PCVR/Link Development
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Hi everyone!I've a weird issue from some days.To be honest i'm not sure if i've this issue after i've update to the latest SDK or i've it some days before.. but i was thinking that most probably i've this problem before the last SDK.However,when the fps drops down.. the speed of the character drops down too. This is weird because this wasn't so some days ago. When the fps went down simply i could see only more slowly.. but the speed of the character didn't change.Someone can help me with this? it's weird because in the character controller scripts it's already activate the "Fixed update".. so i don't really know why this happen everytimes.
Short answer - track the movie and re-render it into a 360 panoramic format. Consider this movie (in cross-eyed side by side equirectangular format).https://www.youtube.com/watch?v=3JXi175-W9M It is 180 by 180 degrees equirectangular format and it is walking about in a park with turns left and right. It is hard to watch in the Rift because of the random, as far as you the viewer are concerned, turns left or right. There is a disconnect between your head/body yaw and the movie yaw (even though roll and pitch are stabilised in the movie, that is, it is level).By tracking the movie for yaw and converting it to a 360 format you can keep a consistent view direction in the movie without cropping -- even with 180+ degree turns in the movie, if you use a panoramic software for tracking and conversion, that can handle wrapping the image at the frame edges for the 360 equirectangular format. Now distant buildings, for instance, stay in the same direction throughout the clip.Of course the pro
Hi,Hope this will save you some headaches (and not cause any more).Only win32, but with GLFW it shouldn't be too hard to port once the OculusSDK becomes cross-platform.EDITThis is a one-page sample, 99% plain C. It is based on the OculusSDK 0.3.1 Preview. OpenGL 3.3 and up, compatibility profile.For nVidia systems it works as-is.At the time of writing, for AMD systems, it needs some bug fixes and a rebuild of the SDK libraries. This "patch" is advised for nVidia users as well, but not needed.Load the Visual Studio solution from OculusSDK/Samples. Depending on your Visual Studio [version]: LibOVR_With_Samples_[version].sln. In CAPI_GL_DistortionRenderer.cpp (LibOVR/CAPI/GL):Line 142, replace oColor = Color.r with oColor = vec4(oColor)Line 349, replace oColor = Color.r with oColor = vec4(oColor)Line 758, replace (int) DistortionMeshVBs[eyeNum]->GetSize() with (int)DistortionMeshIBs[eyeNum]->GetSize()/2 Line 763, replace (int) DistortionMeshVBs[eyeNum]->GetSize() with (int)Distor
I do not have an Oculus Rift yet but in theory I feel like this should work out. Has anyone attempted to used GoPro's cineform studio to import the footage from a GoPro dual hero system to sync both files and export both clips then import into Adobe Premier in order to resize image to 1280x800?
Palmer coming on in a couple minutes:http://www.spike.com/netstorage/e3/live.html
Inspired by Rob Zeal's work last year, I've created a module ("external") for Max/MSP/Jitter for the rift, based on the current LibOVR SDK, including head tracking and scene warping:https://github.com/grrrwaaa/max_oculusThe only thing that I haven't figured out how to do is to integrate the orientation prediction optimally into Max. Full tracking & timewarp would be harder to integrate with typical Jitter patchers, as it requires full control over rendering timing etc. Maybe this might be added as an "advanced" option.
Hi Oculus Developer Forum,We have been after the searching of a wireless device that allows us to make quick movements forward, because we mainly work with 3D models developed in 3Ds MAX / UNITY at "real scale" for oil installations.The wireless device closer to what we are looking for is the "MYO" (by Thalmic Labs) and "Leap Motion Controller" but we need to find some other alternative that allows us to successfully launch our next proyect.If you have some options or alternatives, we are very interested to hear your advice.Best regards,Marco Romero3D Designerhttp://www.marcoromero.net/CLIENTS_AREA/2014/OPTIMAX/Maromero_OPTIMAX_01.jpghttp://www.marcoromero.net/CLIENTS_AREA/2014/OPTIMAX/Maromero_OPTIMAX_02.jpg
Link: http://www.tyrovr.com/2014/06/02/python-ovrsdk.htmlexample: import time from ovrsdk import * ovr_Initialize() hmd = ovrHmd_Create(0) hmdDesc = ovrHmdDesc() ovrHmd_GetDesc(hmd, byref(hmdDesc)) print hmdDesc.ProductName ovrHmd_StartSensor( \ hmd, ovrSensorCap_Orientation | ovrSensorCap_YawCorrection, 0 ) while True: ss = ovrHmd_GetSensorState(hmd, ovr_GetTimeInSeconds()) pose = ss.Predicted.Pose print "%10f %10f %10f %10f" % ( \ pose.Orientation.w, pose.Orientation.x, pose.Orientation.y, pose.Orientation.z ) time.sleep(0.016)output: Oculus Rift DK1 1.000000 0.000000 0.000000 0.000000 0.992197 0.124599 -0.000122 0.004537 0.992192 0.124621 0.000212 0.004909 0.992168 0.124852 0.000430 0.003814 0.992249 0.124183 -0.000085 0.004583 0.99216
I just had an idea (maybe it's not even new, but I didn't hear anything about this up untill now).We all know the problem with haptic feedback, especially in shooter games.Of course, there're many solutions with reproduced guns. But if you change the gun in the game, you still have the same "feeling" in your hand which can be strange sometimes.My Idea: add a small weight and make it automatically adjustable.You could automatically change the balance point, according to the weapon you holding in the game.If this mechanism is fast enough you could even simulate the rebound from the shooting.This would be much nicer than just the wellknown rumble systems.If this is already well known and used in some products - just ignore this post.But I just had to write it down.
Hello, I a masters of CS student and am looking to make my final project using rift 2 in the coming 4-6 months. I was wondering if anyone could help me get started with the basic...i mean down to Earth...make than down the core of the Earth basics. Once i un-box the rift 2 and maybe plug it into the computer what do i need to do, how do i get started etc etc etc. Thank you!
Hi guys,I registered just to post this idea, I think it would be really interesting. Oculus is truly immersive but what about the audio. Binaural Audio provides this for a full well rounded immersive experience.Someone should create a 3D rendering of the Virtual Barbershop. If you have not seen this yet, grab a pair of headphones, sit back and listen to this at a comfortable realistic talking volume - http://www.youtube.com/watch?hl=en-GB&v=8IXm6SuUigI&fmt=18&gl=GBNow imagine that, with the oculus hd.
Hey. So I have ran into a problem and I have a presentation tomorrow for my game. Basically the game has stopped working and I have no idea why. It worked fine, then I started working on a main menu for the game. I'm using the Oculus Rift and Razer Hydras and basically I have ran into an issue where when I start the game, it just says to Attach the Rift and Hydras to play.Here is the update method:void Update(){ Debug.Log("Here"); //If the hydras are placed on base station, recalibrate if(SixenseInput.Controllers[0].Docked && SixenseInput.Controllers[1].Docked && hasCalibrated){ Destroy(GameData); hasCalibrated = false; Start(); } SixenseInput.Controller leftHydra = SixenseInput.GetController(SixenseHands.LEFT); SixenseInput.Controller rightHydra = SixenseInput.GetController(SixenseHands.RIGHT); if(leftHydra == null || rightHydra == null) return; if(SixenseInput.Controllers[0].GetButtonUp(SixenseButtons.START))
Hi,I downloaded the Oculus SDK, unpacked it and opened LibOVR_With_Samples_Msvc2010.sln in VC++ 2010 (Express edition). While building the solution I am getting the following error during the build of OculusWorldDemo.e:\downloads\oculussdk\samples\commonsrc\render\Render_D3D1X_Device.cpp(29): fatal error C1083: Cannot open include file: 'd3dcompiler.h': No such file or directoryLibOVR was built successfully.I looked around the web and found this http://www.gamedev.net/topic/631381-error-lnk2019-with-d3dcompilerh/#entry4980801. I'm not sure how their proposed solution can be applied for the Oculus SDK.Any suggestions?Thanks.
I'm curious who's out there, how you're working, and what you think of libOVR.Last year several of us ended up working on our own "drivers" for the Rift when there was no Linux support. OpenHMD, libVR, and libnsb-ovr were some results of that. I bailed on my own efforts when libnsb-ovr was farther along than me, and jumped aboard.Then Oculus finally had Linux support. At that point, it's like everything (Linux) died.For myself, I didn't like the SDK for several reasons... but to not use it meant forging onward with opensource sensor-fusion or doing R&D of my own -- well, I'm not working on a game if I'm doing that!Ideally, I'd like to hook into a sensor-fusion library (and perhaps config and other support routines) for Oculus products... without having this whole SDK. I'm not interested in (and doubt the value of) hijacking Oculus software for other hardware... but I'd like to minimize how much I'm wedded to Oculus software in general!So, what happened to others? Are there still Li
Hi. I'm working on a college project right now and I've used the standard OVR character controller as a base for my player prefab. I thought that removing the OVR menus would be as easy as unticking the component in the inspector, but when I do this it removes mouse control too. The weird thing is that if I click to disable the script while the game is playing I dont get this problem. Xbox control still works.Has anyone else encountered this problem before? Any help would be greatly appreciated.
I am a somewhat newer programmer looking to get into developing in Unity. I was wondering if anyone knows of any good guides to creating a VR game form the ground up in Unity. I have a DK2 coming and am looking to get into Unity and want to make some test stuff for my OR. Any advice?
hello,i just preordered the devkit2 and am looking to get started making some stuff for it so I'll have it ready when it arrives.i have invested a lot of time learning UDK and now it seems like that's no more so i will need to learn Ue4 or unity. I am more of an "video artist" than a game designer. i'm just looking to quickly be able to design first person immersive environments with no HUD or guns or purpose really. not for distribution anywhere other than a gallery setting. not working with a team. i do most of my assets in cinema4d but i know 3ds max to an extent, too. i don't really want to do any programming at all....or at least keep it minimal. i can follow along with basic scripting stuff and some c++. oh and also i am pretty broke. so my question is, is Ue4 worth the 20 a month? or i know i can just pay 20 once and cancel, but then can i access the forums and tutorials and stuff still? is the free version of unity okay? i don't understand the difference between free unity and
So I have been thinking of how to correct the pincushion/barrel distortion optically without adding too many lenses. Directly on top of the OLED panel a plastic with an optic channel over each pixel (either hollow or filled in with a plastic of a different refractive index) channels the light from each pixel to the correct position on the other side. This not only corrects the lenses pincushion but solves the problem of the edge of the image being farther away from the lens, this solution can bring all the pixels into the curved focal plane of a single lens. Hopefully despite its crudeness this concept image I made in paintshop can help you understand what I am talking about.fiber optic len.pngNow the question is how to manufacture this. I don't expect we can create an injection mold with 2 million different needles that need to be pulled out at different angles, and we don't have the time to drill all the holes individually but perhaps a photo lithographic process with a photo active
Hello there!Ok this was posted over the MTBS General Discussion forums but has been largely ignored, so i thought it may have better luck in here.It appears that Sony tried to patent this idea back in 2007 and then again in 2011:http://news.teamxbox.com/xbox/13250/Sony-Patents-WiimoteKiller-Game-Controllerhttp://www.google.com/patents/US20110269544However I had a quick look to check the patent status and found that it was registered as ABANDONED on 01-02-2013!http://portal.uspto.gov/pair/PublicPair(Select "Publication Number" and enter 20110269544)So i'm guessing anyone is free to build/sell something similar if they want to..This design from Sony looks much more compelling to me than the typical outside-in haptic glove (ala P5 or CyberGrasp), both from a usability and from a complexity/price standpoint.Cheap materials could be used to sense mechanical flexing:http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0049365And i think it's not mentioned on the patent applicat
I finally wrapped up my game prototype to showcase Oculus AR alongside LEAP motion. You can download this off my website (Windows EXE version). Also I have an Android version with a lot of the same functionality, it's touch based with no Oculus or LEAP motion support. Here's a link to a quick movie I made about how it works: http://youtu.be/3n9QEwITpMMHere's a link to my website to download the game or to see some of my other prototypes: http://crevver6.wix.com/chriswrenar/The rig in this video is completely mobile, I can walk anywhere with it on (like the AWE conference!)The one thing I didn't get working that I really wanted was to mount the LEAP motion on the Rig. (which I did, but the results weren't very good for control. So I've got a call into them to see if it's something I can do via software.) I'll be at the AWE conference all 3 days, so ping me if you want to meet up or see a demo in person. -C
I created a simple demo to show how to use the latest Oculus SDK with SDL2 and OpenGL using SDK Rendering. You can access the source code here.UPDATE: I updated the demo to work with the new SDK. Positional tracking is not applied to the camera, but it can easily be added. You can access the source code here. Here are two screenshots for those who are curious.
Hey there.I was wondering how could I go about implementing exponential smoothing for the Razer Hydras in Unity?I am having jitter issues and I heard implementing a smoothing algorithm like this will help fix that problem.Also for the HydraDeck implementation in Unity, does anybody know anything about jitter on the Razer Hydra in your hand. When the hand is stationary it jitters a bit and when I move it is very noticeable and I am quite certain it is something to do with the HydraDeck implementation the way it is calculating the hand moving with the camera.Finally for HydraDeck, anybody know How I can make crouching a bit easier. Right now I have to lie on the ground to simulate a crouch in the game. Crouching down in real life only moves the camera down a small amount, maybe 1/5 of the way. Not sure how to fix it.Appreciate any help
Hey all,I've participated in getting Rift support into a Steam game. We're about to release the patch and we're really keen in getting it tagged correctly in Steam. I see the "Steam VR Support" category... is that just a checkbox to tick when managing our game's Steam profile, or is there more to it than that? We don't currently use the Steam API at all, and I was wondering if that was a prerequisite.
I've been working on porting some Oculus project from Linux to Windows (32-bit). It includes a connection with a pthread library and some other code.I used Visual Studio 2012 and a mixture of C and C++. I also recompiled the LibOVR with this compiler (under Debug).The problem is that my application crashes before it enters the first main, in the following function : MyApp.exe!OVR::AtomicOpsRaw_4ByteImpl::CompareAndSet_NoSync(volatile long * p, long c, long val) Line 153 C++The code where it gets an exception is:void __cdecl _unlock ( int locknum ){ /* * leave the critical section. */ LeaveCriticalSection( _locktable[locknum].lock );}Any magicians on Windows coding with an idea what's wrong? The original codes works under linux...
Hi,a while ago I was wondering how positional tracking would feel like. I combined a DK1, two sticks and a Leap Motion to achieve a similar effect:Video: https://www.youtube.com/watch?v=zGVkBZdptQQCode: https://github.com/larsxschneider/oculus-leapObviously it's not "production ready" by any means. If you move your head too far the Leap Motion will loose tracking.I can't wait to get my DK2 :-)- Lars
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