PCVR/Link Development
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I haven't looked at the entire site, but are they going to add 1 or 2 video cameras to the outside of the Oculus Rift to act as a passthrough for regular vision? Perhaps toggled by an external button on the Rift itself, or a mouse or keyboard key?
I have been using the Downloaded the software and have tried out the house by the sea but when I turn my head the images stay the same ...plus when I look through at some of my images it looks cross-Eyed..Not know much about Ocular-rifts how do I calibrate themthanks so much for the help
Hi, I'm an avid gamer and a programmer, and I'm debating weather I should get the dev kit or wait for the consumer one. I'm live in Nashville, Tennessee (USA) and I'm wondering if there is anyone close to me who's Oculus I could test out.
Is it possible to set up a program that would take video feed from two cameras and set it up so that it could then viewed through the Oculus Rift as a 3D vision? If yes, then how might one set up a program to do such a thing, and what programming language would be necessary to create this program?
Hello Everyone At this time I am working in 3D max 2013..My Question is : is there away to make the Ocular Glasses into a glorified View Master for 3D ImagesI believe that this will help me in the long run to understand how to Manipulate textures thanks so much
What are you're thoughts on making the puzzle game Antichamber Oculus Rift compatible? Does anyone know what engine it's made on so I can make some progress? It seems to me that it would be an amazing experience.Here is a link to the Steam page (it's on sale for 66% off now :))http://store.steampowered.com/app/219890/?snr=1_7_15__13
I think dev kit is simple to diy, so has anyone successful experience?1280x800 is so hard to read character :cry:
Hey there,I tried my rift for the first time with the razer hydra in the tuscany demo and others.Moving the hydra around also moves my head in vr - which really sux. I can't figure out how to turn this behavior off. Can someone please help with this :)Cheers,Michael
Last I heard VORPX was not released at all yet for testing but I might be behind the times on that one. That leaves VIREIO which is a very exciting project. Has anyone actually been able to load up some VIREIO supported games to try out the software? I won't get my SDK for probably about six weeks yet, I'm hoping by then I'll be able to experiement with some racing games via VIREIO!I can not wait for the day when the wearable VR display replaces my monitors for gaming entirely! Bye bye triple 28" screens running on NVIDIA surround at painfully high resolutions requiring massive graphics processing power, hello VR!I'm wondering how long I have to wait before I tear out the guts of my simpit and put in my planned build for VR use =) I'm hoping to go from a stationary sim cockpit to a framework motion platform with modular control mountings for flying, driving, and keyboard/mouse/hydra gaming.
First person, on top of the ball. Okay, thanks.
What are currently the best known (affordable) ways for recording stereoscopic 3D content for the Oculus Rift (with or without head-tracking)?
William Provancher goes into some really great detail about building his 1st and 2nd generation haptic feedback controllers. His segment starts at about 23:30 into the video.
Hello all, For my CAD data visualization VR workspace project, I am faced with the need to use complex and precise interfaces like a 3D mouse (sometimes also called "space mouse"; it looks like this) inside a VR space. This gives much finer control than any motion controller available right now - unless maybe going 2-3 orders of magnitude higher in terms of cost (I still plan to use motion controls but in conjunction with this more precise control device). The discussion below actually could apply just as well to the use of a regular keyboard or any other comparable physical interface device while in a VR environment.The problem arises when you try to access all these buttons while inside VR. It's two-fold :1. You need to know where the meatspace interface is located while seeing only VR space2. You need to know where you own hand is located relative to that interface1. is relatively easy to solve : you put a VR replica of the physical interface at the same location relative to the cam
More great speakers and demos at Hackerdojo in Mountain View, CA on June 27th. http://www.youtube.com/watch?v=D28U9A4GL8o&feature=youtu.be
Title, I don't want to get Pro no matter what. Is there any possible way to get it working?
Hi, I am building up a simulator using laser sensors ( Lidar) for a drilling firm. I am planning to use Velodyne HDL 32 E for it. I also wish to create a Virtual environment such that the person drilling can move around the objects in the virtual environment and predict the outcome of various drilling processes sitting in his office. I wish to know the HMD I can use for this purpose. Are there any good ones that help me accomplish this task?Thanks
big thanks to Oculus for pushing out a Linux SDK. I am having a problem getting it installed though. Fully updated xubuntu 12.10 install. gcc 4.7 What I tried:Extracted ovr_sdk_linux_0.2.3.tar.gz to :~/OculusSDKsuccessfully ran:./ConfigurePermissionsAndPackages.sh full output: http://pastebin.com/Uqa9a97Mran "make all" and encountered the following error:g++: error: unrecognized command line option ‘-Wl’full make error output here: http://pastebin.com/zdWnDfwz ../../LibOVR/Src/Kernel/OVR_Alg.h:56:50: warning: always_inline function might not be inlinable [-Wattributes]g++ -Wl -O1 -L../../LibOVR/Lib/Linux/Release/x86_64 -o ./Release/OculusWorldDemo_x86_64_Release ./Obj/Linux/Release/x86_64/OculusWorldDemo.o ./Obj/Linux/Release/x86_64/Player.o ./Obj/Linux/Release/x86_64/Platform.o ./Obj/Linux/Release/x86_64/Linux_Platform.o ./Obj/Linux/Release/x86_64/Linux_Gamepad.o ./Obj/Linux/Release/x86_64/Render_Device.o ./Obj/Linux/Release/x86_64/Render_GL_Device.o ./Obj/Linux/Release/x86_64/Render
HiThe next generation of small display is on the way. Look at the new smartphone Sony Xperia Z or the new HTC One, they have a full HD display.Because not only the most high viewing angle but also the resolution cloud make the Oculus VR glasses to a revolution, try to implement such a full HD display as soon as possible. Also guess about to place two displays vertically - for each eye its own, to get even more resolution.With such a VR glass you have a real revolution!!Thanks for thinking forward.Roman
Hi,Just picked up an Oculus Rift. I'm trying to separate the head movement from the mouse movement so my head movement doesn't effect the mouse movement. The key is that when I turn my head I want the mouse to be "left behind". Any clue how to accomplish this with Unity?
I also Use a program called VAC, or Voice Activated Controller, which is exactly what it does too. This program works with a Microphone when live, and emulates the Keyboard commands. It also uses whatever type of word command spoken to emulate the keyboard. EG:When playing Battlefield 3 I can say, "Bandaid"and a first aid package is dropped, "Dive" drops the Avatar on the ground, and so forth......I think this will work real well with the Rift headset?Do you think so too? :roll: Neil R.
Has anyone else measured the Hydra end-to-end latency? By this I mean movement time to photons off the screen time. I am getting numbers around 120ms measured using the official Unity plugin. Can anyone also provide their numbers?
Been using the Falcon for years. is there any way to use it with the RIFT?
Although limited to windows 8, has anyone worked with this? Any drawbacks or benefits over current stereoscopic implementations?
Hello everyone!I have a question to ask the forum or more so pointed towards the Oculus Rift Dev team.Roughly how long would the waiting period be if I was to order a dev kit today and would it beworth the waiting time? Is a consumer Rift version close to being announced or a 1080p dev kiton the horizon? I am not fussed about the lower resolution model but it would be a shame for me to purchasethe lower resolution dev kit only to have the consumer version or higher resolution dev kit be available forpurchase by the time the dev kit arrives.I have been an avid gamer for all of my life and have always been fascinated by the idea of afully immersible virtual reality environment. I plan on building quite an elaborate simulator, similar to the ultimate battlefield 3 sim. I am constructing a shed in my backyard which will house my sim.It will consist of an omni directional treadmill similar in design to MSE Weibulls system ( I will be building this myself). Razer Hydra will be the interactio
Let me preface this by saying that I love my Rift, and I think that Oculus VR has a big future ahead of it. But its becomeing clear to me that OVR is spending valuable developer time writing general purpose classes. These classes duplicate existing free functionality. Some examples:OVR_Atomic.h - A set of classes for atomic operations against typesOVR_String.h - A basic String classOVR_List.h - A basic linked list container classOVR_Array.h - A basic linked vector container classBasically everything in the LibOVR/Src/Kernel subdirectory is an example of this. I'm really concerned about it, because every hour spent on extending this is an hour not working on VR specific stuff, or features the community wants. Writing a string class or a linked list class is something you do in a job interview, not in an SDK, or any kind of production code. These are solved problems. Right now almost half of your total lines of code in the SDK are in the Kernel subdirectory, implying almost half yo
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