PCVR/Link Development
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Hi there,Here is a simple javascript library and example file to view HTML on the Rift.If you want to try it, just get it from github at: https://github.com/topherzee/vrhtml* copy the vrhtml-example1.html file.* edit it and change the contents of the 'htmlModelPrototype' div.Check out the readme for more info.Based on three.js, headtracking via npvr browser plugin and vr.js.Cheers, Topherps. If you make something fun let me know - it would be cool to include more interesting examples in the git repository.
In case anybody wants the D3D9 version of the shader from the OculusRoomTiny demo, here it is (tested, compiled, and ran under the "ps_2_0" target for shader model 2). It's functionally no different from the DirectX 10 one, but this one will work with your D3D9 projects:// D3D9 version of the Rift barrel warp shader (ps_2_0 compatible)sampler tex : register(s0);float2 LensCenter : register(c0);float2 ScreenCenter : register(c1);float2 Scale : register(c2);float2 ScaleIn : register(c3);float4 HmdWarpParam : register(c4);// Scales input texture coordinates for distortion.// ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be// larger due to aspect ratio.float2 HmdWarp(float2 in01){ float2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1] float rSq = theta.x * theta.x + theta.y * theta.y; float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq); retu
The idea requires to first add Augmented Reality to the Oculus Rift, which should really be done because it adds a whole new dimension to Virtual Reality (literally) on top of allowing to track your arms and hands.From there it becomes cheap and easy to include heptic feedback and increase presence to a Virtual Tablet by linking it's location to a physical plastic board, that can be picked up and dropped back on the desk at will (to free back your hands), by identifying that plastic board with AR stickers.The heptic virtual tablet can then be used as a natural interface for both the Game Menu (saving, loading, quitting...), and as a Game controller (a camera, a game map with GPS, a video phone, a torchlight...).It can also be used as a wireless joystick (a steering wheel for a car, a joystick for a space ship, a remote control box for a Couch Knight...), as a graphic tablet, as a weapon to bash virtual people with (at your own risk) and more.Linked to a PC Android Emulator (or to a fut
I've read that the folks at Oculus are saying that sitting games will be the primary focus at first. I appreciate that they want to prioritize keeping things highly accessible. So I'm wondering what the most accessible input standard will be. Obviously most users won't spring for a PrioVR or Hydra immediately. And as easy and accessible as I think a gamepad is, some users find regular gamepads too complex.I could have sworn that I heard Palmer Luckey or another Oculus rep say in an interview somewhere that they'd be designing an input device that mimics the hand, but I can't remember if I actually saw that or if it was something else. Anyone?
http://uk.ign.com/articles/2014/03/19/gdc-sony-reveals-project-morpheus-playstation-4-vr-headsetSony are following Oculus lead by making prototypes available to developers. I imagine this will lead to a scramble and it will not just be developers. I imagine that's the reason why Crystal Cove will need to be close to perfect to the consumer version, because everybody will want one, not just us developers.
Heya rifters,After a few stabs and tinkerings on the ol programming bench. I've managed to create a little plugin that would enable anyone with DarkBASIC to integrate OR into their existing project. The files together with the demo source is included in the attachment below. Haven't test much on other machine though aside from my dev pc. So not to sure on the performance claims here. I will of course try to tweak it more to perfection where possible.. Dont expect this to be full blown awesome eyecandy in the demo though. Its just a proof of capability. Pretty much it should take care of all the Oculus Rift needs to function. Some keys to press in the demo:UP and DOWN key for movement. Moving towards where you are looking at via rift. - Scale Oculus scope q to reduce the x scale value w to increase the x scale value a to reduce the y scale value s to increase the y scale value - Lens offset z to reduce the left lens offset value x to increase the left lens offset
Hey everyone,I know I've had my vr glove project under my projects for a while, but recently I've been having more free time and actually got started working on it the last week or so. The idea is to use accelerometers, gyros, flex/bend sensors, potentiometers (volume knobs) and maybe a joystick, to make a highly accurate, non-laggy virtual reality glove. This first draft will be the proof of concept just to show what I mean. It uses and arduino leonardo (at least now it does), as well as the sensors mentioned above. At the moment, it's just writing all of the sensor data to a serial connection, then unity is reading that data (threaded so the game doesn't lag if it's to slow) and applying it in real time.I wasn't sure if I should post it here yet, as I don't even have the elbow movement up and running quite yet. (Sensor is there, just I haven't built the elbow joint. This will be two plastic bars held together with a potentiometer to get how open the arm is.) but it's looking go so fa
I want to share a few ideas I had about the best way to handle communication, locomotion, and interaction in VR. The concepts are simple, and most are obvious, but I thought it was worth sharing. Some of these are universal and should probably be adopted in every virtual reality experience. Others depend on the situation. I've come to these conclusions from lots of non-VR gaming as well as beta testing many VR experiences.I think the impulse is to design virtual reality to simulate reality as closely as possible. While that may be a good start, there are many things about reality that are inconvenient and would prove cumbersome in virtual reality. There are also some things that are easy in reality but hard in virtual reality for the foreseeable future. The easiest way I like to think of this is "what enhanced superhero abilities will make my transition to virtual reality easier and more enjoyable?". Here are a few:TELEKINESIS - controlling matter with your mindOk, so obviously you wou
Hey forum,It is my intention to persuade, influence and inspire you guys to think, imagine and discuss the possibility of an on board 'Oculus Rift' operating system. Graphical User Interface Design of Oculus OS;-mirror game consoles? menu based, very simplified-mirror desktop? one screen, icons start menu app launcher widgets search et all-mirror mobile? multiple screens, icons and search (some widgets)-create something new? -honestly I'm not sure which way the OS should go just yet....What are your thoughts?I did some preliminary brainstorming and conceptualizing for an Oculus Rift optimized 3D graphical user interface.First Idea: I call it the "revolving door GUI"Details can be found here: viewtopic.php?f=40&t=7620Goal: try to create a VR equivalent of a "main menu" or "desktop" that leverages positional tracking in a very interesting way. Please feel free to share your feedback.Update: shifting focus to create a third party VR optimized OS
Micro-PNT (Micro-Technology for Positioning, Navigation and Timing) does absolute position tracking on a single chip!To oversimplify it; Micro-PNT adds integrates a highly-accurate master timing clock integrated into a IMU (Inertial Measurement Unit) chip, making it a "TIMU" ("Timing & Inertial Measurement Unit") chip.So these TIMU chips for Micro-PNT have integrated 3-axis gyroscope, 3-axis accelerometer, and 3-axis magnetometer, and together with the integrated highly-accurate master timing clock it simultaneous measure the motion tracked and combines that with timing from the synchronized clock, and with sensor fusion it makes a single chip that does absolute position tracking, all without external transmitters/transceivers.http://www.darpa.mil/NewsEvents/Releases/2013/04/10.aspxIs this technology just too expensive or not yet released by DARPA for use in non-militarized commercial products?DARPA researchers at the University of Michigan have made significant progress with a tim
Now that both of these products have had successful kickstarter campaigns I wonder if someone might help me understand what differences there are between the two systems in terms of performance and quality of trackng?Is magnetic tracking much more precise?Does the PrioVR have a lot of drift?How is the latency?Etc. etc. Is anyone well versed enough in the systems to perhaps enlighten me on these matters?
Hi everyone, I would like to introduce our project as we are getting ready to publish more information about it and thought the best place to share it before we go live would be here and hopefully get some feedback... :ugeek: Our company was one of the first backers on Kickstarter pledging for 10 development kits, partly because we have a large number of developers, but mostly because we really, really, really wanted to see Oculus get funded! Anyway, I digress...My name is Luke (hello) and I am the CEO of the brand new company 'RiftSurf VR' and for the last year we have been working on a 'top-secret' project to make fully Oculus ready simulators. We have built our first prototype machine and have started testing it. I guess it is worth saying that at this stage of development we have over-engineered nearly every aspect of the machine as we will be running heavy testing on it as we hook up the software, so it is certainly a beast of a machine, we lovingly refer to it as the 'Big Green
Hello all, would love to take this idea on for a debate. Lets imagine having Emotiv combined with the Oculus. My thoughts about the gyro incorporated into the Oculus are up in the air. I seem to have a hard time envisioning any gamer wanting to turn his head time after time whilst his hands are resting steadily on a his keyboard and mouse or controller. But being able to control every movement possible including facial expressions and portray them in a virtual environment using just the signals of the brain sounds rather interesting and very possible.Who nos maybe Emotiv would like to partner up to create what could be the ultimate gaming headset, and lets get real here there should be no problem with funding for this one, a quick call to the government explaining that you could create a problem free nation with complete video game immersion lol. Lets envision "Sword Art Online" if you haven't seen SOA then this depicts every gamers ultimate dream all rapped up in an anime show. Thanky
Last August we tried launching the Kickstarter but didn't get to our funding goal. We didn't stop working on the project and have now relaunched showing more advanced prototypes of the PrioVR system and more interactive demos.https://www.kickstarter.com/projects/yeitechnology/priovr-suit-up-game-onChanges from last time:Advanced in-house prototypes being used for videos instead of existing 3-Space SensorsNo wired only optionAll tiers come with controllersLite renamed to CoreLZ renamed to LiteNew Demos!!!You can see the top of my head in the video for like 3-4 frames around 1:38 in the video. :p
Correct me if I'm wrong, but I have inferred that the IR camera for positional tracking has absolutely no bearing on detecting rotation, correct?Because if so, there is absolutely no need for it to be able to detect the orientation of the rift, and only needs to be able to see where it is in space. this means that there are far fewer limitations on the positioning of the IR markers on the HMD. So, what's stopping me from affixing my own IR markers to the back of my head, so the camera can see them regardless of what direction I'm looking?It seems to me that the whole question over whether to add another camera, or whether to add some new exotic self-contained positional tracker from space-DARPA is rather unnecessary. if the camera doesn't need to figure out the orientation of your head, then a sufficiently large constellation of IR markers should be entirely adequate.Edit: Meant to post this in General Discussion rather than General Development. If one of you mods feels like it, go ahe
Hi oculus! https://www.youtube.com/watch?v=4d3Wli7s6KY claims you are backing out of the VR experience and only choosing the seated VR experience at about 6minutes and 10 seconds in.why not add an extra camera or two and get back the enthusiasm first present in DK1?also: will you be including a case for the DK2? (i can make my own but knowing is half the battle.thanks in advance for the software update required to make this simple solution possible, sorry i was not able to tell you about the simple solution of the extra cameras sooner.last also for now: lifehacker.com/5850388/use-a-cheap-ikea-lamp-to-build-an-affordable-desktop-camera-jig (keep in mind the 3d printed part is not required.. duct tape or bailing wire or spray foam.. would work fine.thanks for going back to the VR experience instead of the lacking in VR experience.
Hello,I´m working at a University sharing a rift with 2 other people.Actually we´re working as hardware designers and thus not so comfortable in C++ prograimming.How do we have to initialize the OVR to be able to use the shaders but without connection g a rift to the machine?We´d like to output the rendered image directly on screen with appopirate resolution.kind regards
Hey all,I'm not a UE4 licensee yet, so can't join the licensees-only forum.I have read that UE4 can build HTML5 apps, and that UE4 can support Oculus Rift. Does anyone know if there's support to build HTML5 apps which support Oculus Rift?I'm intrigued about Google Earth integration into a UE4 room/level - think "Earth" in snow crash, amongst other ideas. This may be one way to do it.Cheers,Ian
Hey guys, I am 99% of the way to supporting the Rift in my OpenGL C++ engine but have come across a fundamental problem in how I am rendering the final scene. I am having trouble understanding which part of the transformation process is producing my erroneous result.I render my scene to a full size framebuffer, first the left side of the buffer, then the right using glViewport and glScissor to limit the influence of the drawing and clearing. So I have a full screen buffer divided in half width wise with two slightly different images in each half.Then when drawing to the screen, I set the rift shader up as per the tiny room demo then draw a pair of triangles for the left side using texCoords from 0.0 to 0.5 and repeat the process with texCoords 0.5 to 1.0. Everything works great except the result looks like this:Great! Except the right eye image is backwards... No problem, I can just reverse it using multiple methods (flip texcoords, or in vertex or frag shader). But then I end up with
Is there any reason I cant get a DX9 application to work with the oculus?I am worried about the oculus post process shaders. Do they use something only available in dx10+?thanks
Once upon a time, before I had ever heard of Oculus, I was prototyping my own VR designs. My design was different from the amazing thing the Rift has become, but nonetheless while tinkering I learned all sorts of interesting things that carry over. Thanks to Oculus, many of these lessons have evolved and been improved upon, even becoming common knowledge, others I haven't really seen mention of. I'm fully behind Oculus, I stopped prototyping when I saw what Oculus is doing, and I thought I might occasionally share some of the things I found interesting during my experiments. I've always been fascinated by display technologies, but even more fascinated by what elements of those technologies tangibly improve the experience. In my field of work (product development and Certification), I receive displays from major vendors before they are released (according to Sony I was the first person to ever receive a 4k TV in the US), on an almost weekly basis. To be honest, as much as I love that, I
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My engine has Z=up, but oculus expects Y=upDo I have to rewrite everything, or is there a z=up option in oculus?thanks
Seriously? WTF is going on? april fools isnt until 6 days. if this shit is serious i hope valve has a VR product ready soon because i know ill be leaving Oculus in fear of facebook ads,tracking,bullshit security.
I am starting a new workshop group for VR and HCI (Human-Computer Interaction) developers and tinkerers in Minnesota. All variety of VR, HCI and hardware hacking are fair game: Kinect, Leap, Intel depth cam, Sensus, touch interfaces, mocap, computer vision, wacky camera apps, AR, projection mapping, interactive art, etc. I'd also like to serve as a focal point for Oculus Rift owners in the short term.I've also led IGDATC (International Game Developers Assoc. Twin Cities) for 6 years. If you'd like to learn about the Oculus Rift but are not currently/soon working with it, mark your calendar for the next IGDA Twin Cities meeting on 6/12. It will have a broad range of info based on my month with the Rift. The 5/29 VR and HCI group is more hands-on details.Additional details and sign-up here:http://igdatc.eventbrite.com/
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