PCVR/Link Development
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There are some promising technologies on the horizon which aim at brining physical motion into the VR world, however, unless Oculus announces their own product, we can reasonably estimate that those will be something of a niche market. That leaves us with the question of how to best control movement and interaction in a VR environment. This subject has been brought up numerous times, but I haven't seen it develop into final conclusions and standard recommendations. If I've missed that somewhere, please stop reading and send me in the right direction :)I'd like to discuss control schemes for what IMHO will be the primary (based on quantity) input devices: Handheld Controller (Xbox etc.), and Mouse/Keyboard. I'd like to discuss what works, what doesn't, what the factors are, and if the best options can be incorporated into an API and updated in the Best Practices Guide. The Best Practices Guide seems to currently cover the theory very well, but doesn't go as far as direct implementation.
In stead of putting the camera on the desktop, why not put a camera or two on the oculus itself and put some kind of device on your desktop that sends out a bunch of IR dots all over the room to make markers?To me this seems like it would be a good solution for 360 degree tracking.What do you think?I'm guessing the cost for creating a device that sends out a bunch of dots would be to much because it would require mirrors and stuff.Maybe send out the dots all over the ceiling and face the camera up would be simpler.
Hi all, I'm a young systems engineer from Spain with a passion for architecture, topography, surveilling, photogrammetry and gaming.In about 2 weeks I'll be launching an IndieGogo campaign (I'm european so I can't submit projects for KickStarter) for a similar product, a treadmill simulator that would have the added advantage that all the sensors would be built in (walking, turning, jumping, crouching) at 120 Hz response frequency (basically zero latency/lag, the same you have from using a keyboard/mouse combo). You wouldn't need a Kinect or a Hydra at an added cost and you wouldn't need to wear those Virtuix special shoes to be able to slide, like in the Virtuix or the cvasi-walk like with the WizDish. You'd be able to crouch properly, instead of bending. You'd be able to sit down when you get tired after all that moving around. The system is natively compatible with any platform - Windows, Mac OSX and Linux are supported out of the box, no special drivers needed, you plug it in and i
I never realized how many crybabies are on the internet until yesterday. Wow. Now I feel kind of ashamed of being in the same group of people who were waiting for the Oculus Rift. So many crybaby-hippy thinking- no global grown up kids out there. Get real please. Good intentions and a bunch of cash made off a kickstarters won't change the future. Solid cash will. Deal with it.
Is it better to magnify the image of the screen on a spherical mirror "like telescope" rather than directly on the screen?Can it remove the screen door effect?http://paulbourke.net/dome/faq.html
.. is any one going to bring back VRML? (http://en.wikipedia.org/wiki/VRML)It may sound a little nutty, but if the focus is to provide interconnected virtual worlds over the internet, then surely we need a common language? VRML was a fantastic failure in the 90s (I had a friend who worked for sub-club.com), but now with focus on web VR and facebook, then it could be time for a revival.
I'm curious after the DK2 ships for those of us that plan on skipping it will we be able to update to the newer SDK and still test/develop with our DK1 (until CV1 release) or will it be incompatible?
i read that the earlier ones were not. if so: anyone use the lower definition versions of the DK1?
Hi,we, our university research team, want to setup a development environment with Eclipse C++. Unfortunately we face a issue at the very first step. The Oculus Rift SDK examples work fine with Visual Studio and Xcode, but we want it more cross-platform. Our idea was to setup Eclipse C++ on Win/XOS & Linux. To be honest, it sucks. From "include" issues until compile error we have the full range on problems.Have someone experience with oculus rift cross-platform development?Cheers :)
The Oculus World Demo looks like it was designed to easily swap in another 3D scene.How was Tuscany.xml made? Is this an output format of some popular 3D modeling software?As beautiful as Tuscany is, I would like to make my own scene.
Hi,I may be missing something but I don't find a API documentation. I am Ruby developer and I'm used to have this kind of doc : http://www.ruby-doc.org/core-2.1.1/Array.html. Is there a list of public methods with a description of the behaviour somewhere?Thanks!
Hi thereI've just checked, and still... no support for windows store applications. Is this even on the roadmap? an ETA or something? I have many people that would love to play the game on the Oculus but I only distribute through the windows store. I'm still wondering why this was not there since the first few months of oculus sdk :?
if i'm going to power other usb devices by the rift, will is it possible to have that power also power the rift?having it check where the power is coming from each time or at all times?my (bought it now for less than 7$ ) http://www.ebay.com/itm/Acupuncture-Body-Massager-Digital-Therapy-Machine-slim-massager-with-AC-Power-/171277976964?pt=LH_DefaultDomain_0&hash=item27e0f68584 comes with a usb adapter that fits this item http://www.ebay.com/itm/USB-2-0-Multipurpose-Rotating-High-Speed-3-Ports-COMBO-Hub-Black-For-PC-Pad-/360768210399?pt=US_USB_Cables_Hubs_Adapters&hash=item53ff7605df . http://www.ebay.com/itm/5600mAh-External-Backup-Battery-Charger-Power-Bank-for-iPhone-SAMSUNG-Nokia-Blue-/310795493580?pt=US_Cell_Phone_PDA_Batteries&hash=item485cdae0cc seems like an easier way to power things than a daisy chain of some AA..it seems likely it will power the USB slot on the rift DK2, too. can i make a battery pack to power the rift with that power slot, yet? i am aware i can
So I just finished watching one of the unity talks that mentioned trying to find a way to make the player feel as if they are moving, and of course, he mentioned the Palmer experiment of frying your brain... It got me thinking.. I remember a Myth Busters episode that they took small carpenter hammer, attached it to a mechanical arm, that beat on a beam of a bridge. Since they matched the resonance (frequency) of the bridge with the hammer, they were able to make the bridge sway to almost collapsing.So.. we should be able to do something similiar? A quick google search revealed this study in ScienceDirect: http://www.sciencedirect.com/science/article/pii/S0304394008011130The basic theory is that you can use a frequency tone to stimulate the vestibular system. Using HRTF, you could then potentially introduce a phenomena that makes it seem like the person is actually moving in the direction, or the opposite direction, of the sound?Of course, the player would need to own a headset even cap
Just got the latency tester hardware, but can't find any software to use for testing--didn't there used to be a Unity package available for download?
Today I used Photoshop to flood my Rift screen with white so I could gauge how much of my peripheral vision the Rift is actually capable of consuming.Vertically, the range is very impressive. I can barely see the top and bottom edges of the screen. When playing Half-Life 2 with native support, or even Skyrim using VorpX, I'm always taken aback by my vertical range of view. It's incredibly immersive.Horizontally, it's still very effective, but the range is clearly more limited. I'd estimate around 70% - 80% of my horizontal FOV is covered.My question is, if the horizontal FOV of the Rift is the most limited, why are the stereo images we see in so many demos taller than they are wide? I see unused screen space around the stereo images on many screenshots and demos I've tried. Surely they should extend to the outer most edges of your screen?I want to note that VorpX renders two perfectly circular images, which you can shrink and enlarge (amongst a plethora of other critical settings) and
So I'm doing collision detection, and this example kind of works:http://www.java-gaming.org/index.php?topic=5409.0but the whole plane of all triangles trigger the collision...
Can anyone from Oculus comment on the bandwidth and power available over the DK2 "accessory port"? I'm interested in running some cameras through it to avoid needing a second cable.
HeyI am currently working on an idea of mine that I think would be very popular. I am trying to keep in mind at all times what is required for you to believe you are really "there". I am sort of new at modeling/game design so belive me I know this an ambitious project. While being new to this, I currently have a fair bit of free time and I am trying to put it to good use.Atm I am working on modeling my first creature in zbrush and it is taking off. I have limited skills currently, but I am working fast to pick up Unity/3dmax/Zbrush.If you would be interested in chatting with me via skype/reddit/whatever let me know.http://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser[1]If any of you have ever played Trespasser that is my inspiration. I am not working to make a clone or "Jurassic Park" game, but I just have this idea in my mind and the closest thing would be that game.
I have been waiting on the DK2 kit to develop on, and I saw that Quarter 3 is the time that it is going to be released based on these projections. Is this a correct assumption that the DK2 models will ship in august? I reference: If this is correct, and it is using your new display screens, is it also correct to assume the stereo camera support? this could kickstart my project MUCH further, and a buddy I have been in talks with will move on to developing on this platform, he rejected the initial idea due to Resolution.On another note,we saw this, and now were thinking of implementation into a project we are working on using the rift :)http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-gamethoughts?
This was posted in the 'new user thread':"rupert" wrote:I'm interested in Android support and I haven't found any definitive threads in the forums. In understand that it is in the pipeline, but there seems to be no SDK currently available.I can see potential for an Android device sending HDMI to a rift as a mirrored or second screen with the mobile device doubling as a handheld controller (touchscreen and orientation sensing). Quite what that would mean from an SDK point of view I'm not sure, but it would be interesting to get a view on feasibility from the community.Android development is certainly possible, but no, the existing SDK is unlikely to be very useful in this regard. I've done some initial work on creating a 'movie viewer' for Android using my Kindle Fire HD 8.9, which has HDMI out. Producing the distortion code is relatively straightforward. I've got a Java example located here that performs distortion. Using it on Android would require adapting the GL call from JOGL t
Anyone have thoughts on how we can push believably in stereoscopic 3d with the upcoming '6-degrees-of-freedom' head tracking.I think this subtle amount of head shifting would just seal the deal in believably of a standing static VR view, be it recorded footage or a 3d rendering.My first thought is being able to use depth data on top of left/right image data to distort the view opposite the direction your head is tilting. For 3d we can simply render a depth map, for video you can use software to pull depth data from a stereo pair - http://www.compression.ru/video/3d_display_video/depth_map_generation_en.htmlhttp://www.yuvsoft.com/the-foundry-nuke-plugins/depth-from-stereo-nuke/http://www.thepixelfarm.co.uk/product.php?productId=PFDepthI wonder if any rift software would incorporate this, or if anyone has other ideas on this topic?
swivel chairs are very popular so why not make a dual or triple camera system... middle camera with detachable secondary and tertiary options... x-------------x-------------xthis method means less (or no) buyer's remorse at losing my omnidirectional headtracking from the first DK!if you include a carrying case as pretty as DK1, i will get over the buyer's remorse.. but no case=required to accept that there is a BIG FLAW in using a single camera for a VR system; as once you turn your head enough: you're no longer immersed.the triple camera system should not increase your hardware cost more than a few dollars and will allow you to skip a full step in development.*edit* the triple camera is preferred because when only 2 cameras are required, the 3rd could be mounted directly to the rift device as a way of allowing the user to have augmented reality (or at the least a picture in picture option for virtual desktops when(IF) relatives want to be seen..
*edit: I'm not affiliated with this in any way, although I'd worked on a project in the same vein.Stop me if you've seen this already:http://www.360heros.com/2014/01/worlds-first-fully-spherical-3d-360-video-and-photo-gear/They had a booth for this at CES this year, but I haven't seen any articles about it. I figured when something like this came out people would be going nuts about it.The product shows the L/R pairs in various alignments, but they don't look like they share a common plane. I had thought the only way to see the 3D effect correctly was if the viewer kept their eyes aligned to the same plane as the cameras, so it seems to me like one couldn't view videos from this in the Rift and see proper 3D without rolling their head from side to side while looking around.When I look at it in the Rift, though, it all seems pretty normal. Can't wrap my head around that...
I run 4 monitors (2x2) on 2 SLI cards currently. I unplugged the top-right one and plugged the DVI cable into the Rift control Box. The question is, how do I configure Windows where I can still use my 3 other monitors and use the Rift for 3D Stereo testing? I have tried doing the "Duplicate" option listed in the manual but Windows forces me to duplicate the main display to BOTH monitors 3 (LED) & 4 (RIFT). It leaves monitor 2 alone but messes up 3. It also causes problems with the display sending windows pop-ups to the RIFT where they are about impossible to see or manipulate.Thoughts?
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