PCVR/Link Development
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Alright so here is the thought. The Oculus Rift is designed for use with fps like games. Since many gaming consoles focus on this particular region it is disappointing to see that as of yet, there is no support for the crossover. I started looking around and trying to come up with a way to get access to a way of doing just that. The Xbox OS as far as I know, is pretty untouchable and even if you could gain access, I'm not sure about legal consequences. So through some browsing I found the Cronus eXtreme device. A link for this is provided below. Since the Cronus is designed specifically for interfacing foreign input devices with consoles and is meant for use with mods I was wondering if this might be the gateway to console gaming. As my developer set has not yet arrived, I was hoping someone would be able to give an opinion on the validity of this possibility. Thanks!http://www.cronusdevice.com/cronusx-wireless-modding-device.html
Hello,I'm working on integrating the Rift SDK into my own basic OpenGL engine. I have the basics of stereo rendering working now; I am generating a seemingly correct projection/view matrix for each eye, and rendering the two perspectives to an OpenGL FBO/texture. That then gets rendered as-is to the main frame buffer. My initial FBO and main frame buffer FOV's resolution, etc are currently identical.Now I'm trying to implement my GLSL lens distortion and chromatic aberration correction fragment shader. Most of what the SDK overview documentation describes makes sense, except this paragraph regarding scaling up my initial scene texture so that it will fill the screen after distortion. (This is taken from page 32 of Oculus_SDK_Overview_0.2.1):Note that we compute the field of view of the distorted render target (RT), which is affected by the distortionscale s and may not necessarily match the screen edge. Assuming that both the RT and the display have thesame aspect ratios, it is su
Today at the Defense Sensing conference in Baltimore, MD I tried a Virtushere (www.virtusphere.com) VR locamotion device. It was using the Sony HMZ-T1 with some head mounting modifications. Some remarks:1) The screens of the HMZ-T1 are very nice and high res. I could not see the pixels. Of course the FOV is small, so immersion sucks, even with good head tracking. A different experience than the Rift. They plan to integrate the Oculus Rift once they get their dev kits and were surprised I already have mine (kickstarter backer 101). Everyone is waiting for thier Rfits!2) The experience basically sucked and was not at all like actual walking. The sphere just did not turn very smoothly. They need to put it on fluid bearings or something.3) The inertia of the sphere actually wasn't an issue, it somewhat simulates the acceleration required to get your body moving.Overall, I hope other locomotion simulation methods are better.Emagin also had a booth with some nice high res micro-disp
Has anyone here found a pair of headphones that they feel are particularly good at both shutting out the outside world and provide great positional sound?I have not done any research towards this and I'm hoping one of you has, and is willing to share their findings with the community.Are you that person?
Hey Rift Peeps.I have a question about device messages and enumeration as the messaging is not occurring as I would have expected, but it is possible that my expectations are incorrect. Please keep in mind that I have my Rift dev kit plugged in and working on my machine while going through this.In the first case I create a DeviceManager object and pass in a listener object (my own class that is derived from OVR::MessageHandler). When everything starts up, I do not receive any OVR::Message_DeviceAdded messages to tell me about my HMD and its sensor. I figured that was fine as I would only receive a message when a device is plugged in while my DeviceManager is running (haven't actually tested this yet).So I follow the example and enumerate the devices from the DeviceManager. Interestingly, while I am within mDeviceManager->EnumerateDevices<OVR::HMDDevice>() my listener is called with OVR::Message_DeviceAdded messages for both devices. Then EnumerateDevices<>() returns
http://youtu.be/HWn8Hn-XCdsOh man, do I wish this was available as an open Unity package for people to rig up their own character models with. We've seen this done before, but it's a cool vid and explanation anyway, especially the multiplayer body language communication point he makes.
If Oculus were to launch an updated version of the Rift prior to consumer launch. Will the owners of V1 be able to send their kits back to be updated with higher resolution screen and any other updates that may arrise? Or will we need to buy that kit also?Thanks
I need a camera on the headset to combine augmented reality with the occulus rift. I can currently use my webcam and mobile phone cameras just fine but the occulus would be amazing....
Hi,I don't have the Rift yet, but I have been looking into the SDK 0.2.1. I was trying to find out what the values for ChromAbParam are. Without the Rift attached it is 1, 0, 1, 0 which just means that no changes regarding chromatic abberation will happen in the shader. Could anyone please tell me what the values are with the Rift connected?Thanks!
When I try to build this project, neither the OculusWorldDemo.app nor the SensorBoxTest.app get built and I havn't been able to figure out why that is.Has anyone else encountered this problem? I'm using the latest Xcode (4.6.2) on the latest Mountain Lion (10.8.3).EDIT: It's worth mentioning that it claims that the build succeeded and gives no errors. Only the library gets built.
Free online book: Learning Modern 3D Graphics Programminghttp://www.arcsynthesis.org/gltut/This book is intended to teach you how to be a graphics programmer. It is not aimed at any particular graphics field; it is designed to cover most of the basics of 3D rendering. So if you want to be a game developer, a CAD program designer, do some computer visualization, or any number of things, this book can still be an asset for you.This is a book for beginning graphics programmers. Graphics is a huge topic, and this book will not cover every possible effect, feature, or technique. This book will also not cover every technique in full detail. Sometimes techniques will be revisited in later materials, but there simply isn't enough space to say everything about everything. Therefore, when certain techniques are introduced, there will be a section at the end providing some cursory examination of more advanced techniques. This will help you further your own research into graphics programming, as y
What do you think about build an universal driver for games where it is available the 3d stereoscopic view?The idea is to map input data from the oculus to mapped key to change position and/or orientation?This will let to use also old games ;) What do you think ? Is It pheraps too much inaccurate ?
Assuming that the commercial version has the front cameras, or alternatively that someone makes them as an aftermarket accessory, it would probably be one side-by-side stream, right? I want to get started on my AR application but I don't want to have to start over again if I'm wrong.
What I would like to see on the Rift is the idea of a ride. I want a virtual trip to a 'disneyland'. A way that anyone could put on the Rift and be swept away in the immersion and spectacle regardless of age or skill. Im thinking 'The Haunted Mansion'. I don't mean things popping out or exploding in your face while the camera is on rails forced down a hallway. Im thinking (at least at first) around a 3 minute story driven experience reminiscent of a film that you are living inside of. For example (and please forgive these, i'm making them up off the top of my head):-Being in the passengers seat during a car chase and your holding the bag of money. Your driver is injured.-Being an astronaut/deep sea explorer landing, only to discover something alive is trying to get in your capsule .-Being old, sitting in a chair, while moments of your life flood back in first person, and finding comfort in the good and bad times. (cheesy I know. haha)What I mean is first person stores that have a narra
It seems to me like using the right hand Hydra controller as your gun might be pretty cool with the Rift. I might even make an attachment for that stick that makes it feel more like a gun and trigger. The left hand would be used like a console controller for movement, changing weapons, reloading, etc., etc. Has anyone tried this with a Rift and Hydra yet? If so please post feedback! I'm trying to decide whether or not to invest in a Hydra.Ray R.
Hello,I need an immersive viewer with no head tracking (not totally immersive... I know :roll:). Do I need the SDK anyway?I apologize if this information is already in some thread. I browsed the forum but I could find only similar questions (like this one).This would be the ideal scenario for me:I plug the viewer to a pc (workstation, laptop, even tablet), with VGA or HDMIThe viewer is detected as an external monitor (e.g. with resolution 2048x768)I play a video in fullscreen mode on this external monitor; the video is a side by side stereo (two frames each 1024x768 juxtaposed, which is actually a video with 2048x768 resolution)In the viewer I see each side in the proper eyeThis would have the great advantage to be o.s. and software independent (actually, Linux for me). Of course it is not exploiting the most interesting feature of Oculus, which is the head tracking.I was evaluating a product from Vuzix for this (the Wrap 1200) but I was surprised of the size of the screen and view fie
Did you guys play around with the MessageHandler yet, maybe have implemented your own?My understanding so far is, that with a MessageHandler, one is able to intercept events such as the device being added and / or removed from the system.I'm curious about the content and order of appearance OVR::MessageDeviceStatus. Assuming you have installed a filter on OVR::DeviceManager, do two separate messages arrive, one for the sensor and one for the HMD? If so, in which order to they arrive? If not, which message does arrive, if any? I'm also curious about the reverse, e.g. removing the rift from the system and the messages which arrive under those circumstances.If some of you would like to help me find this out (my devkit has not arrived yet), then I'll write a small sample which should track the order and occurence of those messages, so you can run it.
Hi guys,I'm currently writing a C# wrapper for the SDK, however my developer kit has not arrived yet, so I can't really test my code. However a friend of mine is currently testing it, and for some reason it doesn't work as expected. I'm guessing that I'm using the aforementioned enumerator incorrectly (assuming it was a .NET style enumerator which points *before* the first element).Does the following code work as intended, e.g. enumerate all devices attached to the system? I've been browsing through the SDK's source code, however this section and implementation of EnumerateDevices<> is not heavily commencted:auto enumerator = _manager->EnumerateDevices<OVR::SensorDevice>(true);while(enumerator.IsAvailable()){ // There's a device, use it... if (!enumerator.Next()) break;}Does IsAvailable() always report true for those cases where CreateDevice() returns non null? The documentation of the SDK says that EnumerateDevices returns an "empty" enumerator, and I'm guessing that I
Hi I was wondering if anyone out there could answer this question. The LEAP Motion sensor has a range of 8 cubic feet. If you were to strap it around your chest, could you use it to track both of your arms and hands? I just watched the video that plays on their web page and it showed it's ability to "see" both hands at the same time and it also seemed to have decently low latency. You could run a long USB cable along with the one connected to the RIFT breakout box and seemingly have it track and render both of your arms AND hands in-game. This might be an issue for someone with crazy long arms but I am around 5'10" and my arms rotate around a space quite close to 8 cubic feet (perhaps give or take the LEAPs range being possible higher as it seems to be with the RAZER Hydra). Anyway I would like to hear another persons view on this.
I just came across this "old" technology which should provide (virtual) force feedback.Does anyone know if it could really deliver "senses such as "push, draw and buoyancy.""?http://techon.nikkeibp.co.jp/english/NEWS_EN/20050413/103707/?ST=englishhttp://www.engadget.com/2005/04/13/gyrocubesensuous-lets-you-feel-it-out-virtually/http://www.aist.go.jp/aist_j/aistinfo/aist_today/vol05_09/vol05_09_p22_23.pdfIt was also one of SIGGRAPH 05 posters:http://dl.acm.org/citation.cfm?id=1187059..or if it was used in some commercial product?It could be great upgrade for Razor Hydra I think.edit: and the related patent:http://www.faqs.org/patents/app/20100245237
Guys!! woot.com is selling Hydras for $40 for the next three days, or until they sell out! Order yours now!!!!http://www.woot.com/offers/hydra-pc-gaming-controllers-2
Ok I'm no expert when it comes to HDMI or DVI, but I do know I don't have either of these inputs on my laptop, I'm using an Alienware M15x which has 3usb ports, VGA and a E SATA port, now I haven't purchased a oculus yet due to not knowing if it will even work on my laptop, so I'm asking for some advice, is it still possible to set up the oculus on my laptop even tho I don't have the HDMI or DVI output, and if it is can you please explain it in detail how I go about it, thank you in advance :D
Hi everyone,as Valve has successfully integrated Rift support für Team Fortress 2, I wonder if this feature will be integrated into the Source SDK? Dear Esther would be THE perfect showcase for VR in my option and Rift support should be easy to integrate: There is nearly no interaction with the world, the controls are very limited and simple, it's unbelievable beautiful and atmospheric, very slow paced, needs few resources, is cheap, relatively short and there is no in-game HUD at all. Trailer: http://www.youtube.com/watch?v=P7RDnW0AD70So will the Source SDK updated with Rift support in the next weeks? spyro
Hello oculus community, I've been following this project for a good while now and I'm very exited about the prospects and impactions this can offer us all in the near future. I just had a couple of thoughts about a more immersive experience.I'm sorry if this has already been thought of in another thread.Kinect and leap motion body trackingA controller operated by the power of your mind! http://www.economist.com/node/21527030http://www.emotiv.com/Speech recognition we've all heard of Siri right!http://en.wikipedia.org/wiki/List_of_speech_recognition_softwareAlso I was thinking about a front facing comera mounted to the front of the oculus rift so one could quickly switch between the real world and VR without having to remove the oculus from you're face/head!Were very close to having are first VR holo deck lol!
Would it be more convenient to put build the SDK into a DLL for windows based programming that can be called from programs rather than, integrating the SDK into every single Software title.The SDK is a great way to get games modified, and I am glad we have it, but going forward in new projects which would benefit you more??Regards,Mike
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