PCVR/Link Development
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Forgive me if this has already been solved, but I spent quite a bit of time trying to hunt down information, and ended up running some tests of my own (sans my Rift Devkit as yet). While I'm sure they're not entirely accurate without the hardware to validate my findings, I wanted to share my results and have them reviewed by the community.I believe the tests are conceptually sound, but feel free to point out any errors I've made.http://www.booncotter.com/some-preliminary-vr-metrics/The short of it:IRL infinite focal plane == ~745mRift devkit resolution infinite focal plane == ~250m - 300mSources used for the calculations are listed on my blog.
Hello,I was wondering how it would be possible to achieve a feedback on a movement in the air, without being in a static structure, so we can be free to move our arms in every direction, to move our body in every direction.and still having a feedback and resistance without really touching anything.So i was wondering what in physic could achieve that.The answer came from the powerbal technology.for those who doesn't know, its a ball with a giroscope inside, turning very fast.so when you grab the bal, if you try to move it, in a way that make the inside rotation to change its axis, you feel a "resistance" ,the ball refuse to move. Its a little "magic" feeling,The more something is turning fast the more its difficult to change its rotation axis.Like a wheel of a bike, thats why when we move on a bicycle, we dont fall.So what if we could achieve something like a glove, where there is some rotational stuff inside preventing us to move itThe force of the resistance could be managed by makin
Is there a 3D product viz model of the Rift available for download anywhere? I'd like to include it in a virtual scene (Rift inside the Rift, so meta...) and before I set to building it myself, I thought I'd check if there was one available.
Hello everyone,It's been a while since I posted last but my newest gun-troller is working really well with the rift (more on that in the future - very cheap alternative to what most people are doing at the moment), and the last real problem that I am running into is (am I may be phrasing this wrong, but someone please correct me) "unlocking" the crosshair from the center of the screen in unreal engine games.An example of this would be in a game like bioshock infinite: there clearly is a way to unlock the crosshair so that it can move around the screen (and always remain on screen) from watching the playstation 3 version of the game using the ps move. I have tinkered and searched for a few days now and have had no luck. I'm positive that it has to be some console command or a cfg command that im missing, but does anyone have any solution for this? Or can anyone point me in the right direction as to where to start looking for a solution?Thanks in advance everyone! And if this is posted
I'm trying to make my DDR pad 'omnidirectional' based on which direction the player is facing:What's the best way to get the rift's compass orientation data with an external utility?Can there be two programs getting info form the tracker?Because i remember demos not working when the orientation utility is running -is there a way to bypass the fact that the tracker works in exclusive mode?If not, what other device with a compass may be used, wiimotionplus controller? Kinect for optical tracking?How are omnidirectional treadmills trying trying to solve the issue?
New VR Gadget Kit for SmartphonesVirtual Reality for Android mobile phonesDo it yourself KitFor everyone !!! :D :D :D http://www.refugio3d.comTell me, if you like. Thank´s to all that inspires me, create this. :D
Second quick no BS tutorial. Just look at the image and the red part that is mine. You can play the game in 3rd person with the oculus. You do of course lose the gun view, but I am not sure how to do that yet. Hope this helps!
1)load the tutorial red car game and the Oculus Integration2)Move the OVR camera into the car, or area in which you want to be watching from the oculus3)drag the OVR under the car in the Hierarchy (see image)4)For the OVR set the Follow Orientation to Car on Inspector area (see image)Thats it! Took me so long to figure this out myself, since I am a newbie, so I hope this helps others.*open image in new tab if it is cut off.
Quick hack putting an Intel Creative gesture Camera on a Rift to see if my hands would then work in VR. Not bad results so far; I was worried the Gesture Cam hand tracking would not work upside-down (normally they are oriented over a monitor, not over your head) but it certainly works. It works well enough I can touch my fingertips together.The RIft could benefit HUGELY by having some kind of hand-tracking, hint hint.Rift-Intel_800.pngRift-Katy-1-800.jpg
I don't have my Rift yet, but I have heard several times that cutscenes and other "automated" camera/player controller movement is very disconcerting in VR. For me, this raises an interesting question: What are the alternatives? How can VR games implement flashbacks and other story telling techniques without making people feel as if they have been ripped from their virtual bodies?The first thing that comes to mind is something like the first cutscene in Far Cry 3, except the cutscene never consumes your entire field of view (i.e. you see it on the cell phone screen the entire time). Also, showing a "ghost" of what has happened in the past at a particular location may also work well.Any ideas?
Does anyone here know if it is possible to 'invert' the hydra base, so i can put the base in my backpack and wear it behind me?I would like this for my wireless Oculus Rift setup, my setup is currently completely wireless and i can move / turn around indefinetly without cables choking me to VR death...However to make this setup complete, i need the hydra. So far the hydra is working wirelessly in my backpack however now the base is behind me so the motion is inverted because it expects the base to be in front of me instead of behind me.Is this somehow changeable in the Motion Creater?Thanks for your time.
I would like to first introduce myself. I am currently a mathematics graduate student that has worked as a programmer in the video game industry in the past. Now days game design and programming are hobbies of mine. I've been excited for the development of the Oculus Rift, and all of the possibilities that go with it.In my excitement of signing up for the Oculus SDK I may have made an oversight. My laptop computer has the following4 GB of RAMIntel HD GraphicsIntel Core i3-370M ProcessorWindows 7 Home Pro OSIt's capable of running Unity 4 at a decent framerate, but it tends to hiccup when there are too many objects to render.I am thinking that I may need to get a more powerful computer if I don't want to get sick from latency problems.I once was a participant several years ago as an undergraduate in a psychology/computer science experiment that used a VR headset. They were trying to determine why people had so much trouble with recognizing distances. A side effect of the experiment is
The Samsung S4 is the first 5 inch panel that has test cables readily available with which toAttempt to make a breakout connection (40 pins). It is a mipi interface ( confirmed by some c code).So this thread topic chases any development of mipi interface boards or fpga hardware codeAnd any cell device that has the mipi connector mapped and a test cable. You need the test cable as the 40/50 pin connectors I call micro as they are so small even the expert SMD electronics enthusiast will find them challenging.Please prove me wrong! So here's the first link I found to similar development:http://www.alteraforum.com/forum/showthread.php?t=33839
Does anyone know how I may or if it is at all possible to NOT show the resolution OSD that pops when launching games.. I've had a few people complain that it throws them off when the scene first loads. I'm using Unity3D Pro but I'm assuming it's something that can be turned off in the firmware? (I hope).Any help would be greatly appreciated!
Hello everyone, I am developing a game for the Oculus Rift using the Razor Hydras as input to control virtual hand position. It seems that whenever I click the START button on the right Hydra, it takes over control of the Windows OS mouse. This becomes incredibly annoying during development as the mouse continuously drifts across the screen during testing. Is there a way to make it so that the Razor Hyrdas never affect the Windows OS mouse?Thank you!
When in the rift on certain games, the left hand side of my view is cut off. Instead of the FOV fading off in the round like it does on the right side, I get a vertical black bar creating a hard edge at the far left. Not all Oculus experiences do this. Some examples of ones that do are HL2 and Delta Draconis. Changing FOV doesn't seem to help nor does changing resolution. Is anyone else seeing this?
Yesterday I had my first walk around in my 3D environment without motion sickness: a wonderful experience! In this post I want to share the way I have done this.My setup is as follows:- Oculus Rift Developer kit- Razer Hydra- Unity3D- realistic 3D model of a historic town.The Oculus Rift tracker is driving the head movements, the body and arms movements are driven by the Hydra.Looking around in the model was not unpleasant, but walking around got me (slightly) sick. I was using the left analog stick for moving around: up/down for forward/backward motion, left/right for turning left/right. Walking speed is matched to normal walking speed, rotation speed is set slow to about 15 degrees/second.Then the following idea came to me: in most cases you hands (or actually, the Hydra hand devices) are pointing in the direction your body is facing... Would it work when the orientation of the body matched the average orientation of the hydra's?So I took the Y rotation of both Hydra 'hands', average
Evening all,We're trying to work with some 4k 360 video content, and were scratching our heads as far as options go.Unity works great for interactive work, but anything higher than 2k gives unacceptable frame lag.VR Player doesn't have frame rate issues, but the ghosting/tearing is a real headache.OcuPlayer doesn't seem to work with spherical mapping.Are there any other options out there? A point in the right direction would be massively appreciated.Cheers.
how to increase the feeling of immersionhttp://www.youtube.com/watch?v=FWo12rhz_TQhttps://www.youtube.com/watch?v=TDiFX89VfMo
I've updated the 'stable' branch of my copy of the SDK located on GitHub here: https://github.com/jherico/OculusSDKThis version is based off of version 0.2.5 of the official SDK, but differs from the in a number of ways CMakeCmake is used to create project files, both for the SDK itself and for the sample code. This makes it much easier to maintain the projects without having to make individual modifications to Makefiles, XCode projects and Visual Studio projects XRandrOn Linux platforms XRandr is used to fetch the EDID of the connected monitors, and locate the Rift display. This is similar to the way Win32 and OSX systems do it (using their respective mechanism for accessing EDID data. This is much more reliable than the existing mechanism in the official SDK, which simply locks on to the first display panel running at 1280x800 and is subject to false positives and false negatives OculusRoomTinyThe OculusRoomTiny demo is supported on all 3 target platforms and all now use the same
Hi!I cant run latest SDK, I getUnhandled exception at 0x00F37BE1 in SensorBoxTest.exe: 0xC0000005: Access violation reading location 0x00000000.Any other users having problems?
I was just wondering if anyone knew were to order lenses.. I have looked around with no luck. The ones that come with the oculus are 1" with 2" focal length. I can't use my glasses so I was thinking of adding my own. thanks
A new SDK is available now, version 0.2.5.Click below to go to the download section:https://developer.oculus.com/?action=dlThis version has improved mag-correction support and a new firmware.
I use a Splitfish Barracuda to game with for my left hand only, the right hand controls a gaming mouse. ;) Setting up a controller to work on a PC is hell sometimes, until I found the Xpadder program. This program is no more than a Keyboard emulation program, but with an added feature, its cheap to purchase, and is kept updated by the creator too.. I wanted to keep my gaming mouse in the right hand, so I bought a Splitfish Game Controller. But when I hooked it up it failed, that's why I also needed the Xpadder program too. Since I've had these two things working in conjunction, there has been no need for any other controllers. The Xpadder program is what solved all the problems. :ugeek: A lot of the problems with other controllers are they do not hook up with a PCI would really recommend an Xpadder Program for those of you having a keyboard emulation problem. :D
Hey guys,for university I did a prototype using the Kinect and the Intel Perceptual Computing camera, I thought somebody might find it useful:https://www.youtube.com/watch?v=UbL1EpL6M_II think optical tracking definately has potential, what do you guys think?
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