PCVR/Link Development
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Has anyone gotten the 2013 Source SDK to run with the Rift? Whenever I debug it with the -vr option it crashes without a stack trace in the client code, and doing it straight from command line doesn't even open a window.I haven't found any other mention of the Rift support beyond the original announcement, so I am curious if anyone else is having issues, or is even trying it out.
Here is a brief summery of the post I made at VR Player Section. Please refer the post for detail.-Photo of the rig;https://www.facebook.com/photo.php?fbid=736118016400666&set=a.380827981929673.96699.100000074242945&type=1&theater-3D partial 360 panorama video, 2048x2048(60fps)mp4, 144MB for ultra wide driving recorder can be downloaded from my server;http://v-galleries.com/Video_files/3DPanorama_Driving.mp4-Preset file for VR Player(5.1α) setting for Oculus Rift viewing,http://v-galleries.com/Files/3DPanorama_Driving.jsonThe resulting FOV is approximately 200° x 80°. Anyway this is just my first 3D partial 360 panorama video trial for the proof of concept.inouek3d
So I recently saw the Project Spark Intro clip again:It has the option as can be seen at 0:22 to create environments simply. The Spark program already includes all the coding to build everything, what the user changes is the layout through basic controls. I know when I first started imagining Virtual Reality, I always thought I would be able to go to a room set aside for me and customize it to the way I want it. Would a program like Project Spark help make VR more casual in that people could build their own room (whether a PC Desktop visualized, or a public meetingplace)?
It strikes me that if my game can pump out 1920x1080 at 75Hz on a realistic system it wouldn't be impossible (understanding that the performance math isn't linear — I know that in my engine I could get there) to run the same game at 960x1080 at 150Hz. Could two independent panels, each driven at 75Hz, (or even one panel with two independently timed/addressable halves, though this would obviously require considerably specialized panel hardware) be presented to the system as a single 150Hz display with (in hardware) each half refreshed half a cycle out of phase so as to fake an effective frequency of 150Hz? One of the most obvious (non-technical) problems that comes to mind here would be the potential for VR sickness, but I'd be curious to find out if there is any experimental data on this particular interlacing scheme and if so, what it shows. Not being intimately familiar with the low-level workings of contemporary displays I'm assuming the Oculus engineers have considered and ruled ou
I have been working on and off on a XNA game for two years now and I have successfully integrated the rift - all except for chromatic aberration correction. I'm a complete noob in HLSL, and I got the barrel distortion working thanks to a shader shared by a fellow rifter. I've looked at the SDK documentation, that I had followed through all steps, but I can't translate the code on the documentation to a XNA shader.This is the shader code I'm using:uniform extern texture ScreenTexture; uniform extern bool drawLeftLens = true;float distK0;float distK1;float distK2;float distK3;float imageScaleFactor;sampler ScreenS = sampler_state{ Texture = <ScreenTexture>; };float4 OculusPixelShaderFunction(float2 texCoord: TEXCOORD0) : COLOR{ float lensOffset = -0.0635; float2 lensCenter; float2 scaleIn; float2 scale; float xShift = -0.08; float aspectRatio = 0.8f; float scaleFactor = 0.5f;//0.5/2.0; float scaleInFactor = 2.0f;//2.0/0.5; if (drawLeftLens)
Hey there.I bought an Oculus to use for my final year project in College.We can make whatever we like and I thought using the Rift would be a good idea due to the wow factor it has. The only problem is I bought it without thinking about what I could do possibly. I'm new to Unity and all the engines, which could hinder me a bit.After talking to the lecturer who supervises the project, he said I should really implement another device if I want to get a very good grade. He showed me his lab where he had a Novint Falcon and another similar device called the Phantom. I mentioned the Kinect to him and he said it would be possible to acquire one for me to use.My only question here is how hard would implementing any of these devices be to work with the Rift. I have around 9 months to do this project but I really need some ideas.I was originally thinking of doing a jogging simulator using the kinect to detect movement, and just move the character using that, so essentially you would be jogging
Hey VR Heads!Just a general heads up, I am documenting my progress developing with UDK, including adding support for the Razer Hydra:http://cymaticsoftware.wordpress.com/You can follow my blog posts to get the gist of it, but I plan to make proper tutorial pages that are a bit more readable.Information about adding Hydra support to UDK is a bit sparse and spread across several forums, so I am trying to gather all that info in one place and present it in a way that is beginner-friendly. Hopefully my efforts will make it easier for others in the future.So far, I have basic Hydra functionality: Pawn movement, actions bound to buttons (Jump, fire, crouch), and mouse look tied to controller position. I am currently working on getting the controller position tied to the skeletal mesh, specifically the arms and hands.Let's learn together!--Bruce
Hi All,Has anybody had any experience with OpenCV?I have 2 images (L&R) and I would like to apply the proper distortion on them as the final step of the image pipe.Any help would be appreciated.Gilad
Has anybody tackled sensor access from the browser? If not, I'm going to start a project to do that, either via a localhost nodejs server with V8 bindings to the SDK, or through a plugin.
Hi everyone. If anyone can answer this question it would be greatly appreciated. I know that prior to release I watched an interview with Nate where he stated that positional head tracking would not be ready for when the dev kits started shipping. I did however notice that with the latest release of the 0.2.1 SDK that there seems to have been some progress with correcting some of the issues (yaw drift) that was preventing them from completing development with positional head tracking. My quedtion is will positional head tracking ever be to a point where it is functional in the current dev kits? Anyone with insight into this please feel free to give your two cents. And if someone from Oculus wants to chime in that would be great!
HI AllThought this was quite interesting and could help devs map real live environments quickly so that they can be explored by others in VR.check out this http://news.sky.com/story/1215190/google-3d-phone-can-map-the-world-around-it
Hey! First of - sorry if this is the wrong place to ask the question, I'm new here.I'm currently working on a project where you walk around and can pick up a lot of objects, and inspect them. But I'm in need of a way to make an item appear up close for the player, so they would be able to read text on the object or similar. My problem is that the objects are different sizes, and I'm still a newbie who can't figure out how to solve this simple question.So: How can I make an object appear in front of the cameras so you can inspect them in full detail with size taking in regards.Imaginary bonus points if the approach can make me able to zoom it in and out whilst inspecting.Thanks!Edit: Forgot to point out I'm doing this in Unity
Right, so.. yea. After playing a few demos (RiftCoaster and some others), and not experiencing any motion sickness at all in regards to actual motion, ghosting, or the screendoor effect at a recent VR meetup, I finally got my Rift today!! YAY!!Or.. not.You see, yesterday I downloaded a bunch of things, namely HL2 and alot of other demos. After playing HL2 for all of, 10 minutes or so, I had to stop and umm "use the restroom", or just about. Jugged a half-gallon of OJ, smoked a cig, and took a break from the Rift for 30 minutes or so. Got sick when the game would go into a "Loading Game" and disabled headtracking. Please don't disable headtracking. Please?Ambient Flight also got me a bit motion sick, but again, I really don't have my "VR legs", heh.Also tested my game, and omfg, the scale of a few objects are; yea.. I'm probably going to need to redo alot of my assets which sucks, however, the one thing I was actually kind of worried about (a "magic effect / portal thing", has 3 2D plan
Hey guys, I had a quick question. Is the limitation of the resolution in the control box or the screen itself? If it's the screen itself, couldn't we just replace the screen with a higher resolution screen and be done with it?Also, before I start actually tinkering with the DK1. We're not going to be able to send the DK1 back to Oculus and get a discount on the DK2 when it comes out right? Seems like a stupid question, but you never know companies these days lol
Hey.So I'm doing my project in Unity with the Hydras and Oculus.Since rift integration and positional tracking seems to be quite easy I wanted to focus on the right hydra controller integration.For testing I don't want to have to constantly wear the rift so I'm trying to create an alternative control scheme with just the right hydra for moving forward and backwards and turning left and right, and also allowing the movement of the hydra in the 3D area.How should I go about this? The FPS controller they include doesn't work for the Hydra as the Hydra is used as the mouse movement instead so I'm not sure what I would have to change to just make the Hydra joystick move the way I want.I tried to code my own movement system also.I can move the ways I want however there is no collision detection so I'm not sure what else to do.Thanks for any help
Post the latency you get in your game, or with any recently compiled demos.Let's see who has the lowest latency...
This came up in the Half-Life thread, but it isn't specifically a Half-Life question, so I wanted to start a new thread for this issue.The Rift exposes a bunch of different valid resolutions to Windows even the panel itself is 1280x800 and only 1280x800. It goes up to 1920x1200 (which is also 16:10). Not sure how far it goes down.After some research (and measuring) it seems to us that the down-sampling occurs in the Rift converter box and that it doesn't introduce significant latency. The way we measure latency (with a high speed camera and some blinky LEDs) we have a minimum resolution of about 3ms, so a 0ms measurement means something less than 3ms. This is all just display latency and doesn't include any measurable rendering time or tracking. This was all under DX11, in case that's significant. (The Source games actually run under DX9.)Full screen with the display extended to the Rift (not duplicated):1280x800: 0ms1920x1200: 0msWindowed without Aero and the display extended to the R
Hey there.I want to implement positional tracking into my game similar to the HydraDeck demo.I was wondering if anybody would mind explaining how it is working? I understand the left Hydra is used on the body and works similar to the right Hydra which moves in 3D space. I'm just wondering how it all works with the rotation of the Oculus and how the calibrations work, like touching the ground and the back of your neck etc.Just need to understand it before I attempt coding it.Thanks for any help
Working on some demos with the rift again now that we have raw acceleration data (thanks 0.2.5!) but I'm getting capped with orientation at 60hz. Is there a way to uncap that if I build a custom version of LibOVR? I've looked around a bit in the project but C++ isn't my strongest language.At only 60hz a lot of interesting acceleration data is dropped, it's making for lots of false negative results and there doesn't seem to be much I can do about it when I look at the raw data. I've got a workaround that I can use for the moment (keep an eye on the user interface section in the next couple of days...) but I'd really prefer to have lots more acceleration data!
Hello everyone, I know that everyone is excited for the new oculus rift but I have been thinking !? why they didn't make any eye filters at the end you will be playing for up to 3 hrs ever thought what will happen to your eyes !? I like the oculus I really think It's the new future for gaming but guys !! health is important too I only registered here to write two ideas and I really want the developers for the oculus to read my post because this is so important. The second idea, why they didn't make the oculus device works wirless don't tell me they can't with a little bit work they could now that the ''virtuix omni'' is here it's a virtual reality device that works with oculus allow you to walk jump and run but it's hard when you use it with wires so oculus really should make their device works wireless.Anyway, thank you guys for reading my post and replying if you did :D I probably won't get back to the forums because I just said what I wanted to say to the developers take care t
I'm trying to get the Razer Hydra to work in my Unity projects. I got the tracking to work, but have problems with the input. I'm using javascript, and even though I understand something from the .cs scripts from Sixense plugin and Teddy's integrations, I can't get it to work in javascipt.With quick look I couldn't find any tutorial or guide for javascipt input of Hydras. Is it really that hard or could someone explain briefly how it's done?
How would I go about messing with the perceived scale of the world? I can make the player six inches tall, but from my understanding that just makes it look like you're crawling on the ground, it doesn't actually make things look bigger (I'll admit, I do not have a rift to test). Would messing with the IPD do it? i.e. if I reduced the player's height by 75% I also reduce the IPD by 75%?
I was just wondering, if the HMD sends this data to EyeToScreenDistance in the info based on user adjustment realtime or is just a fixed value at present.being it's used to calculate the FOV, is this something that has to be manually computed currently? also does the different lens types A,B,C get taken into account. at present the value is 0.041f and was just wondering. I don't have my rift yet but was curious about this, so I guess I'll find out when it gets here but was wondering if anybody had any info on it while I'm waiting.
EDIT : More Informations about our project here : viewtopic.php?f=29&t=6669Hi guys !So I am confronted to a very hard decision.A dev friend and I have been working on a concept that we think could be a huge revolution in the VR and telepresence fields. Since we are only students we only had few days to work on it during the last two months, but we already have a promising prototype and some contacts with a lab that might help us in bringing it a step further. We also have some people ready to invest a bit of money on the project, probably enough for a nice start.Now the problem is that our concept is great because it's simple and pretty damn efficient. Anyone with some skills and money could steal it and do it. We like the idea of open sources projects but we would also like to open a business thanks to this new "technology".We didn't want to talk about it at all before having a more advanced prototype and some work from the lab, but we are also really scared that someone out there
Has anyone else been having issues with using the Rift and NaturalPoint's TrackIR client at the same time? It is possible to augment the rifts yaw/pitch/roll sensors with the trackIR interface to get reasonable x/y/z head translation. There is some work you need to do to get the trackIR to report 1:1 head motion but that is not the problem.The issue is that if I first start the trackIR software (v4 or v5) then the rift can not connect to its sensors. I did find a workaround by first launching the Tuscany demo to occupy the rift sensors, then launching the trackIR client. If you open them in that order, and don't close the trackIR client, then you can shutdown the Tuscany demo and launch any other game (iRacing, for example) and use both the trackIR and rift at the same time.I'm finding this to be a good combination, within a narrow range of application. The trackIR device has a small field of view (at least the v4 device I have access to) and can only support head rotations of bet
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