PCVR/Link Development
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HI i got a imac 21,5. And ocolus rift, BUt i don't have a hdmi or dvi output, Any cable like usb to hdmi?
sorry I have two questionsare there any decent alternatives to unity I am a student and cant really afford pro.I am actually just looking to program simple controls similar to the tuscany demo right now. But I am a bit new to programming.
hi, i'm just reading up on the recently announcement of the HD version of the Dev kits, Which is so far known to be amazing in quality. I noticed that during this interview they say how they would not be providing the origional Oculusu rift with a 1080px display. into the current Dev kit and they basically they aren't going to provide the original rifts with a upgrade of display.i really think this is abandoning the Original Kick-starters supporters and earlier supporters of the project. I understand completely that this is indeed a "DEV KIT" and we should know that of course it's going to be noting compared to the consumers version, but the thing is if it is a dev kit it is made to be tinkered with and modified for early users continue using for Producing games with as high quality as possible for the release of the consumer version.the fact is, a lot of the games developed at the moment with Rift directly in mind of development take in consideration of the low resolution and don't f
So what do you think are the best VR Portal or Nexus (should that be Nexi)?Or how do you find out about new VR games?Any stats or reviews on different portals, or how would we know which is the most popular/best experience?
Here's an idea of how to get low latency head tracking with almost any variable frame rate.Render the scene from the player's point of view with no distortion, but to a larger render target with a wider FOV. The increased FOV should be large enough to take into account how fast a user might turn their head in one frame (I figure ~8 degrees?);Then at a faster update rate (60 or 120 times a second?) sample how much the HMD orientation has changed since the last full render and calculate how far you'd need to pan and rotate the image.You can then sample from the render in the highlighted frame and run the distortion effect on this and send this to the Oculus's screen. This would would eliminate any variability in the update rate of the head tracking for the user and would not require games to run at a stable 60 fps to have a smooth experience. Note: The player's movement and the simulation of the world would still update at the normal frame rate.Ideally this whole process could run in har
Hi,check out this amazing piece of tech:https://getmyo.com/I'd rather like to discuss their tech for headtracking than as a substitute for a dataglove or game input.What if you can track the neck/shoulder muscles with Electromyography (EMG) and use it for headtracking?Since muscles are activated even before the mind becomes aware of an action ( yes there is brainlag and that's how its eliminated ), imo this tech has great potential for head tracking via neck muscles, very close to no latency.What do you think?Anyone here got already a MYO an and can give a field report?
Hey GuysI made a few video's on how to use Torque for the rift and to go through all the tools in T3D which will help you make a game.http://www.youtube.com/watch?v=hijACdwfgS8&list=PL79NLbjt3mCj0CNvF8xwXeCXVBz-dwEEBThe First Video goes through all the toolsThe rest are how to use specific features of T3DI hope this is helpful for some people :)
Me and Indecom4000 have made Game Maker support the Oculus Rift! Its not the best 3D engine but there's quite some fun games made with Game Maker.More information:Project homepageTopic on GMCGitHub pageIssue listDemo videoScreenshotEXE Download (v 0.2)Controls:Look with mouseWalk with WASD"O" - switch to Oculus view"P" - switch to regular viewGMZ Download (v 0.2)I hope a lot of fun projects will be made with this!
hi, i see alot of different threads here regarding eye sight and such..if anyone is interested and have any questions about it. pls tell them to me and i will try to answer them as accurately as i can and try to help out...thou im just a second year student i think i will be able to help most of you guys and girlsMvh Qos
I'm working on an application that aims to let you walk around a building with the Rift on, displaying the stream from a camera(s) on the front to allow you to safely navigate, then at any point fade the view from the camera into a virtual representation of your surroundings.At the moment I have a PlayStation Eye webcam zip tied to the top of the Rift, however the FOV of the Eye is only 75° (according to Wikipedia, I assume this is the diagonal FOV). I realise that the FOV that the users 'sees' through the Rift depends on the eye cups (A, B or C) & how close/far they have them adjusted from their eyes, but consensus seems to be that the diagonal FOV is minimum 90° & maximum 110° diagonal so I want to replace the PS Eye camera with one (or two?) that are within this 90-110° range.I think what I want is something like the modules on this page;http://www.electronics123.com/s.nl/it.A/id.3263/.fThey have 1/4" VGA sensors & a choice of lenses; 2.2mm seems to be the shortest focal
I had downloaded OculusSDK for windows. I opened the Oculus World Demo project in visual studio 2012 and run to see the output. The program is running fine. I would like to add or remove images or objects from the Oculus World Demo project. One of my colleague will design an image/object in dds format. I would like to add it in OculusWorldDemo project and see the outcome. But I am not getting how to achieve it. Could anyone help me out? I would also like to know if I can add .pxr format too or do we just need to add .dds format?
Us:We are an indie company that is focusing on entertainment and games. We love the passion and the way Doctor Who fans take it so seriouslyClick http://www.youtube.com/user/Pictonicstudio to visit our YouTube ChannelStory:The story begins when the Doctor wakes up in the middle of a field wondering where he is. He has no memory of his past lives at this point. (The reason we did this is because, we want to introduce Doctor Who to people who have never watched it before, as well as fans alike) You get to sonic things and get the fez scared off of you with the Weeping Angels. Along side with the (optional) latest technology in virtual reality, the Oculus Rift. When you blink in real life, you blink in the game.If you are interested in helping us, contact us through http://www.pictonicstudio.com/tg/contact.php or email us at agcrane@PictonicStudio.com
Hi, I'm developing an application that will run without any posibilties for the user to start the ConfigUtil. Does anyone know how I can load profiles or set the IPD in .net? (so that I can switch from within my application)Br.,Jan-Erik
I just discovered that the HID feature reports that should be read-only aren't. I accidentally trashed my Rift because the sample code for low level HID access on Linux (found here: http://lxr.free-electrons.com/source/samples/hidraw/hid-example.c ) writes to feature ID 9, which is what the Oculus uses for 'DisplayInfo'. I was able to figure this out when I started getting weird behavior on all the devices I plugged the Rift into. Fortunately, going in and re-writing the feature report with the original values seems to have fixed at least some of my problems, but developers who are trying to bypass or extend the SDK should tread with caution.
Hello,do you think a pentile display (like samsung oled) would make the screendoor effect look better than the RGB one ?At first we can think that like there is less subpixel in pentile, the subpixel would be bigger.But.. like the subpixel have a whole different shape and color than RGB, maybe it helps removing the "grid" effect, with something a little more blurry.In pentile the pixel matrix seem harder to perceive there is less this "grid" effect i think.Galaxy note 2 use strip RgbGs3 use RGBG pentileGs4 use pentile diamond matrix
Hi everyone love the tech here!! Anyone having a discussion on FPV application. Can multiple headsets be tuned to same signal in a remote application?This is gonna rock!
As some of you may know, I have a walking in place motion capture system using a smartphone accelerometer that I have mounted on my torso (PM me for a copy of the Android APK),One of the problems though with standing up with the rift and walking/jogging in place is that I have a tendency to wander in the real while playing the virtual as I turn and twist around. I've wandered into my laptop, tugged cables out of computers, etc.I've solved this by duct taping a large hula hoop to the floor. Now when my feet touch the hula hoop I just step back into the center. No harness necessary anymore! (this solution only suggested for those who have their VR legs and are very familiar with the game they are playing, beginners should be more safe).Now, if only we could get a wireless Rift like my wireless headphones and I'm set!
I have created empty scenes, and even loaded the integration file by itself, and I get these errors immediately. Because of them I can't test the oculus. Is anyone else getting the errors(i have also attached an image showing the errors):Assets/OVR/Editor/OVRPlayerControllerEditor.cs(72,22): warning CS0618: `UnityEditor.Undo.ClearSnapshotTarget()' is obsolete: `Use Undo.RecordObject instead'....etc etc.It keeps telling me that the functions are obsolete and to use "Use Undo.RecordObject instead"Thanks!
I'm not a Unity newb, but heck if I can get Tuscany to be nearly as smooth when I build it as it runs in the publically downloadable demo. I'm running it in "fastest" quality, I've played with the predictive amount, tried toggling the early rendering, no matter what I do I can't get it to run smoothly.Any idea what I'm missing, what setting I need?
Has anybody else thought of this? I would love to see this game in first person with the oculus + Virtuix Omni. Which would make this game feel so realistic.
I was just telling someone that in a couple years, meeting face to face will be a little different. http://www.gizmag.com/oculus-netbook-telepresence-robot/20893/ This device takes the first step, but imagine, in an office building there is a fleet (stable?) of rent-a-bots. When you want to interface, you jack into a bot from your location and go meet with your contact. The bot's vision is ported to your rift, and the deal is done. Couple details to work out, but hey, you could have rent-a-drone in all the swanky resorts, events, seven wonders of the world. Pan tilt zoom.Oh, and that Japanese thing. Is there a word for a male version of the dildo? You know it's happening.
Hi guys,I've put together a couple of Unity scenes and my Rift arrived today (yay!).One of the scenes I made for my wife to introduce her to VR. To help prolong/avoid being Riftsick, I'd like her to be able to look down and see a body. It doesn't even have to have walk animation, just be a static model for a frame of reference.Is it as simple as bringing in a (headless) body and parenting it to the OVRPlayerController? Or does the body have to have the WASD scripting attached to it instead?
Hello everyone, Currently UDK 3 is the version available for free. Version 4 I believe is available to developers actively making games. Does anyone knows when the free version will be available to those who want to make games for the rift?Although UDK3 is a very powerful engine and the currently leading on gaming industry, it does have limitations when compare with version 4 and CryEngine 3 when it comes to Lighting and particle effects. Apparently it will be much easier to handle complicated lighting and particles than ever before with UDK 4.CryEngine 3 does have many of the features of UDK 4 but it isn't "OFFICIALLY" supported.If there is a thread for this then perhaps anyone can paste the link as a response.If not if anyone can chime will be appreciated. ;)
I've noticed in a great many demos and games that the primary controller support is the 360. Some demos even have commands and instructions that involve hitting "Y", for example, when there is no controller connected. I know that a great many games are in development and that a big component is portability right now. I've heard the explanation that the Rift is enough new material for non-gamers, and a controller is the easiest and most natural thing to learn, but I haven't started to see the trend shift. Lunar Flight for example, still has Xbox 360 controller icons even though it released as a PC game. Quite a few of the demos that are out there are very difficult or more common impossible to configure for a joystick. We've all heard the news that the consoles will most likely never see the Rift, so I'd like to put it out there to developers that there's quite a few of us (In my circles anyways) that are starting to get frustrated with the reliance on 360 controllers.Is there any reaso
I'm particularly interested in non-gaming entertainment applications for the Oculus. A couple simple examples...o Experiencing a band's concert from the perspective of someone sitting in the front row of an arena. This would ideally include the ability to turn around and see the audience "behind" you.o Experiencing tourist destinations, such as looking around an active landscape - perhaps flowing waterfalls on a pristine island or roaming animals on the safari.As a total neophyte here, I'm very curious how practical applications like these are...1) Do cameras exist that can capture this kind of footage? I've read about cameras like the Matterport that seem to capture *still* footage in 360º. Is there camera technology that can do this for *video* footage in at least 180º if not 360º? (As a side note, I'm assuming that the user would be able to look around their environs from a fixed position, i.e. they would be able to look around but not walk around their environs. Enabling a us
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