PCVR/Link Development
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So to start, I am a photographer that deals mostly in terms of art. My Rift should be arriving with the next batch, but I wanted some help with a project I've been wanting to try.So, seeing that the oculus has a diagonal FOV of 110 and a vertical of 90 - I have a lens made by Nikon that reaches a diagonal of 104 and a vertical of 80 (Nikon 14-24 f2.8 set at 14mm.) I am wanting to work on an art project for the hell of it where I take stereo photos with this camera and lens to display in the rift as a new genre of photography (Haven't actually seen any examples of virtual reality photography yet). (Now, I'm also going to work with macro and various low FOV types of photography while just composing my pictures a little differently to compensate for the rift's massive FOV)My question and need of help is this: How can I display the image on the rift? I do not know how to distort the image properly to display well on the rift, so how might I go about doing this?
Oculus have have $16m + $75m ($100m) in venture funding, does that mean that they could afford to issue Free HD developer kits?So what do you think? Could they afford to do it?Should they do it?And what about VR game funding, is this something Oculus needs to do, do they need to support and help fund those ground breaking games and apps that will prime the market for their consumer version product?Or should they focus on creating a VR metaverse, a way in which people can enter VR and browse and navigate through all of the available VR worlds/experiences with ease.
I've already done this as a modest proof of concept, and by "done this", I've started with PC and I'm now onto the r-pi (see "post" links below) And now I'm looking to see who in the community wants to take it further.One of the big questions has been "blah blah... support for consoles... blah blah". So much, that Palmer Luckey CEO of Oculus VR (for those who don't know, and really, there are those here in DEV who don't know) had to make a response. It was only one response (that I know of) and anyone who has googled consoles and oculus knows what that was. My personal belief, is that it was just one way to keep things at bay, for now. I mean the damn thing hasn't even been released yet and it's already at a fevered frenzy. Despite the one blog post of why NOT..., I do believe it will happen. Microsoft already has a patent for their own version, as do sony and the rest. I'm guessing "Valve" will license oculus support (guessing) for their yet to be shipped console, or whatever they f
I'm sure you're all aware of the image quality that can be had from ray tracing. While pulling it off with impressive results in real-time is becoming more of a reality, it's still some ways away, and even then it's not quite on par with the quality we see in big budget movies today. But what if we could view pre-rendered scenes with limited 6DOF and in 3D? Well, that's the whole purpose of this post! :D I have been interested in the concept of pre-rendered still and animated stereoscopic "panoramas" for the past several months now, and have been thinking about how it could be accomplished. Well, I figured I would share what has been on my mind. It's my understanding there are no implementations of panorama viewers that allow for both, 6DOF and stereoscopic viewing. As far as I know, the method I'm going to describe has not been done before, and while I unfortunately don't have the skills to implement an example myself, I hope someone might find these thoughts interesting and useful
I was wondering if the Oculus team has been keeping an eye on the new G-Sync tech that Nvidia has been talking about lately, which allows the display to refresh in sync with the graphics cards frame rate. It appears to have very little latency overhead, and basically eliminates a lot of the tear/blur artifacts with motion in rendered scenes. A lot of games at high settings require large investments in graphic card tech to push a high frame rate so that it doesn't fall below the 60hz standard for a monitor, by allowing the monitor to fresh at variable frame rate matching the video card it decreases some of the hardware requirements for higher quality settings. Might be worth looking into to help keep the support hardware costs down for the rift if it supported the G-Sync tech. It also might help with motion sickness since the blur/tearing/stutter effects are not as apparent and decrease image distortion. I wouldn't suggest making it require g-sync, but it might be interesting if it supp
I've taken an interest in making sure that developers have easy ways to make their VR experiences more accessible, especially given that a push for "immersion" may mean players will be forced to bring their disabilities with them into a virtual reality.Wikipedia states that 7.5%-11% of the population have some form of red-green colorblindness (which makes up 95% of all those affected by any form of color-blindness).So, here is a colorblindness simulator for use in your Unity projects. (.unitypackage) To use, simply drop the SimulateColorBlindness script onto your camera(s) and configure a key you'd like to use for cycling through the many variants of colorblindness at runtime. I recommend running the game while in the Editor (as opposed to from a built executable) so that you can see the console message indicating which colorblindness mode you're looking at.-----In the future, I hope to post more "helpers" of some kind, but please feel free to post here to point developers in the
Using the Mac OS X version of the 0.2.5 SDK.I'm trying to implement the message adding/removing to correctly handle both cases, but I can't seem to handle the Message_DeviceAdded when the handle type is Device_HMD correctly. If I try creating an HMDDevice when I receive this message using either: Msg.Handle.CreateDeviceTyped<HMDDevice>();//orManager->EnumerateDevices<HMDDevice>().CreateDevice();After the device is created (or I obtain a reference to it), when I proceed to create a sensor device through GetSensor it ends up locking in that function, regardless of whether the USB is connected or not. Creating an HMDDevice normally if it's connected at the programs startup it handles both cases correctly so I assumed it would be the same for when performing it later.I then thought I'd try creating the HMDDevice outside of the message callback method. When I try this it just locks up on CreateDevice.So was wondering what's the correct way I should go about handling this?
It's a HMD adapter - To be used with any 7" tablet. It has integrated sensors (6DOF gyrometer/accelerometer) for head tracking, extremely low latency (wireless mouse signal) - it does not use the tablet's sensors, in order not to increase the latency during the signal exchange with the computer. It receives the 3D video feed from the computer wirelessly.You can use Kainy or Splashtop Gamepad THD. A 802.11n or preferably, a 802.11ac connection is needed. With 802.11n a latency of 50-60ms can be achieved. You can also connect directly using a USB cable.It can be used to play games, watch movies in 3D or simply browse virtual environments (touristic recreations for example).
(Apple) Have not been able to successfully make program work with rift. Any help would be nice. UDK works fine on my windows Comp
I am going to test this later but considering the complexity of the shader we use to do the barrel distortion and chromatic aberration correction, is there any reason why we don't we compute the texture coords once on program start and save them to a texture and then use a single texel fetch to grab the result needed for that fragment when doing it at runtime rather than redoing the computations every frame?
Thinking about the motion sickness problem as I seem to have it a bit worse than I anticipated...How precise is the inner ears motion sensing ?? Do your head need to move in exactly the say way as howyou see your self moving in the virtual world, or do the movements just need to be synchronized with theacceleration in the virtual world ??Would couple of vibrating motors between the goggles and your ears fix or alleviate the problem if theywere made to shake your head slightly whenever the acceleration of your ingame character changes ??
I have a highly powerful custom built computer with a 660 ti graphics card. Everywhere I look people say an android phone has enough power to get the Oculus going. Will a powerful computer even make a difference on my soon to receieve Oculus rift? If not maybe in the near future when the graphics require higher graphic processing? I have a cheap 300 dollar laptop I would like to carry with me to show this device off but not sure If the cheap laptop would hinder the graphics on the Oculus itself?Thanks guys! Great VR community. Proud to be apart of it :)
Hello Rifters,just found an interesting video at youtube. A russian gamer uses a cross trainer as a VR input "treadmill". And that for over 5(!) years now. It looks interesting. I just wonder , HOW he gets the "step" information converted to pc input infos.... Perhaps it's the kinect, he mentioned in the info's ??? (the kinect wasn't there 5 years ago... ).Do you have any OTHER ideas? Here's one of his newer videos:[YouTube] http://www.youtube.com/watch?v=_Y_SRjWEYCs[/YouTube]Greetings from germany,gunair
I find it very difficult to Google what I'm looking for. Are there solid nodes that can calculate their distance and movement compared to a group nodes in different locations without use of ir. For example if I was to put one on my head and one in each hand and have them all linked to a chip to gather relative distance from each other in 3 d space. Or at least the distance the hands are from the head and each hand from each other. I'm thinking magnetic possible.
Are there any mods or anything that can up the display on the Oculus Rift? I remember visiting a website and a few guys were talking about (tutorial) on how to display the oculus rift in 1080p (But I lost the link)I heard that you can take apart the rift and put in a 1080p 5 inch monitor inside of it and it would basically work the same way.I'm just curious on this, (I do plan on getting both dev kits) and the consumer version (to show my support). I just ordered my dev kit 1.0 and I've been hearing that it gets really difficult to read (while wearing the rift) "which would bother me extremely"
Alright, first off let me preface this by saying I'm not entirely sure if this is the correct place for this thread. Its more of a general question/info thread on some of the subjects above. I'll start by describing my current situation in regards to those topics.I am currently working in Unity with imported models that I've previously made in programs such as Sketchup and Blender. However, I have recently learned that a colleague of mine is very good with Maya. He has began texturing and building photo-realistic models in Maya, specific to my needs for the Oculus Rift. I have read some articles earlier that claim Maya's Mental Ray does not carry over into Unity. I assumed as much. I figured baking the lights on the textures would be the best way to allow for Unity integration. It had me wondering though...Is building models in Maya for virtual reality the absolute best way of doing it? From what I know, Maya is the most powerful of all 3D software. The question I keep askin
I have an idea to incorporate the Oculus rift with two devices: The first being the MYO gesture control armband and the second being the AR Drone 2.0 Parrot. The concept being able to control the up, down, left and right with the Oculus rift and the forward, backward and spin motions with the MYO armband. The first will be using the Oculus combined with the current smart phone wifi control feature already set out for the AR Drone then once the MYO is released taking away the smart phone control and replacing it with the MYO. The objective being to simulate actually being the AR Drone 2.0.I want to know if anyone has had a simular idea and if so have they has a successful sync with the Oculus rift?link for the MYO: https://www.thalmic.com/myo/
http://polycode.org/features/Looks very interesting, i asked the developer about the Rift and he said that he supports it when he gets his hands on it.Polycode is not dedicated only to games, it's somehow a mixture between game engines and creative frameworks like Processing and OpenFrameworks.Technically it seems to be very thought out, fast LuaJIT scripting, modular C++ plugin architecture and cross platform. Could be a very nice open alternative to commercial engines, or other open source engines which are difficult to master or slightly outdated. The engine is quite new and under heavy development right now, binaries/installers, and more documentation will be available soon. Here's a video where the developer talks about it and his goals https://www.youtube.com/watch?v=mZ0SOmfkAjA
I am looking into integration in the Visual 3D engine.http://www.visual3d.net/Daniel Moorehead replied, and here is a copy of his email about integrating Oculus into the Visual 3D Engine.We can integrate OculusVR SDK support for your Visual3D-based application through our simulation development and engine customization development services, if you are interested in that, similar to what we have done for integrating support for other 3rd party devices and SDKs for other clients.Best regards,DanDan MooreheadRealmware Corporationwww.visual3d.net | Visual3D Game Engine & Development ServicesOn Sun, Apr 14, 2013 at 8:17 PM, <cyberdoc@multiplereality.com> wrote:Will your engine be integrating the OculusVR SDK?regardsMike
I was wondering what is the development schedule/goal points for when the Oculus would be moved to the consumer market, I found several threads that pointed to obstacles but couldn't find any kind of list. I tried searching for info but couldn't find anything gathered in one area, so I was wondering if I just wasn't looking right or hoping to get as much of a gathering as possible at this stage.
Hello every one.I'm working on a project at university. It's to create an experience to determine dominant eye.To do that I need to put a different image on each eye, and I do it easily with the oculus. :D I separate cameraLeft and cameraRight and put different's picture in front of each camera.But to do that I need to desactivate scripts attach on cameraLeft and cameraRight of OVRCameraController, because if I let them activate, when I play the test, cameraLeft and cameraRight move to the same point to see the same thing.So i would like to keep scripts activate to keep the lens correction and the head movement but I don't know how to do.I think I have to desactivate something in one script but I don't know what..If someone know, it would help me a lot.thanks :geek:
Can the tuscany assets be used to build a demo with some other engine?Example: i'd like to make the xyz engine support the oculus, and i would like to build a demo that behaves like the one distribuited with the SDK. Is it allowed?Thanks.
The current barrel transform iswhereAs I understand it, you use that to transform the UV coordinates you sample from a bitmap. This works fine for deferred shaders. But how is the reverse transformation done? My math is a little rusty, but it looks to me that it would be non trivial. That is, if you are doing forward rendering and simply want to adjust the coordinates of the vertices in the vertex shader.I realize such a transformation only works if the geometry is "small enough", with risk for artifacts.
UPDATE: Works great to view on your rift and in free-view! Two new melee types and a preliminary menu system.---------------------------------------------------------------------------Update: Sword-like Blunt Sticks!Here I move around the cube a lot to show spatial awareness and I tap it on most of its sides. It's the most stable demo yet, it's finally physically responsive, and it's a great time waster!---------------------------------------------------------------------------I just cooked up a little Rift-Mounted Leap Hand Tracking Demo. Firmly attach your Leap to the center of the faceplate of your rift. If your hand is upside-down, go into the Leap Tray Icon and click "Reverse Orientation".Lift 2013-04-30 21-41-59-44.pngDownload hereEnjoy.
I just wanted to share the news that the Sky Drone team has demoed their Sky Drone FPV system with the Oculus VR set. Therefore, the FPV video of a drone/UAV flying in mid air can be distorted in real-time and shown inside an Oculus VR headset. Keep in mind that this is only the beginning of our development process for the Oculus VR - many more features to come (e.g. 3D, Headtracking).Watch the Sky Drone FPV + Oculus VR video here: http://www.indiegogo.com/projects/sky-drone-fpv/x/3767302?c=activityP.S.: If we don't reach our funding goal we will still go ahead with Sky Drone FPV. While sticking to our timeline of shipping the Sky Drone FPV sets in December 2013, we will only have a groundstation app for Android at start. Other platforms will be supported later (free of charge). The only way to secure the Early Bird price ($349) of a Sky Drone FPV set, is to purchase the Early Bird perk before this Indiegogo campaign expires. If the funding goal is not reached, Early Bird funders will
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