PCVR/Link Development
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I have an idea not sure if it would work, is have a mic on the oculus rift so u can here ur own voice in the game but depending where u are in the game u would here ur voice different so if ur in a cave it would have an echo the game could even realitically bounce ur voice of walls, or if your underwater ur voice would change to what it would sound like, maybe in a scary game u might here samples of ur voice used in some creepy way, not sure if this could work inless u use noise cancelling headphones so you cant hear you own voice but if it did i think it would add somthing to the being there effect.
I was thinking it'd be a pain in the ass to unhook all the wires from around your head to see who's calling on your cellphone to make sure you answer the phone for that new job you applied for, or take a look at the plate of food your wife puts in front of you so you don't knock it over while you're playing a game and get the third-degree that you're playing games instead of eating/helping/etc.To remedy this huge issue so you can still come back to a decent life when you're done playing virtual reality, the Occulus Rift needs a button on the headset that you can press and hold temporarily to view the room around you so you can be aware of real-world hazards like your wife's angry face or your kid's toys while you're playing in VR. Releasing the button would put you back in the game, while pressing it would temporarily show you what the camera sees in front of you.You would need an external camera and a button on the Occulus Rift device in order to do this, but it would be an invaluable
Hi, so I'm building this space flight game and I have a quaternion for the ship rotation, and one for the rift.Everything works fine if I only modify one of these quaternions, but when I change both stuff get weird: basically the rift quaternion rotates from the world view, and I would like it to rotate from the ship view.This is how I create my rift quaternion:data = OculusRift.update();rift = new Quaternion();pitch.setFromAxisAngle(new Vector4f(1, 0, 0, -data[1]));yaw.setFromAxisAngle(new Vector4f(0, 1, 0, data[2]));roll.setFromAxisAngle(new Vector4f(0, 0, 1, -data[0]));Quaternion.mul(rift, pitch, rift);Quaternion.mul(rift, yaw, rift);Quaternion.mul(rift, roll, rift);How do I make the rift orientation start from the ships orientation?I use gluLookAt (ship orientation) and then glMultMatrix (rift orientation).------Edit fixed:pitch.setFromAxisAngle(new Vector4f(ship.right.x, ship.right.y, ship.right.z, data[1]));yaw.setFromAxisAngle(new Vector4f(ship.up.x, ship.up.y, ship.up.z, data[2
The design of the headset itself is way to large and clumsy. You need to have the headset itself as almost an extension of the person themselves, not a separate object. Look at these photos and tell me if it looks like it belongs on your head?https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQ6y9qc1bSP16ulRvDmPTF_QcQ9Sc4llz52OC7Cp_uTSGNCCOhMhttp://cdn2.sbnation.com/entry_photo_images/8068095/IMG_4472_large_verge_medium_landscape.jpghttp://cdn1.sbnation.com/entry_photo_images/7279981/oculus_rift_proto_640_large_verge_medium_landscape.jpgThe final image is getting closer to the design it needs to be.https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQLcak_syADykqC607BP-j19Es4RyO4OMto7d7htg5HoJfizywr
http://www.youtube.com/watch?v=EcTL7Hig8h4An exoskeleton should be developed for the entire human frame that allows the wearer to experience the experience of resistance from the virtual objects that they're experiencing. This should be modeled after what has been shown from the youtube video and should be built in stages starting from the arms then encompassing the entire human frame. Doing this would lead to total immersion into the virtual world and would allow for a greater degree of expression from game developers. Imagine being able to feel a sword in your hand and armor against your body and to experience the feeling of running with all of that extra weight. The walking and running aspect of a project such as this would be accomplished by having the wearer suspended from the ground and connected to a large robotic arm that would allow the wearer full degree of freedom to walk, run and crawl or whatever other action that the game called for. I'd like to start such a project and b
I mean the Walking Dead game, made by Telltale Games.This storytelling game is kind of like a movie, in which the audience can interactive with. In my opinion, it makes a perfect experience for VR game. Totally immersing in the story and world setting, where you can walk around and interact in controllable actions.If anyone is planning bring it on Oculus Rift, it will be a great news for Walking Dead fans :)Game official website: http://www.telltalegames.com/walkingdead/
Topic title. Max Payne is one of my favorite games, and I think it'd be amazing to play that and Max Payne 2 in the rift, with the First Person Mods.Do any of the currently available Rift mods support Max Payne or its engine?
OK, so I'm a new participant here (my first post ... yay for me) and I'm trying to get some familiarity with the SDK library. Just go to the class reference documentation and start reading, right? Wait ... March? The online doxygen-generated reference is dated March, 2013? Isn't that ... old? And it has no description of SensorFusion. What's going on here?So my question is will the online class reference be updated to reflect the most current SDK? Or will the SDK be updated to build updated reference with a "make doc" or something?
I have been searching the web for hours now and I have yet to find a solution. I want to apply barrel distortion to a live feed from a USB web cam (Logitech 9000), I am currently using OpenCV. I am fairly new to OpenCV so be gentle.PS I am writing this in C++ (Visual Studio 2010)Brenden Geary
well Ive waited for this moment since the 1990's and their horrible VR units... anyway, Ive been working on a tactile feedback suit for along time. basicaly for example, in a FPS if your hit you get a strong jolt to that area initaly and then a sustained signal to keep the muscles contracted after the hit. this essentialy slowly cripples the player as hes hit... Ive been working on this for along time and its awesome!... as of yet Ive held back along time untill the tech reached the "reality" state as it has now, THANK YOU OVR guys! I would LOVE to see someone in OVR take this further as I want it a full body suit. Ive got it to 6 channels = 6 zones that can be hit. Id love to enhance this further with low field voltages that could simulate leaning on walls or bumping into another player etc. all in all, Ive been wanting to play first person mmos, FPS's etc and soon I will live this dream. if anyone on the OVR team wants to contact me PLEASE do!! I want this tech incorporated. Imagine
As I don't really know much about all these settings, are there any hidden goodies related to the rift?
Hello folks,I've been working on a C# wrapper for the SDK for some weeks now and want to use this moment to share it with you. It is still built against 0.1.5 and may very well contain some bugs because I'm still unable to fully test it because my rift has not been shipped yet.From what I could tell so far, there seem to be some people interested in using such a wrapper, hence this post.You can find the project on github and the latest build ready for download. If you want to build the wrapper yourself, then you will need to download the SDK yourself and change the paths to the correct ones, however I plan to simplify this in the future.Should you find bugs, please submit issues so I can fix them. However since I don't have a rift yet, it will require you to test my bugfixes and confirm that the bug is fixed, before I integrate them into the master branch.Feel free to test it out and submit your feedback.
I am using MS Visual C++ 2010 express (free) and wanted to build the samples but you need to have the DirectX SDK installed and you need to setup the Include and Lib directories. You do not need to do the following if you just want to run the sample exe's. They are already built for you. First, you need to install the DirectX SDK:http://www.microsoft.com/en-us/download/details.aspx?id=6812Open the solution file "LibOVR_With_Samples_Msvc2010.sln" in Visual Studio and right-click on "OculusRoomTiny" and click "Properties" on the very bottom.Open "Configuration Properties" and click on "VC++ Directories".Click "Include Directories" and then click the little down arrow to the far right.Double Click in the white text field then click on the "..." button that appears and choose the "Include" folder of where you installed the DirectX SDK. Mine is E:\Microsoft DirectX SDK (June 2010)\Include. Then click OK.Do the same with the "Library Directories" but choose the "Lib" folder in the DirectX SD
I would like to try my hand at a simple 3d model editor/viewer with UI designed for a Rift. I'm a programmer, but have not developed with any game/3d engines before. Would anyone recommend a set of tools or engine that works well with the Rift but also handles dynamic vertex/model editing? Is this something that UDK or CryEngine can do? I'm not really intending to sell this, so shelling out for a Unity Pro license is out of the question. I'm no stranger to C++ but the more tools that are already written for me the better.Thanks!
Hi guys,I work for Asset Server Hosting - check us out at http://www.assetserverhosting.com. We help Unity developers make cool games and we'd love to see some awesome new ideas for Oculus. That's why we're offering 4 months of server hosting for any new developers interested.If you're working with a remote team around the world, we can help you guys get your project off the ground. We offer a source control system that allows you to focus on developing that cool new game you're working on, without worrying about back ups, and all the boring admin. We would love to give anyone working with Oculus VR the chance to use our services free of charge for 4 months. We normally offer a 30 day free trial, so just sign up for this and get in touch, mentioning that you're a Oculus VR developer, and we'll happily extend that trial period to the full 4 months for you :)Hope it helps get your project off the ground!Steve
I've been watching tutorials and started making my game multiplayer with photon.When I'm running my game in multiple instances to test for multiplayer, I have all my player and camera prefabs disabled by default and I reactivate them for the instantiated player only. The player that creates the room works just fine but the next player, the left and right cameras don't respond to the headsets movements and I get the "No Sensor Detected" message.Is this a result of trying to run 2 instances of the game with one headset? Unfortunately, I only have 1 rift so I really hope I don't need 2: (Any help would be greatly appreciated! Much thanks!
So far I've been able to figure out how to use the libusbx fork of libusb to read and write feature reports, but I'm having a bit of a problem figuring out how to actually read the tracker messages. Has anyone who has gotten this to work using libusbx or libusb show and example of the calls given the libusb_device_handle *?
Can this be done? I know GTA is on the RAGE engine, and I also know that there are mods for it, but can the Rift be integrated into it?
Has anyone created Python bindings for the SDK?I've seen the C implementation and I could attempt accessing the SDK through there it but I wanted to check if anyone actually competent at this sort of thing had already done it. Thanks in advance!
After having used my Dev Kit for more than just a few hours, I think some discussion should be opened about how Oculus and soon-to-be competing products should handle the displaying of desktop environments and other basic graphical information (like text). I personally don't feel like everything has to be 3d and immersive while using an HMD. For instance, a desktop interface can still be just plain old 2D. The idea behind having a desktop is to have everything you need on front of you and easy to access and, really, adding another dimension to the process just makes things more complicated. Adding 3D effects to a desktop environment can add flare - as in the beloved Compiz Fusion - but the interface itself is still essentially 2D and quite effective for navigation. The biggest question that I'd like to raise at this point is whether or not Oculus Rift should have 3D drivers built into the device firmware. Although this may be more expensive and complicated to develop, I think it
Just thought I'd show my current progress with the hydra in my engine. The Ik is performed with a ghost Ik chain for positional limits for the PhysX actors and the constraints are done with simple joints. I use dynamic bodies for the upper arm and forarm and a kinematic body for the hands. the joints go (parent child) torso-> upper arm, Upper Arm -> forearm, hand -> forearm. pretty happy with the results. will use this as a reference to control the player character bodies so as to provide world more stable world collisions. the bending over is just interpolation based on the hydra going lower than arms at rest length and twisting as arms are closer to some child null points attached to the torso.anyway here is a short video (sorry can't embed vimeo here)...https://vimeo.com/78870388
Hi all,Has anyone had the same problem as I am seeing, described below:Build C++ samples ok using MSVC2010, all run ok.Add any line of code that tries to create a pointer to an object using the 'new operator', get build errors.Eg. MyClass* pMine = new MyClass();In OVR_types.h there is a redefinition of new that the comments say is to help with debugging memory leaks and should be removed for release builds.If I remove it, the code builds but crashes at runtime.Has anyone else seen this?Because new has been redefined, I can't use third party libraries such as boost because it causes compiler errors in the boost code.
First of all, bear with me that, while I am, and have been a software programmer for the last 20+ years, I have very little experience at game development or character animation.That being said, I've seen in this last year or so, a whole lot of people embark on this exciting journey towards VR, either by developing demos and games, or by creating peripherals , such as hand devices (Hydra, STEM) , motion capture systems (Yei), walking/running treadmills (Virtuix Omni, Cyberith Virtualizer).My question is, has any standard been created or proposed towards integrating all these input systems with character animation? I imagine it must be awfully disappointing for a company to develop this perfect high precision capture device, and see none of it's input data be handled correctly by some games. The same can be said about the nightmare that it could be of a game developer to have to account for all the different type of peripherals and capture schemes of various natures and precisions.I ca
Just getting interested in Rift development. The distortion shader required for each component of the stereoscopic image seems to be a function of the screenspace coordinates and the rendered scene framebuffer.So why wouldn't the rift offload this processing - allow 'normal' rendering in splitscreen fashion, but then apply the distortion in hardware, the other end of the HDMI link?What am I missing?
Hey fellow RiftersIm new to the forums so sorry if i posted this in the wrong section.But Im making a game in unity3d ive downloaded the SDK and got it working. ive been developing my game for a little while now but ive had a problem the whole time. i thought once i exported my game it would be fixed because i thought it was something to do with the resolution but its not.the problem/bug im having is that my ingame view with the oculus rift on is tunneled(or thats what i could explain it as) its like the middle of the screen/view is nowmal and the sides around the middle screen are (or look like) they have a different "Field Of View". but when you move your head around this middle view that seems normal seems to move. and gives this strange, unNatural effect which i havnt seen in other VR games.i was just wondering how to fix itis it something to do with the resolution afterwards?or is it to do with the eye's distance apart (in-game distance)?is it something to do with the version on u
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