PCVR/Link Development
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I wear corrective lenses mostly to correct crossed vision. The crossed vision prevents me from perceiving depth without the lenses. Is the SDK going to have any mechanism for correcting for this kind of vision problem? It should be a simple matter of applying an X/Y transform on the rendered image in the headset.
Hi there, I just had an awesome idea.... Imagine a 1st person Spiderman game for the oculus and the hydra.Would be incredible to swing like spiderman through the streets of NY. What do you think ? Greets
Hello,sorry for multiple post , but I posted something here about a new gamedesign idea :viewtopic.php?f=38&t=1036&p=11032#p11032tell me your advice.
Hi all,my C++ and DirectX knowledge is very limited, so I have a hard time coming to grips with the rendering part of the SDK.For now I'd like to create a simple stereo viewer. Load 2 images (left eye and right eye), distort them properly and combine them into the one image for the Rift.The issue is: I dont know how to apply the distortion filter (do I need to use Direct3D or can I apply the filter to a 2D image?). Can anyone provide some (simple) sample code of loading a texture and distorting it for the rift? The SDK code is not simple and all embedded in actual scene rendering code. C# would be best (if possible). C++ could also work.Cheers
Hey,I wanted to ask if theres any way to emulate a plugged in Oculus Rift, so I can try oculus built software like Museum of the Microstar, RiftCoaster and so on.I do have two selfmade Rifts using a Nexus7 and a nexus4, FreePie, PPJoy and Splashtop. It works pretty well (except the latency), but I'm missing out on all the cool stuff.
Has anyone else measured the Rift's end-to-end latency? By this I mean movement time to photons off the screen time. I am getting numbers around 25-35ms measured using the official Unity plugin. Can anyone also provide their numbers? Perhaps Palmer and co have 'official' numbers?
I have been playing with the Razer Hydra with UDK and while it is quite simple to use them for a sit down VR application, I much prefer to stand up for FPS type VR games. So what are the options with the Razer Hydra? I have seen the base mounted on top of your head in the Project Holodeck. So that would work OK if your players direction was mapped to the headtracker yaw, but what if you wanted to separate the players view from their direction of movement? Having the base on your head wouldn't work in this case, you would need it mounted on your torso. Just wondering what others are doing with the Razer Hydra?
I created a simple PNG file that you can use as an overlay texture while coding. If you just draw a quad over the screen and apply this file as a texture it will highlight approximately what the user will see when looking through the Rift. It's important that you do not apply the warping distortion however, just draw it directly to the screen as is. It shows what you see using A-cup with the assembly extended all the way back.The idea is that this would allow you to adjust UI positioning or get an idea of what is or isn't within the Rift's field of view using your regular computer monitor without having to repeatedly put on and take off the Rift during coding sessions. It would also allow developers who don't have their Rift yet to get a good idea of how their work in progress fits within in the Rift display.I did this for StellaArtosis who has created the amazing Minecrift mod even though he doesn't have his rift yet. (His is on the way now though!) If you have a Rift and you h
Anyone thought of putting together a rift mod for this game. Even Decent Freespace1/2.I'd love to try it but with little experience, no rift kit or time...might be a bit difficult.Ps. first post!
A few notes after an evening of messing around with the Rift. Polygons are really noticeable. Textures look more like wallpaper, normal mapping doesn't help hide polygons, it just makes them look even more unnatural. Objects rendered with tessellation shaders, like in Museum of the Microstar, look really good, and natural. Art styles that aren't aimed at photo-realism, seem to work a lot better. In Team Fortress 2 for instance, it just feels like you are inside a cartoon, which is fun, and it doesn't break immersion. In the Tuscany demo, it feels like you are in a bad B-side of the real world, you constantly notice things which don't look/feel right.Particle systems look really fake, but are also really amazing, and have an order of magnitude more "wow" factor than in 2D. I think they justify their rendering load in VR. There's no sense of light/brightness. Looking at a light bulb in meatspace will cause your eye to have sunspots, the same does not happen in VR. Along with a s
OK, so the lack of hardware of any kind to test with is really killing me here, because it means all of this is pure speculation.However, while thinking through the issues of the hydra's tracking accuracy once again (latest comments suggest the position can vary in unexpected ways, but is deterministic in nature - that means the error could be calibrated out of the system if you could cross-reference the tracking against some other form of tracking...)OK, so what has that got to do with anything? Well, I now have a hydra on the way, but also a PS move controller.The PS move uses optical tracking, which is reasonably accurate too, but suffers from occlusion.So my initial thought was to strap a Move to a hydra to cross-reference the tracking data.But then I started looking at the issue more carefully and something much more significant struck me:The hydra's tracking is magnetic...The PS move contains, amongst other things, a magnetometer!Thus, a new thought occurred - What happens to the
This question goes to Palmer, Nate and the Oculus Team (others feel free to discuss what they know, of course): What are the plans to make Oculus compatible with Tridef (or vice-versa)? Last I heard, the guys at tridef were waiting to get the devkit, which they probably already got by now. I`m sure they have been in talks with Oculus.Is there a partnership in the horizon? It would be the perfect match and pretty much a win-win situation making the Rift instantly compatible with the hundred`s of games in Tridef`s catalogue. In fatc that would flat out clear away the problem of content being available for the consumer version altogether, I mean how awesome would that be?
A while ago I think Palmer said Oculus were planning on selling the trackers from the Rift separately (even longer ago, nrp was going to sell them by himself).Is there any update on that?As far as I can tell, it is basically the best tracker on the market, and from what nrp said before he worked at Oculus, it would be pretty affordable.Thanks
Hi,I looked through all the oculus rift video on youtube and i see everyone is using xbox360 wired controllerIs there something wrong with the PS3 controller, because I really prefer ps3 controller over xbox360.The xbox360 is on sale right now on newegg for $26.99, FYI
Wouldn't it be cool if we could create game levels in minutes modeled from real environments? When I attended GDC (Game Developers Conference) 2013, I discovered the Matterport 3D scanner which claims to do exactly that. I'm considering starting a business of providing 3D models to real estate folks to include salespeople, appraisers, contractors and architects. What would be cool is to be able to use the same models for the game development community. And, of course, step into these models with the Rift.Recently, Matterport sent me a 3D model with OBJ file that we can experiment with for "non-commercial purposes".Modest_living_room_and_kitchenhttps://matterport.herokuapp.com/meshes/FTvfMU edit 2: I'm putting a link to the zip file here since the zip is 17MB and the max upload to the forum is 8MB. I'm not sure how easy it will be for you do download the zip from there.https://drive.google.com/?usp=folder&authuser=0#folders/0B601-8L9cZ8na3hJaG5ydXVSaG8 Could someone familiar with Un
I just stumbled across this wonderful and relevant little online PDF file, and it looks like a great place for us to start researching eye tracking WHILE WEARING A RIFT DK, using electrical signals from electrodes placed near the eyes. Perhaps such electrodes could be attached to or embedded in the Rift facemask foam: Real–Time Low–Latency Estimation of the Blinking and EOG Signalshttp://cdn.intechopen.com/pdfs/35328/InTech-Real_time_low_latency_estimation_of_the_blinking_and_eog_signals.pdf"Robert Krupinski and Przemysław Mazurek" wrote:Electrooculography biosignals (EOG) are very important for the eye orientation and eyelid movements (blinking) estimation. There are many applications of the EOG signals. ...The EOG signal has much higher level than the important EEG (electroencephalography) signals and should be removed from the EEG measurements [Duchowski (2007); Shayegh & Erfanian (2006)]. The reduction of the EOG artifacts from EEG is considered by many researchers and it is al
Hey folks,I've been working on integrating the Oculus rift into Max MSP. Have a mostly finished rewrite of the optics compensation shader going (using jit.gl.pix) and a basic stereoscopic GL scene. More details and the patch are here incase any max-heads come across this:http://cycling74.com/forums/topic.php?id=47158bob.
Couldn't see this as posted else where, if it has my apologies. If not this is a good deal, nice to see these guys working together http://www.razerzone.com/VRpromoHappy shopping
Hi, guys, I found there is piece of code in the sdk is kind of confusing to me. here they are:HMDInfo& hmd = ...;Matrix4f viewCenter = ...;// Compute Aspect Ratio. Stereo mode cuts width in half.float aspectRatio = float(hmd.HResolution * 0.5f) / float(hmd.VResolution);// Compute Vertical FOV based on distance.float halfScreenDistance = (hmd.VScreenSize / 2);float yfov = 2.0f * atan(halfScreenDistance/HMD.EyeToScreenDistance);// Post-projection viewport coordinates range from (-1.0, 1.0), with the// center of the left viewport falling at (1/4) of horizontal screen size.// We need to shift this projection center to match with the lens center.// We compute this shift in physical units (meters) to correct// for different screen sizes and then rescale to viewport coordinates.float viewCenter = hmd.HScreenSize * 0.25f;float eyeProjectionShift = viewCenter - hmd.LensSeparationDistance*0.5f;float projectionCenterOffset = 4.0f * eyeProjectionShift / hmd.HScreenSize;// Projection matrix for
When running TF2, Valve wants to know (via the "oculus_lens_type" convar) that you've switched between the A, B, or C cups. From what I've read in the SDK, there's nearly no mention of them being any different, so what does Valve do to change their configuration that needs to know this? Do they shift the FoV downwards for the taller lenses? Does it affect some change in their chromatic aberration correction shader? Does anybody have any ideas?
A Radio Frequency 4GHz transmitter in front of the user (or 4 of them to cover a complete room) and a receiver on the HMD, to track the absolute receiver position; paired with a classic 9DOF IMU to track the receiver rotations.To-date, the most practical, relatively low cost, fast and reliable idea for positional tracking I've seen!And it can be used to track every other input device the user can use (like a move/hydra-like controller!)It really seems this guy has to be hired by Oculus on the spot! :mrgreen: http://www.youtube.com/watch?v=mYyFUQbWC1E
Hi guys,can't we get a rough approximation of translation tracking with the rift IMU?If we look at the sensors like this:When the user moves the head sideways, only the left/right accelerometer will register a change.Of course, without real positional tracking in 3d space we don't know how far the head travelled, but perhaps we can try to get an approximation by just assuming that the user remains fairly stationary (say, in a chair). This would allow a limited degree of peeking around corners, ducking, etc. The parallax should improve the immersion.Has anyone given this a try?
Hello,I'm trying to develop a control scheme where you rotate your head/Rift outside of a certain threshold, then continual rotation will be applied to the player object until you rotate your head/Rift back within the threshold. I've successfully modified the OVRCameraController and OVRCamera classes to apply rotation around the X axis to the ForwardDirection Transform object and that works fine. My problem is finding the correct way to determine how far the Rift has rotated on any specific axis to test against the threshold values.I'm currently thinking about using the Quaternion from OVRDevice.GetOrientation to set a starting point and then continually test axis values from that Quaternion to determine if I've passed a specified threshold. Hopefully this idea isn't completely bonkers. Anyone have other ideas? Any help greatly appreciated, thanks!OCULUS RULES!
Has anyone tried to put 2 cameras on one of these headsets jet? You could make an awesome 3D HUD just like in the iron man movie or in the project glass concept video.
I thought I'd start a thread for people who have experienced motion sickness with the Rift so we can identify the issues and come up with solutions and possibly a few guidelines to help developers create an experience that will have much less of a tendency to upset the player's senses. In my experience, it isn't one little thing that directly causes motion sickness with the Rift, but rather lots of small inconsistencies that pile up and end up with you feeling queasy. Immediate Momentum Increase/Halt Issue: When any movement key is pressed/released and movement immediately goes full speed or comes to a full stop. It makes me feel like my body is floating forward at a 45 degree angle and my legs are lagging behind the rest of my body when motion stops. Very apparent in the Tuscany demo as well as in TF2.Solution: There definitely needs to be a build up and wind down when motion is initiated or halted modeled to imitate real life movement.Body OrientationIssue: This is one of the worst c
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