PCVR/Link Development
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Hello I just realized I created my thread on the wrong Group.Yes it is an on going project but it's is also Kind of an input device as well. The idea is to offset the oculus on the moving platform instead of on the ground. It already works but I didn't build the moving platform yet. You can find more information on http://motiondrift.blogspot.beDon't hesitate to comment.
I'm currently diving into developing with the Rift. I've got access to a closed source branch of the Arma 1 engine (VBS2) where it is possible to get the D3Device (Doc Link).I've done my first steps with DirectX, but I can't wrap my head around what I need to do for rendering my scene with different viewports and and applying the shaders.Are there any open source examples or even tutorials out there, showing how to do that?I found some topics and projects related to that, but I'm not able to get it all together.
Razer, Kinect, Myo, Wii... but no one considers the PS Move?I picked one up a few months ago specifically to work with the Rift on my computer.I chose it in preference to other options for these reasons: -accurate positional tracking (when within the camera volume and not completely occluded) -fast response -no wiresKinect -- Fantastic idea, best current option for tracking a body, and this will be a technique used heavily in the future -- probably as one facet of a multifaceted solution (like the PS4 cam). But it's too crude and slow for bringing your influence into a virtual world.Razer -- The best I can figure is that this is worse in most ways than a PS Move in each hand. Tethered, short range, and reports on positional accuracy seem inconsistent.The key thing I want is a "virtual grip", with low latency and high accuracy. The camera-tracked-globe helps greatly with low latency and positional accuracy. An analog trigger provides an abstraction of grip (not ideal), but it's a reliab
Hello everyone,I'm currently working on finishing up my graduating project. I'm developing a multiplayer centric 3rd person shooter in Unity 4 (w/ the pro trial) with Rift spectator cam.The players will be able to play the game with a traditional 3rd person, over the shoulder, camera, while the spectators will be using the Rift to travel around and look at the game. I have the basics of the entire game working, but the one major bug occurring when the Rift controller is instantiated in the game with the other players is that all of the players are given a bizarre Rift camera along with their model. Needless to say that this makes playing the game from their standpoint impossible.If anyone's encountered a problem like this before; What am I doing wrong?Thanks.
HiI am just wondering, for those times when i wont be using the rift, is there any chance of adding track IR type support in the drivers/SDK for standard TV/monitor gaming?I am thinking the tools are already in there in the proper rift support so maybe it would not be a large tast.ThanksMike (DK2 owner to be :) )
Is it just me, or does anyone else have an issue with their development becoming stalled due to testing a change? What I mean is that, when I make a change to something, I go to test it out and completely lose track of time and get way to immersed in the environment, usually for a couple hours or more. By that time, since I'm completely strapped for time, I have to shut it down for the night :cry: It sucks since this is taking up most all of the time I can afford for development :\Anyone know of any good tricks to avoid this?
Hey everyone,Just thought I would share this little gem of the internet with you guys which would be perfect for the Oculus Rift.You can find the developers behind this engine hereThey are currently developing Infinity: Battlescape an massive multiplayer space combat game both in the sense of scale and player counts.Without getting into too many details the idea is to have a semi-persistent conflict that takes place across this solar system that will involve tactics and strategy. Another major focus of Battlescape, as well as the full Infinity, is the ability to participate in massive, star wars style fleet battles.They intend to go to kickstarter soon... I will keep this thread up to date as much as possible. :)EDIT: Aparently they have rift support in the engine. LINK
Okay, it seems a lot of us are about to get (Monday for me woot! lol :D) or have recently received our Rift's, So I was wondering if those that have had their rifts for a while were willing to share any potential setup issues or tips to get the most and best performance from our rifts.The term IPD (Interpupillary distance) is used a lot in the forums. A little more information as far as making sure its accurate, ways to tell if its off etc would be great, also any other major/minor settings be they via hardware tweaks or software tweaks would be appreciated. (such as resolutions, texture settings, anti-alias etc.)Thanks in advance,Ryan ;)
I think it would be awesome to have generic headless male and female bodies with some basic stand, walk and sit animations included with the SDK. One of the Best Practices is giving the users a body. We're starting to see the term "presence" used a lot more which is definitely improved by having a body and thus a local reference for scale (this is especially true of non-realistic experiences). Obviously larger projects will have custom bodies, but this would be great for indie projects, prototypes, simple exploration experiences and smaller tech demos.I'm not sure if this has been suggested before.What're people's thoughts?
Just finishing my first weekend working on my first demo scene (which i hope to share with you all soon :D ), its the longest I've used the rift consecutively with lots of trying out my scene as I go and now Im feeling really bad.I got bad motion sickness from trying the rift for the first time but I thought I had got my 'vr legs' by now. I haven't been effect this bad for a while though, How does everyone else cope when working on something for a long time :?
Hello,I just tried it with VS 2012 Express Edition and when I load the project for 2012 which comes with the SDK, I get the following errors:Fehler 1 error C1083: Datei (Include) kann nicht geöffnet werden: "../Shaders/Distortion_vs_refl.h": No such file or directory (..\..\..\Src\CAPI\D3D1X\CAPI_D3D10_DistortionRenderer.cpp) d:\programmierung\oculus rift dev\ovr_sdk_win_0.3.1\oculussdk\libovr\src\capi\d3d1x\CAPI_D3D1X_DistortionRenderer.cpp 34 1 LibOVRFehler 2 error C1083: Datei (Include) kann nicht geöffnet werden: "../Shaders/Distortion_vs_refl.h": No such file or directory (..\..\..\Src\CAPI\D3D1X\CAPI_D3D11_DistortionRenderer.cpp) d:\programmierung\oculus rift dev\ovr_sdk_win_0.3.1\oculussdk\libovr\src\capi\d3d1x\CAPI_D3D1X_DistortionRenderer.cpp 34 1 LibOVRI don't know how to solve it. It looks like there are missing some header-files. Could it be, that these are files which must be autogenerated with some additional application?Any hints how to solve it are highly appreciated?Ki
Hi,We are keep improving our prototype rig and getting one more step closer to holodeck capturing. it can now create problem free stereo 360 video. Here is a frame extracted from our demo video:http://www.izugar.com/demo/3603d/hm75/op_garden_rift.html(plugin instruction goes here http://krpano.com/stereo3d/)It would be very funny if there is a "webwalk"-like player for the Rift that display forward/backward 3D360 frames when a user "walks" along the defined path. 3D360 video sample available upon request.Sometimes it's hard for non-rift users to understand this new media, so we created the first stereo planet view video for telling people what can our system do, although the sense of depth degraded in this mode. It was best viewed with VRplayer in dome projection:http://youtu.be/n54Kp8Akjy8Enjoy.Regards,KC
https://www.kickstarter.com/projects/70308014/kings-assembly-a-computer-mouse-full-of-awesome?ref=categoryThis looks interesting I would like to see this get up. its not hard to spend a few hundred on a slick mouse KB combo.Obviously one of the hardest issues with wearing the rift is seeing the devices you need for input, in this situation one located all controls are at hand so to speak. I am not a great touch typer but this may be a way to input text in rift which would be handy for coding and development.I am all for 1 to 1 body tracking etc. and the potential is promises. but at some point we still need to keep coming back to the super efficient interface that KB and mouse allow. I have a Kinect windows and used the leap motion, truth is the gross movements get tiresome fairly quickly.(don t get me wrong they have their place) for some thing that your going to work in 8 hrs. a day etc. we need some thing like this devise, I think it shows promise. OVR could well do with a assessme
Hi There,As a first note: I don't have my rift yet, so I have been writing this Java wrapper for the OR blindly. I would be cool if someone with a Rift and interest in Java could test it out:https://dl.dropbox.com/u/8241387/OVR/JRift_alpha.zipIt is compiled for a 32-bit Java Runtime. And you can just call the contained JRift.bat to make it start a loop to read from the Rift sensors:OculusRift or = new OculusRift();or.init();HMDInfo hmdInfo = or.getHMDInfo();System.out.println(hmdInfo);while (or.isInitialized()) { or.poll(); System.out.println("Yaw: " + or.getYaw() + " Pitch: " + or.getPitch() + " Roll: " + or.getRoll()); try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); }}or.destroy();Any comment is welcome.Cheers,Daniel
I've made a skype group for Rift developers, add me ( zer0bounds ) for an invite to the group.
I have another guide for one of my favorite games.Here is the Demo Videohttp://riftmod.com/how-to-skyrim-and-oculus-rift-with-a-fixed-hud/
As part of working on the book I hope to cover Python and Java development, but a pre-requisite for this is a good streamlined C API for the SDK which I can wrap.I also want to make the book usable to people without a Rift, and allow them to see the effects of various movements on the view. The most obvious solution to this is to add a 'virtual sensor device' which can read pre-recorded sensor data from a file (or series of files). Both items need to be implemented eventually, but I wanted to ask the community what they thought I should work on first. So make your case below for one of the following C API SensorDevice emulator Something else I haven't thought of?
Hey guys, check out my update!Tell me what you think. Newest Video! Update #4https://www.youtube.com/watch?v=D2GZ3Db094wUpdate #3 https://www.youtube.com/watch?v=eyC1fWqeGzk&list=UU1NIKaQIza32-DJYloQ5QQwhttps://www.youtube.com/watch?v=-NQRcVfIJy8Older video: https://www.youtube.com/watch?v=QLvJ12biMpIMy goal is to make these affordable!
Quatf hmdOrient = poculussensor->GetPredictedOrientation();Matrix4f View = Matrix4f(hmdOrient);If you use this matrix to render, yaw, and pitch work as intended, but of you roll(twist) your head, the scene shears.as you can see I am not using the postprocess shaders now. But this seems to be a problem when the quat is converted to a matrix. Maybe the matrix is not orthogonal.here is my basic scene:At 45 degrees, the tree and fence is no longer perpendicular to groundAt 90 degrees, it looks correct, but it is squashed, half height.Any ideas? Is this the matrix I am supposed to use?The sample programs convert the oculus matrix to euler angles, and then recreate a new matrix. Is this because the matrix provided by oculus is wrong, or non orthogonal?
Hey guys,I've been working on a design for my game and finally had the chance to see how my efforts were working in VR and I have to say I was heavily underwhelmed by its depth. There was no "Wow" factor because in the end it seemed rather flat.With that said, I've decided this may be a good place to build a sort of repository of tips on how to achieve effective Stereo 3D environments in VR and help pave the way for other VR game designers. This could include shader ideas, placement of objects, settings - honestly whatever worked for you!Post your findings and please provide imagery with your explanation of what worked and what didn't work. Thanks everyone and I hope this thread becomes useful. ;)
Hi all,I found a game with a fixed crosshair in the center of the screen. Raycast to clic on object are directly sent trough it, and I would like to do the same...http://www.entertherift.fr/gamecenter/fr/game-438-gorgon.htmlIs it complicated? Are there some short tutorials?I ve tried to understand the OVRMainMenu code but I don't really see the way to do it.If someone could help me it would be nice^^VRFORVR!
Update 10.4.14I got through Doom 3 BFG few days ago and boy, was that an experience! I played it fully through with this script and made adjustments for it along the way, I attached the latest version, Pseudo Walker 0.501 in this post.It is better than earlier versions and can now be used with Wii Zapper and it uses some console commands (Doom 3 BFG) to make PDA more viewable etc. Check readme and script itself (comments) for more information about keys and controls. It can be used with other games as well, but some of the stuff going on is Doom 3 spesific, you might want to edit/disable these sections. Check script.If you want to see script in action, here is a link to slightly older video with earlier version of script and without wii Zapper.https://www.youtube.com/watch?v=jI266___lNk&feature=youtu.beIt actually looks less controllable in the video than it really is, it is quite accurate once you get a hang of it.Original post:I got my devkit few days ago and dear lord it is aw
I just pre-ordered Oculus Rift Development Kit 2 but read that this one will not ship with a Unity Pro trial.. that sucks.. I hope I'll be able to use the Free Unity version to make games for the new Oculus rift version.
Something I was thinking about today was going from a standing to a seated position in VR. This wouldn't really work with any kind of treadmill. But say you are standing while you "walk" to a virtual hang out to meet friends. In the real world you have a chair near by. You feel around for your chair and sit down but what does everyone else see in the virtual world? the translation could detect you are in the process of sitting down and have your avatar mover a chair in vr to the orientation and height of the seat your sitting on in real life or you could have IR dots on your real chair and with a key stroke or gesture you could have that chair spawn in VR where it is relative to you in real life. That way you don't have to feel around for your chair. You can see it in VR! Have it off to the side so u don't whack it while standing but in IR tracking range be able to find it without breaking presence when you want it. i feel this connection to a physical object that you can feel could be
Hi all. Just wanted to advise of a new product I hope to be ramping into beta-production soon, something I call the FPS Revolution. If anyone has seen the Delta Six controller, it is similar, although I found it after coming up with my idea.While just getting my teeth wet with the Rift and Omni and wrapping my head around what will be a very definitive and awesome experience with these two matched up, I couldn't help but notice the controller being used was a Wii controller in the very odd shells produced for them that kind of resemble a gun, but the button placement is awkward and touchy. A thought popped into my head that often does when I see something that is less than ideal "I could do better than that" and had a 2-week vacation that came up right after coming up with the concept.So what was it I came up with? I went to Wal-Mart and found an airsoft gun, cheap spring version nothing fancy. I opened it up to find out what parts inside made it tick. I went to Radio Shack and g
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