PCVR/Link Development
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just wondering why there's only ever been two announcements in the forum by Oculus ??Hope this will be updated... I suppose the guys are just way to busy etc... yes ?
this isnt the best image a bit blurry but you can kinda get an idea of the issue. i just for some reason now see this its not that noticible in games but when looking at a black background it appears a bit like theres some pixelated stuck pixel stuffs i think i have the rift set at 32 bit color and what so i dunno the issue as i usually turn off the rift when not using it.its not a HUGE problem as i can barely notice it in games and such but just a little frustrating. Not worth replacing though (this is my 2nd rift...first one i broke by accident myself) so but any thoughts might help :-) using the hdmi to dvi adapter too.any thoughts would help thanks!UPDATE: turns out i may have had the resolution wrong as someone pointed out if you have the native resolution of the rift to anything but 1280 by 800 it may cause weird artifacts and or i had the clone moniter setting wrong too or something. so all good now :-) must have accidently changed something before to cause the issue :-) "phew
Does anyone know if webcasts or powerpoints of the Architectural Visualization presentation by Carl Callewaert are or will be available? I wasn't able to make it to the conference but am interested in best-practices in going from sketchup/revit to oculus output.
Frame violationshttp://www.pikespeakphoto.com/grid.htmlDepth budgetshttp://www.binocularity.org/page21.phpFloating windowshttp://www.lightillusion.com/stereo_3d_floatingwindow.htmlI have been thinking about these topics in relation to stereoscopy in the Oculus Rift.If your fov in a HMD is wide enough then the frame is out of sight and frame violations dont happen.So presumably your depth budget is much increased. But in the Rift the frame edges are generally visible but in the extreme periphery of your view so there can be frame violations but in my experience you seem able to ignore them mostly and you do have a much greater depth budget (in terms at least of things being forward of the frame) than with most 3d display technologies. If you are looking a frame within the frame ie. for example a stereo image pair in the middle of the view with black all around then the conventional limitations on depth budget apply more and tricks like floating windows might be applicable.I have been s
In Oculus SDK 0.2.4 + Render_GL_Win32_Device.cpp, cannot create RenderDevice because It return NULL!// Implement static initializer function to create this class.Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams&, void* oswnd){ ...... // return new RenderDevice(rp, hwnd, dc, context); return 0;}after i modify some code like above, Win32+GL works!I have question, oculus sdk win32+gl is work well, why block it?
How do you demonstrate Rift to new people? Meaning; do you run Configuration Utility making a profile and performing interactive IPD to everyone before beginning?If there are more than one - two people trying it out, it takes ages to calibrate for everyone individually. On the other hand, at least I felt really bad when I ran with some other's settings (however, previous one being shorter and a woman probably had quite a bit different sight).
Could you imagine if you could live an episode of Dexter, but you didn't talk, your character just kind of talks and takes over control of your view at certain points like being in John Malkovich in that movie. That would be a cool way to go I think.
Hi all,I am having a play with the tiny room demo and wondered if anybody knew how to specify that a texture should be stretched across the surface rather than be repeat tiled?I am just wanting to experiment with a few things in the simple tiny room demo before taking on the oculus world demo in the Sdk.I have tried to find an answer from the class documentation online but no success.Thanks in advance.
The Linux version of the SDK code to locate the HMD is surprisingly primitive. It iterates across all the screens as provided by the Xinerama X11 extension, and then picks the first one that has a resolution of 1280x800 as the Rift. This can fail in two ways: if you have another screen that is running at 1280x800 or if you are running the Rift at some other resolution, you can get a false positive or a false negative respectively. The mechanism also doesn't properly identify the Rift if it's not currently an active monitor. However, it's possible to identify the Rift via the EDID, which is accessible regardless of whether the Rift is currently enabled, as long as it's physically connected. In theory, it's also possible to interact with the XRandr extension to enable the Rift from within an application so that you can render to it. In the community SDK (based off the official SDK), XRandr support has been added to the branch 'feature-cmake' (No, it's not a very good branch name, b
Folks, I have taken Presentation Hero as far as I can, but I don't want to see it disappear and not get developed further. So... I am turning to you, the Oculus Rift community, to share in the development of this project.Here is the link on github: https://github.com/ReverendKJR/PresentationHeroDownload as a zip or git or whatever...Use for whatever you like, just be nice and post it here so we can see what you did. Enjoy!Screenshots from Presentation Hero:http://imgur.com/a/0ee2I
Hi everybody,This is my first project with the OculusVR. I am trying to explore into the field of Architectural visualization.The project is a Pavillion of the Architect Mies van der Rohe in Barcelona.I have some trouble with the adjustment of the cameras using the First Person Controller with the OVRCameraCOntroller.At first, it seems that all is going allright, because I can see both cameras aligned in the Scene Preview, but when I play the Scene view I can't view the Scene correctly because the cameras changes their alignment.I have attached the Project.https://dl.dropboxusercontent.com/u/11001718/AR/aplicaciones/03-PabellonMies/REVIT%20Test3.rarThe Project contains several scenes:PabellonMies - only with a Main CameraPabellonMiesOVR - with a FPC with an OVCCameraController and several interactio such as a cube that changes its material just clicing on it, and the Point lights that switch on/off using the right button of the mouse.PabellonMiesOVR2 - This is the final
Horde 3D Engine is available for download, it has a couple sample projects one called Knight and the other called Chicago. I will work on the Integration starting this evening after I get Windows 7 Re installed.
http://sixense.com/wirelessThis new concept looks really good and I think the idea of the stems from the hand controllers being reusable in other devices is a great idea. This gives it a lot more flexability and a lot of scope for 3rd parties to produce great peripherals. My money is ready and waiting!The image of the figure in the picture is interesting. it shows tracking for head feet and hands. Personally I hope that the oculus will take care of the head positional tracking so I can use one of the STEMs for upper body tracking.
Hello all you developers. I've been looking for a good full hd screen for my Rift and I came up with this new Nexus screen. If i'm not totally incorrect, the Rift has a Nexus first generation display? Any idea it could be switched? Has anyone done something like this before?
well, here is the issue:the license for the Oculus SDK basically says that, if included in source-form, the whole SDK needs to be included...except... the assets for the Tuscany sample are pretty large (they add considerably to the project size, *1).it would be admittedly more preferable to simply include LibOVR and similar, or maybe the other parts of the SDK and just omit OculusWorldDemo.as-is, means that the Tuscany assets alone nearly doubles the project's ZIP size...other options, like a binary-only LibOVR, or requiring people to supply it themselves if they want Rift support, would be a bit limiting.side note: I also had to make some (very minor) tweaks to the LibOVR code in a few places to get it to compile from source (there were a few places where "char *" and "wchar_t *" were being mixed up, and the compiler wasn't happy...).the project in question is not FOSS, but the source is available for people to mess with, but with restrictions (currently no commercial use or forking).
For example, the face of the fireplace in Tuscany seems to have a curve, and when you walk up to a painting, it has a bit of a curve like non-HD TV screens used to have. This becomes noticeable about 10 virtual feet away--not really noticeable at greater distances.Is that just a known side-effect of the optics, or a sign that something is amiss?I did make two changes today, and I feel like the bulge may be more noticeable now:- I manually set my IPD to 69mm via ruler and mirror; the calibration tool had set me to 67.- I notched the A cups (I have good vision) one click farther away to stop them hitting my eyelashes so much. (Out of the box the Rift was at the third second-closest notch, now it's at the fourth third.) Minor loss of FOV but not too bad.There's no other distortion--the ground doesn't warp when I turn my head, everything feels like the right scale, etc.Normal?
Hi,While working a bit with the distortion scale implementation in my code I tried to understand the coupling between the distortion scale value and the size of the render target. The Rift has a native resolution of 1280x800 but since we are doing barrel distortion the documentation suggests scaling up the render target to 1600x1000 (i.e. increase by 25%). But how is this value related to the distortion scale? When looking through the code in the Oculus SDK demos I see no direct connection between render target size and distortion scale. The value you get from Oculus SDK distortion scale calculation is nowhere near 25% (The actual value is about 1.71). And I understand that we get a larger value because the lenses are not positioned in the centre of the screen (lensOffset).But how is the optimal render target size calculated? I.e. how do we know from the distortion value of 1.71 that we need a render target that is 25% larger than the native resolution?
Mag II has 1 main disadvantage, it doesn't allow 360 degree VR, doesn't even do 180 well. This may change.So I did some customer service type work, and ended up talking to someone in the Pollux LtD group, and I soon have a meeting with the inventor (via internet) and I'm going to be addressing issues with the Mag II controller with VR applications.It's a good start, and I have some engineers interested.I have ideas such as a lens cap, which allows it to be used without a traditional monitor/TV, down to stripping parts down and making a Hydra (better than Hydra) setup which of course would be wireless.These guys at Pollux are from China, and there is a language block, but i'm going to try my best speaking to whom ever in regards to having a VR gun or controller for VR. There is great interest in this, so I'm trying to get people moving on this.
I'm building a small system tray profile changer for the Oculus Config Utility.I have the file placement for windows 7 since I'm using it on my machines for now.win7: "C:\Users\<insert username>\AppData\Local\Oculus\"But I'd like to know the path to the files on other windows versions like 8, vista, xp or others that you good folks are using.This little app is win specific and I might build one for Linux if there is a config tool ever built for it.Thanks folks :)
I have a problem with the image shearing when rolling the oculus (tilting the head to the side).See the attached images. The first image looks ok but have no roll. The second image is rolled roughly 45 degrees. The horizon is correctly rolled BUT the building also gets quite noticeable shearing when looking through the rift:If I disable the shader and look at the result on a monitor cloning the rift display I cannot detect any shearing/skewing.Similar problems are described in this thread, although his problems seems to be resolution dependant:viewtopic.php?f=34&t=3708I have tried both 1600x1000 and 1280x800 without any improvements. Does anyone have some idea what is going on?
My apologies if this has been discussed before but I was wondering in the shower this morning if one could use sensors to detect perturbations in environmental wifi signals on different sides of the Oculus? The idea being that shorter/faster waves on one side would indicate motion along that axis and allow the user to "peek" around corners. It would have to be pretty damn sensitive but iirc the sensors to do this sort of thing are also getting pretty good.
Do you think there would be any problem using a Rift while on an exercise bike that uses magnets to generate resistance? Specifically with the head tracking? ThxSH
I'm adding support for viewing anaglyph 3D in Deskope. I have zero experience with anaglyph 3D and there's not much online about what I'm doing since it's kind of a weird thing to do.Anyway, since I don't know how it's supposed to look, I'm not a very good tester. Can you tell from these screenshots and my shader code if I'm doing it right?Deskope 2013-07-12 10-01-36-26.pngDeskope 2013-07-12 10-01-47-15.pngDeskope 2013-07-12 10-01-57-93.pngsampler Tex0;float4 BlendColor : register(c0);// fetch texture and blend with a colorfloat4 main( float2 Texture : TEXCOORD0 ) : COLOR0{ return tex2D(Tex0, Texture) * BlendColor;}
Hi All,I'm designing a game for the game jam where you are a dragon with a long neck. I've gotten the dragon head moving by following a transform attached 10 units in front of the camera, but I haven't found a good way to attach the camera onto the head so that when you look backwards you see your dragon body the right way. the head needs to swing out wide to the side, unlike a human head turning, which can just rotate in place. Of course this would be easy if I could track head translation, but i'm trying to work within the limits of the competition.Has anyone experimented with attaching the user camera to a neck that moves differently than the human neck? I'm worried that even if I spend the time to get it working, it will just be a vomit fest whenever you turn your head.Thanks,Ian
Just received my Oculus today and love it. I've done the tutorials and played with a lot of demos/samples, and would like to dive in.I'd like to work on supporting existing games, and atleast initially, just support headtracking to look around. I'm interested in EQMac (I dev/play on a pc though) - my question is, where do I begin? Most importantly - is this possible, without having access to the game's source code?Any help would be appreciated, thanks.
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