PCVR/Link Development
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I have been thinking about this for a while, and since I don't have a Rift yet I wanted to ask what peoples opinions are:I love racing games and know from personal experience on the track that when going round corners, you end up tilting your head into the corner to compensate for the forces acting on your head.Would tilting the screen at the same rate as the forces exerted onto the driver add a feel of Gravity/Acceleration?The same idea would be to tilt the view up when accelerating forward, forcing the player to look down.I understand that these should be very subtle and drift back to 0Cymatic Bruce for example explained that in the Skyrim intro when the character is about to get his head chopped off, the camera is sideways and turning his head to match the view made it feel more natural.Am very interested to see what Oculus have to show at E3 aswell :mrgreen:
So Im guessing this tool purpose is for new demos (if the dev supports it) to go to the profile data and auto configure? or its simplier than that? :geek:I see it also comes with its own folder and .exe with the new unity tuscany... more doubts :?
Hi everyone,as part of the development of our game NOWHERE, I've written preliminary Python bindings for OVR, released here:https://bitbucket.org/duangle/python-ovrThe bindings are currently Linux only but will be ported to Windows and Mac OSX within the next week.
This subreddit really made me think about the level of detail I'd want in VR games:http://www.reddit.com/r/CrossViewMy favourite so far has to be http://www.flickr.com/photos/ytf/5087152269/What if indie designers could scan objects like these, maybe with some sort of steadycam+hud device and just have them appear in-game in the max detail the end-user's hardware supports? Artists could be freed to spend their time designing the plot devices and characters instead of so many background props, resulting in a game world which is more believable.I don't think the engineering aspect would be too difficult with modern techniques. A portable set of gear could be something like a Hydra duct-taped to a stereoscopic video camera, or a Hydra+Kinekt+Cam combo. The video and tracking would possibly be reconstructed as a point-cloud and you'd run marching cubes over it to generate an extremely high-res model. Then you'd simply apply some magic and know-how and maybe leverage some core-competencies
From the 'History' tab of the developer page:Version 0.2.3 7/2/2013New FeaturesAdded Linux support to the Oculus C++ SDK and OculusWorldDemo, tested on Ubuntu 12.04 LTS.Added Oculus player profiles, used to save/restore player settings including interpupillary distance, height, and lens cups.Introduced Oculus Config Utility, allowing players to easily configure their Oculus profile. The utility includes an IPD measurement tool.Added OVR::ProfileManager and OVR::Profile classes to the SDK for accessing profile settings.OVR::HmdInfo class now report values based profile-configured IPD.Updated SDK samples to use player height and profile settings.Improved magnetometer algorithm to support a full sphere of orientations by tracking multiple reference points.Manual magnetometer calibration will now report failure in case of weak field or magnetic anomaly.UnityImproved the quality OculusWorldDemo assets in Unity.Added UsePlayerEyeHeight property in OVRCameraController; if set, player height w
I've created a version of the SDK on Github to support community driven feature additions and fixes. It was initially created as a way to use the SDK on Linux (only a few days before Oculus released their own Linux support) and to integrate a Java API for accessing the Rift sensor. The 'master' branch will attempt to always track the current official SDK, while additional branches will be created for specific features. Currently there exist an 'unstable' branch which includes the Java Sensor code, my original Linux code, and some minor bug fixes to the existing SDK.https://github.com/jherico/OculusSDKLicensingThe code is provided under the terms of the Oculus SDK license, and as such any submissions of code derived from SDK code will be the property of Oculus VR. Hopefully this shouldn't be a problem. If you feel you have some groundbreaking code that you want to use in the SDK and you want to make sure it's covered under a more permissive license or that you retain ownership of i
Hey Oculus team!First, thank you guys for everything. I followed this project since Palmer sent his prototype to Carmack. And now that I got my devkit delivered last Friday, what a journey. It works great, great quality, I'm very very pleased!After checking out the SDK, to my surprise, I found there is some code for Mac/Linux! Awesome. So this afternoon I took upon myself to make it build on Mac. I managed to build it, but when I launched a simple OVR program, it crashed (while enumerating the displays btw). No big deal, it's not ready I know, no worries.So I was about to open an issue on Github and maybe open a pull request, when I remembered: it's not distributed via Github. Crap, because I think it should. I mean, I know you have to be a registered developer to download it, but the source is out, so you might as well let us help you!Hope you'll like the idea.
Hi guys,Just a suggestion. Would it be possible to have an official (locked) thread with development updates such as:-current work in progress-planned features-completed milestonesThere are a lot of companies that engage in this practice and it would be great to know what you are working on which in turn could trigger new forum posts with feature suggestions or comments in relation to SDK development
Anyone looking into to making es_core work with any game engines for the Oculus Rift? es_core is an experimental cross-platform framework for low latency, high fps multiplayer games, and is being developed by Timothée Besset (a.k.a. TTimo), a game software programmer formerly of id Software.As I understand it, right now es_core should already be possible to get it to work with any game engine that can use the OGRE rendering engine, (like for example many SDL based games does), but as es_core is open sourced and "AS IS" licensed this framework could be ported to the rendering engine for any game engines, as all the code is royalty-free / public domain under that "AS IS" license. Or you could choose to just copy the concept idea for this to your own rendering engine as the method is not under any software patent.C++ source code to built it available for Windows, Linux, and Mac OS X on GitHub as open source here:https://github.com/TTimo/es_corePlease read http://ttimo.typepad.com/blog/201
UPDATE: The announcement has been made official, as indicated by the new thread over here:viewtopic.php?f=25&t=2052I just received "secret insider" knowledge of a HUGE Sixense announcement coming in 1/2 hour!New Razer Hydra, or MakeVR? We shall see very soon!Time to start pounding those F5 web browser page refresh keys?
Hi all,Wanted to share our new game demo, playing Minecraft in multiplayer with two Omnis! Even though the Minecraft graphics seem unsuited for VR, the game is actually a blast with Rift + Omni. Let me know what you think?Jan
I don't need the trial license as I already have bought the pro version of Unity. I would prefer to give it to someone who is truly serious about using Unity for Oculus Rift development. First to reply get's the activation code.
Hello,I am wondering if it would be ok to develop on a laptop with a resolution of 1366x768 with an HDMI out plugged to the rift.I know the rift screen is 1280x800 so would the graphic card (Radeon HD 8750M) display to that resolution or would it be stretched to go from 768 to 800 or just adding black to the bottom ?Anyone working with a laptop at that resolution ?
So,I got a device.Played with it a little and my next step is to make it do something.I have no intention of using windows (OK maybe XP at a pinch) or any apple devices. I've put a fair bit of effort into supporting both over the years and lets say I've finally learnt my lesson. So, pretty much all of your samples are useless :)Rendering wise, I don't see any problems.Where I see issues is in reading the head tracking information from the USB device.Is anyone looking at sorting out USB support for Linux or Android?I was hopping it might just show up as a HID joystick controller but since it didn't when I plugged it in, I'm guessing its going to need some hacking around to even get to that point. Maybe just a case of adding its ID to the appropriate kernel module? I'm not sure exactly how these things works but that sounds plausible.Reading thorough the forums I'm not seeing any questions about this yet so I'm asking here and will hopefully follow through with a solution.
Some time ago someone wrote that the linux SDK would arrive probably sooner then expected. I expected it to be delivered already. Any news on the linux version of the SDK? What is missing?
I've been trying to teach myself some 3d modeling basics with Blender so I can import meshes into my VR sandbox. I've found it pretty straightforward so far, but the next step in my plans is being met with some resistance. I'm trying to unify the meshes and make them watertight so they can also be 3d printed, and I'm finding the process to be both tedious and unreliable.Do any modelers out there have any good tips for how I can quickly/easily/reliably unify hundreds of meshes at once? It doesn't necessarily have to be in Blender. If some other piece of software excels at this, I want to know. Any help would be greatly appreciated.Some additional info: I run a site where people make cartoon characters from some simple online tools. The results output to svg files. I've been extruding the curves, converting them to polygons, at which point they import into Unity just fine (actually, I think I can even skip the polygonal conversion and import the raw, extruded curves). The process is slow
Ok, by far I am termed an end user. I know jack squat about software programming or such, but I have done more than my share of beta testing and firmware hardware testing in my 50 plus years of life to have learned a few things.I am also a 100% Disabled VFW medically retired and living in Germany, so see things a bit differently from a lot of gamers today.I have been looking at all of the various videos and other aspects of the Oculus that is available which I can understand.So a few thoughts from myself for what it is worth.1) Lenses, IF you can create a set of removable lens fit caps which could then be taken to an optometrist and have prescription lenses cut and fitted into them, this would be wonderful for us glass wearing people.If you take a look at most glasses today you can see the lenses are basically held in using a wire frame / Screw set up. This allows for the lenses to be removed and new ones placed into the frames as glass magnification adjustments need to be made.I see y
Hello everyone.I have been thinking about how to create a nice positional trackingsystem to be able to place the Oculus Rift in a room type environment.I'm far from any expert in this type of area so pls feel free to trample down my idea :D What i suggest is a type of triangulation using passive Rfid transmitters with antennas.Place 4 of these close to the corners in the room. Have the Rift’s box “thingy” activate thesetransmitter tags using the computers power and radio. Then have a receiver on the googles calculating the time it takes to pick up each signal and bam u have a location.This in my mind would work quite nice since there is no power need for each Rfid nodeand the radio can travel through at least small object without hassle.This makes it easy setupfor a mainstream user. There are of course some problems like range but that should not bea problem, i think there are lots of Rfid tags that can handle 5x5 Meters. Then there is the accuracy, i have not a clue about this one. P
Cinema 4d to VRHello everybody.First, excuse my english for Im not englishspeaking:)The moment ive seen the oculus i had to have one though Im not a programmer at all, just a huge fan of 3d stuff.Now my problem:I work as an architect and would like to show my 3d models to my costumers in VR (3d sells...)Is there a tutorial for total beginners like me to put an C4d Model with GI Lightning into oculus?What I need is a guide to do the setup in for example UE3. What i know is how to export my mesh from C4d (fbx) to UE3.Whats next?Every information is helpfull.If thats not possible, maybe someone can tell me how to setup a still image for oculus. I think of two pictures rendered for 3d (one left-oneright). i know that I can use the stereoscopic player, but then the headmovement won't work. And as Ive seen in the demos, there is a possibility to even do that with a movie...http://www.makingview.com/makingview.com/?page_id=1691thx a lot for helping me.
Hi all.I have been thinking. When you play a game on the Oculus Rift, you enter another world. (That is kind of the whole point!) But this means you are likely to miss important things going on in the real world. Like bed time. Or a person at the door. Or even someone in the room with you, tying your shoes together.So I am thinking about putting together a simple application to overlay information onto the screen of the Oculus Rift. For example, you could have the current time of day at the edge of your vision so you don't have to take off the rift to glance at the clock. Or you could plug in a USB or network camera and have a live video thumbnail appear for a few seconds when motion is detected. All of this without interrupting whatever you were doing (as long as whatever you were doing was in windowed mode!). The only part of this that I expect to be really tricky is handling the Rift's optical distortion for the individual elements that make up the HUD.Before I get started
I started looking for any info about a second devkit, because there is one very practical problem I'm having: gearing up and down constantly is a hassle. Accommodating for this (flip screen maybe?) is something more suited to a devkit than a commercial device (though it could still be useful in a commercial device, the added cost and complexity might not warrant it).Has there been any consideration of this? Or... what are other developers doing? Long before I had my Rift I expected I'd "add rift support" and then work mostly as normal: with output to a flat window. But now I'm doing things specifically taking advantage of head-tracking for video and audio, and find this ritual of putting eyes and ears on and taking them off (and tangling cords along with controllers) to be a hindrance.I'm sure some of the guys at Oculus have been long struggling with this. So there must be some thoughts?If the commercial version ends up at 2560 or more resolution, it'd probably be enough that working i
Have you guys seen this project Spark from Microsoft? It's a little bit Minecraft, a little MakeVR, and seems pretty awesome.https://www.youtube.com/watch?v=12AkA_FRwqgIt's annouced for the Xbox One and also PC Seems like a great candidate for Rift support. There could be a whole rift sub community where people only make demos for VR.
https://www.youtube.com/watch?v=r8FSuxA-cp4 I think this is an awesome idea. What do you guys think?
This is both an input and output device. But IF they can actually deliver it at a consumer price with reasonable durability and it works, it could be very very cool...http://www.novint.com/index.php/novintxio
What about expression tracking, which would require eye cams and a mouth tracking camera being built into the rift.Then your avatar could reproduce your expression, in game?Actually games without VR could do this with a simple webcam and a facial/expression recognition system.I think it could really improve the immersion in games. With voice recognition (+microphone) and ideally voice synthesis, so your character doesn't have to have your voice but says what you say.Actually if voice recognition could decode what you're saying and convert it into text this could be great as the game could then apply Filters and award in character acting and punish bullies in game (whilst reducing VOIP traffic).OK So a future Rift will need facial/expression recognition, voice recognition and synthesis. Not a lot to ask for is it?
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