PCVR/Link Development
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So I can't open it? I can't find anyway in without cutting.I hate to cut it as it's autographed, but as they say - elephants wear shiny shoes!A couple of questions:-Am I missing something? Do I need to pull out the dremel and mess stuff up?-Is there any tamperproofing in there? Self destruct (or self-disassemble or unusually delicate connections)-Is it covered with black epoxy in there? I've carved that away before but it's ugly :( I can not not look in. It's not just the rift - It's just who I am. :roll: Mostly I want to see what can be patch off of for power and possible floating inputs and such.I got's lots o' things I want to do in there!Cheers!
I was thinking about how having the motion tracking added another dimension to VR and I wondered if there could be other devices that could do the same, making it like an all-in-one device which would add other dimensions. Here's a few I had in mind and I thought it would be nice to share it with the community.First one I thought of was having the LEAP motion controller actually installed in front of the oculus, right behind the screen to capture your hands as if you were looking at them. In this way you could sort of see where your hands are while wearing the rift. Second one I thought of was having an IR camera(s) inside to track the eyes. With this, it's possible to know where the user is looking. I think it becomes pretty intuitive in menus and it simply adds that other dimension when looking around an environment.There is literally a million things one can add inside the Rift. I don't have the resources to try these two, but what else can you fit inside?
http://www.youtube.com/watch?v=os4wiUivXNw with a good positional tracking it seams to be the ideal cost efective solution
In the various teardowns availble of a rift that I have seen the screen is not identified. Following the announcment of a 31" 4K panel from asus using IGZO, I saw that sharp make a 7" IZGO panel that has much lower latency than amorphous silicon and that the resolution is the same used by the Rift. I then saw a news feed at display-central.com http://is.gd/jQfiL0 and it mentions a Sharp 443ppi 5" HD panel going into production (using CG-silicon - which is apparently 600x faster than A- silicon??) and Sharp winning an award for a 6" IZGO panel that would offer about 1280 x 1600 per eye i.e. 4X the current resolutionSo are you using IZGO panels? (EDIT. apparently not)Is this something your looking into?the advantage for US of course is that we will know what resolution to target and whenI have no idea about this stuff one way or another, LCD panels being a pretty much closed book to me. I don't even know how little I know, or even if I should ask these questionsthankskate
Hey guys !So this is an old idea I had few years ago. I was watching Titanic and was thinking how much I was fascinated by the idea of that big ship slowly sinking with people trying to find the best way to survive. Suddenly I thought : "Hey ! It would be amazing if we could play a survival game inside the Titanic. Everything would happen like it did in reality and you would have to survive as long as possible but free to do so in any way you want."Then I realized that in such a game the player could stay on the main deck and wait for the whole ship to sink, so I had an other idea instead : "A submarine !"So here it is :You are trapped in a huge sinking submarine, with at least few decks, many many rooms, that you are free to explore. Since the submarine is sinking, pressure is getting higher and higher and things start to go bad. Water starts getting in, systems start to malfunction, and after a certain time the whole ship gets crushed and you die (you may of course die drowned, elect
Delta Six gaming gun with open source firmware is now on Kickstarter for $159 with their campaign going very well:http://www.kickstarter.com/projects/356540105/delta-six-a-new-kind-of-game-controllerhttps://www.youtube.com/watch?v=Au5uESLrT_wIt features Arduino compatible innards, and latency on the prototype looks awfully high during demo for Engadget: http://www.engadget.com/2013/05/08/delta-six-gun-controller-hands-on-video/http://www.youtube.com/watch?v=kqElLUvtYxEDelta Six gaming gun will initially retail for $225(US) after the Kickstarter campaign.Just a little too expensive in my mind, but it might go down in price after it have matured for a couple of years.
I recently posted an architectural visualization build, using the Unity3D SDK. I haven't noticed it myself yet, but others have told me the build appears slightly blurry or out of focus to them. Even when I did a demo here on my own machine this afternoon, I showed several other demos before showing mine, and they immediately said mine looked slightly blurry or out of focus. Does anyone else notice it to be blurry? If so, any guesses as to why that might be the case? Someone on Reddit also said it looked like the IPD isn't right? I'm just dropping in the prefab OVRplayer from the SDK.Here's the download link: http://bit.ly/19ktLAhThanks in advance!Jon BrouchoudArch VirtualVirtual Architecture and Environment Design 608.729.5778
I got my Rift this morning, and I'm trying to put it through it's paces. I'm ramping up the time I spend I can spend immersed, but I have been experiencing some nausea, as have a few others who tried the headset with me this afternoon.However, I'm happy to report to that I may have discovered a cheap(ish) way to increase immersion and combat the brain/body dyskinesia while immersed:http://www.amazon.com/Stamina-55-1610-InMotion-Elliptical-Trainer/dp/B000VICRO8/ref=sr_1_1?ie=UTF8&qid=1369781776&sr=8-1&keywords=inmotion+compact+elliptical+trainerThis is a simple elliptical trainer that I've been using at my standup desk. It's got a step counter, but is otherwise "dumb". Using the Tuscany demo, I basically just used the trainer to mimic the motion of walking. I found it to be a significant aid in minimizing nausea. And you can play with your stride to get different effects - a slower stride made it feel more like I was riding a bike.I bet an arduino whiz could turn this or som
I had an ideal, about 10 years ago, for a Haptic feedback gaming device. The ideal was what if getting shot in FPS actually HURT a bit? This would make playing the game feel more real, and you would be more “concerned” about getting shot. Ha HaI think it would really change up gameplay.The basic ideal was based on one of those Ab Belts that were all the rage back then.I bought one. And YES the thing HURT if you set it to the highest setting! Nothing crazy, but enough to make you jump and say OUCH! LOL But it only tingled a little at lesser settings.My ideal was a belt around your chest, with “shockers” placed at front center chest, back center, left, and right. The software would trigger the shocker closest to the place your avatar in the game was being hit. This would also indicate the general direction the gunfire was coming from.This would change your gameplay...making you avoid getting shot much more than without it. ;)I called it PAIN FACTOR! Now enter the Rift. This w
I have a near mint Cintiq 12WX and willing to trade for a like new Oculus Rift. More info here:http://www.ebay.com/itm/Wacom-Cintiq-12WX-Mint-Condition-Complete-with-Box-and-ERGOTRON-Desk-Mount-Arm-/321134040839?pt=US_Graphics_Tablets_Boards_Pens&hash=item4ac5149707Please let me know if you are interested.Thanks!
Found this on YT a little while back , looks surprisingly good .If its used in conjunction with the rift you could chuck out the gyro that he placed in there , not everyone has a massive room to walk around in granted but this kind of solution could have you covered in any case. What do you think ?
I'm pretty new to stereoscopic rendering but I'm wondering about something trying to implement the SDK.Since we need to render to a bigger render target than the backbuffer anyways, why is Oculus using a full-sized render target and only renders to half of it for each eye?I dont get the idea behind it. Why dont you just render to a [width*renderscale/2, height*renderscale] rendertarget for each pass?For me it seems like a lot of unnecessary overhead (viewport adjustments, etc..) and wasted graphics memory (half of the bigger render target is always unused).
I came across the FPS Creator website recently and it appears that they are working on a new version of the engine entitled FPS Creator Reloaded. Hoping they will incorporate Oculus Rift support to this as an option. I can see they had created support for HMD's in the past...Taken from a post on the individual working on Reloaded, looks like support will be coming in time:Quote: " True VR Immersion That's right folks, those brain buckets at Oculus Rift have figured out through lens technology how to fill those annoying black gaps in your peripheral vision with more pixels. The upshot is that if you put it on your face, you instantly stop seeing the real world and completely drown in another one. Needless to say, I want one really really badly! For research purposes you understand. My prediction is that I will be working on this bit of kit around Christmas 2013 to get a feel for the SDK and then have something for you guys added to Reloaded early 2014 (but don't quote me on that). Th
http://www.oculusrift.com/viewtopic.php?f=8&t=1919Just some thoughts, perhaps this same technology can be adapted to make creating games for the rift easier.http://www.elumenati.com/research/omnity-2-0-is-here/The new version of our real-time screen surface mapping software for Unity3D is available for purchase on the Unity asset store.We rewrote the software from the ground up to enhance usability and performance. Omnity 2 is a class that converts Unity3D’s camera into a fisheye for projection mapping onto domes and arbitrary screen surfaces. Features include:+ Just one file: “OmnityClass.cs”+ Simply drop Omnity onto your main camera in Unity and it works.+ User-optimized view frustums for user-defined screen shapes and system configurations.+ Modify default settings at build time, and tweak them at runtime+ Build for Web now availablehttp://u3d.as/content/the-elumenati/omn ... nments/4u3+Simply drop Omnity onto your main camera in Unity and it painlessly works for most setups. +B
Reading chapter 5.5.3 of the SDK doc about Distortion Scale:The simplest solution is to increase the scale of the input texture, controlled by the Scale variable of thedistortion pixel shader discussed earlier. As an example, if we want to increase the perceived input texturesize by 25% we can adjust the sampling coordinate Scale by a factor of (1/1.25) = 0.8.For the 1280 x 800 resolution of the Rift, a 25% scale increase will rquirerendering a 1600 x 1000 bufferThe doc speaks about a 25% scaling factor. However, when I run the samples, the StereoConfig::updateDistortionOffsetAndScale calculates a 1.714 factor ( 71% ). That means rendering to a buffer that is 2194 x 1371. That's a pretty significant difference. Was that 25% just an example, or for an older rift version ?In the consumer hopefully-1080p version, will it require a 71% scale factor too ? Because that'd require rendering to a 3290 x 2056 buffer. The GPU would need to be a beast to render complex scenes like in games
Hello all!Would it be possible for me to develop a teris game in which you see the falling blocks in your left eye and the blocks which have already fallen in your right eye?Thanks!
I think if there was something like the xbox kinnect to track hand movement with the rift that would make the ulimate experience, you would also see your hands infront of you etc, the hands would work so you can pick things up and movethings, the halflife 2 engine would work really well i think.
I am very disappointed to find the SDK is MS Windoze only. :-( I currently avoid using that OS and do not have it installed on any of my personal systems. When can we expect OSX and Linux versions of the SDK? On the one hand I want to dive into this. On the other hand I don't want to have to buy and install an OS I have very strong feelings against in order to do so.
UPDATE: I have received a replacement Rift DK, and all three magnetometer axes change as expected.I am reading Tracker DK raw HID packets with my Raspberry Pi.Speculation from the i-fixit teardown suggests that the Tracker DK contains a 3-axis magnetometer, and the HID packets sent from the Rift DK contain storage space for three magnetometer axes.- Invensense MPU-6000 six-axis (gyro + accelerometer) motion tracking controller- A983 2206—we suspect this is a three-axis magnetometer, used in conjunction with the accelerometer to correct for gyroscope driftI like how the MPU-6000 (Tracker DK accel/gyro) has built-in sensor fusion. :DThe MPU-6000/6050 devices combine a 3-axis gyroscope and a 3-axis accelerometer on the same silicon die together with an onboard Digital Motion Processor™ (DMP™) capable of processing complex 9-axis MotionFusion algorithms. The parts’ integrated 9-axis MotionFusion algorithms access external magnetometers or other sensors through an auxiliary master I²C bus,
Just saw the data sheet for the new version of the Playstation Eye. It looks pretty impressive. Here's the Google cache because page loads very slowly. The only problem is they apparently aren't planning on selling it as a separate product, and it uses a proprietary cable, not USB (but I bet it's basically USB 3.0).Basic stats are; - Stereo cameras - Slightly improved FOV (85deg diagonal) - 1280x800 pixel @ 60fps - 640x400 pixel @ 120fps - 320x192 pixel @ 240fpsTwo synced cameras running at 640x400 at 120fps is very good. I wonder what sort of price they will be.
Is there any information on what the future of Oculus hardware might be in terms of Console gaming? Everything I've read here has been very PC gaming focussed. With cross-platform engines like Unreal supporting it, what would need to happen to be able to plug the rift into a PS3 or Xbox and play? I don't know much about console drivers, but I assume games could ship (or software update) with the necessary stuff included to support it as a control scheme.Obviously current gen consoles may not be powerful enough to support rendering 2x views (with the exception of games that support split-screen multiplayer), but because next-gen consoles will be releasing before the consumer Rift, it seems like a no brainer :)Thoughts?
How do folk here hook up their kits?I have a main 30" display and would like to have the oculus as 2nd display. It somewhat works but I have to duplicate desktops?!? And only get xfire to kick in if I disable the other desktop altogether?!?Needless to say, navigating menus and re-enabling the main desktop is tedious when the rift is your only display :evil:I experience no such problems when running a passive interlaced 2nd monitor. What gives?
my idea is using the microsoft strategic commander (moded drivers by Philip Merwarth) to move and pan the camera left and right plus all the buttons and then free aim with your mouse in the direction you are looking, that could be high precicion and realy fast and accuarate aiming competitive controls and gave the player a real advantage.my inglish is to rusted to explain better so here is in spanish:la idea seria la siguiente, usar el strategic commander o un dispositivo similar en la offhand, controlando tanto el movimiento del personaje como la rotacion de la camara y todas las funciones programadas en los botones, y en la mano en la que uno tiene mas destresa o bien un mouse que se mueva por toda la pantalla visible como si fuera un shooter on rails o un mando de movimiento como el psmove con el que se pueda apuntar libremente en cualquier direccion como si fuera una pistola y no este limitado a la direccion en que uno mira, cualquiera de las 2 ideas daria una ventaja en cuanto a
The form of my Oculus is falling apart from the plastic/rubber that it is sticking on to. What glue do I use? Something like rubber cement? I know this will be close to the head so I dont want toxic fumes being inhaled.
If the barrel distortion were done in the Rift, the device would suddenly be compatible with all sorts of existing 3D sources.
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