrong time to ask this question, but I tried implementing the sample code on the SDK Docs intro (https://developer.oculus.com/doc/html/index.html#intro_sec), and when I got to the point where I wanted to output the HMDInfo data, I received an IDE error that these methods don't exist:std::cout << Info.HScreenSize << endl;std::cout << Info.VScreenSize << endl;I properly linked LibOVR.a (in XCode) and set up my header search paths. Everything compiled OK once I removed these lines.Did I miss anything, or should I just wait until the new SDK is released?Thanks,- Scott
Hi!Im planning to build a compact 360 motion seat (like the One from bsmotion) with the oculus rift.The thing is, the camera will give me the correct movement since it is mounted within the simulator, but the internal gyro will not... How can I fix the problem? Can I filter or correct the value given out of the oculus by substracting the current angle of the motion simulator?I didnt start working with the SDK, thats why Im asking :)
dear Mr./Ms:Hello,I JUST sincerely want a paroduct information (.pdf) about the development kit2. I am glad to waitting for your reply. THANK YOU.
I am planning to do a bit of development for the rift since forever. I would love to make something using a free 3D Engine like Irrlicht. Problem is there are no tutorials out on how to integrate the Rift within Irrlicht or Ogre (with the lastest SDK using SDK rendering).So my Question is: Is there someone out there that would be so awesome and write a basic hello world oculus rift app for irrlicht or/and ogre. Maybe simply by using the existing basic Hello World and adding just the rift with a few comments.It doesn't even need to be Irrlicht or Ogre. It just should be somewhat easy to learn and run on Linux.Thanks in advance!Link to Irrlicht Example 1: http://irrlicht.sourceforge.net/docu/example001.html
Would the Lenovo Y50 or new Razer Blade be able to give 1080p 75fps or at least 60+fps? The Y50 has an 860m and the Blade has an 870m.
Hi,Because a lot of demos are now running the 0.3.2 SDK, and I need to make a new user profile to get the neck model to work again (we found that out in a thread somewhere, 0.3.2 having trouble with old user profiles and destroying the neck model), I want to run the 0.3.2 config util on this old XP hog of mine. To no avail -- it needs d3d10_1.dll, and as far as I understand, I can't possibly run that on XP (right?) .The config utility doesn't even start for me now. Am I just out of luck or is there something I can do (besides getting a new windows box, that's in the pipeline but might take a while). Live without the neck model?PS the XP hog isn't my usual computer, that's my macbook, but, well, sadly most demos are windows only.
Would it be possible to do a prescription type fittings for the real consumer version for the ultimate custom tailor fit? :ugeek:
Just checking with everyone if anyone else got this email today We are preparing to start shopping the oculus Rift dk2 plus take a moment to. Update your shipping and billing details I'm hoping I was in with the first batch Cheers guys Hope it's a sign it's moving forward now James
Will there be a color profile for the DK2, like an icc file made from a calibrator? I assume the color gamut of the panel is around %100 sRGB? Also, I read that the dk2 will have a properly calibrated gamma ramp, will it also be calibrated considering the unique viewing conditions, like luminance/black point/contrast/temperature?
At 42:00 Dov Kats says they want to go up to room sized tracking for the consumer version. https://www.youtube.com/watch?v=dxbh-TM5yNcSo motion controllers would go naturally with that. Sucks to be a third party motion controller company.I posted that on another thread but it got me thinking.VR matif Oculus are going for room sized tracking with motion controllers for CV. Do you think this would be a cheap alternative to virtualiser/omni. A roll out mat with an inflatable rim. A USB pressure sensor embedded in the rim detects when and where you tread on it moving you in that direction. That this requires you to start moving you feet in the desired direction with the amount you lean controlling speed might decrease motion sickness hopefully. A similar idea might be 360 degree balance board but the mat with inflatable rims could be made larger easier and could be rolled up so the boxes take up little space in shipping containers, shop shelves etc.
Hi guys,We all know that the first DK2 batch is hold one week for waiting new SDK release.So, I was asking myself what the new SDK may add in term of functionality (not bug fixes and stuff)If you have ideas, you can post them here ! :DEven if we are wrong, it would be interesting to see what the dev comunity wants from OculusVR.Personaly, I'm actually working with Ogre, I have a functional integration of 0.3.2 on Linux/OpenGL now but I'm trying hard to have flawlessly a full screen rendering on the rift only... (I have various windows management problems in fact)The way the SDK work right now (in case of SDK Distortion Rendering, manual stuff stays manual stuff ^^") is "Create your window and then pass it to the SDK" (ovrXXXConfig struc)I think I would found simpler to get an OS specific window handle with a window correctly set-up by the SDK and then putting my stuff inside (or just giving the 2 textures conainign both eyes renders, and let the SDK take care of it)your turn ! :-D
Hello, I've been watching this product development for a while. The idea I'd like to throw out there is not a really cool graphic idea but more of an efficiency one... I was thinking that it would be really cool to build a driver so that I could have a gigantic screen for writing code. A user could lift or lower their heads to view code in a much "larger" window. Or, left and right to view different code windows, tools, or the running program. I've got a lot on my plate at the moment but I may be willing to look at this later if no one else picks up on it...
While I'm waiting for the DK2 I'm looking to do a little project for fun to whip up something similar to Google Cardboard except with compatibility for the Galaxy Note II. Anyone have any suggestions for where to buy lenses? Also any suggestions on casing material. I don't have a 3d printer unfortunately and would like to avoid working with cardboard if possible. Also if anyone has some related tips those are also welcome :D Cheers!
2 gloves. http://www.wikihow.com/Count-to-99-on-Your-Fingers you can have a combination of 99 different buttons with only touching the palm of your hands with you fingertips. By example, you can have an easy combination of 30 buttons in a very simple way, one finger touching the palm of your left hand will be the "button set", there are 6 button sets for a total of 30 buttons. The first button set would be no left hand finger touching the palm. Since I don't have native english it's hard to explain my ideas so I made a video so you can understand better. as of how would the gloves work the palm would send constant energy and the fingertip of each finger of the glove would have some kind of sensor. Please pay atention to how I use my thumb.https://www.youtube.com/watch?v=WFteWGd2HjQ&feature=youtu.beI like the glove idea because I think that kinect would get boring after playing for a long time, you cant play it when you are in bed and the joystick would make Oculus Rift look like j
Are any developers here using DIrectX 10 and relying on our SDK support for Direct 10?From what I understand, in almost all cases, you can use DirectX 11 with feature levels to support older Dx10 hardware on the same Windows platforms. So people should be covered with just using Dx11.Any thoughts on this?
I wanted to implement a curved screen mode in Virtual Desktop (viewtopic.php?f=29&t=8182) so the approach I took was to essentially render the desktop without distortion so that the pixels map 1:1 with the screen on the rift. If I used the default FOV, my eyes were not able to "converge" on the image. After a bit of trial and error I found that reducing the ICD (hopefully I'm using the right term) in half allowed me to correctly see the image without convergence problems. I essentially reduced the LeftTan and RightTan difference between the FovPort of the left and right eye. This somehow gave me a perfect angle when I looked at the image in the rift.I wanted to ask if there was a more scientific reason as to why I had to do this? Will this work with different IPDs and perhaps different Interaxial Distances in future HMDs?Thanks!
Introduction - irrelevant for the topicHi everybody, I have been lurking for quite a while and now decided to post for the first time. I am a physicist from Germany who develops OpenGL software as a hobby. However, I would not mind if 3D graphics became a part of my work as well and since I will have to look for a job soon (just got my PhD), I created an OpenGL demo (no commercial engine, just basic OpenGL) to showcase my capabilities. This demo is now on the verge of becoming a full game, although I am not expecting to become a game developer (I will probably develop engineering software - after all, I am a physicist).So, I am developing this OpenGL game and have created a defered shader pipeline. I have read several times, that I should render at a higher resolution than the native screen resolution of the OR as not only some pixels are lost from the distortion, but some will (obviously) be stretched over multiple pixels of the distorted picture.Is it possible (and a good idea) to re
I'm wondering if anyone has set something up like this before. I'm going to start modelling the cockpit soon, and I'm wondering in a general sense how I will end up setting this up. I'm thinking I would have 1 camera per monitor positioned where the players eyes would generally be, oriented toward the center of their respective monitors. The clip planes would then be set to just outside the vehicle. I would render from these cameras and use the renders as guides for the UVs of the monitors.Does anyone have any techniques they would like to share for doing something similar?
It sure has with me. I have always been curious about game development but since I've seen the rift I decided to dive headfirst into it. Anybody else in the same boat?
I was in one of Arch Virtual's environments the other night, feeling better than the rain falling Philly. Had a really dopey idea that it would be cool if there was a rift compatible IRC client that developers could drop into their environments. I don't so love the second life experience of lots of crummy looking avatars running around, mostly because I think that human modeling and animation is tough to get right, whereas the built and natural environment seems a lot more realistic. Thought it would be cool to have a text interface though and sort of be able to say to someone "hey, I'm over by the piano", and carry on a conversation.Is that a really dumb idea? Thoughts? Worth working on?Samwww.samhalperin.com
http://blog.gsmarena.com/future-smartphones-and-tablets-will-allow-you-to-feel-what-is-on-the-screen-thanks-to-this-new-touchscreen-technology-video/Imagine this, but as a bodysuit instead of a smartphone screen. Being able to physically feel textures in the game.Combine that with the basic tracking functionality provided in datagloves / tracking suits and an oculus rift and you will essentially be in another world.Would that be creepy or what? Having the feel of blood on your hands after killing a prostitute in GTA cutting steak in cooking mama 2.
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