PCVR/Link Development
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http://kotaku.com/penis-powered-game-gets-oculus-rift-support-919896530Yep, they went there. And with Rift Support!!!!!
Nothing better than more options!http://www.kickstarter.com/projects/654506511/wizdish-exercise-and-vr-omni-directional-treadmill
Site details the new $35 device. Plug the dongle into an HDMI port and stream video over WiFi. Looks to be app based rather than require android, which is a plus. Biggest drawback that I see right now is it requires a micro usb plugged in for power.Still, at $35 bucks, WiFi based, setting up a power supply for it seems to be a pretty good option.
its cool but way to big. in theory two full arm attatchments could do the same and fill alot less space. this is super cool, but not really consumer friendly and can not be used with a omni directional threadmill :lol: there is a simple solution to fix this, but they dont seem to have figured it out. :D http://www.cyberglovesystems.com/products/cyberforce/photos-videohttp://www.cyberglovesystems.com/products/haptic-workstation/photos-video
I have a question and a suggestion for the Oculus. Would not it be more interesting than the Oculus Rift did calculations "distortion" in the actual hardware or driver itself that makes this conversion? Of course, while retaining the possibility of also making via software.I see this type of implementation would have some advantages:1. Easily convert any 3D input to the output format of the Oculus2. Mass access the information that is accessed by the TV today3. There would need to do the programming for each new application (eg, games, movies, etc..) Or engine4. Receive signals from video game consoles without any difficulty5. Default implementation could focus on optimizing timeI do not know if I lose much in terms of depth. What do you think? I believe it would be possible to automatically access any type of content via an HDMI input.The reception of the data would be made as a 3D TV or 2D input. There would be a button that would set the Oculus 3D (existing types) and 2D.The track
NVIDIA Research are showing of a very promising Near-Eye Light Field Display prototype HMD at SIGGRAPH this year:http://www.engadget.com/2013/07/24/nvidia-research-near-eye-light-field-display-prototype/These Near-Eye Light Field Displays features Thin Magnifying Lens Array Optics that enables the human eye to do depth focus and defocus at different depths for the same image, and this type of setup also allow them correct for someone's glasses or contacts lens prescription in software to enable sharp focus, which are two things that the LEEP optics in the current Oculus Rift DevKit do not offer.http://www.youtube.com/watch?v=deI1IzbveEQNote that the prototype in these images and videos is just a rapid prototyped model that is basically a stripped Sony HMZ-T2 with everything but the OLED displays and controller boards removed, replaced with NVIDIA Research's own Thin Magnifying Lens Array Optics for Near-Eye Light Field Displays in a 3D printed HMD glasses shell and the unique software
http://www.kickstarter.com/projects/62367895/atlas-virtual-reality-made-realUse your smartphone and floor markers to wonder around your virtual world.
a feature i would want to see in a device,when you suffer in the game ,you suffer in real lifeexample:you go into fire and burn in the game,you fell burning in real life you jump off a tree in the game and broke your leg in game,you can't use your leg in real life anymoreand finally,you die in game,you die in real lifethe reason i want this,is would want to live in virtual world,but i would need thhis to get it more realitisticmy dream is to live in fairy tail universe and be a mage x3
Ok, so please forgive the n00b question, I haven't had a chance to take a good look at what the pixel shader is doing, but I have seen the thread about raytracing, where the author has factored the warping into the rendering. Is it not possible to create a projection matrix which factors the warp into the rasterization process? You wouldn't need all the over-draw then.
I keep running into reoccurring hard limits regarding today's consumer-grade HPC as I ponder next-gen apps. Eventually it got me thinking, what about an architecture where the main intercom fabric was a microwave cavity? You could have ports on its faces and address both in frequency and space inside the manifold cavity. Modules would be specialized ASICs, such as the shady ones currently minting cryptocoin, perhaps in addition to FPGAs. For style you could put an FPGA in one end for input and one in the other for output. When you load the device with a bad computation it achieves a very high voltage and possibly explodes! And the modules would probably become rugged enough to survive ninja theft...I mean, it's perfect!The power-performance ratio of the 7970 I bought just when they hit the web with their launch prices of somewhere over 500€ appeared to be ideal, but since then I have concluded that the entire form-factor of air-cooled computers is somehow wrong for a big resistor outpu
Hi all,Wanted to introduce our Omni project to the game developers and Rift enthusiasts on this forum. With the advent of the Rift, it becomes apparent that a traditional keyboard / mouse / game pad is not conducive to great VR. Especially with the Rift, you no longer want to just sit down. At the very least, you want to be standing up. What if, instead of using a game pad to move around (with the possibility of getting motion sick while doing so), you could walk naturally and freely in the virtual world?We have been working on the Omni for more than a year now. The Omni is the first omni treadmill focused on consumer use: affordable, compact, and enabling a user to move naturally in virtual environments such as games. Feel free to check out our website and Skyrim demo below: (note: this demo is with our old and clunky prototype :) )http://www.virtuix.comI believe there is a huge opportunity for game developers to create fascinating VR content. VR is a new medium that needs dedi
I remember seeing a mention a couple weeks ago about tap and double tap events being captured with the DK sensors. (I think geekmaster mentioned grabbing them?) Anyways, I was reminded of that again this morning in a discussion on menu interfaces.I have to admit I've been too busy to keep up with the forum of late, so I wanted to see if this went anywhere?Events: Single and Double Taps, third? fourth?Directions: Top, Bottom, Left, Right, Front
Hi Everyone,Sixense will be at SIGGRAPH 2013 showing our latest build of MakeVR as part of the ‘Birds of a Feather’ Virtual Reality Discussion. Paul Mlyniec, our Head of Development for MakeVR and industry pioneer, will demonstrate the latest build and provide some hands-on time for attendees. Monday, July 22, 2013 from 9:00-11:30 AM at the Anaheim Convention Center, Room 213 B. Also participating will be Project Holodeck, Virtuix and NextGen Interactions.Dan PaullusArt DirectorSixense Entertainment, Inc.http://www.Sixense.com
Anyone know if there is a development for this classic game as well as Ice Age?
Hi,I want to develop a (comparably) simple world and since I am an absolute beginner on that topic I have a few questions.My world:My goal is to create a sphere (with a "few square meters" diameter) which is built around the avatar. The sphere should have one color, but shadows (as if there is a light source somewhere). Along the sphere's surface I would like to draw a grid (horizontal and vertical circles) and some small balls (for example front, back,...) to provide the user some orientation within the world.The avatar should be any symbolic human, without any special details. The figure's position (the head is always in the center of the sphere) will never change - but the orientation (yaw & pitch) will! Nevertheless I cannot use the integrated head tracker for that because I need the person's absolute position for some other calculations, I will use a different tracking system!But: my orientation parameters have to transferred from a different computer (via UDP or any other pr
Anyone has similar feeling? I feel fine when using the Riftroaster and some other demos,but kind of sick when using MotM,is this because of the light?
Hi all,I'm adapting a 3D game I made in Unity to have Rift support. I don't have a dev kit yet, but my understanding is that Unity's built in OnGUI function will produce GUI images that will be unpleasant to experience in 3D, since there will be no displacement between images for each eye.My question is, what is the best substitute for OnGUI to deal with stereoscopic viewing? I'd like to hear what others here have done or recommend before experimenting too much myself.Thanks
zalo's Optical Positional TrackingFor the last few months I have been working on an Optical Positional tracking solution. I'm coming close to maximizing the functionality to cost ratio. It utilizes a single Playstation Eye mounted near the ceiling to track two lit LEDs on the Oculus Rift. With this information and the orientation information from the rift itself I can determine the full 6 DoF Position and Orientation of the rift in a large cone of view. It also does not matter which direction the rift is looking, and can be utilized to calibrate yaw instead of the magnetometer. The innovation (over similar systems like Johnny Chung Lee's) comes from the fact that I am using the Rift's IMU to fill in the missing orientation information that would normally be captured Optically (but would restrict the freedom of movement). I am using a PSEye and Processing to funnel the point tracking data to Unity at 125 Hz.The whole system comes out to ~$35 (Tripod, Camera, LEDs).What do you thin
Hi,though my Rift is still on its long way... maybe arriving in September... I wonder if there's a already a calibration tool, which allows to adjust the Oculus SDK to the eyes of the user. I mean a demo or something by which someone can adjust the pictures on every eye in regard to center of view, the right choice of the lenses, etc.?Regards and thanks,Stilgar
Hey Rift Peeps!I've decided to tackle the barrel distortion shader first with Torque 3D. That way I can immediately see my results of my work in the Rift.For now, I've not worried about rendering a stereo pair from the engine as that will require some modifications to Torque 3D's graphics pipeline. In its place I take T3D's standard rendering and crop out a center strip (with the cropping shifted left and right to simulate the eye separation based on values from the OVR SDK) and build a stereo-like pair. So far this has been a decent stand-in for true stereo rendering.I then apply the OVR SDK given barrel distortion shader to my fake stereo-pair image and end up with the following:T3D-Rift-Test-02.jpgI'm also not scaling up the input texture (as discussed in section 5.6.3 of the docs) and instead am taking a hit to the resolution of the final image to get the larger FOV. In the image above I'm scaling the distortion shader's Scale constant by 0.8. Down the road I'll add proper sup
The gradual accumulation of error in rotation around the y-axis (yaw) has been one of the main issues I've struggled with while developing for the Rift. There are a number of possible solutions, but each has drawbacks. I'd be curious to hear what the community has come up with, and what I've left out or overlooked. Here are the approaches I'm aware of:Magnetometers: The Rift SDK has functions to take advantage of the magnetometers in the hardware and stabilize the yaw to the magnetic field around the player. This requires frequent calibration, as the field can shift over time and changes over short distances. Automatic calibration is less intrusive to the play experience, but does not give good results if the player turns only slightly during the calibration period.Manual yaw control: In many shooters, it's possible to just ignore drift by merging the native yaw turning controls and head tracking. This has the side effect of having the player always move in the direction his head is po
RFC (Request for Comments): Use Bluetooth Kickstarter to make position sensors???I'm very curious about what others think of using this Kickstarter to make bluetooth devices such as a wireless position trackers.BLEduino: Bluetooth 4.0 (BLE) made easy (Arduino Compatible)http://www.kickstarter.com/projects/kytelabs/bleduino-bluetooth-40-ble-made-easy-arduino-compat?ref=thanksVery tempting... and 64 hours until the Kickstarter ends.
Hi,While being very excited about the Rift i am also a bit about how new first person avatar based games will be able to incorporate various motion tracking in a consistent manner. From trying the Rift my impression is that the sense of your body being there adds tremendously to the immersion, but only in a limited manner if it doesn't match up with your own movement.For example, right now we have the Rift with its rotational head tracking as well as the hydra (usually for tracking hand movements). If i create a new game right now ( i wont, because while i am a developer, i am not a game developer (though the Oculus makes me want to be ;)), i would probably add support explicitly for the head tracker and hydra. But what if someone adds a kinect to the mix to track walking, rotational tracking of the body (as in walking direction != view direction), some sort of ODT (Omni etc) that might provide detailed tracking of the feet movement etc? Each game will have to do individual support for
I'm sure many of you are familiar with Joo Hyung Ahn's VR Cinema. http://www.uxground.com. But I am having a hard time finding a good .avi to play and am anxious to test this demo out.What are you watching? (P.S The many "YouTube downloaders" don't work :cry: .)
Hi I just wanted to say i discovered that it looks like at least for now the best option for Oculus Rift spacific demos is foward lighting instead of deferred, i notice when using deffered the overall image quality is worse while viewed on the rift lots of jaggies even on the highest render settings...which i find odd maybe its an issue of how the light is rendered or whatever but i have noticed that some Oculus demos have looked worse then others and i think that may be one of the main reasons (this really should be stocked) you lose the real time shadow effects but i think overall you get a much better image quality just a good suggestion! I emailed support to see if theyre was any fix for that but perhaps its a limiation with the Rift itself? i dunno either way just though id share that. Thanks!
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