PCVR/Link Development
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I know everyone has their own ideas for what VR can do....so here's another :)After reading Ernest Cline's Ready Player One, I got excited about the idea of walking around a virtual arcade and stepping up to play a game. I've spent a lot of time fixing playing arcade cabinets, building arcade sticks for consoles, and configuring emulators such as Hyperspin. There are already a lot of very determined enthusiasts who have compiled arcade cabinet sideart, bezels, and control panel artwork along with preview videos. What if all that could be combined with an existing emulator such as Mame so that you could enter an arcade, walk past the games, select one, then use your own arcade stick to play the game?I'm just getting started with Unity, as I'm primarily a UI designer, and I think I might be able to put together the arcade simulation, but building Oculus support into an existing emulator and/or porting that emulator into Unity is beyond me.Just Added* https://dl.dropboxusercontent.com/s/7
Hello Everyone ^^I want to write this thread only to explain my opinion about Dashboard for oculus Rift.I just tried VirtualReality.io and is absolutely AMAZING!I want to do a little feedback to team of Oculus Rift.Now Oculus dev kit hasn't a very graphic interface to interact with demo or games,but i hope that with the consumer product it will have one like or similar or maybe precisaly like VirtualReality.io. Maybe is already obvious but i want to say anyway.With all games of the future with all options and setting inside the game and with demos/games managment inside a graphic interface,oculus rift will be able to do a complete immersive device without break the magic between a game to another.Personally i was very impressed by Hawken after only 15 seconds because the initial scenes of the game with Nvidia pubblicity was very amazing.This would be also a suggestion for people that haven't tried Virtualreality.io yet. Try it,is very awsome :)Thanks for listen to me :P
This looks frickn amazing !!By the developers of MYST & RIVEN... ( with an Oculus Rift stretch goal ) Back it now.. only a few days left.http://www.kickstarter.com/projects/cyaninc/obduction
Using 10,000 days Album by TOOL that has a steroscopic Lenses to view shrunken down video captures of Oculus Rift SDK 3d scenes.
Hi I was just looking through the docs and api, and noticed the rift returns only quaternion for right handed coordinate system. There doesn't seem to be a matrix of the orientation so I can build a left handed quaternion. I don't want to use euler angles as they produce gimbal lock in certain situations. any chance of getting a matrix of the orientations instead of just quats in the next sdk update or patch.or, as I might have missed something does anyone know another way to get a left handed quaternion currently from the sdk?
Hi,To start, there is a very complete and beautifully written C# wrapper available at https://github.com/SiS-Shadowman/RiftDotNet written by SiSShadowman. Since I just needed the HMD orientation and didn't want the dependency towards SharpDx, I created a minimal C++ dll and C# assembly. It just fetches the HMD orientation.You can get the code (or contribute :)) at:https://github.com/davyloots/riftsharpI didn't include the actual LibOVR code project from the Oculus SDK because I'm not sure about the licensing, so you'll need to import that lib project before compiling.If you just want to use it, here's a compiled version:http://rcdeskpilot.com/system/files/RiftSharp.zipThe RiftSharpDll.dll is the C++ dll, RiftSharp.dll is the wrapper assembly. Just add a reference to that last one and copy the C++ dll to your binary folder.Code use is as folows:using RiftSharp;//.....YawPitchRoll ypr = Hmd.Instance.YawPitchRoll;float yaw=ypr.Yaw;This is just a quick implementation, not even error handli
Hello from Germany: I found this BBC news today. Sounds interesting: The effect of "vivid 3D vision" can be experienced with just one eye, a study has suggested.Researchers at St Andrews University said a method using a small circular hole could have wide implications for 3D technology.The study, published in Psychological Science, also has implications for people who have just one eye or difficulties with double-eye vision.The method was said to create 3D similar to effects used in film-making.Researchers said that current thinking was based on the need for two visual images - one from each eye - to be combined in the visual cortex, creating a sense of depth.But Dr Dhanraj Vishwanath, a psychologist at the university, believes both eyes are not necessary for this "3D experience".Dr Vishwanath said: "We have demonstrated experimentally, for the first time, that the same 'special way' in which depth is experienced in 3D movies can also be experienced by looking at a normal picture with
I'm not sure if this has been touched on, I browsed the forums a bit before giving up and figuring it out myself. I had been trying to clone the Oculus Rift's display onto my primary display through the Nvidia Control Pannel and kept seeing that if you open it up and go to manage multiple displays, that if you right clicked on one of them it would bring up a vast number of options. This was not the case for me, and several others. Upon further investigation, I came to solve the issue by taking a look at the multi-GPU tab. If you have three different display ports, like my GTX 690 for example, you will want to get the Rift and your primary monitor on the same GPU. for example, I connected mine to the bottom-left and the upper-right ports to get this to work. Then you can successfully follow the directions below. Hope this helped.
Hi there,I don't have my Rift yet, but when I do I'm probably going to try to make it work with my Nexus 10 (Android tablet). It's one of those tablets that have both HDMI out and USB which can be used to get the orientation data from the Rift sensors (http://developer.android.com/guide/topics/connectivity/usb/host.html).Has anyone tried this already? Or maybe just the stereo output of some rift screencap?EDIT:I'll update the first post with the development progress so others can easier follow and find information about Android and the Rift.Repository for the Android Rift library:https://github.com/sebastianherp/riftlibraryGet sample app here:http://appsdoneright.net/files/rifttest_0.2.apkCompatible (=tested) Android devices (Version 0.2):Nexus 10Nexus 7 (no HDMI out)Asus Transformer PrimeScreenshot (Version 0.2):screenshot_0.2.pngLeft side of screen moves the player, lower right side rotates the player (yaw). In the upper right side up/down changes the FOV and left/right the IPD. I tr
So, I run my Rift as a 3rd monitor setup as an Extended desktop. I frequently need my second monitor for development needs and can't scale it down to 1280x800 to mirror the Rift, so I wrote this little applet that will take a running windowed process and "move" it over to an identified Rift DK (currently checking for 1280x800 to identify which screen is the Rift) and maximize it. So in short. It'll take a windowed app that you chose, and push it over there so you don't have to mirror the Rift on one of your main displays.It's not perfect (some apps require you to "click" over on that third screen to bring it to focus), and I can't figure out how to get an app to go to fullscreen borderless, but it gets the job done. I've made it open source under GNU GPLv3 over on Google Code if anyone would like to take a look at it or suggest better ways to do things. (I'm by no means a c# expert)https://code.google.com/p/send-to-rift/Cheers!
Tactical Haptics Reactive Grip Kickstarter launches 9am Pacific Wednesday 11/6Enter to win a free Reactive Grip Development Kit!Just register as a user on the Tactical Haptics website and leave a comment below our Kickstarter announcement post about your plans for Reactive Grip before the kickstarter launch. Follow this link for more information: http://tacticalhaptics.com/reactive-grip-is-coming-to-kickstarter-next-week/
Hello, my nickname is Dony Tamazone I am now allowed to post new topics ... So I can tell you about an idea I had a few months ago and I recently explained in a video ... This is a simple idea ... I need advice from people interested to build this system... For my part I expect the dev'kit2 to start the first tests so enjoy it ,and see you around ;) http://www.youtube.com/watch?v=qjZak8bGm64http://donytamazone.blogspot.fr/2013/10/the-spherigraph.html
I Think a really cool game in the rift would be a rickety old mine cart running through a mine..If the mine could be done in World of Warcraft Style that would be awesome!With jumps over bottomless pits and spider webs etc...Anybody? lol..
Hey guys,I'm currently developing Specter Seekers, one of the finalist games from the IndieCade VR Jam. Development is progressing smoothly, and we're almost ready to release a public demo along with our kickstarter campaign. However, I just added a couple new members to the dev team who do not have Unity Pro licenses, and it is proving to be a bigger handicap on them than we expected. We would really appreciate it if anyone who doesn't need the Unity Pro license that came with their Oculus Rift preorder would share it with us. Having Unity Pro will enable us to get the demo out sooner, and in general, create a better quality game.So if anyone has a Unity Pro trial key that they'd like to share with us, please PM me! Thanks :)
To help me getting less motion sick in the Rift, I am trying out different movement schemes. This one uses the Hydra controls to "walk" with the hands.You keep the trigger of the controller pressed to push with the avatar's foot against the ground and then move the controller to move the avatar. The trigger for the foot which is not on the ground is not pressed, so you move your hands forward and backward and keep the trigger of the hand moving backward pressed. You rotate by keeping both triggers pressed and rotating your hands around yourself.My theory was that the brain induces less motion sickness if the movement of the virtual body feels like a direct physical effect of your motor actions.So far it felt okay while I was in the Rift, but I felt weird for a while after, in a slightly different way than I feel after using normal movement schemes in the Rift.If you want to try it out or modify and experiment with it, here are the links (the new movement mode is triggered by pressing 1
So it's a known problem already that 60 fps is way too low, this alone causes serious problems with perception such as smearing and strobing (and judder in between of them), and solving one of them only ramps up severity of another one, so really the solution here is to get physically higher update rate, above 300 fps preferably.But there's more problems here:First off, there's no display on the market with this high update rate yet. But this is acheivable, with enough development money.The second problem is GPU powers, if we want to render a Rift stereo scene in 300 fps we need to cut down the graphics severely, to something like year 2003 level. This is acceptable, of course, but in 2013 we're expecting there to be modern graphics, really. We can't just expect everyone to stock up on 4x Titans.And the biggest problem is bandwidth - FullHD 120 fps already takes about 8 Gbps throughput (correct me if I'm wrong). Getting that much higher bandwidth requires developing a whole new hardwar
Hello everyone,I have been absent from developing for a few years and need to get back into it. I am searching for good tools for content creation or developement and if there are cheap or free alternatives available. So as an example:[Textures]- Photoshop -> Gimp+gimpshop / - Paint.net- Xnormal - normal map generation (http://www.xnormal.net)- MapZone - free procedural texture generation (http://www.mapzoneeditor.com/)- SSBump - Normal Map and Parallax Occlusion Mapping (http://ssbump-generator.yolasite.com)[Modelling]- 3dsmax -> Blender- Zbrush -> ?- Wings 3D - free open source subdivision surface modeller - Sketchup - great for architecture - MakeHuman - Good place to start for free Character modeling that comes out nice (http://www.makehuman.org/)- Daz3d (http://www.daz3d.com/) FREE- Truespace (Site down, anyone got a link?)[plug-ins+tools]- free Autodesk FBX Converter (necessary to import Daz3D models into UDK)- World Machine - terrain generator[Audio]- Audacity for simpl
Japan Display joins the Quad HD phone screen party with two new LCDs http://www.engadget.com/2013/10/25/japan-display-joins-the-quad-hd-phone-screen-party/LG clearly doesn't have a monopoly on Quad HD smartphone screens -- Japan Display has unveiled two low-temperature polysilicon (LTPS) LCDs that offer the extra-sharp 2,560 x 1,440 resolution. The headlining 5.4-inch panel is ever so slightly denser than its Korean equivalent, at 543ppi; there's also a 6.2-inch (473ppi) model for giant devices. Both LCDs have "dead-bands" that are just 1mm thick, which should lead to extra-slim bezels on finished products. Japan Display hasn't said which companies will use the Quad HD screens, but it's easy to see one of the joint venture's partners (Hitachi, Sony or Toshiba) calling first dibs.
I noticed that playing half life 2 along with everything else would create a warped depth of field which always bugged me. So I played around with the Nvidia control panel and remembered that the VorpX drivers recommended a resolution of 1280 x 1024. After I enabled this along with override scaling and force GPU scaling brings a dramatic improvement to the 3D. Namely COMPLETELY CORRECTING THE WARP! You can set the IN GAME RESOLUTION to 1600 x 1024 for the least amount of screen tearing and best depths with the Nvidia control panel's resolution set to 1280 x 1024. My god the difference this made to my rift. I thought I'd have to wait for a full retail versions release for this amazing next level experience! Hope this helps.Instructions: 1. Go to Nvidia Control panel.2. Under Display select "Adjust desktop size and position."3.Then select "Rift DK" under the "Select the display you would like to change."4. Under scaling select Full-screen.5. Next under "Perform scaling on:" sele
Hi all!We are four IT-design and product development students from Aarhus University, Denmark. We are currently working on our bachelor’s project, and the general subject is how to increase immersion/sense of presence in virtual worlds using virtual reality, biofeedback, haptic feedback and the (cross)mapping between them.We intend to conduct an experiment to investigate the effects of the different sensors in different settings, using a horror-game as the testing environment. In regards to the above, we would like to get in contact with people who has experience using the Oculus Rift. If you'd like to be a part of our survey, in form of either a Skype interview (preferred) or a mail correspondence, we'd very much like to hear from you! Reply to this thread or send us a mail at itbachelorproject2013@gmail.comThanks a bunch and have a nice day!
Finally, it is here! 5 tracking points and wireless.http://venturebeat.com/2013/09/11/sixense-to-launch-kickstarter-for-wireless-motion-sensing-game-controllers-exclusive/The Kickstarter will be launching at 7am PT today!Jason
It's even cooler through my eyes. Any idea to make it better?
Got this little app for Leap Motion and really digging it already. It's got a great input for the drums and everything's pretty darn customisable. You can get in there and you can set the drums to whatever position you like. Grab some chopsticks or a pencil and it's like your playing real drums.So. This is exciting for me already and I'm asking. Are there any other sort of musical applications out there? For Leap or for the Oculus in general? Anyone making any cool tunes out there?
In photography and film alike, there are people who choose to align their cameras to capture parallel images and there are people who choose to aim their cameras on a converging focal point. I am the latter because I believe in allowing our eyes to work naturally and in recreating what the eyes see. Our eyes naturally converge on what we choose to focus on and by converging on a thing the image produced has a slightly different perspective of that thing... and the world.These points are both beside the fact that by converging on a focal point is the means by which the author directs the viewers attention in their media. Since parallel has no convergence, focus is infinite, so everything is in focus.How would you then produce a render with depth of field effect when you are in a parallel viewing state.. with out adding to discomfort. Has anyone tested DOF in a demo?With the Rift built the way it is, it is designed to view the world forcing your eyes to physically remain locked in a para
Firstly please forgive my ignorance, I am a good programmer but have never really had to work with the rendering / shader end. This was an idea that just flashed through my brain after reading some of the other posts in this section.If the optical distortion is just a matrix multiplication of two in-world camera objects, would it be possible to compensate for common vision problems purely in software?I am a glasses wearer, and to sum up what a lot of tests said one of my eyes sees further ahead than the other.Long and short sightedness where both eyes see further or closer are even more common.I know there will be ophthalmic specialists screaming "there is much more to it than that!" and I'm sure there is. But imagine rather than trying to squeeze (and scratch) your glasses under your rift, you simply type the figures from your opticians report into a standard profile setting and the software cameras and distortions compensate accordingly.Often the biggest leaps forward happen when two
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