PCVR/Link Development
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I apologise in advance for the total n00b question, but so far my entire experience with UE4 is that I've subscribed, downloaded it and gone ooooooh at some of the samples from the marketplace.When the new SDK comes out with support for DK2 what's the process for getting it into UE4? I've found a couple of threads on the Unreal forums that pretty much say 'grab the new SDK and compile your project with it', but are a little light on the details of how to do that for us Unreal virgins.Can anyone point me in the right direction at all?
Hi,I'm trying to extend this example thread with multisampling.There are to my knowledge three levels at which I'm able to interact:1) The window itself (the default frame buffer). Multisample hints that I can pass on to GLFW before it creates its window.2) The offscreen FBO. I can create a multisampled FBO, with a multisampled texture- and depthbuffer.3) The Multisample member in the ovrGLConfig header struct. I don't know what that does but it will undoubtedly be of influence during the distortion mapping (we have a pretty high resolution texture to begin with).I'm trying different things but not much luck yet. I would prefer understanding what is actually going on. Any suggestions on this?Thanks,Daniel Dekkers
Is anyone using Pixy camera as an input device for finger tracking using color tape?
Is there anyone with some general expertise/knowledge on what the external camera coming with the DK2 will be capable of? More specifically, I'm curious whether or not it's powerful enough to be able to also detect, say, certain hand motions in front of it, which could initiate programmed responses, or if a separate sensor would be required for that. Based on what I've seen the sensor cam do, I wonder if it could be programmed to initiate commands when certain sensor points inside the Rift that it's supposed to track get blocked (by, for example, a hand being put between camera and sensor point).Thanks in advance for any help!
I pre-ordered DK2 which is due to arrive sometime in August. While I'm waiting, I wanted to take a look at the development environment and get started with Unity3D. Would the free version work with the Oculus Rift (provided I just want to try and build demos for personal use or sharing with other Rift users at no cost), or are there features specific to the Pro version that I would need in order to work with the Rift?Thanks,Scott
Hey just wanted to know out of curiosity if anyone else who is a developer but also plans on using their oculus on youtube. I know i will.
Hi everyone. I'm working on a nostalgia remake along the lines of that Kokiri Forest demo from DarkAkuma, or the Star Trek Bridge from tmek. Can one really just use old game textures for new demos? Does it fall under fair use or something?
I haven't as yet had the pleasure of trying out the rift and am wondering how clear text appears on the DK2 and if anyone has used them for critical design applications with Catia / Solidworks?
I was just wondering when the SDK with full DK2 support is going to be released. I suspect it should be already ready. It would be nice to have that before people start receiving their DK2s.
Hello,I used the package in this link //github.com/danepowell/phantom_omni and I changed in the source code the following in line 91 : from state->lock = false;to state->lock = true;I change this because I want the stylus to get back to its origin.I was able to publish data using this package.This package subscribe for force_feedback, I published to this topic a force from another package. the problem is that I cant feel the force unless the lock is false ??I want to feel the force while the lock is true, how can I do that ? ( I want the stylus to get back to the origin)
Does anyone have any experience of these? I've found a few multi-channel A2D USB interface hardware providers via Google but I'm a complete beginner when it comes to this kind of stuff.I have an idea for a specific Rift experience that has a hardware component that will need low voltage measurement (up to 12v), equivalent rotational positioning on the hardware translating onto your Rift avatar, and analogue "steering" with force feedback. I'm planning on cannibalising a force-feedback wheel for the steering but I need help with the continuous voltage measurement and for the rotational mapping. Preferably a hardware-processed solution to avoid CPU overhead.Can anyone point me in the right direction? I'm not really a hardware guy so the simpler the better. Plug the sensors into the controller, plug the controller into the computer via USB.
Hi,I've written a sample application with SDKL, OpenGL and SDK 0.3.2 (https://github.com/gaultier/SDL2_OpenGL3.3_Sample). Simple scene, just a cube on a plane and a texture in the background.My rendering seems weird though (see file attached). When I put the Oculus on, both images don't quite match up.Someone told me I might be rendering the eyes inverted (ie right eye on left eye part and vice versa).Can you tell me what's wrong?Here's my rendering loop (simplified):void Oculus::render(Scene * scene){ scene_ = scene; computeSizes(); setCfg(); ovrBool configurationRes = ovrHmd_ConfigureRendering(hmd_, &cfg_.Config, distortionCaps_, eyeFov_, eyeRenderDesc_); //Cannot configure OVR rendering assert(configurationRes); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram(0); setEyeTexture(); frameTiming_ = ovrHmd_BeginFrame(hmd_, 0); // Bind the FBO... glBindFramebuffer(GL_FRAMEBUFFER, FBOId_); // Clear... glClearColor(1, 1, 1, 1); gl
I've seen suggestions that if you have the IPD set to greater than the viewer's actual IPD, it can cause their eyes to uncomfortably diverge (so each eye looks outwards, away from the other). However, as far as I understand, the IPD only changes the distance between the virtual cameras, and making it match the viewer's actual IPD only helps to make the scene look as they would see it. Once the projection is done, the result is aligned with the centre of the lenses. If the IPD were too great, it should only make the viewer feel as though their eyes are further apart than normal (maybe a strange sensation, but not divergence).I expect that divergence would only occur if the resulting projection were not offset to the lens centres correctly. That is, if the images on the display are centred further out than the lens centres, there will be divergence.Is this right?
I'm thinking about buying an Oculus Rift, but I stumbled upon a check mark and it made me wonder; why, exactly, is the Oculus Rift for developers only and not for consumers? If I was just a consumer, why wouldn't I buy it?I always see YouTubers like for example JonTronShow who has one, and he isn't a developer...
Hey folks! First time post here, eager to hit the ground running.Since the DK2 isn't out yet everyone's probably as in the dark about this as I am, but I had a question about cover shooters, the DK2, and the Razer Hydra. So near as I can tell the second RH is used to shore up position recognition in order to allow things like ducking behind cover. This is a bit of a drag since I'm really interested in cover-shooters that allow for dual-wielding.So my question is: the DK2 has full six-axis recognition, would this free up the second RH for combat use?Thanks in advance,Jameson
Now that more and more headsets are popping up for smartphones I started experimenting with a personal theater.. I know there are some key features it needs but.. its up!I'm thinking mostly on the art side how cool it would be to watch LOTR in Rivendell or Jurassic Park deep in a jungle (with random dinos roaming around.) Ideas, feedback ?http://www.goshow.infohttps://play.google.com/store/apps/details?id=com.HD_goshow01
Hey folks!I am in urgent (read as: no time to order from Oculus directly) need of a latency tester and was wondering if anybody has one he/she wants to get rid off. Especially now that the DK2 with an integrated one is approaching. Price can be negotiated and ideally you are placed in Germany or UK for fast shipping (rest of Europe should be fine too).Cheers & happy rifting!
Hello all. This is my first post here. I have been working on a rift game in Unreal for a few months now. I get these wierd issues when I put the rift on that some textures behave quite unexpectedly when the rift is on. Specifically:Specular Textures that look great in the editor behave really odd in the rift.and Speed Trees or all trees for that matter, behave really odd in the rift.Most of the problems with the textures are at a distance. When I get really close to them they look amazing!but at a distance they sparkle, move around throw off random colors all sorts of bad things. The problem also seems exaggerated after when I am using baked lightmaps. And these problems are only in the rift. The textures look perfect to me in Marmoset or unreal editor.Does anyone know how to fix this? And does anyone know how to set up your editor or some other tool so I can see on my screen while I am tweaking an asset what it is going to look like in the rift. :roll: :roll:
So this question is probably more suited for sixenses forum, but it seems to be a ghost town over there so I hope I have a little more luck here ;) So right now, when you press the start button on either controller it resets the hydras position to default/starting position. Which is great! But that means one of the buttons is basically going to waste, because they do the same thing.I know how to get input from the start button, its the same as any other button and it works just fine. Except it resets the position. For the life of me, I can't find the code to disable this, or limit it to one controller.Any help would be much appreciated!
I can't get the head-neck model to work.I'm currently using ovrHmd_GetSensorState. The pose translation always returns 5.7cm for Z and 0 for X and Y (with some microscopic changes if I use prediction).ViewAdjust always returns half my IPD for X and 0 for Y and Z.Now, I can understand ViewAdjust, since that is meant to be multiplied by the Look matrix. But what's up with the translation?What I expected the pose translation to return is the current position (in real-world space) half way between my two eyes minus the starting position of half way between my eyes when looking forward, either assuming that I am keeping my body still and turning from the neck, or assuming that I am keeping my waist still and turning with a combination of my neck and my spine.However, instead I get a value that's always wrong and simply moves the camera forward or backward a constant amount depending on how I interpret it.I believe I am using the SDK 0.3.2 preview.Here is how I initialize the SDK: if (ovrHm
I spent some time today looking at Apple's SceneKit framework and this Rift integration:https://github.com/BradLarson/OculusRiftSceneKitI don't have the Rift yet to fully test with, but it seemed to do a great job in converting the very basic scene I created (containing a simple model imported from Maya) to a stereoscopic image. The only potential issue I see is the inability to build projects for any platform other than Apple.Has anyone utilized SceneKit for their projects? I was originally going to look into Ogre3D, but I ran into some trouble installing on my Mac and getting it to actually work with XCode and CMake. I might tackle Ogre3D again when I have more patience.
Hey all,time for us now to give something back to the community. The developers in our company had a lot of trouble with the bunch of (quite short!) cables of the Dev Kit 1, so we made a custom fit solution for them that can be attached to desk or shelf, avoids cable chaos and protects the control box of the oculus. We will make a similiar ones like this when we get the dev kit 2.If you guys should need something like this or suffered the same problems - just write us, and we could just make some more of them and put them on ebay.https://www.facebook.com/pages/Cable-Gadget-for-the-Oculus-Rift/241385046072547https://www.youtube.com/watch?v=8wPoPerYGE8&feature=shareinfo@german-vr.deBest Regards from BavariaYour German VR team
So I've been playing around with the idea that I could duplicate the rift output onto the main display when the monitors are setup in extended mode. The goal is to allow other people to see what the user wearing the rift is seeing but without requiring a special HDMI splitter or setting the displays in clone mode. I was thinking of adding this as a feature to Virtual Desktop.For most fullscreen games that unfortunately isn't possible because they don't allow the screen to be captured (at least not through public APIs). It does work however when a game is in windowed mode. Unity supports a -popupwindow parameter on the command line which makes the game window borderless. Unfortunately that parameter doesn't work with the -adapter X option (-adapter X only works for fullscreen games). If I use -popupwindow, launch the game in windowed mode then manually move it to the rift screen with Win+Shift+Arrow then I'm able to duplicate the game onto the main display but that's kinda quirky..Anyon
Hi to all the Community,just wanted to share this with you , in case i can be of any help to anyone.This is a little game engine project i've been working on.Because i have had trouble compiling using the Oculus SDK under Linuxi've decided to go a different way, to keep up the "open spirit" of the rift.Besides i don't want to use Unity or Unreal Engine.These are all OpenSource libs i've used:http://www.youtube.com/watch?v=n5KExxl7284Thanks to the community and the Oculus Team.THE RIFT ROCKS!!!!(...but we all know that :) )
Does anyone know a Rift supporting 3d engine that supports stereo textures. BSContact Stereo has 3d textures , also Panda 3d, but they dont support the Rift yet. Panda3d has a page in the manual on ithttps://www.panda3d.org/manual/index.php/Stereo/Multiview_Texturesand there is work in progress on Rift supporthttps://www.panda3d.org/forums/search.php?keywords=oculus&searchx.x=0&searchx.y=0&searchx=SearchThere are interesting possibilites with stereo textures I think -- like a 3d gallery with stereo pictures on the wallVR Cinema has stereo (video) textures. How is that done? Is it a Unity3d app?
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