PCVR/Link Development
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Hi everyone! I think a lot of you will like this idea/suggestion. So basically I thought why don't they (Oculus VR, Inc.) make a simpler model of Oculus Rift for the non-gaming part of population like myself. I love technology and I would love to buy Oculus but much of it's features are pointless for me. I would like to use Oculus for simple stuff like watching movies, programing when working from home, doing some stuff on computer more privately, photo editing etc.. just the every day stuff. It would be great to have a high resolution head mount display, I mean just imagine coding and hacking our in the park! Your body is getting all the healthy sun rays, while your eyes are completely immersed in computing. Possibilities are endless... but if you have a gadget that costs a fortune I don't think anyone would want to take it out in public for a spin. Furthermore I am not prepared to pay a lot of money for features that I do not need or device that is obviously meant to be used "only" f
My lasers are just lines with a certain line width, but they end up orienting their normals different in each eye becuase of the stereoscopic rendering (- and | for the same beam) which is bad, stomach churning even. How do I tell OpenGL which way I want these oriented?
Hey guys,The Camera right eye frame looked like it was incorrectly distorted and had a crazy wrong interocular offset on one of our artist's Mac machines. When playing inside the Unity editor, it was fine but on any build, it was incorrect.Cause: We turned on MSAA for our Unity ProjectWe spent 5 hours tracking this down after a pretty big merge and it baffles me that turning MSAA on would cause this. So I figured I'd give you guys a heads up in case you run into this.Our environment steps:*OS X 10.8 Mac Pro*Unity 4.3*Forward Rendering PathIt didn't repo on a Mac Book Pro nor on the PC machines.
Hey.I'm a beginner at Unity and all this game related stuff.Going to be doing a Razer Hydra + Oculus Rift final year project.Basically going to try make some sort of wizard game.Wondering is there any good tutorials for the Hydras around?At the moment I have the hands that Sixense provide you and I can move them etc, but moving the Hydras also moves the camera.I want to find out how I can use the joysticks for movement and moving the camera for the moment before I implement the Oculus Rift.Thanks for any help!
Hey guys, I posted this over on reddit, and people seemed to like it so I'm posting it here.Short demo video: http://www.youtube.com/watch?v=TQJRBM-2UtELittle gallery: http://imgur.com/a/r07CSNOTE: Do not try this! This project is not even close to completion, and may be unsafe to use! This demo is more so a 'proof of concept' that this idea can work. That being said, I would love to hear ideas on how to improve the design. I want to keep it as simple as possible, preferably with things that can be sourced locally.Anyway. I wanted to try and put together a solid, simple and inexpensive DIY omni directional treadmill. All the parts I used are from Home Depot and Walmart, and I've been able to keep it under a $50 budget.In the video, you can see my steps look short and very limited. This is partially due by the black tape on the saucer present in the video. I removed the tape after doing the video and stapled the thing down, and now my feet glide much better across the dish.In the photo
Curious what everyone else is finding but I've just noticed a 20+ increase in my frame rate by allowing my player to work in windowed mode vs fullscreen. Still set the player to 1280x800 but, enable "Display Resolution Dialog" and uncheck "Default is Full Screen". It's really no different than when you "play" your build inside Unity, which is when I noticed the difference in frame rate...EDIT - I'm on a MacBook Pro 13-inch, Mid 2012 model. This might be less of an issue for others... but, worth a mention if you need a boost.Best,Jason
Hello, I have an Oculus Rift, and I would like to begin utilizing it for my applications. I am wondering if someone could explain how to get the double barrels in the program. Also, how do you utilize the accelerometers in the Oculus? Is there anything a beginner, like myself, also needs to know to begin to develop for the Oculus? Any help would be greatly appreciated. Thank you.Graham
I don't know what I'm doing at all. I've been searching for a few hours trying to figure out what this is called but to no avail. So can someone please tell me what to do to get rid of this screen. I get to play my scene in 3D for about 10 seconds and then the screen goes half black with a menu. I've pressed every button even while holding shift and alt. I'm a complete noob master. I'm about to bola this OR through my window. It doesn't come up when I play other people's games...THANK YOU.
"Google Project Tango to Bring Kinect-Like 3D Awareness to Smartphones"Interesting project, the positional tracking looks far better than in current smartphones. And I'm loving the environment mapping.Imagine being able to walk around a virtual representation of your surroundings in real-time...! (In the Rift of course).http://www.xda-developers.com/android/google-project-tango/EDIT: I've just seen that there's already a post about it:https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=6483Move along!
Hi all,I'm thinking of making yet another DIY oculus rift. I've seen this post : http://www.roadtovr.com/build-your-own-diy-oculus-rift-guide/He uses a dedicated board(Hillcrest Freespace FSRK-USB-2 IMU) similar to the one used in oculus rift. I want to use a gyro sensor coupled with Arduino connected to PC for tracking.I can make a program that can maybe calibrate and scale gyro sensor data, but what API/software do I use to send the sensor data to a VR-enabled game? Can I use the Oculus Rift SDK? Vireio Perception 2.0 seems like an open-source option for what I want, but I'm not sure if it does what I want or how to do it.If anyone has attempted this or knows how to do it, can you please point me in the correct direction?-Antzy
I'm messing around with the tiny room example in the SDK and trying to get it to display a stereogram successfully. I have two TGA textures (the left and right components of the stereogram) and I have figured out how to render them onto a single model, but unfortunately instead of a single image I am getting the texture repeating to fill the entire model. So I can see the stereogram, but it is like looking at wrapping paper because it repeats all over the model. How can I center a single instance of the texture on the model instead of having it repeat? Alternatively, how can I make the model size match the texture size, when all I have are the height and width of the texture?
I am currently working on integrating the Oculus SDK into XNA, to add support for one of my existing projects. Anyone else interested in me posting my findings and code for them to use?
How does Oculus move beyond 1080p in the next 2 years, considering that :1) OLED seems to be the only tech that can achieve low persistence.2) Samsung is the leading technology producer of high PPI small OLED panels. *and most importantly*3) According to reports, even Samsung are struggling to produce 2K screens for the S5 and are allegedly moving to Sharps LCD production capability to help out. (and as a side note, their 1080p panels were pentile, to help them cram the pixel density). http://www.phonearena.com/news/Samsung-Galaxy-S5-might-have-a-2K-LTPS-display-made-by-Sharp-AMOLED-on-the-backburner_id50997The questions then become: 1) What is the path to Oculus Rift moving to 2K and beyond over the next 2 years?2) Are there any forms of competing technology that have OLED like response times, that can legitimately be used in Oculus? (rear Lazer projection? CRT !!? :lol:) excerpt from wikihttp://en.wikipedia.org/wiki/OLEDResponse timeOLEDs also can have a faster response time than s
Just got my Rift last Tuesday and have been messing around with vr.js. I wanted the ability to send out standalone exe's and not have to worry about people installing a chrome plugin, activating developer mode, ect (something most people won't want to do I imagine). So I wanted to see if VR.js and the plugin for the rift could be used with node-webkit. I packaged up the threejs boxes demo and am happy to say it works! There is one draw back however, I notice a decent amount of lag which of course sucks. However with time I think that can be improved. I'm just pumped I can us JS/webgl to make some demos for the rift and hydras :)Here's a link to the demo as a standalone windows exe. However I see no reason using node-webkit you couldnt compile for the mac and linux as well.**note** I've only tested this on my machine but since node-webkit is standalone Im hoping my settings won't matter.http://somethinghitme.com/downloads/threejs_boxes_demo.zip
Hello everyone.I'm trying to track the data using Oculus using this tutorial:https://developer.oculus.com/wiki/Tracker_Data_for_Cthe problem is when I run the program I got this error in the attached image.Please if you can help me out with this problem.Thank you all
Hi,I am trying to build sample in order than later having something to compare my java samples to, but I am facing a LOT of problems and I found no guide about building them around (Win7 64b)..So, sdk 0.2.5 downloaded.Launching Microsoft Visual C++ 2010 Express by executing OculusSDK/Samples/LibOVR_With_Samples_Msvc2010.slnLibOVR selected as startup project by default, trying to build that, it works1> LibOVR_Msvc2010.vcxproj -> C:\Users\gbarbieri\Documents\OculusSDK\LibOVR\Projects\Win32\../../Lib/Win32/libovrd.lib========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========Trying to build the easiest example now, SensorBoxTestIt fails, it complains because d3dcompiler.h is missingI try to look on the hd, found under C:\cygwin64\usr\include\w32api.. wtf, cygwin should have nothing to do with it, worth to give it a try anyway, adding that path, building, still failing, I get a lot of unresolved variables.. I guess that was a kind of dummy header maybeLooking around,
Main Points at the bottomMy idea for the Oculus Rift would be to implement it into a R/C environment such as R/C (remote control) aircraft, cars, boats etc (toys). Obvious benefits of this would be an increase of the general experience by being able to trick your mind into thinking it is in the vehicle that is being operated. Throw in a mic on the vehicle and some 3D headphones and prepare for a new experience entirely.Another idea is implementing this system into military applications. UAV pilots could use it to give them a more realistic view of what is going on around them which would provide them with better battlefield awareness, and better depth perception. It could also be used to replace a lot of existing hardware that tank gunners use by getting rid of mounted view screens and creating a helmet mounted device with the ability to switch between cameras and gain 360 degree awareness. This also translates into other military vehicles such as troop carriers. Machine/aircraft
Property values in virtual space: A quick example of how wild a ride is in store for us.http://id-r-mcgregor.blogspot.ca/2014/02/goooooooooooooooooooooooooooooooooooooo.html
I've written a number of examples for the book that I'm co-authoring on software development for the Rift. They use CMake for project generation, and OpenGL for rendering, relying on GLFW and GLEW for OpenGL management across platforms.You can clone the repository and all it's submodules with the command git clone https://github.com/jherico/OculusRiftInAction.git --recursiveThe recursive flag is important, because the project depends on the submodules being in place. You can build a project file for the examples using CMake. I recommend doing an out of source build.cd OculusRiftInActionmkdir buildcd buildcmake .. [-g <your preferred generator>]On most platforms if you don't specify a CMake generator it will default to the most common detected generator for that platform, such as Visual Studio for Windows, or XCode for OSX. Once you've run the CMake command you should be able to open the project folder up in your OculusRiftInAction/build directory and then build and run the ex
I don't remember exactly where this was coming from, but amidst all the Crystal Cove coverage, Oculus has said or written somewhere that if you use the SDK for head translation right now, you will automatically get positional tracking in a future version.I wonder if they were refering to existing engine integrations like Unity and UDK, because last time I checked, the C++ SDK didn't do head modeling/translation at all. You had to implement your own head-on-a-stick.Has that changed in one of the newer SDK releases?
Heya all. I've been reading here for easily over a year and the last few months daily. Figured it about time to join . I've been following the oculus since the kickstarter and was really hoping cv1 would land early 2014. Now that's not the case and it's likely to be an approx 15 month wait, I'm thinking of filling that time by learning how to make virtual environments for the rift. Anyone have any tips and pointers? I'm thinking ill be needing to learn blender and unity? I'm trying to be realistic and assume making environments to walk around should be a bit easier than fully fledged games?
Hi all,I have been thinking and thinking to try and come at the oculus a little differently.And I have seen way too many good ideas.So I figure I'd ask first and see if anyone has something in the works.The idea: little orange box that has a simple function.To detect a screen resolution and output to oculus.I know some people have managed to get windows to work. But say it is my ipad.Plug it into the box, box splits or wraps it for oculus, outputs to oculus.Basically having settings for the major screen resolutions. From 1024x768, through to the 4k settings.Possibilities: using it for hd, from playstionsions, xboxs, wiis, tablets, phones etc.And is it in the realm of possibility?Thoughts?
Been waiting years for Doc Holloway to finish up with something I could buy but it costs a little more than I was hoping it would.Cloud-Flyer Motion Flight Simulator:https://www.kickstarter.com/projects/810880203/cloud-flyer-motion-flight-simulatorThe monitor mount might be a good place to mount a head tracking camera/wiimote. I wish Doc luck and hope he gets the funding. Hopefully it will lead to a cheaper option down the road.
So i try to go on the VorpX site.i click on the purchase page and i get like: "This site is not available."Anybody else that can access "http://shopper.mycommerce.com/checkout/product/46304-1"if so please tell and maybe how to fix this issue.
Hello all!I'm not sure if this is the appropriate place to post, but I am a Canadian student currently doing her Master's in counselling. I will be researching the use of the Rift in nursing home settings! I'm currently looking at a few demos that don't require much movement for immersion such as the Tuscany demo, Deep Shangri-La demo, and RedFrame. I would love any suggestions on different demos that may be suitable for the elderly.There's already some research with regards to the use of VR and its ability to provide mental health care to people with post-traumatic stress disorder, schizophrenics, Parkinson's Disease patients, and burn victims. My hypothesis is that VR can be used in a more generalized way, so I will explore quality of life in nursing homes. I'll be honest. I haven't really lurked much on these forums so I'm not sure of the etiquette or whether there will be much interest. Please let me know if you think there are better places to post!Slaw
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