PCVR/Link Development
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Has there been any talk of different versions of the consumer model?Like a high resolution model using OLED for more extreme gamers and a lower end, but still high resolution model for the rest of the public?I just remember seeing a Sony OLED TV and it was amazing! But the price was crazy.But I think a 300-400 model would sell and I also think an OLED at maybe 600 or higher would sell.Maybe best to just focus on one at first I guess and get some more revenue and then release an Oculus Rift II or something.Very exciting time...Matt
I was just checking out the kickstarter page for the new STEM page.Up till now I have been putting off buying a hydra because of the lack of mac drivers, however according to the kickstarter page there seems to be mac support at least in the SDK.I was wondering if there is now a mac driver for the hydra seeing as the two devices are largely identical aside from wires so considering the STEM delivers in july, I was considering buying a hydra at least until the wireless ones come out.
Hi all,I'm looking at writing some very basic code to support hydra + YEI 3-space + hillcrest + rift sensors - providing a very simple low latency interface to allow you to configure and store settings out of game, and then use it in whichever game. I've encountered FreePIE before, which promises much, but I've never used it. I'm worried about it being C# (I love the language, and would write apps using it, but not sure about libraries for native code to call into), and overall what impact on latency there is.I've searched but haven't found any details, other than anecdotal 'it's not bad' or 'it's not noticeable'. Does anyone have any actual data on how much latency using FreePIE would add when using UDK or similar? If it's low, then it won't be worthwhile my writing my library. However if there's lots of room for improvement, then I may give it a stab.Ian
Saw this on the feeds this morning and was suitably impressed with their haptics solution. http://www.youtube.com/watch?v=2QkbVr4J7CM#t=80Notice how they project the display image due to no current display tech being 'acoustically transparent' ? Sounds like a perfect reason to get rid of the display panel entirely and use an HMD. Now the transducer array they show is very small and tightly packed to create maximum pressure within their active sensing region, but couldn't a more largely spaced array of at least a square meter and a suitable depth sensor enable a much larger and more usable responsive workspace? Thoughts?
I'm current testing with OCZ Neural Impulse Actuator (NIA) EEG Headband and a LG 3D Monitor to make a custom profile to combine it with the rift so good as possible :). Hope my Rift is arriving soon.
I apologize if this has been asked before. I tried the search function and couldn't find any threads about it.I'm wondering if it's at all possible to have two programs running at the same time that are both reading the orientation of the rift. If I run two programs that use the rift I see that one cannot read the sensor. Is there any way to have two programs read the orientation at the same time? If not, will there ever be?The reason I'm asking is that I want to write a program that reads the orientation in the background while the user is playing a game.
I realize Blender (gpl) is not compatible with the license in the Oculus SDK. I also realize i can model something in blender and import that into UDK or Unity. But is there an open source package that can do what unity or UDK do in terms of being able to create games or worlds that can be used with the rift? Im not opposed to UDK or Unity btw but i am curious. I have some blender models i plan to export over to UDK to work with. One is a half pip and a guy on a skateboard. I will not have the time to put into doing much more than making a playable demo that has no real features. But would love to release what little bit i do into a creative commons type license that would allow others to take what i start and use it for something of their own.
This is by no means an immersive input device, but I'm posting the link in case it may be useful to some of you, either as a typing solution whilst immersed, or simply because it, being a keyboard, has quite a few buttons. And it's got a trackball.I can answer certain questions about the device, though I have yet to fully train myself with it. The learning curve isn't bad, I'm just lazy.http://alphagrips.com/I didn't see a rule about this, but just in case: I sent them an email asking for permission to leave these images hotlinked, and Mike Willner, the device's inventor, happily approved.
I'm able to read data from the Rift, using the oculusplugin.dll. Pitch and Roll seem to work fine. However, I turn left and yaw goes to about -90 degrees then starts to raise. I turn right, it increases to 90 degrees, then past that point starts to decrease. Any ideas what I am missing? Right now I am just calling GetOrientation(int sensor, Quat q) every tick.Event bool GetOrientation(int sensor, Quat q){ local float w, x, y, z; if (OVR_GetSensorOrientation(0, w, x, y, z) == true) { q.w = w; q.x = x; q.y = y; q.z = z; CurHMDOrientation=OrientSensor(q); return true; } return false;}EDIT: I just noticed that the Pitch seems to "flip" when the Yaw crosses -90 or 90.
I would like a 3D model of the Oculus Rift to use in Unity for my "turn Oculus on/off" switch. Is something like that freely available? I can make due with a normal picture, but a 3D model would much better fit my environment.
Currently when I display a texture/image to the screen, it seems so close to me. Is there a trick to zoom out and make the image appear further away? Or does the image appear so near because of the image itself? (Note: I do want the image to fill the entire screen).
Hi GuysHope someone can help me a wee bit as my design not gaming background is starting to fall a bit short. I was unsure of the best way to explain the problem im having, but using the term fish eye seems the best way.Basically i had built the majority of my game before my oculus rift had arrived so scaling feels slightly off. I have tried to counter act this by making the character larger, but im not sure this is the correct way as when the user moves there head around, it feels as if the items are warping when getting to the edge of the lens cup. I have played about with the FOV which helps, but this always goes back to a set value of 111 once the game is restarted. It just all feels very oddly distorted.Am i best posting up a short demo so people can see what i mean?My games a matter of weeks away but this is seriously setting me back.
From what I read the resolution of the Oculus Rift dev. kit is 1280×800. My MacBook Pro also has a resolution 1280x800, however when I plug the Oculus Rift in the resolution changes to 1280x960. In my preferences I can change the resolution, however not to 1280x800. Why is this?
How do I calculate the displacement of the image I render to the Oculus Screen for the right and left side?
One thing that might be useful in developing software for the Rift, especially in playing around with the distortion shader, would be to build a projector system that lets you send the projected image through the Rift lens in order to end up with a projected image that should be what the user sees after both the software distortion and the Rift lens distortion have been applied. It would give you a much better mechanism for determining the effect of the distortion coefficients used, allowing you to actually measure the curvature of a reference image with a straightedge, instead of eyeballing it, so to speak. Has anyone given any thought to what kind of calculations this setup would require?
Not sure if this would be helpful for creating Rift content, but I saw that this program is being offered for free (for a limited time).http://www.daz3d.com/daz-studio-4-pro/Looks like this version comes with an FBX exporter - so I'm guessing it can be used with Unity? I have never used DAZ before, so I can't vouch for it, but wanted to give the heads up.
Hi guys,Selling hardly used Oculus Rift , comes with everything it came with. Selling for $400 CAnadian. Local pickup only, so this is for those in Toronto, ONtario, Canada.PM me for details .
This is a pretty ambitious idea. I wonder if the latency would make butterfly catchers puke? :lol: Someday something like this will be possibleInitial Game concept sketch of Extreme Butterfly Catcherbutterfly catcher by RoutB, on FlickrInitial Concept for an inflatable Bouncy space for VR experiencebouncingvr by RoutB, on FlickrIsaiah Coberly
Accidentally posted this concept in the wrong forum so I'm going to post it here. Here is some concept ideas I had for used for the Oculus, or at least one is my idea the other is taken from a game. Sorry if I'm in the wrong place for this but this seems like the crowd to talk to. Would it be possible to design a multi-monitor setup. While an individual may only have 1 physical monitor, with the Oculus on would it be possible to mimic having multiple monitors, example, I look left I see one monitor I look right I see another and I look in the center I see my center monitor. I have a few computer programmer friends who like to have 2 or more monitors and I thought this might be an interest thing to look into. Now for my second idea, would it be possible to create a kind of mock operating system. My example would be in the game Heavy Rain, when the FBI agents puts on his sunglasses and he can flip through files. Here's a YouTube video of what I'm talking about. Imagine being able to put
Hello all,I was wondering if anyone has attempted integrating the Oculus Rift into Lockheed Martin's Prepar3D or Microsoft ESP? Interested in hearing about your experience.
I have literally never made a game before, except in the kiddy program Scratch. I feel like I'm up to the challenge of making a simple game, but making a game for the Oculus Rift seems like a big leap.Should I make my game, and then add OVR support when I feel ready, or does that over complicate it?Would it be simpler to add Rift support from square one? I'm going to start with something really simple, like a room you can walk around in, but I hope to make a game that boasts some kind of entertainment / replay value.I haven't looked around, but I wouldn't even know where to start in adding Rift (or even Hydra) support.Can anyone help me out?
HelloWhat do you think should be the priority for improvment of the screen ?A lot of ppl say 120hz, but from what I could test, the resolution should be better to work on.Its so frustrating to have a vision to 10metter without seeing anything more far...It breaks the immersion when it gets to feeling the vertigo in roaller coaster, and appreciating distance, cuz we dont see properly the "far" objects getting bigger, we only see bigs pixels until its gets under the 10closest metters.Who could test the 1080p ? Is it really enough to enjoy and admire the far world without being frustrated ?
sorry if this has been discussed I couldn't find something relevant to it though.I know they are planning positional tracking for the rift, but was wondering if the hardware to make it happen is in the rift devkit already and support just hasn't arrived for sdk yet. I was just wondering how indie developers are supposed to account for this when the retail release gets here. obviously the big companies will get to use positional tracking before the rest of us in the dev stage and will have full features for there games on release when the retail rift launches. just curious if there will there be a possibility for indie developers (not meaning consumers) to get hands on positional tracking before the launch of the retail version or just have to wait till then and add it to our games/experiences after the fact?I suppose not all developers are going to have a finished product by release, and hydra hacks can help with testing in the meantime, but fine tuning won't be possible until there ar
I have been thinking about using a ddr dance pad to control character movement in-game, basically just using it as a big d-pad, and was wondering, has anyone had any experience with this? I have a couple of wii dance pads that have the GC plugs, so I just ordered a usb adapter for it, and I'll see if I can make something work.While I like the idea of the omni, and being able to walk/run around, I think I would end up not using it most of the time because its too tiring. I have a fairly active job, and when I come home in the evening I want to relax and play some games, not run around for two hours.I think standing on a giant d-pad, stepping forward, side to side, and back would give an added level of immersion, maybe not as good as something like the omni, but better than nothing, and without all the exercise. It would be way cheaper, easier to set up and put away, and much less storage requirements, so no objections from the wife.One issue with it I can think of would be that the butt
Currently, the "libOVR" cannot be used in a Win8 Metro App since it fails the "Windows App Cert Kit"-Test due to calls to InitializeCriticalSection and LoadLibrary.So we need to use InitializeCriticalSectionEx in Windows 8 without loading the function in runtime.Heres my Code:(ovr_atomic.h)// Include System thread functionality.#if defined(OVR_OS_WIN32)#include <windows.h>#else#include <pthread.h>#endif// Include Windows 8-Metro compatible Synchronization API#if (NTDDI_VERSION >= NTDDI_WIN8)#include <synchapi.h>#endif(ovr_atomic.cpp)// ***** Standard Win32 Lock implementation#if (NTDDI_VERSION < NTDDI_WIN8)// Spin count init critical section function prototype for Window NTtypedef BOOL (WINAPI *Function_InitializeCriticalSectionAndSpinCount) (LPCRITICAL_SECTION lpCriticalSection, DWORD dwSpinCount);#endif// ConstructorsLock::Lock(unsigned spinCount){#if ((defined OVR_BUILD_DEBUG) && (NTDDI_VERSION >= NTDDI_WIN8)) // On Windows 8 we use In
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