PCVR/Link Development
Recently active
Hello all, first off, I apologize if this topic has been brought up in the past, if so, please scold me I and I will continue my search else where, but I'm looking for some development advice.My trade is in software engineering, Backend database modeling, client-server interactions, security enforcement, front-end UI design, stuff like that. With modern client-side frameworks AngularJS and Ember. Suffice to say, I have a fairly good grasp of software development. When I have absolutely ZERO understanding of whatsoever is 3D graphic design, nor game development. I of course could whip together a full client-side javascript game such as checkers, or pong if I wanted to, but it's all from my software development background. Some of the most relevant books I've read when it comes to coding was the book "Code" (if you haven't read it, it is amazing, it literally takes you from electrons to x86 architecture step by step). And stuff like the Head First series (Java, JSP, etc). What I am DYING
Hey everyone,I'm working on developing an application to allow for the Rift to act as a sort of inertial navigation system. The only really important information that is necessary for the program to function correctly is to have accurate and consistent readings on the velocity the rift is moving at. The rift will be moving in linear translations--not leaning forward or backwards but walking.I've been able to get acceleration readings and have sanitized these to get rid of the gravity component (battling with the Equivalence Principle). The issue comes in that the acceleration readings are coming out to be very strange--lots of positive accelerations while the object is slowing down in the positive direction or negative acceleration while the object is speeding up in the positive direction. I use these readings to determine velocity using kinematics and the concepts of infinitesimals. I believe that the velocity (and the acceleration) are being thrown off by noise readings and plan on p
Hey, I'm wondering how does real-time streaming for Oculus Rift work? In addition to compression, the streaming process also involves image distortion. How much latency would the additional task of image distortion add (using a normal computer)? Are you able to distort the content from Netflix or ESPN without their permission?I also posted the same question on mtbs3d...http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=19833#p152872
Hey!I've made a full mocap animation set for indies, just as good as I would do for a triple A game, at my day job. It's general movement of male character - walking, running etc., with all the transition aniamtions. It's already cut and ready for gameplay.I thought that expecially Oculus Rift devs could use it, life-like animation adds a lot of immersion. Normally, to produce 90 animations like this, costs tons of money and a lot of time, but here you can surely afford it :)Tip: If it comes to Rift, these animations, in their raw form, are more suitable for NPC movement. This is because all the swaying and head-bobbing the character does (well... we do it in real life). This is not very comfortable for people without their VR legs ;). If you want to use these as your Rift "personal body", you can do 2 things:1) Don't connect the OVR cameras to the Neck, but to the Root, and then Set Rotation (every frame, late update) of the Neck to fit the Right Camera in OVR. You will probably have
anyone have an idea of the size and specs of lenses that would work well with an ipad mini retina screen? I want to attempt to build a test rig around that screen.("in before LCD screens have motion blur")
Hi all,it seems the guys from Epic are interested in a better workflow for users who use Blender to produce assets and other stuff for use with the Unreal Engine 4.https://forums.unrealengine.com/showthread.php?16011-Epic-Donates-to-the-Blender-Foundation#post90183Our goals for supporting the Blender Foundation are:1. Ensure a smooth FBX workflow between blender and UE4.We basically want to make sure there is a smooth export/import pipeline between Blender and UE4 and UE4 uses FBX. Improving Blender's FBX pipeline is going to be beneficial outside of just UE4 interoperability.2. Find a way to harmonize controls between blender and UE4.Given Blender's extensibility and configurability we would like to see an option to have UE4 style viewport controls as an option to make it easier for people to back and forth between tools.3. Support approachable and free 3D modeling tools to aid community.As a big fan of both (Blender and UnrealEngine) this is great news for me, so i just wanted to sha
I've done a bit of searching... how are people going to handle the clipping/collisions/bounding of the head/cameras once positional tracking is here?It seems to me that the head will need a separate bounding box and the camera will have to be restricted to that. Is that something that will be in the next DK2 version of the Oculus SDK, or are we all going to come up with our own implementations?
I'm having trouble getting my Lens Flares working using the Oculus Camera scripts. I can make the lens flare show up when it's somewhat close to the camera however after I exceed a value of +100 Z the flare dissapears regardless of clipping planes sizes. Is there something I'm overlooking here ?
I was doing some research on an adjustable focus lenses for the DK2 and what I found is that you could use something called a diopter to adjust for eye focus. I'm fairly sure this is the part but what I'm making reference to the adjustable eye focus on a DSLR camera viewfinder and I was wondering if that could be put into the Oculus Rift lenses. That way I'll only need a single pair over 3 pairs of lenses and I'll can use the oculus glasses free.My B lenses are slowly getting scratched to oblivion from my glasses.Do you think this would work?Tripping in the Rift.
Hello everyone! I decided to make a tutorial on how to setup the rift. Here it is below!https://www.youtube.com/watch?v=rsM58il-rVAI am making an oculus series playing dishonored!I hope you enjoy, thanks!
Hello! Oculus Rift developer!I'm newbie in oculus rift development.and please understand my bad english.I have tried to send oculus rift rotation data to opengl model.If I rotate the oculus rift, cube model in opengl rotate likewise.so, I used this functionpose.Rotation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&hmdYaw, &hmdPitch, &hmdRoll);I got yaw, pitch, roll data.and I send them to cube model after they were changed from radian to degree.and I used this function in openglglRotatef(rotationY, 0.0, 1.0, 0.0); glRotatef(rotationX, 1.0, 0.0, 0.0); glRotatef(rotationZ, 0.0, 0.0, 1.0);but It is not working correctly.Once I tried to confirm yaw, pitch, roll data, they varied continously.I think that the cause of the problem is that.I really want your help or advice!!If anybody knows about it, please teach me all of thing!Thank you very much!and I wish you understand my bad english! :lol: :lol:
Hello, I want start a game company. Just me, what I've been doing, but just get it all legally legit. What form do I have to fill out and send to who? Thanks
I'm trying to figure out what the best set of tools would be for:1) Building environments ex. my own house - ideally software that is flexible, easy to use... I've used Hammer (HL2), MaxED (Max Payne map editor), Google Sketchup... those type of programs were great.2) A way to important that enviroment, maybe add some functionality, but mostly just walk around and explore.What's the best way for someone who doesn't want to jump full on into 3d modelling to do this?
Hi,Didn't take too long to modify the earlier example (thread) to work with the new 0.3.2 release.I think the OGL.Window field in ovrGLConfig is just a leftover because you can pass NULL without any consequences. Luckily, at least, the OGL.WglContext and OGL.GdiDC fields are gone making it easier to do the OSX/Linux port. I'll will try the OSX version this afternoon.EDIT: Still a bit of OpenGL state restoration to do after ovrHmd_EndFrame() if you want your own vertex arrays to work: GL_ELEMENT_ARRAY_BUFFER and GL_ARRAY_BUFFER.EDIT: Modified so it should work on Linux (thanks yombo and rjoyce). I don't have a Linux machine so please check. Next up OSX!EDIT: OSX "support" (big word, just some preprocessor defines). GLFW will create a 2.X context, at least on my machine, so the deprecated functions will work. If not let me know.Thanks,Daniel// GLFWOculusRiftTest// (c) cThrough 2014 (Daniel Dekkers)// Version 2014052305 Based on OculusSDK 3.0.2 Preview// Windows, Linux and OSX#include <
VR Dev Weekly - Issue 13 is out, check it out at - http://eepurl.com/YU3Dj=================================================================Hey guys, we've just launched weekly newsletter for VR developers. Right now we focus mostly on Oculus Rift. We cover news, components and tools for software developers as well as business and marketing. Check it out at http://vrdevweekly.com :D
EnumDisplaySettingsA works fine when I pass nullptr, but when I pass hmdDesc.DisplayDeviceName it returns no results. Does anyone know why?Using nullptr isn't an option, because my laptop screen can't do 1280x800, so the mode I need the other display to use won't be in the list.const char *g_hmd_device_name = nullptr;g_hmd_device_name = hmdDesc.DisplayDeviceName;wxArrayString GetListOfResolutions(){ wxArrayString retlist; retlist.Add("Auto");#ifdef _WIN32 DWORD iModeNum = 0; DEVMODEA dmi; ZeroMemory(&dmi, sizeof(dmi)); dmi.dmSize = sizeof(dmi); std::vector<std::string> resos; while (EnumDisplaySettingsA(g_hmd_device_name, iModeNum++, &dmi) != 0) { char res[100]; sprintf(res, "%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight); std::string strRes(res); // Only add unique resolutions if (std::find(resos.begin(), resos.end(), strRes) == resos.end()) { resos.push_back(strRes); retlist.Add(StrToWxStr(res)); } ZeroMemory(&dmi, sizeof(dmi)); }
Hello there :)I'm back once again thinking about buying the devkit2 now that the release date is getting much closer.If i remember right the release is sometime in August?Anyway, i havn't checked in on what's going on with the dev kit 2 in a few months now being busy with work and what not. I'm back to wondering if i want to order it or not. So i thought i'd ask some general questions. Being that it has to render 2 images at once for the vision, does that half your frame rate in games? So if i high detailed game is just barely working at a good frame rate for you, would the oculus push it over the edge to where it can't play the game aswell? could i have the game i'm playing display on my computer screen at the same time? and preferably just one eye's vision? I already know how to 3D model, texture, rig, and animate within Blender 3D. If i make the jump to buying Unity 3D to develop games to play on the rift, is there a place where people can post them for others to try and
I'm currently working on adding Oculus support to a simple game I started working on years ago but never finished, and I realized that in order to use timewarp to increase the perceived frame rate, it would have to be done asynchronously. I modified my code to use 2 or 3 eye buffers (for double or triple buffering) and moved the calls to ovrHmd_BeginFrame, ovrHmd_EndFrame, etc., to a separate thread - it sits in a loop, waiting until the TimewarpPointSeconds value, then chooses the newest frame from the eye buffers and presents them to the Oculus SDK.On Linux, this works great. I can enable options that kill the frame rate (such as not doing any visibility calculations and just drawing everything), and I can still look around fairly smoothly.On Windows, however, doing this completely kills performance - it's worse than just doing it all in one thread. I traced the problem to the Windows SwapBuffer call - if VSync is enabled, it will cause all other OpenGL calls to hang until it returns
Could any developer make this dream come true for me? :D Alright, not sure if I should put this here or in general forum since I'm not really a developer, but here is the thing:I was part of a community called "Zeq2-Lite" This is an open-sourced and mod expandable project based on a highly modified ioQuake3 engine foundation and features many true-to-reference DBZ visuals and mechanics. It contains a custom from-scratch particle system as well an extended number of configuration files that can be used to control character skills (visually & mechanically), world particle effects, forms / transformations / tiers, music playlists, and other aspects.Right now this is more of a "sandbox" type of game, where you can go online in a server, and have battles with each other, but this game is far from finished, but playable for some extend, I enjoyed it for many years.Now the ultimate dream for me is to actually "BE" in the dragonball Z world, and I think this project gives the oppurtun
Hi All,I've been writing some code interfacing a .NET application with the new Rift 0.3.1 code. But it's producing some strange effects.I'm using the SDK rendering (a texture per eye) and although I get something showing up when I render, the are pushed out to the side. The cube is rendered dead centre of the texture but comes out like the picture below.editJust to say that this is using OpenGL with OpenTK driving the GL on the .NET side. The Setup follows the examples as far as I can see. eyes[0].Eye = ovrEye_Left; eyes[1].Eye = ovrEye_Right; eyes[0].Fov = hmdDesc.DefaultEyeFov[0]; eyes[1].Fov = hmdDesc.DefaultEyeFov[1]; eyes[0].TextureSize = renderTargetSize; eyes[1].TextureSize = renderTargetSize; eyes[0].RenderViewport.Pos = Vector2i(0,0); eyes[0].RenderViewport.Size = Sizei(renderTargetSize.w, renderTargetSize.h); eyes[1].RenderViewport.Pos = Vector2i(0,0); eyes[1].RenderViewport.Size = Sizei(renderTargetSize.w , renderTargetSize.h); eyeRenderDesc[0] = o
So i often hear people describe the rift as "looking through ski goggles" as you can see the big black rims round the edges, and this ruins the "immersive experience" for some people. Im sure this question has came up before, but will/does oculus plan to make the screens bigger so your eyes dont see the black edges, instead only the edge of your vision like real life? And if so, when do you think this will come into play and why hasnt it been done by now?
Like many I am waiting impatiently for my oculus to arrive so in the mean time I thought I'd ask the community, especially those with DK1 experience and formulate a plan.So what should I be doing before the oculus arrives? I'm a Unity developer with pro version, doing open world, melee based game.What should I be reading? What limitations do I need to be aware of.Any ideas welcome.Roy
Hi there,I would like your input on some idea's i had today.Haptic glovesI have a question about these. Why do most of them use a pull mechanism instead of a button like push one?Wouldn't it be better to have a Razer hydra like controller with a button for each finger that can "push back"?If one would use a band to hold the controller to the hand you can have your hands in an open postition and whenever your virtual hand grabs an object the tall buttons lock in the corresponding positions for each finger. What do you think?Desk ChairWhen using head movement separate from your body in a fps. Sometimes when you look around.. your forget where in the virtual space your hands are.I was thinking of a small desk (that can fit your mouse and keyboard) attached to your chair. The chair and desk should be able to turn separately from each-other and both turns should be tracked independently in VR. This way.. wherever your hands are in the real world.. there is your gun. The chair should be very
It would make things so much easier if oculus made a camera and software solution to easily and relativly cheaply capture 360 video.If it was around 1-2k i wouldnt think twice.
* The include files are in the Src folder rather than in the Include folder.* All the include files require you to include "Kernel/OVR_Types.h" first, or they don't work. That is just silly, if they rely on OVR_Types.h they should include it themselves. I think the only thing they need from OVR_Types is OVR_OS_WIN32 etc. * OVR_CAPI_GL.h requires wglext.h, glext.h, and gl.h. But the only thing it uses from them is a single usage of the type GLuint in gl.h, which you could have just replaced with an unsigned int and avoided all the OpenGL headers. I had to download and add wglext.h to Dolphin for no reason. You could even have just put all the OpenGL stuff in OVR_CAPI.h if you used "unsigned int".
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.