PCVR/Link Development
Recently active
Would this be at all possible for the OR? Is it even affordable to use a local low latency GPS system to enable positional tracking? Does it even exist?
I just learned that the Digital Nature engine is getting native Rift support. This is the Engine that runs the awesome WWI combat flight sim Rise of Flight, and their next venture IL2: Battle of Stalingrad. The development team seems very excited and please with the results so far. And according to their lead dev, "Loft" they will be at Games Com, demoing both their new game BoS, but also the Rift support! This will be the first hard core combat flight sim to put in support (if you dont count War Thunder) Looks like things are coming alongHere is a supporting post Via their Website http://il2sturmovik.com/http://forum.il2sturmovik.com/topic/889-request-hey-loft-what-do-you-think-oculus-rift/CHEERS!!
Hello,I was just visualising how Headtracking is , and how it should be (in comparaison of real head movment)From what I know, In the game, the view , when turning the head, is always from the same point. (with two camera)For example if the position of the body is 0, there would be two point of view : left eyes position-1, right eye position +1.and when turning the head there is a rotation, taking "0" as a center.the difference with reallife, is that your eyes are not on the same position of your body/neck So when you turn your head, there is, of course, a rotation..but there is, also, a translation ! I realize my explanation is bad, so i 'll try to be more technical :Lets say in the game your position is :x:0 y:0then you have your eyes camera position : x:-1 y:0 x:+1 y0 (the x-1 x+1 represent the position of the eyes, around the nose/neck axis)When turning the head 90° left : position is still 0, but your eyes are : x:0 y:-1 and x:0 y:+1 (so its only a rotatio
Any thoughts on this? I've added the headers and link to libovr.a, not sure if this is something missing from the library or I need to rebuild the SDK locally or what...Error:Undefined symbols for architecture x86_64: "typeinfo for OVR::Allocator", referenced from: typeinfo for OVR::Allocator_SingletonSupport<OVR::DefaultAllocator> in AppDelegate.old: symbol(s) not found for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)Linking command from Xcode:Ld /Users/hesh/Library/Developer/Xcode/DerivedData/IbexMac-csekgxtfsfhfishdfaqcsplitscj/Build/Products/Debug/IbexMac.app/Contents/MacOS/IbexMac normal x86_64 cd /Users/hesh/Documents/ibex setenv MACOSX_DEPLOYMENT_TARGET 10.8 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk -L/Users/hesh/Library/Developer/X
I bought Lunar Flight How do I active my Oculus glasses that's the reason I bought it so I can use my GlassesHELP !!Thanks so much
I just got Oculus Rift yesterday after waiting 5 months :) But it made me disappointed about quality.Another the problem is, when I go around using keyboard, I feel dizzy like carsick.Is there anyway to fix it like make movement smoothly.. .?
The #1 thing IMO that affects the quality of the experience for many people is the lense separation and the fact that for the best experience you want a perfect alignment of eye -> lense -> distortion shader centre. There have been some people modifying their kits like this. But without also offsetting the centre of the distortion and or the position of the Quad to ensure everything aligns it's still not going to be perfect. The Consumer Kit promises a way of adjusting the lense separation but this is also going to require everyone to add support to their games/demo/apps to match the offset. This is something I want to add to Lunar Flight right now but have yet found a way to offset the Quad or a specific formula that accounts for the different needs depending on the separation.I built a scale model setup in 3DSMax and rendered the possible offset extents in an orthogonal view. It isn't 100% accurate but its a very close approximation based on my measurements. The panel dimension
Hi there,from other headtrackers I'm used to the fact that the orientation the HMD's API/SDK reports will jump (in Y) once the calibration has finished. This is so because once magnetometer calibration has been carried out, a yaw of 0 degrees means that you're looking north. I've not experienced such a jump in Y-values with the Oculus SDK and I'm just wondering whether this is done on purpose, or what you thoughts are about this.Best regards!Marius
Just a real quick link - I've put together a guide to getting basic support for the Razer Hydra into your Unity project. You can find it at http://www.oculusriftinfo.com/how-to-get-the-razer-hydra-working-with-unity-3d/Hope that's helpful!
Im really diggin the reactive grip...
Hi, what about 3dRAD (http://www.3drad.com) :?: I hope somebody can write a plugin for it to make use of the rift inside the Engine... :D greetinx, triplex2011
With the rapid growth of new, mind blowing technology it seems the old, "Robots will rule the world!" saying may possibly become true - and not in a good way. I know I may be overthinking things, but in reality, we live in a corrupt world ran by corrupt people. These are the people who are in control of our technology, the thing that already controls the world. One added 'substance' in our current technology and theres no telling what could happen. For example, virtual reality is a current project which takes hold of the user's current state of mind and augments it with false perceptions. At this moment, it's currently only done through putting a headset on and viewing the augmented reality through goggles, but is being expanded into being able to directly connect the software to the brain by sending/recieving neurological signals. Most enthusiasts applaud this work because it brings them closer to the dream of being able to explore new worlds far beyond belief, while failing to thin
HelloIm porting my GLES app to Oculus.Can you tell me what is diffrent from InterpupillaryDistance and LensSeparationDistance?It seems so simmilar..
Hey guys,I have been watching the development of input devices such as the razer hydra and had a few questions regarding how the community is anticipating and handling the future.I see all of these experiments with these input devices but can't help but feel that the vast majority of the public will maybe have an oculus rift and that's it. So the problem is that releasing a game with other input support while awesome and great for VR, has very little business benefits unless some sort of all-in-one VR bundle were released to the public.What are your guys's thoughts on this? I'm considering adding this sort of input support to my oculus implementation, but it's significantly different from conventional fps systems meaning it needs to be worth the effort and I'm concerned the market wont be there.Then there's also the concern regarding all these new input devices surfacing and the likelyhood of each needing an implementation and use of its own sdk. What is your take with the potential bu
Does the UDK July Build that's been released publicly via UDK.com have Rift Support built in?
http://www.tacticalhaptics.com/EDIT > this is more about feedback with in an input device <This is interesting and they are looking for a road to commercialisation, current version is based of hydra for positional, but can be applied to alternate hand held devices, (effectivly any thing that has a grip format)would be great to see this incorporated into the new sixthsense offering, one would imagine it would be a doodle as it is also backwards compatible with hydra units.
Hi,I'm interested in whether I can build a Rift project on Windows in Visual Studio using OpenGL. I'm hoping someone has already figured out some of this stuff. Can anyone tell me whether it's possible to do this using the SDK Oculus gives us?Looking at the Windows and Linux SDK packages I can see that the Samples/CommonSrc files are identical. Am I right that the Windows SDK uses DirectX and the Linux SDK uses OpenGL?Has anyone converted the samples to run on Windows using OpenGL?Cheers,Mark
http://www.vrealities.com/products/3d-controllers/spacegrips I think I felt a little puke in my throat when I saw the price :shock:
http://www.dailymail.co.uk/sciencetech/article-2214663/Change-channels-flick-wrist-The-sensor-kill-living-room-remote.htmlAdd that with the sixth sense position sensor and we could have hands!http://www.reddit.com/r/oculus/comments/1jc4la/this_could_be_a_great_solution_to_vr_gaming/more discussion.
In one of the latest blog posts: http://www.oculusvr.com/blog/vr-sickness-the-rift-and-how-game-developers-can-help/?utm_source=Oculus+VR&utm_campaign=e532f989bc-KS_Update_Steve_Tom5_21_2013&utm_medium=email&utm_term=0_83417788de-e532f989bc-72702989Tom Forsythe said that there’s currently no practical way to add focus information to individual pixels.And I thought... (I'm very illiterate on this)... is there a way to do or simulate what the Lytro camera does to overcome this issue?https://www.lytro.com/camera
I know, it's a little too early to speculate.. :D but I'm seeing plenty of ideas here pertaining to positional head tracking, and aside from display quality and latency, this seems to be one of the most important features for people who've got access to the devkit, and I'm seeing a lot of attempts to implement it, be it with blood, sweat or tears! While I'm aware the Rift might require a more complex solution, the Johnny Lee 'Wiimote hack' is probably the best example of this (http://gizmodo.com/337068/wii-headtracking-creates-3d-window-display), and while his work surfaced a few years ago now, the results are still impressive. The effect is somewhat amplified by the fact the display is in a static position, so the wow-factor might be somewhat mitigated on the Rift. Still, it's a simple solution and it appears to work extremely well. It's not hard to imagine how the Rift might benefit from this - the easiest example being able to 'simulate' the Wiimote hack in a VR app - the additiona
1) Why there is a significant variation in prices between different IMU in the market? for example 10DOF price is 30++ $ while LPMS price is 800 Euro?2) Does IMU measure the distance? if so, what is the origin of frame of reference? do I have to calibrate it each time I use?
Hey Rift Peeps.I'm interested in making use of the C++ SDK's SensorFusion prediction feature and I had a couple of questions:1. What are the units for the SensorFusion::SetPrediction()'s dt parameter? Is it in seconds, or ms? I thought of using SensorFusion::GetPredictionDelta() to determine this, but by default it returns a value of 0, so I couldn't guess on the units.2. I assume that I should be using SensorFusion::GetPredictedOrientation() rather than SensorFusion::GetOrientation() when I want to use the predicted value?None of the C++ examples make use of SensorFusion prediction so I didn't have anything to reference. I see that the Unity demo does allow you to adjust the prediction amount, so that may be something to add as an option to the C++ demos too, just for an example of usage.Thanks!- Dave
For those who haven't seen it yet and those who want to learn more about it, The DualPLAY Peripheral is a great VR control solution that we've been developing for quite some time now. Here's a look at our very first tech demo that is now nearly one year old.http://www.playhouseentertainment.com@playhouse_ent
Where may I find Unity Pro Every time I down Load unity I get just the regular unity and I am unable to find ProWould someone be so Kind and please give me a Link ..I use to see it and now I can not find itThank you so much
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.