PCVR/Link Development
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Hello !I am having a "simple" math problem on oculus integration on CryEngine (orignal code is not written by myself), and I am looking for a clean solution, that I have trouble to find by myself.I am trying to fix a bug, that invert Pitch once the player has turn about 180 degree - In that case, looking up makes the player look down.I am using the following code.The idea is to get the the delta orientation each frame, and combine that delta in the "final" listener function, combining mouse infos and OVR data. Quat sCurrentOrientation(m_pDevice->GetOrientation()); m_PreviousOrientation.Invert(); Quat sDeltaOrientation(sCurrentOrientation*m_PreviousOrientation); m_PreviousOrientation=sCurrentOrientation; Ang3 sDelta(sDeltaOrientation); {//send x, y, z to input listener }//with :virtual Quat GetOrientation() const { OVR::Quatf q = m_senFusion.GetOrientation(); return Quat(q.w, q.x, q.y, q.z); }and, later, in the player input function : Ang3 deltaRotation = m_deltaRota
Currently, looking into the Rift and seeing the virtual world in front of you...it looks like you are looking through goggles. You can see the barrier of the headset around your eyes. Do you think with the 2nd iteration of Oculus Rift we will have displays that stretch around your peripheral vision, so all that you see is the game world?
I've been wondering why sometimes vsync doesn't always seem to work even when it's specified to be on and I'm running an application full screen. This is something I've noticed on both ATI and NVIDIA in several games even games (not just Rift games) that have an explicit vsync setting and running full screen.I'll make sure vsync is on the app is full screen (not borderless windowed) and that vsync is set to use application setting or is set to on in my graphics drivers. Yet it's like the graphics card drivers are ignoring the setting and i'll see horrible tearing. This isn't always the case because sometimes vsync does actually work.Is this known issue? Maybe something to do with Windows 8? Or cloning or extending desktops?
Just seen this on kickstarter, looks interesting. Although I'm not sure how easy it would be to use as a mouse (I'm thinking of the weight and center of gravity).Edit: here's the link! Oops!https://www.kickstarter.com/projects/70308014/kings-assembly-a-computer-mouse-full-of-awesome?ref=discoveryAny one seen/tried it?Thoughts?
Hi All,I've been playing around with hacking a dynamic Bicubic reconstruction filter into the Standard Rift HLSL Warp Shader.So far it's been going quite well, with just a standard sized buffer it seems to eliminate most of the shimmery artifacts without sacrificing too much in the way of detail. I only just got it working, so it's not really tuned yet, but:Standard Chromatic Corrected FilterBicubic VersionStandard Blown UpBicubic Blown UpThis is running on a modified OculusWorldDemo executable.
Hey Guys,I know you guys are going to grown when you read this post BUT :oops: , I have a few dev clients that want monoscopic instead of Stereoscopic experience... aka they do not want to fiddle with the headset to make the experience comfortable for numerous clients. In the past I have built them solutions that they can take to trade shows and simply hand to someone to experience a product solution in one channel of vision instead of two. This has been smart because my clients do not want clients getting sick when experiencing a product solution. They also do not want the client to have to spend 1 minute or 2 configuring the device to their individual visual requirements. I have shown some of my clients the configuration tools for the oculus, but they argue it just takes time from getting the client to the point of why they are there.... selling them on a product solution. I have had some clients get dizzy and some stop doing the VR simulation after 1-2 minutes. This is frustrating b
Howdy all, I was thinking about the Valve VR demo and how they used a rug with raised edges so that you would know the limits of the VR space. not sure if this has been thought up before, but what if you use a similar rug that lets you know if you are going out of bounds , and then just walk in place. Then apply detectors like the stem or LEDs on your lower legs tied to multiple crystal cove tracking cameras to track your leg movement. then the speed and height of your steps would correlate directly to the movement speed in game. an example would be that you just slowly and barely lift your legs for a slow walk, then when you transition to a run you walk/run in place at a faster rate and bring your legs up higher. In a first person shooter, tie this scheme to a simulated weapon that gives you one to one gun tracking, or a boring traditional controller. On the controller or weapon you would have a a directional pad (WASD) that registers the direction of the walk. This way if you want to
Is anyone working on a array of cameras facing inward to capture video and stitch the streams into a 360 degree INWARDLY focused view? An example for still images is http://xxarray.com, but I'm hoping to find someone doing 3D video, targeting the Rift as a display.Thanks for any help!
I'm just wondering if the Rift had the ability to make movies, such as Avatar, 3d. If it cannot, is there a way that someone would be able to make it so 3d movies with the rift are possible? I'm not talking about head movement in movies (that would be amazing) but I mean just for the 3d effect.Thanks.
Hi Guys,Finally got my hands on the Oculus Rift, can see the potential so much all ready.I have an issue with tracker DK, I have a dell xps, and its ALL usb 3.0 running on windows 8. I'm guessing a lot of you will know where im going with this by now :)the oculus seems to work, but i dont know exactly how its supposed to work. so dont know what the additional Tracker DK does to help.So i got hold of a usb 2.0 hub and tried that still makes no differnce cant get it to install :( anyone got round this?Thanks,Craig
Hi,I came up with another idea of how to add a latency tester into the Rift which can be used while playing without the use of additional photosensors:The application sends a command via USB to the HMD to start the test (let’s call this the START_TEST command). The HMD will now store its internal timestamp and send a command back (DRAW_MARKER command). The application will change the rendering when the DRAW_MARKER command will get parsed together with the other USB signals (head rotation etc.) basically, it takes the same “route” thru the application as all the user inputs. What changes in the rending is the top-left pixel colour: Normally the renderings for the Rift are surrounded by a black border due to the distortion shader but even on HMDs that use the whole screen, changing one pixel (which should be black normally not to trigger the parsing by accident) won’t get seen by the user. So let’s say it changes from black to white caused by the final shader, the distortion shader. The
Recently I had my parents over to my place to try out the rift. Actually they were there just to visit but they noticed it sitting on my desk and asked about it. Anyway they loved it. I played around with a few things while they were trying just for shits and giggles, but it seriously got me thinking of creating some kind of device to simulate certain elements such as heat and cold. As my dad was walking around in the Tuscany demo, I told him to walk towards the fireplace. As he did, I moved my space heater close to him. He was amazed by how "realistic" the game felt and that he actually thought the game was creating the illusion of heat. My mom and I had a great laugh about that and then I finally let him in on what I did. My mother was up next on the riftcoaster demo. Right when the coaster reached the top and started to drop I turned my fan on to full speed and put it right in front of her. She freaked out and almost fell out of chair. She said that the feeling of the win
Howdy AllI'm heading to Indiecade east in a week and I wondered if any other Oculus developers were going? If so, I'd love to all get together for a dinner one night to discuss our common interests and issues. I'll have my kit there so we could even do some demos for each other.I don't mind doing the coordination and reservations. If you're going, just send me a private message and I'll add make a list.I'm going to cross-post this to reddit as well since so many people read that site too.CheersJesse (Jespionage)
Regarding IGN's hands on of the new Rift...http://www.youtube.com/watch?v=2kdcEwias1YI was at first surprised that Oculus implemented an external tracking solution to the next version of the Rift.Looks sparkly and somehow feminine, like half my wife's bags. :)Happy to see an OLED screen. But does anybody have info on resolution?
I tried posting this in the Steam VR discussion forums, but so far I've gotten no response at all. I'm wondering if anyone else has tried working with the Steam VR API in OpenGL and encountered the same issues.Cross posted message:I'm attempting to write a small sample program that renders a rotating color cube using the SteamVR API, but I've noticed a number of issues... not sure what's down to my use of the API and what might be bugs.I've got a Rift DK1 connected. pHMD->GetEyeOutputViewport(eye, vr::API_OpenGL, &vppos.x, &vppos.y, &vpsize.x, &vpsize.y);This is populating vppos.y with 800, which is the vertical resolution of the Rift. However, that doesn't make sense for the viewport position. For the Rift DK1 the sizes should both be 640x800 and the positions should be 0,0 for the left eye and 640,0 for the Right. I'm getting back correct values for everything except the Y position, which is always 800.Next up is the modelview matrix. I'm using GLM to store
Just a thought, but there used to be a technique with Poser a long, long time ago before there were render shaders that did this, but, the theory was like this:You have a 3d scene, connect the actor to a cube. Decrease the actor's Z-depth to 0, and then animate the cube. Basically what this gave you was the ability to animate characters in 3d space, but also made then 2d. (2D character on a 3d background). This was old school stuff, early 2000's iirc.Anyways, would the same thing work in a stereoscopic panoramic video (anime)?
Any Developers out there who want to jump on board integrating Oculus into the construction industry or pointers in the right direction towards developers would be appreciated •Health and Safety Construction Industry•Architectural and Design •VR Training and site inductions
I'm posting this from my blog http://news.jespionage.com/2014/01/whats-opposite-of-augmented-reality-and.html because I think more people here will find this useful.Hi allI'd like to talk about something I'm calling "Thin Reality." I've also been tempted to call it "Submented Reality" just because of how terrible it sounds There might be another name, but these will have to do for this article.What I'm talking about is displaying a thin layer of reality in a VR environment. This is unlike Augmented Reality which displays a thin layer of the virtual in real-reality.A company called Sixense makes magnetic positional sensors - the Hydra and the upcoming STEM system. These devices allow you to detect the position and orientation of an object. Most people are planning to use these to determine the position and orientation of the player's hands or a prop such as a sword or gun.Imagine attaching a STEM sensor to your keyboard instead of your hand. Then in your game you could ask the game f
So I've had my Rift for a week or so and, like everyone else, am blown away. I downloaded most of the unity demos and such (Titans of Space, Spacewalk, Riftcoaster, and Lost in the Rift are my favorite). I even broke down and bought VorpX at $40.Far Cry 3 crashed a couple times but now runs perfectly with VorpX. All I have to do is start VorpX and start Far Cry 3 and works in Oculus. HOWEVER, I use a PS3 controller with MotionJoy to play games currently, and when I select the 'gamepad' option in Far Cry 3 it takes away the X and Y axis movements from the Rift. I can use the right stick, but I want to use my rift to look around. I disabled the Right Stick controls in Motion Joy, but I still don't have movements from the Rift (or the Right Stick).Is there a way to use the controller as well as the Rift? It's really shitting playing with keyboard and mouse and feels much more natural with controller. Any ideas would be appreciated!
Now that the latency tester is out, has anyone tested video adapter latency?I just ordered DK1, and I'm looking for the best way to hook it up to my 2013 MacBook Air (I know, I know, it'll suck regardless). The only threads I've seen on adapter latency are pretty old, and I'm wondering if anyone has any hard numbers.So far I'm pretty sure I should avoid Apple's DVI adapter (http://120hz.net/showthread.php?313-Displayport-gt-DVI-adapters-add-latency&s=ac3390771879d213af17702748c73b7b&p=5681&viewfull=1#post5681) and use a passive adapter. Any other advice?
When I first watched a video about Oculus Rift on youtube, one thing did not feel right, that is using a xbox controller for foot movement, seemed kinda weird to me !So how about using tongue movement inside mouth of user for controlling movement in the Virtual World !Well, the hardware is pretty simple, using an "Ultrasonic Doppler Transceiver" module in Oculus Rift to pick up gamer's tongue movement and transform it into virtual motion !
the 'k' is the amount of pixels across. 2k is literally 1080p. 2.5k is 1440p(or 1600) and 4k is 2160p.Now you know.
I started on Java code to fuse WiiMote sensor data with the Oculus Rift just before Christmas.Then I hear that someone has tried a 6DOF solution - and some time later the Crystal Cove is demonstrated.I guess there is a while before it will be possible to purchase a Crystal Cove, so I'll describe what I've done:(You'll find demonstrations of this on YouTube - it's done before)This is how:- Place two WiiMotes facing yourself, level with your HMD.- Attach a IR light (with a good emission angle) on your HMD (or top of head)- Use Camera Calibration (or, just create something like a glFrustum) for the two wiimotes- Use the IR data from the WiiMotes to calculate two rays crossing in 3D space- Do some filtering, add some motion prediction, fuse the data with the HMDMind you, the WiiMote camera angles are narrow, it is possible to use webcameras, but it requiresmore trouble in setting up (camera calibration, barrel distorts, feature recognition, etc).I'll post a small demo of this (anyone inter
If anyone is interested, I made a system 2 years ago which basically does what Valve is doing using markers for the head tracking. It is open source and you can find it here:http://forum.unity3d.com/threads/108256-Unified-Coordinate-System-for-String-and-QCARYou will need the StudierStube tracker engine if you want to use it on Windows instead of using Vuforia on IOS or Android.
question - Is there a correct barrel distortion factor for computer generated 3d panos? Is it possible to get lines perfectly vertical or will there also ways some warping in the peripheral view? Is there a recommended FOV?I've been playing with sliding the FOV with the mouse wheel, and dialing the barrel distortion to a point where vertical lines line up within the Oculus. But I feel like the sense of depth flattens and I go cross eyes by the time the edges straighten. So I've loosened it up a bit for the moment to make viewing more relaxed.Anyone else played around with this - are there exact numbers that are recommended or is it dependent on the particular image being viewed? I hope to have some test images at some point to share as I deal with this process.thanks
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