PCVR/Link Development
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So Leap motion is finally coming out. I'm supposed to receive mine on Wednesday and I'm a little bit surprised at the lack of demos that implement Leap. I think I've only seen one so far. I understand that it's stationary so it's uses are limited, but I imagine it could be perfect for pushing buttons or turning on switches in a cockpit. I personally can't wait to get my Leap. Having a background in 3d modelling, the thought of sculpting digital clay has always just been a fantasy of mine. Does anybody have plans on using Leap for their games/demos? Are there already demos that I'm just missing here?
I'm a newbie to unity and game development but I started messing around with the trial version before my rift comes in. So I think I've set up my demo correctly. I'm only using the OVRPlayerController for cameras. When I go to play test it in the editor I get the expected dual screen rift view. However, when I build the project to an .exe it starts up as a regular non-rift game/demo. Am I doing something wrong? I expected it to display the dual rift screens like in the editor.Btw, this was using Oculus SDK 0.2.4edit: Okay, I figured it out. I should've been using the oculus menu to build it...doh
Hey guys, I've been trying to get this to work for over an hour now, but I need a glsl vertex shader that will simulate the camera sliding along the relative x axis so i can create separate images for the left and right eye. Here's where I'm at //// Simple passthrough vertex shader//attribute vec3 in_Position; // (x,y,z)attribute vec4 in_Colour; // (r,g,b,a)attribute vec2 in_TextureCoord; // (u,v)//attribute vec3 in_Normal; // (x,y,z) unused in this shader.varying vec2 v_vTexcoord;varying vec4 v_vColour;void main(){ vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); vec4 new_position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; new_position.x -= 0.005*new_position.z; gl_Position = new_position; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord;}as you can see i'm subtracting from new_position.x to move the vertexes on the screen to the left, th
Found this on the six-flags facebook page: "Self motion isllusion (vection) in VR" https://www.facebook.com/photo.php?v=10151465491754520http://ispace.iat.sfu.ca/projects/ (LOADS of cool stuff)These guys use stereoscopic sound, a blindfold, and a rotating platform + swivel chair system to simulate a sound scape rotating around a user.Nothing new there. But after a while, users get the feeling that they are rotating in the world (Like turning in a swivel chair) as opposed to the world and audio sources moving around them. And they're collecting some useful data.I'm guessing everyone here has experienced the Rift's magnetic drift. I'm always surprised when I take off the glasses and find myself facing a different direction.Could this audio, swivel chair and platform trick be used to redirect users into facing a 'desired' direction? One where they don't wrap the cable around their neck?So a user turns his head 90° left, the VR character does the same. But ever so slowly, the rendered view
This could be a great opportunity for Oculus VR to get Samsung to make a custom flexible display for Oculus Rift HMD!Samsung does not know what business markets to aim their flexible display panels at, so holding a contest for ideas!Winning this contest (with a Oculus Rift prototype?) for flexible display in a HMD would be great press for Oculus VR.http://samsungflexiblefuture.prizelogic.com/"Enter the Samsung Create: Flexible Future Business Plan Contest - You could win $10,000!How would you change people's lives with Samsung Flexible Display technology?We are calling on the most innovative designers, hardware engineers and entrepreneurs to develop new product ideas that put our revolutionary Flexible Display technology to use in ways that will define the future.The contest is being organized by the Samsung Strategy and Innovation Center (part of the Device Solutions division of Samsung Electronics Co., Ltd.), together with Samsung Display Co., Ltd., a global leader in display panel t
Has anyone managed to make a sky box in Unity that works with the rift? From what I can tell sky boxes seem to be rendered on the wrong eyes, but it could trickier. I did a search with no luck so sorry if this has already been discussed.
When using the Rift and running new demos, I'm still get sick once in a while. Some demos are worse than others and it's hard to see what the actual reason for this is, but in most situations I suspect it's the FPS below a certain threshold. I'm not always sure which detail- & resolution settings are best for my machine and it's not very convenient trying to keep track of the framerate in these games when you just want to play them.I thought it would be very very helpful if there was a convention to display a warning sign to the user if the framerate drops below a certain level. Similar how Quake used to display a network socket when the connection timed-out. This could perhaps be set customizable for the user or as a quality standard by Oculus VR.If UDK, Unity and others would implement this, I'm sure that developers would pay more attention to this and it could help a lot of people avoid getting sick.Curious about your thoughts....
I've been messing around with the Leap Motion during my free time (thats a lie. I have no free time.)Anyways, I've decided to give integrating the Leap into Proton Pulse Rift a preliminary test.http://www.youtube.com/watch?v=U70Hx6845bgI've made the project part of a stretch goal on the kickstarter since I would have to contract the work out while I focus on the main game.http://www.kickstarter.com/projects/protonpulse/proton-pulse-rift
Ok, don't get too excited. This is a very simple C port of the SDK 1.5 library. I did this mostly to satisfy my own curiosity, but if there is enough interest, I'm willing to make it a more complete project.Right now all it will do is connect to the Rift, open up a GL window, and move an arrow around to follow the HMD tracker. Now that the new SDK is out, there are GL shaders which I'll work into the simple demo scene for the next pass.I'm still playing around with this, but tf there is interest, I can put the code up in a private git repo so others can contribute.Enjoy-nsb
Hi, Maybe a lot of you are like me, a lot of idea, but no game-developper skill.And maybe some others are very good developper but have no idea...Here is a topic, where you can regroup every Idea of game, demo, or simulation you wishe to test with occulus rift.From my point of view :flying is the dream of every men, so :_A superman flying simulation, a great "man-flying" simulation in virtual mountains or city would be great.With a great care of the "gravity" feeling, of course.or_A jetpack flying simulation. with limited acceleration phases Very good sensation, with a lot of up&down.or_A "jump from" simulation : Jump from a plane, a mountain, a building, and see the floor coming to you.or_A catapult simulation. Where you're catapulted by some device. Reincarnate yourself with the body of someone/something else :We saw some demo in the body of a mosquito, of a baby... Lets try everything !_Underwater environment : To feel the oppresive environment of the water, and trying to ca
I have use Oculus Configuration Utility.But Oculus Configuration Utility can only adjust IPD of some oculus game,not all the game.How to directly revise IPD from default 64mm to my own IPD?
I've been finding the process of Rift development in cloned monitor mode to be painful for a number of reasons:- Setting breakpoints freezes the app- Every app launch & accompanying mode change brings up the blue square "1280x800" resolution message in the right eye of the Rift for about five seconds- Manipulating parameters or even reaching for the keyboard or mouse with the Rift on is cumbersomeThanks to the brand-new Glfw3 framework, there is a much easier way. Now we can keep our multi-monitor setup in Extend mode and create two OpenGL windows that share a context and draw the same data from a conventional third-person perspective as well as barrel-distortion-corrected Rift perspective *at the same time*. The third-person "Operator" view indicates the view frustum of the Rift as lines in space and provides an AntTweakBar for manipulating values at runtime. This allows you to develop Rift apps using the old familiar 3D app workflow at full resolution on your primary monitor, and
First some background: I love the rift. In doing my own due diligence to figure out how the next form of vr would take hold in the marketplace and doing my own prototyping until the rft came along and I knew this was where it was at in terms of bleeding edge. However I am a filmmaker first. I have been a gamer my whole life and immediately understood the implications of why it needs to take root in that market first but in terms of what I need to do it's more about the storytelling in a forced perspective of filmmakeing rather than the free form of game worlds.That said I am of a pretty difficult crossroads of how to program for this medium.My first instinct was to just lock down 2 hd cameras and have the viewer join the story in a forced 3d perspective but part of me feels that would take away the freedom of the head tracking. So I went on a quest to see what could be done. As such I'm at a crossroads.I have seen a few different versions of 360 cameras. I think the data that is captur
I have a question for the hardware specialists here in the forums, would adding a hardware frame interpolator to smooth out frame-rate instability introduce noticeable lag?
Just got my Rift this past Friday, totally awesome by the way. I’ve run OVR config utility and came up with 67.4mm for IPD. Then I went to see my eye doctor and had them read my IPD and they came up with 67mm. I told her I needed as accurate as possible. She then had me put a special pair of glasses on and stare at a red crosshair and she then took a picture of my eyes. She showed me how it worked on the computer and what part of the eye was actually being measured. She showed me a picture of my eye and made a reference to this tiny white dot at the back of eye. What is this dot and is it important in regards to settings? End result was that my official reading is 67.4mm. So at least for me, the Oculus IPD utility is spot on.After receiving the rift and getting everything setup i quickly realized my pc is not capable of of playable frame rates for the rift. TitansofSpace showed 25fps on the frame counter. All games are very choppy even the ipd config settings tester is naus
Today I wanted to implement Rift support into our game engine http://rayne3d.com/ and I am having some trouble with calculating the parameters needed for the distortion shader.The needed parameters and what I found out:vec2 LensCenter; //x+(w+projshift)*0.5, y+h*0.5vec2 ScreenCenter; //left view: x+w*0.5, y+h*0.5vec2 Scale; // w*0.5/factor, h*0.5*aspect/factorvec2 ScaleIn; // 2/w, 2/h/aspectvec4 HmdWarpParam; //HMDInfo.DistortionKvec4 ChromAbParam; //HMDInfo.ChromaAbCorrectionx = 0 for left and 0.5 for right view (views x coordinate in 0-1)y = 0 (views y coordinate in 0-1)w = 0.5 (views width in 0-1)h = 1.0 (views height in 0-1)projshift = 0.15197 for left and -0.15197 for right view (1.0f-2.0f*HMDInfo.LensSeparationDistance/HMDInfo.HScreenSize)aspect = 0.8 (w/h)factor = ?(A list like this would have made this A LOT easier...)This is what I got from the docs and samples and what seems to work for me, but if anyone could confirm me if this is correct that would be awesome.My problem now
Hi guys,I just got my Rift in and am psyched about it! So I bought it as a game enthouiast, but got so many idea's for demo's, that I would love to make them. I'm quite a 'builder' and love to work with software. Mostly I master them quite quickly. i do alot of photoshop, html/css coding, cubase and in the past did a lot with flash/actionscript and 3d max. Still know how to work with it.I would like to hear from you guys how complex developing for the rift is, with for example unity. Should i give a try, giving the fact that I have a fulltime job in IT, not game related? I can't dedicate very much time to it.Thanks!
I'm looking for a 3D animation program that is user friendly. The problem is not that it is hard to move things around on the scene and such, the problem is using the timeline. You really shouldn't have to google how to use it, yet they tend to design them in such a way that you have to.The program that I ended up using for quite a while was Daz Studio, and that's because it is simple. However, it doesn't let you drag a keyframe or copy and paste frames, though there is a way to "copy" and "paste". First you select a keyframe, click on a button that looks like an arrow with some lines and select memorize to copy. Then create a new keyframe, click on the same button and click restore to paste. In that same menu you also got copy and paste, but those doesn't work for the keyframes. With memorize and restore, you could technically move frames, but it would be so much better if you could just drag the frames.I just had a look at Blender. It starts up showing the timeline panel, where you c
I apologize if this has been asked before, I searched the forums and didn't find a specific answer. My questions is, has anyone tried to force 120hz timing via Nvidia control panel?
Hi folksSo I'm having a linking issue when building my small sample app from the command line on OSX:Here is the small version:$ c++ -I./OculusSDK/LibOVR/Include -L./OculusSDK/LibOVR/Lib/MacOS/Debug/ -lovr -framework CoreFoundation -framework IOKit -framework CoreGraphics test.cppUndefined symbols for architecture x86_64: "typeinfo for OVR::Allocator", referenced from: typeinfo for OVR::Allocator_SingletonSupport<OVR::DefaultAllocator> in test-j198Gt.old: symbol(s) not found for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)Here is with -v:$ c++ -v -I./OculusSDK/LibOVR/Include -L./OculusSDK/LibOVR/Lib/MacOS/Debug/ -lovr -framework CoreFoundation -framework IOKit -framework CoreGraphics test.cpp ⏎Apple clang version 4.0 (tags/Apple/clang-421.0.57) (based on LLVM 3.1svn)Target: x86_64-apple-darwin12.3.0Thread model: posix "/usr/bin/clang" -cc1 -triple x86_64-apple-macosx10.8.0 -emit-obj -mrelax-all -disable-free -d
I would like to keep this thread devoted to procedurally generated content (little or no art assets other than code), and similar related stuff. Feel free to contribute to this thread. Thanks...You can change the subject of your post to match its content, like I did for the following posts in this thread.
Hello,first of all sorry for my bad and poor english.I am interested in the application of Oculus Rift within simracing. The Oculus Rift is a good alternative to the triple screen, increasing the immersion in the game, in addition to being a more economical and less bulky solution.However, while, for an arcade game, the steering wheel or a simple joypad is sufficient to control the car; for a simulator, it is necessary to interact with different devices (keyboard, steering wheel, display or even a reproduced dashboard).This is impossible if you can't physically see the device with which you interact.I was wondering if this issue has been considered, and if there is a solution.ThanksPepstain
I haven't received my dev kit yet, and expect it to be a while, im in the 60,000s for order number. But I wanted to get started on my 1080p upgrade project. I was wondering if the dimensions of the Rift are documented so I can 3D print a mount to house the 1080p display from a Galaxy S4. I plan on developing an Xilinx FPGA load that will take the DVI input and output to the 1080p Display of the Galaxy S4. It is a 5" display, and the mount would need to accommodate the change in size. Even some rough dimensions would get me started. Any help would be greatly appreciated.
There's no real thread here yet where people can suggest random ideas they have to devs, now there is.This is just meant for rough ideas that can be used to showcase in a demo or something, no full games or anything.I'll kick it off with this one: Playing oversized Jenga with the rift
Can the 125-day Unity Pro trial be activated on 2 PCs like the regular license allows? I'm getting a serial exceeds max number of activations message on my laptop...
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