PCVR/Link Development
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Hail, glorious nation of virtual reality. I apologize for the bad English. While I expect the opportunity to travel to the mainland for the purchase of software needed ... And also expect payroll to order the "main unit" (here I think many will understand) ... I decided to dream up on improving feedback.What do you think, does the right to life is a bit of a sphere consisting of cell-fans? Or air ducts conducting the forced air flow? Something produces an air flow counter your movement. As you can see something like that? Maybe it's a terrible idea, but I really interested in your opinion.
I am wondering, with the population of people now developing for Virtual Reality exploding, if the community here would be interested in viewing some free classes (in text/image form) in the collective wisdom of those who have been creating VR content since Wilhelm Rollmann Anaglyph images starting in 1852 (And my 8-year-old self with a pair of blue/red cardboard glasses from the movies, a flip-book, and a red and blue crayon). I am no expert, but I am collecting every tip and trick I can find and I have discovered that even the basics of rendering virtual reality are not easily guessed or inferred. FOR EXAMPLE! (Hey free third-hand experience!) Did you know that the distance between the two virtual cameras is usually equal to the interoptical distance (65mm average for human males) but scenes with distant objects mixed with not-so-distant ones require you to move the cameras apart or the objects will be impossible to see since they will be shown as further away than infinity!If yo
Out of curiosity I would like to know if you can play games on the Oculus Rift in a non 3d way , I mean if you could use it just as a normal screen ?Thank you for the answers.
By "asymmetric", I mean to look at the distortion applied for just one eye - note that the distortion appears compressed vertically at the outside like in one of the two attached images.I am wondering - and I see this in various Oculus demos - is it correct to do this? Ideally: the centre of projection, the centre of the lens, and the centre of the eye are all coaxial, and thus a "symmetric" barrel distortion is correct. Is the purpose of the "asymmetric" barrel distortion (produced by offsetting the "LensCenter" parameter) then specifically to compensate for individuals with an IPD which is distant from the axis formed by the centre of lens and centre of projection points? If this is the case, then why do so many demos use this asymmetric distortion (most people would be near "the mean IPD" and therefore symmetric distortion would be ideal as a fixed parameter)?If the asymmetric barrel distortion is best - why?Insights greatly appreciated :mrgreen:Here is the GLSL fragment shader
The big name in consoles are X-Box and Playstation. Both I love and use, however as this guy says http://www.gametrailers.com/videos/zclvhd/pach-attack--who-will-profit-the-most-from-next-gen- It will be difficult to get the Oculus to integrate with the next gen systems coming out soon. Games have already been produced and the system's development is reaching its end. I have a pretty decent computer and love to upgrade it, though when it comes to gaming I have always preferred console gaming, with a few exceptions like RTS games. I believe this preference lays with many people in the world. Trying to explain why this preference exist isn't easy, consoles feel right and I'm sure many aspects add up to that feeling. So I believe the time has come for a new console to rise above the stale remade consoles of old. One devoted to VR. A console with fresh ideas. We don't need a call of duty 27; final fantasy 52; tales of **20; ect...All games I love, all games that have been redone many times
Hi,attached to this post you find a patch for Util_MagCalibration.h && Util_MagCalibration.cpp which speeds up the auto calibration of the magnetometer alot without reducing the result quality. This is done simply by collecting up to 16 samples and throwing away the worst ones until 4 samples match the criteria. The main problem of the original auto calibration is that is takes the initial view direction as the first sample and thus invalidates all samples easily reachable by moving the head comfortably.The extension is txt as I am not allowed to upload patch or diff files.Hope someone finds this useful!regards,Julian
We have all seen the Razer Hydra, and I admit this appears to be a great device and may be what most of us end up using, however I envision a controller more natural for VR. Gloves, to me, would be an ideal solution. The Peregrine Gaming Glove http://theperegrine.com/product/is a great example of what I think would be great for VR. Say you're playing Spider-Man you could web sling just like Spider-Man, using your middle two fingers to your palm. The gloves I'd like to see could be used to pick up in game items and utilize them. You could pick up any object in your home and use it as your weapon in game. Say you are holding an umbrella and hold it forward and press your trigger finger against it. It would fire when you have a gun equipped in game. To me this is an ideal solution without having a multitude of different controls which the game may or may not be designed for. Let me know what y'all think.
Hi people.One thing I saw in this forum that looked very promising was some people are already trying to give the Oculus some "mobility" developing Apps for Android. One other thing I was looking for was development made in Linux platforms. I haven't seen anything yet (at least the search engine did not show me anything). I'd like to know if someone is already working with the Oculus on Linux? If yes, are you using Ogre? Blender? Thank you in advance for any help. ;-) This is what I'd like to contribute for the Oculus community. In this matter, I'd also like to know if in trying to give the Oculus Linux support I'm not breaking any rules. I read the EULA very fast so I'm not sure if this kind of development would be allowed. Thank you in advance for any help.Best reagards, Dalton.
I did get it to work a few times in the beginning, and then it worked randomly, and now it doesn't work. It seems impossible to calibrate correctly. And I don't mean that the hands are slightly off from where they are supposed to be.I'm pretty sure I've done all that's necessary to set it up right.The slot to plug in the cord for the two controllers was impossible for me to connect to naturally. It took me a good 10 minutes of trying until I could get it in. So I'm guessing there is damage.If this is the case, it'd make me happy. I'd rather know that I have a bad Hydra as opposed thinking that the Hydra is bad.Thank you.
Ladies and gentlemen it has arrived.The tech demo that shows how amazing the Oculus Rift could be with the Razer Hydra.If you would play this demo , with the Razer Hydra + Oculus Rift and later with the Virtuix Omniyou will have yourself the Holy Grail for First person Shooter gaming.If you have the Razer Hydra try this demo and spread the word about this.Because this proof of concept is already so good that you don´t need to reinvent the weel after this.Just try to use the same mechanics and you have yourself the perfect way of playing Shooters with the Oculus Rift.Download link : http://goo.gl/bJ38kCredit for this video and the Demo goes to : Simon White (aka shwhjw)
I'm thinking that the weak link in the chain is the DELTA SIX. Because it has motion sensors and not positioning tracking, won't the gun's aim get skewed over time (much like an Rift would without a magnetic drift correction)?Is it credible to believe that the DELTA SIX team will work out that issue just by working with the Omni team?EDIT: I believe they're going to have a challenge working with the Omni team to develop software to recognize that some of the movement on the rifle should be cancelled out if the player is also moving inside of the Omni. But beyond that, I think the even greater challenge is going to be matching the view of the rifle inside of the Oculus with what is going on in the real world. You'd need something like a hydra to get that absolute positioning (relative to the player) and not just motion sensors inside the gun if there is no reference to which way the rifle is facing in reference to the player.
I was wondering if there are any plans to include headphones for 3D sound with the Rift. It would be nice to have an already comfortable and compatible sound device to add to the immersion. Instead of buying an expensive sound system which may have to be loud to be fully immersed and bother the neighbors, or buying another high quality sound headset that does not fit right with the Rift? Has this been considered?
Ran across this article on Ars today.Looks like some of the people from Microsoft's SoundWave are working on this research project.Doubt this will be useful as far as game input goes, but still interesting.
Hi.When it comes to retro fitting games, it seems like VorpX is getting a better feefback than Vireio.But where can I actually download it?I found their official homepage, but I can't fidn a DL.Is there nothing relased yet? Because I read so often, how people liked paying game x with it. :| ;) greetings (and have a nice OR sunday)
I don't have my rift yet, but I was thinking about the possibility of changing the distance of two objects for each eye to give the effect that something is farther away than it actually is. This could maintain the illusion that clouds are miles above your head without actually having clouds that far away. Is this something that's already done for sky boxes?
According to the SDK docs, the rift only uses the magnetometer for yaw correction when the rift is facing "somewhat close" to a predefined reference point. Does anyone know the reason for this facing direction requirement?I've done a little reading on sensor fusion, and I haven't seen any other algorithms that need this. It seems like it would be fairly simple to rotate the expected magnetic vector into the current reference frame and do yaw compensation off of that.
Hello Everyone!I just wanted to put this out there in the case this is feasible.Positional Tracking on X-axis (horizontal space only) using Stereo Speakers or Surround Sound. (Sonar?)I know that everyone is working with different equipment, but I believe that it's possible to get around that with the software. Sound supposedly travels at ~343m/s at 68F and impedance and wiring would make minute readings that probably wouldn't match sounds coming from opposite speakers but that particularity should be no problem with proper calibration.If the speakers are stationary then theoretically positions (with different distances from User) of the speakers would not be a priority. Calibration should be simple.If someone can get a mock-up of a program that is scalable to different configurations it could be worth messing around with. We could have a cheap and effective way to track position using hardware we already have installed.
Very exciting concept:University of Washington computer scientists have developed gesture-recognition technology that brings this a step closer to reality. Researchers have shown it’s possible to leverage Wi-Fi signals around us to detect specific movements without needing sensors on the human body or cameras.http://www.washington.edu/news/2013/06/04/wi-fi-signals-enable-gesture-recognition-throughout-entire-home/Could this be used for simple position tracking and/or VR controlls?
The idea here is to apply the lens offset just in the warp shader rather than modifying the projection matrix to have an off-center projection. Since the lens offset just shifts the image around anyway, the warp shader can be easily modified to do the shifting and warping simultaneously by just sampling differently from the input (unwarped) texture.The main benefit is that then you can leave the camera projection matrices as standard projections, which can be really convenient if you're using an engine that doesn't easily allow direct manipulation of the camera projection matrices. As a secondary benefit, the documentation also gets simpler. (Edit: Also, carelessly modifying the projection matrix can break a lot of things, including view frustum culling and potentially some screen-space effects).The only real downside is that debugging gets a bit harder, because you can't view the unwarped images in the rift (because they no longer have the critical lens offset). And theoretically you'
Hi everyone! Been lurking around here for a while (with only one post until now) and I decided to quickly show off what I've been bashing my head against for a few days now.http://instagram.com/p/Z9LV_HBMrf/This is a simple Air app running on Windows 8 that displays the Rift sensor data, updated every frame. It uses an Adobe Native Extension to interact with the Rift. The ANE is, like all ANEs, made up of a Windows DLL that is more or less the Minimal Oculus Application from the Wiki tutorials with some modifications to make it play nice with Flash (not easy!!!), an Actionscript 3 library (the language used to write the logic behind Flash/Air apps) that shares the same methods as the DLL, and some XML data to combine the two.The app itself is simply a Flex app that makes use of the ANE by initializing the Rift, getting the sensor data every frame, and then clearing and closing down the Rift and the native extension.More to come soon, pending brain damage!-Micheal
I have been posting for some time here and at MTBS3D that we really need to stop doing the Rift pre-warp so late in the rendering pipeline (which adds more distortion artifacts of its own, that people have been complaining about).It is my firm belief that the correct method of providing a fisheye view that compensates for the Rift lens pincushion distortion is by using a virtual fisheye lens on the virtual camera(s), as documented by Paul Bourke back in 2004 (with source code).EDIT: The 2011 example from Paul Bourke (quoted below) may not be a good example of the fisheye lens modelling that I have suggested previously. His 2004 article remains appropriate for our needs, however.The tragic news about the senseless death of Oculus co-founder Andrew Reisse led me to this post that he made on this forum:"At Creating fisheye views with the Unity3D engine...Here I discuss a means of producing a fisheye image using the Unity3D gaming engine. The approach has been introduced here for the spher
The SunBurn engine is an XNA C# based cross platform (Windows/Phone/Xbox) development toolset. While XNA doesn't really have a future, its all free (including the SunBurn framework) and really easy to build stuff with. SunBurn is also working on an upcoming 2.1 version that maintains full compatibility with existing SunBurn XNA game code, but runs on Mono and DirectX. If that interests you at all, check out the video and find out how you can easily add OR rendering and headtracking support in less than 6 lines of code - seriously. I've updated my Stereoscopic Renderer for full Oculus Rift rendering and I just added full headtracking support! You can easily add this functionality to your games in less than 6 lines of code! Check out the video for what it looks like and how to use it. Get the Plugin: http://www.synapsegaming.com/downloads/resource.aspx?guid=46f57a92-57b3-4e34-80e0-418d5cf737f3Get the Dojo sample: http://www.synapsegaming.com/downloads/resource.aspx?guid=c8af6160-
The proposal is to mount a pair of cameras, each feeding into the relevant oculus viewport, on top of a gyroscopically stabilised pole with the width between the eyes proportional to the height of the pole so as to prevent body awareness issues other than scale. The cameras would also need image stabilisation to prevent nausea.The camera-supporting assembly is to include servos and actuators to directly reflect positional tracking from the Oculus Rift headset, so that the cameras point at what the user is looking at irrespective of the orientation of the user.Supplementary secondary rear-facing cameras in a 'rear-view mirror' to augment functionality.Uses are many. The pack can be either backpack-mounted, tethered blimp mounted or vehicle mounted.1) In civilian vehicular use, getting better perspective on traffic, including seeing past oversized vehicles while in traffic queues, better judging apexes, 3d rear view (see supplementary cameras above) along with all the ideal HUD type disp
I plan to use the rift for FPV flying, but I didn't have the patience to wait for my kit to arrive, so I started setting everything up first. But I need someone to try to view these stills from within the rift to see if they are properly compatible. Three things I want to know:Do they converge properly with eyes focused to infinity? Especially for image #2, I modified the warp-params to tune down the warping because the camera already have a fish eye lens and also reduced the size a bit, but this may have made it unviewable.Is the text overlay readable?How is the image quality? Obviously it's not great, but do you think it's at least acceptable? If not, perhaps I need to look into different capture cards or camera..Here are the stills:http://i.imgur.com/nMW3Lb3.jpg Warp-params: 1,0.22,0.24,0http://i.imgur.com/nOj1fZi.jpg 2,0.11,0.12,1 (IIRC)Try this new one here: http://i.imgur.com/rlve0P4.jpgIf everything turns out to be a-ok, I will post a proper tutorial soon on how to fly fpv with
There's a new Unity3D Asset called " Uniduino " that allows developers to control external devices from within Unity via an Arduino. This opens up so many possibilities for developers such as telemetry cameras, motion platforms, trigger lights, wind etc.. The creator of Uniduino is currently creating a tutorials that will showcase how to operate servos / stepper motors from within Unity. You could move your head & have a platform tilt or camera move accordingly...There's a simple video on the site that shows a gamer playing and lights, wind reacting to his in-game actions.
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