PCVR/Link Development
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I'm getting an access violation reading location 0x00000000 in ovrHmd_EndFrame(hmd), using OpenGL, in Doom 3 BFG. Any idea what I'm (or you're) doing wrong?/*====================RB_StereoRenderExecuteBackEndCommandsRenders the draw list twice, with slight modifications for left eye / right eye====================*/void RB_StereoRenderExecuteBackEndCommands( const emptyCommand_t * const allCmds ) { uint64 backEndStartTime = Sys_Microseconds(); // If we are in a monoscopic context, this draws to the only buffer, and is // the same as GL_BACK. In a quad-buffer stereo context, this is necessary // to prevent GL from forcing the rendering to go to both BACK_LEFT and // BACK_RIGHT at a performance penalty. // To allow stereo deghost processing, the views have to be copied to separate // textures anyway, so there isn't any benefit to rendering to BACK_RIGHT for // that eye. qglDrawBuffer( GL_BACK_LEFT ); // create the stereoRenderImage if we haven't already static idImage * stereoRenderImag
Hi,I was wondering if we had enough news from the position sensors used in the DK2 with the Cam.It would be great if they could also develop independent sensors that can be used to dev new types of controllers, integrated with the rift and part of the compatility that future ganes may have with the Rift.Meaning that you could buy a set of 20 additional sensors, and some accesories such as a glove, or straps to turn them into VR gloves or suit, reconized by the tracking cam of the DK2...Or guns, wands, baseball stick (dangerous one hu?), Oculus Rift team, if you read that, please make it work :) and ship a few additional sensors to simulate our ceativity..Cheers
I'm trying to build the OculusRoomTiny example for Direct X 9.But it has code specific to DirectX11 (RenderTiny_D3D11_Device.cpp)Our system (www.geosimcities.com) uses Direct X 9 so as first step I want to run a small example with Direct X 9.The OculusSDK seems to support Direct X 9 (am I wrong)?But I need and example like OculusRoomTiny to check that.Thanks,Yigal
I just got the 0.3.1 SDK running on my Linux box. I then got the C API built as a shared library. I then tested the new SDK rendering using my Java bindings.It actually took me less time to get the latest SDK building under linux than it did to subsequently test my Java bindings to the SDK (because I hadn't yet set up Java 8 on that box).Code is available here: https://github.com/jherico/OculusSDK/tree/preview_031_dll
I'm guessing everyone developing with Unity eventually starts putting together useful scripts to add to their library for re-use and to speed up prototyping. I'm still learning Unity, but I've got a few scripts I'd like to share. Perhaps others could do the same?I'll start with a pretty basic one called "Rift Demo Basics" that comes in the form of a tiny prefab that:Lets you show/hide a frame-rate indicator (Configurable),Lets you toggle Unity vsync (Configurable),Hides your mouse cursor,Makes it so that hitting Escape will quit (Configurable).Download: RiftDemoBasics.unitypackageI noticed several people relying on video capture software like Fraps to show the framerate of a demo, and others have lamented the lack of ability to turn vsync on/off in a demo (by default they are on in Unity demos with Rift integration). And of course, many demos don't hide their immersion-breaking mouse cursor, which for me personally is a pain to move it out of the way so that I can't see it, and
Sorry for the new thread, but my searches are returning ambiguous answers.Very simply: If I use a 3D camera lens to take a photograph, can I use VR player (or anything) to view the file in realistic 3D? OR, are the lenses too close to one another to get the correct perspective difference between the left/right eyes? Is the IPD a function of software adjustment, hardware, or both? Example lens: http://www.amazon.com/Panasonic-12-5mm-3D-Interchangeable-Cameras/product-reviews/B0043VE292/ref=dp_top_cm_cr_acr_txt?showViewpoints=1Thanks, guys.
Page 7, first row in table, should be "WindowsPos", not "WindowPos".I assumed a C API was too much to ask for, so I didn't bother. Then you guys just went and did it anyway. Awesome! Thank you.
How do we integrate a C++ game with Facebook?Doom 3 BFG Edition originally had Steam integration, and integration with Playstation and Xbox 360, to support unlocking achievements, etc. Those achievements are still in the code, but don't do anything.http://steamcommunity.com/stats/DOOM3BFGEdition/achievementshttp://www.xboxachievements.com/game/doom-3-bfg-edition/achievements/Now that Facebook is a platform for hardcore VR gamers, it makes sense to optionally allow users to post achievements on Facebook.There appear to be SDKs for other platforms like Android, but nothing for Windows applications. Even Unity seems to have a Facebook SDK.So, does anyone know how to post a short achievement text on Facebook from C++?
Just finished an unofficial plugin for the Razer Hydra to use with the Unreal Engine 4.The plugin is event driven and extendable in blueprints or C++. It supports hot plugging and polling for the latest data if event driven architecture isn't your thing. It also stores the last 10 captures in history for use in integration and gesture recognition.If you feel like you can improve it, by all means modify and add stuff. Forward me your suggestions and let me know if this helped you!Download and Main Discussion thread in the Unreal Forums.Wiki for quick setup and code snips.Githuba video showing it in action, how to use blueprints to make it move your pawn, and how to extend it to a custom class in C++:
From Virtuix's most recent update (here https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game/posts/821339)"We are proud to announce that we raised $3 million in seed round funding from investors including Tekton Ventures, Scentan Ventures, Radical Investments, Maveron, Scout Ventures, StartCaps Ventures, and a group of private investors. The funds will enable us to grow our team and expand our mass production and distribution network as we get ready for our commercial launch this summer, ensuring that we can deliver a great virtual reality platform to you as well as to new markets and audiences that are emerging every day. Where our Kickstarter funds were aimed at developing the Omni and bringing the product to market, this latest round is designed to broaden our distribution and meet global demand as virtual reality becomes a mass market, new medium."Interview with VRFocus: http://vrfocus.com/archives/2502/virtuix-talks-3-million-investment-size-pr
WorldViz claim that their PPT (Precision Position Tracking) optical 6DoF (six degrees of freedom) motion tracking solutions are cost effective and ideal solution for real-time applications such as Virtual Reality.http://www.worldviz.com/products/pptCould a WorldViz based solution be what the Oculus VR team are working on as a external transceiverless/ tetherless positional tracker for the Oculus Rift, considering that they will most likely add two cameras for stereoscopic to the commercial version of the Oculus Rift in any case?http://www.worldviz.com/products/ppt/ppt-xhttp://kb.worldviz.com/tag/pptWorldViz PPT tracking system demo of wireless Oculus Rift integration:http://www.youtube.com/watch?v=OE0kx9xmL_QWorldViz said already earlier this year that they themselves where planning on adding support for the Oculus Rift http://forum.worldviz.com/showthread.php?t=4464
This represents the effort of a few days to migrate my example code onto the new SDK. Currently this is a Windows/OpenGL only release. Windows, because the new SDK only support windows at present. OpenGL because the SDK as provided can't be built from scratch under Visual Studio 2013 owing to some missing headers.I've made a number of changes to the SDK as provided by Oculus. As always, I've dumped their project files in preference for using CMake.In addition, I've broken out the C API from the main body of the SDK. The C API is in the Bindings/C directory of the OculusSDK library. The current CMake settings have it set to build as a shared library (i.e. a DLL). The examples now only work through the C API. If you wish to follow this pattern, the only files you need to include are the ones located in "Bindings/C/Include". In addition, they are self contained and unlike the previous SDK version don't require adding all of the SDK source file paths to the include path.In addition to the
This may have been discussed many times but every time I think about the Rift I can't help but dream of being able to look around with my eyes. I think it's pretty clear that 180ish degree horizontal field of vision isn't possible with anything like the current design. To my mind, although I'd love to have more peripheral vision, even if we got into the 140s, I'd still be wishing I could stop behaving like my eyes have been paralyzed. Are there any examples of one-piece lens that would surround the eye that exist today? Have there been any hints that Oculus would like to bring Pi-Sight like displays to the home market?
Hi folks,meanwhile I've managed to couple two webcams with the Rift by using Willow Garage's ROS, the oculus_driver by OTL (GitHub project), the usb_cam node... however, before I get lost in details, let's just say I've managed to present appropriately distorted pictures of the webcams on the Rift. It works. Well, somehow. There's one issue that I'd like to discuss, that I need help with. Otherwise I wouldn't have to write this post (I could have anyways just to keep you informed about my progress)...I'm babbling, so long story kind of short...The two cameras are mostly identical. ROS rectifies the raw images of the two cameras and distorts the rectified images for the Rift. But there's a problem: the pictures don't overlap. It's like squinting to the outside... reverse squinting... call it whatever you like... the cameras are mounted to the carrier unit so that their fixpoints on the horizon have the same distance as the cameras, their lines of view are parallel, they never cross. I c
Hello,I apologize in advance for asking what is most likely a trivial question, but I am not finding the answer to this question in the documentation or via searching (Google or Forums).How do I enable 64-bit programming support using the Oculus Rift SDK?I changed my VC++ 2013 project to use 64-bit code and included the libraries for 64-bit code (libovr64lib and libovr64d.lib) but the compile fails with:"Error 5 error LNK1104: cannot open file 'libovrd.lib'"So it seems it is still looking for the 32-bit version of the libraries.Is there a 64-bit directive I need to put at the top of my project somewhere?Thank you for your time.
Is there any chance of having the SDK capable of providing the HMD orientation in other reference frames? Any of the following would be helpful for integration into "non-sitting and playing video games" type applications! :shock: All these new 'modes' would be post filtering/smoothing...- untared orientation- tared against a user supplied quat- reference frame tared (i.e. gravity down from accelerometers and mag north from compass)
When a finger touch a virtual object, it adds resistance to the band that goes on top of the finger, which causes the cup to be pressed against the tip of the finger. The rings would be tight enough so that the tips doesn't immediately pushes in to the cup, but the rings would also be loose enough so that they can slide back once resistance is applied.Haptic Feedback.gif
Hi guys,is there any way to use oculus sdk with GLScene for delphi ?Does anyone have experience with that ? (I guess not but, hey I have to try)
Hey guys, it looks like you're cramming a whole lot of features in to this release! Here's my first impressions with the new Distortion Renderer code in the new SDK:(Disclaimer: I mostly looked at the D3D9 part of the Distortion Renderer code) I love the changes in the Distortion Renderer to drastically simplify the pixel shaders by rendering a large mesh. These fragment shaders are *way* faster than the previous ones which tried to compute chromatic correction in the pixel shader. It looks to me like the CAPI D3D9 Distortion Renderer code is reeeeeeeeally barebones. The WaitUntilGpuIdle and WaitTillTimeAndFlushGpu functions are #ifdef'd out so that they don't do anything. The distortion mesh's vertex declaration may have compatibility issues on older video cards. I'd suggest instead of using three D3DDECLUSAGE_POSITION elements, to instead place the TimeWarpFactor and VignetteFactor elements of the ovrDistortionVertex struct into the decl as TEXCOORD elements rather than POSITION. I l
Any news on the SDK 0.3 preview release that was mentioned at GDC?
I just wanted to give some feedback on Oculus SDK 0.3.1 in combination with OpenGL.Despite a few problems (see below), I think the API is a step in the right direction since it's more straightforward and requires less code.A few days ago, I started porting my codebase over from 0.2.5 to 0.3.1 and wrote down everything I noticed in the process – so forgive me if this post is a bit of a random collection of stuff.Getting SDK rendering to workSo far, I have not gotten SDK rendering to work. Opening the HMD and reading the sensor orientation works (with exceptions, see below). Configuring the SDK renderer doesn't return an error but calling ovrHmd_EndFrame() results in a black screen being rendered. This could very well be a problem on my side, but since there's no OpenGL sample code available, I can't really check.Here's my setup:1. Create a new OpenGL framebuffer object as my render target Color format: GL_RGB / GL_UNSIGNED_BYTE Depth format: GL_DEPTH24_STENCIL_8 / GL_UNSIGNED_INT Size i
So I hope this is the best place to put this, as it pertains to input devices as well.Basically, during the chat/hitbox, someone suggested that they want an RPG VR game, which I agree with wholeheartedly as well. However, that is not what this is about. During the video, wormslayer responded that an RPG game would be too hard, as you would need haptic feedback for it to seem real.I disagree with this, and here is why:When I played the zombie demo from the PrioVR guys, they gave me a bat to use. By instinct, I went into a few sword postures with the bat, and was performing kenjitsu on the zombies.. weird, eh? It gets wierder...Due to the visuals and the full body motion tracking, my hands / body responded exactly like they do with a shinken. So while haptics would be nice, it is not necessary as long as the player has built RL muscle memory using the weapon/item in the real world. And for the demo, all I was using was the hand controls and the body suit.Of course, if, in algebra.. x = y
Find it here: https://github.com/wwwtyro/python-ovrsdkWindows only right now. I'll add other platforms as they become available. The compiled .dll is included so that you can drop it into your python project and go (there's no modifications to the code, so feel free to compile it yourself, too). Please open issues as they arise; I've only done some bare-bones testing so far.Thanks, Oculus, for making this easy by giving us a C API. <3Enjoy.
Hey guys,We are four students at IT University of Copenhagen currently working on our post-grad Master Thesis regarding Motion Sickness in Virtual Environments.Why are we testing?While the companies such as the Oculus Rift are doing their best to limit the occurrence of simulator sickness it is still an issue. Our goal with our thesis is to see how game developers can help reduce this occurrence which leaves people feeling dizzy, confused, or nauseated. More specifically we are looking at what developers should avoid when creating games for virtual reality in order to limit this occurrence yet still take advantage of the full effect of virtual reality.The variables we have chosen have basis in available literature and prior user tests, but due to time limitations not all variables are researched in our study. What have we already done?Prior to this test we have tested just above 50 people physically, measuring everything from blood pressure, pulse, electrodermal activity and the test s
Open sourced my .net wrapper for the sdk. I believe there are others already out there, but figured it may be of some use to someone. https://github.com/duhone/EteriumRiftUsed for Eterium. Only has what I needed. Eterium was an XNA game, but I only used core .net types for the wrapper (i.e. uses a float array instead of an XNA Quaternion class), so library shouldn't need to reference XNA to use it. I didn't do the change of coordinates in my wrapper, that's happening in the game, so if you use XNA you have to do that.There is a pre built dll in libs folder you can add as a reference to your project if you don't want to build the lib, otherwise you have to update the property sheet in root folder to point to the rift sdk.I'll probably update it to latest rift SDK whenever that's out.Built with VS2012.Code attempts to minimize managed to unmanaged transitions, could be less even, but fine as is I think. It does transition every time you pull the head tracking though, I always want to pro
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