PCVR/Link Development
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Hi guys,I'd like to use a real compass: to get an absolute NSEW heading of the Oculus instead of an orientation relative to the initial state.I'm trying to to this using the OVRDevice.GetMagnetometer function, do you suggest another way?Also, is it safe to use the magnetometer to derive an absolute orientation? Even if I only calibrate it once?Thank you very much!
Hi,I wonder if it is possible to use the C API (from SDK 0.3.2) in a full C code and compile it with a C compiler?When I try to do it the compiler says it does not know C++ things like namespace and so on. Is there a compiling option suitable for this or the C API is just a wrapper for the SDK written in C++? In this case I would need to use a C++ compiler for my C code.More specifically: I'm adapting a C program to the Oculus Rift and most sources files have this header:#ifdef __cplusplus#error This source file is not C++ but rather C. Please use a C-compiler#endifI don't know if the question has already been asked, I have not found topics about that matter though.Thanks for your answers.
Hello everyone,I guess my question would be, how can I find out what my polygon budget is with a geforce gtx 770 at 60 fps or 75 fps considering that the dk2 renders an image twice and has a refresh rate of up to 75hz? Greetings,Johnny
Hi,I'm looking for a solution to do proper audio rendering, i.e. something that takes into account the 3d environment of the audio source and audio receiver (mostly walls (including their thickness and perhaps material). I found some pages on RESound (2), but it seems to be only a research project.Is there a nice library to do audio *properly*? I think it's needed for VR. Unity3d doesn't seem to offer anything in that regard.
Hey all,It has been a while since I posted any updates to my project so here you go.Let me know what you think!Matt
I think sense of touch can really help with immersion. I have had this idea of either a glove or an aperture to attach to the flat side of your hand opposite the thumb (where you would karate chop) that would have a small air compressor hooked up to an arduino to inflate mini airbags on your finger pads simulating the pressure you would feel of grabbing an object.
Hi, I'm trying to port this glfw example (https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=8680) into glut.I have more or less the same code. I'm only working on Linux for now.The window opens and I can see the scene (with the screen being divided in 2 eye panels) during 1 second, then it crashes.When I call ovrHmd_EndFrame(l_Hmd);, I get this OpenGL error:X Error of failed request: GLXBadDrawable Major opcode of failed request: 157 (GLX) Minor opcode of failed request: 29 (X_GLXGetDrawableAttributes) Serial number of failed request: 202 Current serial number in output stream: 202zsh: segmentation fault (core dumped) ./exeValgrind and gdb don't tell much, just that the crashing point is located in the driver librairy (/usr/lib/x86_64-linux-gnu/dri/fglrx_dri.so)The original example with glfw works fine, as well as other Oculus demos.Do you see any problem with my code?Thank you for your time.My code (a bit messy for now, but organized in functions):#include <
I was wondering if there are any plans on having public web api's for oculus share? I would like to add the ability to browse available games/demos, download & install them, etc. within Virtual Desktop (viewtopic.php?f=29&t=8182)
Update:Videos (you will need to have VR.js installed, preferable on Chrome, since the performance on Firefox is not as good):Fondue partyPorchLab & crystal cove prototypeRobot soccerI've been working on a stereo video panorama camera. It's essentially a ring camera array, with the cameras arranged as stereo pairs on the faces of a hexagon. panocam_front_small.jpgTo do a full 360 degrees would take twelve cameras. Currently I'm only working with six cameras (three pairs), which gives about 240 degrees total horizontal FOV (120 degrees of head rotation + 120 degrees FOV in any particular viewpoint). Each camera is controlled by a Raspberry Pi, and then all the Pis are networked together-- this seems to be by far the most economical camera solution at only $70 per camera+pi (or $420 for all six). Since the Raspberry Pi cameras have a very low FOV, I've put a fisheye lens on each one (iPhone fisheye lenses, actually [~$6 each]), which bumps the horizontal FOV of each camera up to ~120.
What's the best way for a Windows user like me to test cross-platform applications for the Oculus Rift? Without buying a new computer, hard-disk, or OS, I mean.I assume I can download some sort of Linux and run it from a DVD, USB, or virtualized...But what Linux should we be targeting and what's the best way?
Oculus, can you post the official pixel position on the screen of the center of the lenses? For DK1 and DK2...What about diopters for the DK2 lenses?What about DPI for the screens both DK1 and DK2!What is the plastics IPD or the distance between the lens centers? I read 64mm here and 65mm there...
I've got an application that's required to use client distortion rendering and I'm trying to implement support for the Latency Tester, but it seems that the 0.3.2 SDK is missing some critical pieces. Specifically, ovrHmd_ProcessLatencyTest looks like the right place to start but it appears that someone forgot to implement the function! If you try to call it your program fails to link, and searching for "ovrHmd_ProcessLatencyTest" yields only one instance of the string from OVR_CAPI.h. Oops?I can see that the the SDK is handling latency testing properly internally, getting the required color from FrameTimeManager::GetFrameLatencyTestDrawColor(), but that doesn't help those of us trying to use the C API.Is this just an oversight, or is latency testing + client distortion not intended to be a supported configuration?
I've just ordered my SDK2 and wan't to get something working prior to it's arrival.I like to develop in Java and have a strong preference for a minimum of wrapper libraries/frameworks, and was wondering what is best way to go about getting a 3D-cube type demo working in Java (using lwjgl)?Ideally I would just like 1 extra jni-wrapper library for the Oculus lib (I can't stand libraries that want to pull in 50 different dependent libraries) and as far as I can tell so far there is:jrift,jocularIs either of these preferable and are there any other suggestions for getting started?
Hello, all!I just recently returned from a 10-month-long period of time when I did not have access to my Rift. Upon returning, I tried a few demos, but wasn't very impressed (I had trouble getting immersed... I believe it's due to the low resolution and slow pixel switching). That is, until I tried this one (http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=18283). That demo blew me away... I've seen the general idea (using one Hydra controller strapped to the chest for positional tracking, and using the other for interacting with the world), but had never tried it. I got so focused on staying behind cover, and returning fire, that I pretty much forgot about the real world around me.Needless to say, I am super excited about the idea of positional tracking. Because of this, I am looking into trying to set up a positional tracking system based on Project Holodeck (which, it looks like, is called Survios now).At first, I looked into using some cheap webcams (due to not only my current
I've been working on a rift demo using an amazing library by wwwtyro, node-ovrsdk, and my mind is somewhat blown at the opportunities that this library opens up.This library allows you to create Rift games with javascript, and its server implementation, node. This means you can leverage the many libraries that exist for javascript, some of which include:Mumble: https://github.com/Rantanen/node-mumbleX-box controller: https://github.com/andrew/node-xbox-controllerSpeech recognition: https://github.com/syl22-00/pocketsphinx.jsVoxel Worlds: http://voxeljs.com/Audio: http://www.jsdb.io/audio/?sort=ratingReal-Time Data: https://www.firebase.com/And of course, you'll need the popular WebGL library: http://threejs.org/wwwtyro has already made one game using node-oversdk, and has released a tutorial to get you started. If you're like me, coming from the web development world, you've got to check his work out. I've gotten farther in two days using this than I did in one month with Unreal.
Hello,So I have this weird issue with rendering to OpenGL and the Oculus Rift's SDK.I can render fine without the Rift but with the Rift I get a blank black screen.Now before, without materials, I load everything in just fine.It's when I started loading in materials that I experienced this problem.So is it something simple I am missing?Thank you for your time.I load materials in like this:bool HighSpeedMaterialCache::loadTexture2D(){ if (MaterialFile != "") { FIBITMAP *loadedImage = NULL; FREE_IMAGE_FORMAT CurrentFormat = FIF_UNKNOWN; CurrentFormat = FreeImage_GetFileType(MaterialFile.c_str(), 0); if (CurrentFormat == FIF_UNKNOWN) { FREE_IMAGE_FORMAT CurrentFormat = FreeImage_GetFIFFromFilename(MaterialFile.c_str()); } if (CurrentFormat == FIF_UNKNOWN) { return false; } if (FreeImage_FIFSupportsReading(CurrentFormat)) { loadedImage = FreeImage_Load(CurrentFormat, MaterialFile.c_str()); } if (!loadedImage) { return false; } BYTE* bytesDataPointer = FreeImage_GetBits(
Most VR Treadmills I've seen so far are built around the idea of including a mobile 360° rotating part (usually a ring) that let's you face and walk in the real life direction you want.But what if instead of letting your real life body turn to face the real life direction you want your VR avatar to turn to, the mobile part would resist and only register your will to turn, and allow you to turn your VR avatar 360°, while your real life body is always facing the same direction ?Because your real life body is always facing the same direction :- You can include the convenience of a conveyor belt in the VR Treadmill design (providing you a more natural walking feel then slipping on or climbing up a treadmill, and with no special shoes required to boot).- You can use it with a TV instead of with a VR headset, for non VR games (since you would always be facing that TV).- It works with the DK2 positional tracking webcam (since the webcam will always be facing you). - You are no longer twisting
I just read a topic of cubytes (giving him credits for that) and it gave me a new game Idea.A VR new "combat style" or RPG stylea naruto like game, where you have to learn and reproduce a "signs" serie with hands to create magical techniques.(wind, fire, invisibility, duplication, teleportation, everything).Instead of using a controller with a serie of button press, you use your hand and replicate a serie of precise signs with them.You play side by side on the living room, but each one see his ennemy in front of him in the rift/morpheus.Instead of combat game with complicated buttons combo, or dangerous gesture, you would have to masterHands movment very fast.So the battle would look like the Jutsu with hand movment in naruto, more or less.something with good cinematics, giving you time to make a counter jutsu.The interest would be to learn jutsu from each class, try some way to learn them (secrets jutsu too)And master them to do it quickly. The power would come in part from the préci
I haven't seen any thing on this in the past, seems to not hardware at this point but good pedigree in experience in this field.http://www.mdh.se/det-virtuella-tangentbordet-kan-snart-bli-verklighet-1.58044?l=en_UK weird video distortion here but ..https://www.youtube.com/watch?v=VUBwHMT85hYticks the boxes- finger tracking- hand positional 2d and 3D- no wires - no cameraslets hope he pulls some funding
Many of you probably know about EEG headsets.EEG headsets basically translate brainwaves, EEGs, into commands. Using EEG headsets, you can use your computer in anyway you want!So I was looking at the Emotiv EPOC one day and I thought about how great it would be if both of these were combined!So if anyone gets their hands on an EEG headset, try this out!The headset would fit over the Oculus, and then if you would think about walking in virtual reality it would actually walk! Sort of like mind-control virtual reality!This could be implemented in a sandbox where you use your mind to create your own virtual world. So what do you guys think? Should this be implemented?
Walk, run, jump.. pick things up and operate things with your hands.. no keyboards, no mouses, no gamepadsor any hand held controllers.. thats how VR should be (you agree ?) but of course there is bit of a problem withhaptic feedback...I could imagine that someone is going to come up with some consumer version haptic glove which can somehowbecome stiff and/or give somekind of sensation of touch so you could try and pick things up and such...But what about the BiG stuff..? You know.. like walls and stuff... :?It would seem to me that, if you control player through some form of motion capture then:1. You're an immaterial ghost and walls and stuff simply don't exist to you... or:2. You're a superman on steroids, everything you touch is either moved or destroyed... or:3. If you touch something in the virtual world, your real body and the VR body go out of synch...I would imagine that options 1 and 2 are for most part, no good..? but what about the third..?Anyone tried some mocap solution w
DIY gloves can be made super cheap... I guess it's time to get this mess back together!Getting back into glove making now... this was 2 years ago based off of the old VPL fiber optic design.I'm new here but will be updating progress on this glove. Only cost about 5 (all parts can be bought locally in most places) for finger bend sensing ... and tools are only a soldering iron and a hot glue gun (the reason the knuckles detached)I was using an arduino to read the data... mind you this only had 3 hours put into it so it's not developed at all... but proves the VPL design can be possibly done for 5 bucks or so.Can't wait to see all the hackers/makers start building interfaces.Does anyone suggest a method for getting the motion data into unity or such? I'm just diving back into VR after a few years... thanks mostly to Palmer's work here that has created such a great and enthusiastic community!btw... notice the base of a disassembled fakespace boom3c now used as a glorified coffee holder.
iOS 8 will support a very close to the metal GPU code through Unity and Epic. Epic claims they are able to to have 4500 mesh animations onscreen at the same time in iOS 8. In addition the game engine leverages direct access to the A7 CPU which is said to be equivalent to desktop CPUs... How will this impact the Oculus strategy for mobile or iOS?
I was initially very pleased with using an ASUS WAVI wireless setup with the Rift - low (enough) latency, good range, and the whole package is easily battery-powered. You have to run it at 720p or 1080p, as the WAVI does not handle 1280x800 properly, but a small inconvenience.But then I started noticing "hiccups" in the USB data from the Rift, which manifests itself as the tracking freezing momentarily. This seems to get worse when the WAVI is in the backpack, and it gets quite hot. But it still happens to some degree when the WAVI is sitting out in free air.Has anyone else seen this? I'm hoping it's just a bad unit I can replace. Had anyone using a WAVI NOT seen occasional USB dropouts? It's odd, because the video is always perfect, no matter how bad the USB gets. But they do use different mechanisms for the video and USB.Thanks folks!
Integrating the Oculus Rift into the construction industry
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