PCVR/Link Development
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Is there any way to hook into the rift output to place overlays on top?When playing flight simulator (or driving games), I think it would be good to be able to see the 'real-life' controls overlayed on top of the game output.With the Rift head-tracking, it would be great to be able to mount a camera on the Rift and define an area (or areas) of 'real-space' that, as your head tracks to it, overlays on top of the game output (with some kind of blending on the edges). Maybe I would need to intercept Direct3D to do this instead of the rift output?ThanksRay
I'm sure it's been asked and answered several times here, so you can direct me to any post that addresses my questions specifically. A lot of PS3 and XBox games use the R-analog for camera control. 1. Which head-tracking solutions can I use to bind my head-tilting to the in-game camera-control?2. How do they handle 360-degree turning when the player is in sitting position?3. Does the head-tracked input get combined with the R-analog input for camera rotation?I am looking forward to your inputs.In case it matters, I own a Razer Hydra, and my Rift is shipping soon.
Spectrum analysis.As in, use existing, simple to use, ready made, already proven themselves a million times over tools to read our minds, in a close to literal sense, without the need for lots of hardware, or half our room eaten up by a big treadmill thingy from the 90's, or a scuba suit that Vivid made already in the 90's and gave up on because the insurance liability from overheating while in the suit made the financial metrics not worth doing.If you use the Windows sounds tool thingy to analyze your room, for audio setup, you get a 3D image of the room.So there's your treadmill thingy taken care of, all software based, and virtualized. You just compare frame differentials on the FLIR spectrum, client side, to detect physical motion. Flir is Forward Looking Infra Red.Then you have basic biometric data, measurements of how engrossed, excited, focused, immersed in the experience you are. That's an easy one. Just needs a mic at the bottom of the headset, combined with data collected
Hello there,Not sure if this is the correct section to ask this, but here it goes.I was looking forward for developing with Unity/Oculus SDK for quite a while now, I already have basic knowledge of C# and Java (I can do Unity, but I'd have to go through all the guidelines).So I am wondering, as a 15 years old boy, would starting to learn C++ to start developing Oculus games be a good idea? Or should I step into another script language before heading to oculus straightforward?I'm not really good at 'tutorials', I usually learn by testing everything I do, yet I don't own an Oculus Rift and wondering if I should start C++ from now or wait for one.Thanks guys!
Is it possible to use a wii controler, maybe with motion plus as a substitute for STEM or razor hydra till you actually get one? :idea:
Just read this article, http://www.gizmag.com/visualized-heartbeat-out-of-body-experience/28728/Apparently it's very easy to trigger out of body experiences in VR with simple techniques. If I wasn't swamped with other unpaid mad scientist projects I'd jump all over making this in a heartbeat. (no pun intended)
Hey, i have a new idea of gameplay with rift.This would be an horror game.I had this idea while looking some Tv show suspense/horror, where often someone is in the woods,there is a noise, he turn back and see nothing, just a branch moving.. like if someone has touched it, but no one is here.And where ppl always die when not looking, or when being alone.. and we never see what the "monster" look like.So the main Idea would be a game where we are in the woods or somewhere dark, we have to go somewhere and accomplish so stuff, enigma or bring materials to escape from an island or to send a SOS.And "something" is chasing us. It would follow us, making noise, and sometime attacking/killing us if we're not looking.We would never know what it would look like , we would just see clues about its presence.The only defense we could have would be to "look" in its direction, it would make it disappear momentaly (even if it never "appear" visually)..So it would be some paranoiac gameplay, forcing us
Hi Guys made this silly little game for the Ludum Dare called Decimoid, should I make a rift version of it?screenshot03.jpgscreenshot01.jpg
Actually I just received my rift, and I can see there is three sets of lenses.Each set give us a different FOV.(Lets forget the stereoscopy here, and imagine we have just one eye/image)But the Final FOV we see, is supposed to be the restitution of internal camera (with a fov too) right ?So does it means that when my Fov in game is 90degree (most case scenario) There will be some stretching (before distorsion) of the image so it can ben displayed inside the rift on a 110 degree FOV ?In my Opinion each image perceived with eye inside the rift, should have the same FOV than the image captured by the "virtual camera" representing the eye ingame.So every size is respected And every rotation too.I really cant figure how a fixed FOV inside the game can be used with 3 diferents lens/FOV without perceiving the shapes and size modified..
Hello fellow rifters..I would like to know if a document exists with the data format /commands for the usb tracking data. It would make things easier than going through the source code in the SDK.
I just noticed this from the Tatical Haptics guys;"Tatical Haptics" wrote:Danny Woodall from Sixense, at the Silicon Valley VR Meetup, announces that Sixense will put their wireless dev kit (which they are calling STEM -- Sixense Tracking Embedded Module) on Kickstarter in August, and that it will support tracking up to 5 points (2 of their controllers and 3 other points with pager-sized devices). Their kickstarter will allow backers to get just the 2 controllers, or add up to other tracking modules to their dev kit. They suggested that they would also have tracking modules available separately. — at Hacker Dojo.Now we know what STEM stands for! And that the kickstarter begins soon. I'm so excited about this!
When I start the Oculus Configuration Utility I get "Device: Not Found" even though my RiftDK seems to work fine with every demo I throw at it (as long as I'm willing to jump through the hoops to get stupid demos to start on the right monitor, why doesn't Unity have that option?).It won't let me start the IPD configuration tool.At one point it did let me try to start the "Interactive Utility", but all that did was blink my monitors, scramble all of my windows (moving all windows from monitor 1 to monitor 2), and then fail.I did a search but was surprised to find no mention of this. Could it be I'm the only one?
Anybody planning to put together a class, presentation, or youtube video that discusses developing for the Oculus Rift? It's been awhile since I did much dev work, but am looking to get back into it as a hobby and implement some ideas I have for developing for the Rift. I would love to partake in a primer on developing for the Rift, though, and thought I would see if anybody has done, or is doing, anything along these lines.Thanks in advance.
Raspberry Pi project's camera module is on sale from today, could they be modded cheaply for the Oculus Rift input?http://www.raspberrypi.org/archives/3890Use two for stereoscopic 3D, and just mod cameras with cheap 'fish-eye lens' to get a FOV closer to that of the Rift.I guess you would still also require a separate microcontroller with digital camera interface for USB connection to your PC (without connecting a full Raspberry Pi to use it as the micro controller) if you wanted mod it to mount them directly on or inside the Oculus Rift with as low latency as possible for good augmented reality use?These are otherwise tiny sized modules, very now price at around $25, and great image quality and high frame rate.Five megapixel fixed-focus shooter, the module measure in at 25 x 20 x 9mm, (the actual sensor itself is only 8x8x5mm), can snap 2,592 x 1,944-pixel images, and capture video at 1,080p (30fps), 720p (60fps), and VGA (60 or 90fps).http://www.raspberrypi.org/wp-content/uploads/201
I am working on a Space Game but it seems that my Perspective is offis there a trick to getting your perspective right my Models are ok but my Pilot seems big up close and small farther awaythanks so much
As of SDK 0.2.4, it asks for eye height, which I can see being great for games where you stand up and you want the player's IPD to mesh well with the player's height. What about for games where you are sitting down? Torso length would be good to know too, and I don't think it's derivable from the player eye height because everyone's got different ratios of torso to leg length. I personally have long legs and a shorter torso, so my knees bump the seats in front of me in the theater but I still sit at the same eye height as most other people next to me.Just a thought! :)
The Allure of the Dead Not final name of Course LOL!Based on one of the biggest Cruise Liner Ships the Allure of the Seas. I want to recreate as much of this great ship as I possibly can with out copyright issues of course for the Oculus. The sense of scale and the things to on board is amazing.Game Design and MechanicsMy approach of course is an FPS game with simple mechanics of Left for Dead. The game style will be like that of Dead Rising in the shopping mall, well lit up, places to explore and that clean Environment.First AimTo create a single large area that can be explored, all models finished and textured, Player can explore the whole and maybe even some Weapons in there to play with and a few physics objects.Any Development Suggestions are welcome. I havent got my rift yet so I have no idea what to expect, But Ive chosen a clean environment with very smooth simple shapes because i believe that will enhance the immersion of 3D, wont need to focus to much on tiny details that a l
Hi all. For background I'm using Windows 7 64-bit and Visual Studio C++ 2010 Express. I do not have the oculus connected because it does not get here until tomorrow :cry: When I build and run the application I get:"Unhandled exception at 0x76ee15de in MinimalOculus.exe: 0xC0000005: Access violation writing location 0x00000014."I don't do much C++ on Windows, so I have no idea what this is! :( Any help would be greatly appreciated!
I'm trying to implement the lens distortion correction in my own DirectX 11 based engine, but I'm a bit rusty at DirectX and I'm having trouble wrapping my head around all the necessary steps. Please correct me if i'm mistaken. I need to...1. Create a 1280*800 ID3D11Texture2D with "D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE"-flags.2. Create two viewport 640*800 (one for each eye) each covering the 0-640, 641-1280 vertical span.3. Use texture in "1." as a RenderTarget and render the scene "twice" using each viewport.4. Switch to ordinary RenderTarget, bind texture "1." as a ShaderResource to the PixelShader and sample the texture by distorting texture coordinates using the distortion-technique described in the SDK-documentation pdf.To be more specific, is the input texture to the PixelShader supposed to be of dimension 1280*800, containing left and right images combined (if so, which part of the code in the SDK makes the distinction between sampling from the left or right ima
I apply cmake in OculusWorldDemo. and enable OpenGL in Win32.If you like cmake, use this source. ;) https://github.com/shipduck/oculus-world-demo-cmakep.s. : I also make LibOVR as standalone cmake library.https://github.com/if1live/LibOVR
Here is the (short) Source Code for my Skyrim Rift Headtracking Mod i posted.Maybe someone is interested or has better Ideas he would share. The mod simply takes Rift Input pitch and yaw to parse it to the game console. I can now play Skyrim using my XBox Controller and Headtracking. No Head roll so far.The Mod uses Skyrim Script Dragon, can be found here:http://alexander.sannybuilder.com/skyrim/scriptdragon//* OCULUS RIFT HEAD TRACKING SCRIPT PLUGIN by Eisern Schild*/// Skyrim Script#include "common\skyscript.h"#include "common\obscript.h"#include "common\types.h"#include "common\enums.h"#include "common\plugin.h"// Math#include <math.h>// Oculus Rift#include "OVR.h"#define CONFIG_FILE "RiftHeadTracking.ini"#define SCR_NAME "Oculus Rift Head Tracking Mod"using namespace OVR;void main(){ // Oculus Rift variables Ptr<DeviceManager> pManager; Ptr<HMDDevice> pHMD; Ptr<SensorDevice> pSensor; SensorFusion FusionResult; HMDInfo Info; bool InfoLoaded; //
I don't know if you guys noticed, but Intel just released the Skeletal Hand Tracking Library for their depth camera (experimental release).http://www.youtube.com/watch?v=5YDGxnJAuvEIt sure looks impressive, however from trying it out myself the range seems to be very limited for now (you have to be, approx. 10 to 20 cm away from the camera for it to work reasonably well, just like in the video above).I hope they can improve it so it can work to up to 100 cm!
Hey Guys,as everybody I really enjoy using my Oculus Rift. After working and developing with Unity3D, I now want to use some other tools. So maybe you can help me – or said in another way ... I am sure you can.I try to get some OpenGL Applications, in an DIY-way, ready for the Oculus Experience. We need two things to get it done... First the tracking of the Oculus and second the correct image from the Software-to-Oculus.The Application I created has an VRPN for tracking the rotation of the Oculus and there is a tool to get this done. So problem solved.The second problem is much more complicated and I could not really figure out how to solve it. Lets say... I deploy with my application in OpenGL... is there a simple Script, Software, driver... which can add the S3D things (2nd cam and lens distortion) ?? I really could not find any solution via google or so on.Before you ask... the software is an In-house tool... thanks a lot.
The difference between Rift screenshots/videos, and 3D images that could be viewed by crossing one's eyes was something that I didn't really quite pick up on for a while, and I can see that this is a very common misconception, so I thought I'd try to make it clear with some examples.I ended up making a quick page for this since I can't seem to get the whole images to show up in a forum post. Here it is: http://crunchywood.com/tos/Hope this is useful!EDIT: Changed title from "Viewing Rift screenshots with your bare eyes (hint: don't)"to "Viewing Rift screenshots by crossing your eyes (hint: don't)" :P
Was wondering about this. Having an in car camera view and using the rift seems like a good conbination!
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