PCVR/Link Development
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So my Hydra came today and I can't get any demos to work. With the Tron FPS game I get the left hand to move very well, but as soon as I press start on the right controller the camera goes wild. It uses the right controller like a mouse, but with insane sensitivity. The hand itself doesn't move. Adjusting the sensitivity from the Hydra configurator Doesn't do anything. If I got back to the configurator all the sensitivity settings are back at default medium settings. In the "flying like a hero" demo the hands all over the place. I can get them to a relatively good position if I move the base station to the floor. No idea how I'm suppose to fly. I've understood that it's possible to play this without the rift. With the base station on the table I have a hard time even getting the hands on screen.
Hey all,Was just re-reading Ender's Game last night, and it occurred to me that the null-G room in battle school could be a fun multi-player game on the rift. I've no plans to develop it - don't have the time or skills - but thought I'd mention it in case anyone with the time/skills was looking for ideas.Ian
Anyone come up yet with a creative solution as how to output a regular rectilinear game render to the monitor while mirroring the same (distortion corrected) output to the Rift? For now everyone seems happy with the distorted image mirrored on the monitor. But in the long run this isn't ideal. Its not good for presentaions/showcasing and its not good for reading text if you need to. I see Cymatic Bruce wearing off the HMD often to being able to read something on the monitor when needed. Not that is helps much since its mirrored and still distorted/lores.So, can it be done somehow?rift_output.jpg
Hi all, Just interested in you guys' experience with implementing the Hydra to work alongside your Rift and how you are currently handling the calibration when you can only see the virtual world.Currently I have an initial calibration of arms stretched straight forward and then to the sides to get the length of the player's arms and the position of the player in relation to the base station (which I then map to the avatar's dimensions). However, I haven't seen anyone do this on any videos so thought maybe I was missing a trick?Another thought was to mount the base station to underneath the player's seat, kind of like the Holodeck guys, but without the need to wear a helmet..!Anyway, if anyone is playing with the Rift and Hydra, would be good to talk (I'm currently using Unity).Cheers
Please excuse me if this has been posted before.Posted over on the UDK forums was a thread about Mocapgames. Didn't think to check it at the time, but now that I have, I recognised the 'Mocapsuit' they have going there, back when it was eMove (or some such).Wondered where it had got too...Such a device would be especially useful if it had physical feedback - resistance to movement and the like.The Hydra, Leap and other devices are very good, but lack any ability to create a sense of physical resistance, weight or force.Thoughts?
Joe Ludwig mentioned Valve was using these splitters. They seem a tad expensive. Does anybody know the current trade-offs associated with passive splitters and any latency concerns?
http://www.kickstarter.com/projects/codelabs/duo-the-worlds-first-diy-3d-sensor What do you guys think? Gotta say it looks pretty slick, and supposedly it gives you access to point cloud data, which the leap does not, making it more useful for development. Also given the open nature of the Duo it's possible it could be used for hand, head and anything else tracking. Well within the 50cm range.
Hey guys, I was wondering if there's any kind of free-walking system like Brantlew's Red Rovr out there or in the making?I'm not experienced enough to try and make my own and would looove to walk around in video games outside of my house, and show it off to people at random conventions/gatherings to spread the VR-hype here in Sweden. :roll:
is it possible to cancel the rift order, since mine is quite far from being delivered and I did not realise the extra costs it is going to be such as VAT and duty costs?I no longer want the rift but im not sure if I can cancel the order or not? I did pre-order it not back kickstarterthanks
The LibOVR documentation, and of course the LibOVR library itself uses a right-handed projection matrix and a right-handed view matrix. However, my game uses D3DXMatrixPerspectiveFovLH and D3DXMatrixLookAtLH to generate left-handed matrices. Which functions and equations should change (and where) to account for this disparity?
Hello all,It's pretty straightforward to start working on a lot of the bits of code needed for a Rift application (SBS 3D, barrel distortion, etc), but there doesn't seem to be a good way to validate integration with the Rift data stream until you actually get a kit. It would be useful to have an executable that would identify itself as a rift and simulate its data stream. To start, it could just be a simple test pattern (e.g. yaw left/right, pitch up down, roll clockwise/counterclockwise) or even randomly generated head movements. This would be useful both for devs waiting on their orders and those that just want to dip their toe in to see how hairy porting their application to the Rift might be.Would anyone else be interested in a such a tool?Daniel
So after looking through the SDK a bit, it seems everything is C++ based. While that's all fine and dandy for being the more efficient language, it's much more complex then I am use to working with, and is a lot harder to follow. I have very little experience with C++ and while I know about wrappers (a way for something like c# to call functions from a C++ script and get data back) I don't have a clue how to make them myself.Is there a wrapper for c# already made, and if not, can someone either make one, or at least tell me where I can get started on writing my own?I'm currently going to be writing a c# interface with unity that will be able to take data from my own vr glove thing to unity (already can send/receive data to/from unity), and I could build on top of that support for the oculus with the free version of unity. The only thing I wouldn't be able to do is distort the image properly for video, but could be a simple way to get the oculus' data.I should also note that I don't hav
I am a software developer by day and otherwise a completely fanatical gamer for majority of my life.I have always wanted to learn everything there is to know about game development and I plan on getting the OR dev kit just for practice and for the fun of exploring and tinkering with something so new. I think OR could potentially be a game-changer and going into the next generation of console technology, the entire industry has once again become the wild west as developers struggle to stumble upon the next big thing. I want to ride that wave and I have my own ideas about where things are heading in the near future.So as an indie developer who has little experience and has never shipped a game, would you guys be kind enough to recommend some resources to help get me off the ground? I just briefly saw in the documentation that OR now supports Unreal Engine 3 technology, which is great because I have experience with the most recent versions of UDK and full integration with the Oculus Ri
Hi all,this topic has been discussed at MTBS3D before, but there doesn't seem to a be a conclusion yet.The idea is to use a webcam (or 2) to capture stereoscopic images and pipe them through to the Rift. Obviously the Rift needs images with barrel distortion applied, so one way of achieving that is distorting the webcam images in software.A conceptually easier and time (=latency) saving approach could be to use lenses in front of the webcam which have the exact inverse properties of the Oculus lenses. That would distort the pictures without any software transformation and basically result in zero lag. I realise that once the Oculus consumer version comes out, new lenses may have to be used. In that sense software transformation is easier to adapt, but I'd still like to look into the hardware solution.Has someone experimented with the Oculus lenses or has the specs for them? Once my dev kit arrives I could get the lenses measures and purchase/produce "inverse" lenses to achieve the effe
In reading comments about the accuracy of the hydra, and inferring a few points from it's SDK, I came to an interesting thought.Obviously, long-term it's impractical, but technically it could be built as a hybrid device...But here's the basic thing; The hydra appears to use some kind of magnetic tracking. While precise, it can apparently do some strange things, like being (in the words of John Carmack) as much of 15 degrees out of alignment after certain kinds of motions. - it does not appear to have any tracking other than it's magnetic system.The Wii Remote plus on the other hand (that's the upgraded version with a gyroscope built in) has a reasonably precise gyroscope, and an accelerometer, as well as an IR camera.The gyroscope can track rotation pretty well, and the accelerometer, when used together with the gyroscope, can give a very rough estimate of which direction the controller is moving.The accelerometer also does a reasonable job of calculating 2 axes of rotation relative to
Any progress on modding CryEngine 3 to support the rift?Can't find any information official or otherwise other than Nathan Andrews (the modder who gave HL2 / black mesa DIY Rift support) saying he is working on it. Unity isn't suited to the project I'm working on (As photo-real as possible virtual tourism type island / Relaxation space)So I began working in UDK but quickly found it's limitations.Foliage and Trees are a joke in UDK, it bogs performance down massively with only a handful of elements, similar issues with Terrain (even when dynamically tesselated)My experience of building environments in both UDK 3 and CryEngine 3 is that CryEngine whilst generally more attractive / advanced is leaps and bounds more stable in terms of FPS and capable of outputting much greater graphic fidelity at faster frame rates.CryEngine is not the "Machine destroyer" it once was... it seems it's reputation is holding people back from developing on it.I encourage people to give it a go.Sorry, went a bi
I thought I'd start a thread to list and discuss the walk-enabling devices that are currently available (though I'll use the term loosely since half of them seem to still be research projects).Virtuixhttp://www.virtuix.com/Roller bootshttp://www.hack247.co.uk/virtual-reality-roller-boots/Cyberwalkhttp://www.youtube.com/watch?v=3rtX2pWRh6whttp://spectrum.ieee.org/automaton/robotics/robotics-software/cyberwalk-giant-omnidirectional-treadmill-to-explore-virtual-worldshttp://www.youtube.com/watch?NR=1&v=moq1Dclza90&feature=endscreenCybercarpethttp://www.youtube.com/watch?v=WHfUpI66tfoVirtuspherehttp://www.virtusphere.com/CirculaFloorhttp://intron.kz.tsukuba.ac.jp/CirculaFloor/CirculaFloor_j.htmMSE Omnidirectional Treadmillhttp://www.mseab.se/The-Virtual-Theatre.htmI'm sure there are some that I've missed so post 'em if you know 'em.Cyberwalk seems to be the ultimate installation to me, but given its size and probable cost, the odds of getting one in my house are slim. My favorite
Hello every one How are you? So im going to jump right into this topic and post about a "4 point motion sensor system"I know a mouth full. This Idea is not new but can be inproved very much with very little work, For any gamers out there we know that the "Wii" "PS3" And "X-Box 360" have a single point Sensor you normal put under the screen and it will pick up your moments and show on the TV. So the base is there Im talking about a room size game. Wearing the Rift will put you in the world, Im going to talking in General about my favorite type of games and time in RL (Real Life). When we talk about Sword,Sheilds,Magic EXT wouldnt it be the next step for gaming to be able to stand up in a room having Sensor on every wall picking up your moving bending swinging. I dont know about any other gamer but Im tired of being in a chair playing. Nothing would break down the walls of gaming that a full on moving motion game. Using a 4 point system you can capture all the motion a Person would have.
How would slow motion work when wearing a headset? Would it feel like it's out of sync or what?I mean, you would probably get the best 3D effects from bullet time etc. Would be a real shame to not see stuff like that in games anymore.
So, I'm working on this project: viewtopic.php?f=20&t=181And rather than port everything over exactly the same way, I'm trying to make a more C#-developer-friendly version. And part of that is reducing the number of layers of abstraction that aren't necessary when you're only targeting the .NET platform.What I'm currently struggling with is the HID interface. There are a lot of pieces to this with a lot of inheritance, and I can't keep them all in my head at the same time. I have an open-source library for working with HID in C#, and I've been able to query the devices and identify the Rift sensors.What I basically need to know is, how do I communicate with the thing?1) I can see that there's a keep-alive that needs to be sent regularly -- is the SDK doing this on a background thread?2) There seems to be a message-handling callback. Does the device send updates regularly on its own, or do I need to poll for them? Are the responses asynchronous?I'm sure I'll have more detailed
Hi guys,Just wanted to let people know about an interesting project called Minuum. It's a radical approach to keyboards on our mobile devices. They've also implemented support for motion control devices. In the video, you can see them demo a wii remote and six axis controller and mention rings, glasses, and watches. I'd love to see this mixed with the Myo armband and a rift. 8-) Thoughts?http://www.minuum.com
This is a rather broad question. I have a long way to go to catch up and understand the SDK properly. Maybe I shouldn't bother and just work with UDK or Unity and leave the real stuff alone, but I would really like to know what is going on when I go through the code. I have been a hobby programmer for years, and I am experienced with website coding. I have also been playing with Unity for a number of years. Last year I finished an IT degree and while doing that I did units in C, C#, C++, java etc, but those units really only scratched the surface and were mostly only working in console applications.So can anyone give me some tips on what to learn in order to catch up? Any book recommendations, tutorials etc would be greatly appreciated.
So I downloaded the SDK and looked over what you guys are doing in regards to sensor fusion. It looks really basic (having seen what several multicopter projects are doing to calculate orientation) and the magnetometer doesn't get used at all.Now I don't have a Rift yet, but I imagine that drifts in the yaw axis and should be visible after some time. Any plans to use the magnetometer or are you open to suggestions? ;-)P.S.: If EnableGravity is set to false, there doesn't seem to be any normalisation of Q.
I'm familiar with Unity 3D, but I need to dig into Unreal. Does anyone have a simple step by step on how to get basic Oculus integration working? I checked the Unreal Integration PDF on the site, but it doesn't really explain much for people just starting Unreal.
Long story is long...:1. $50 off a Razer Hydra for being a Oculus rift owner, Nice!2. I attempt to order the Razer w/portal but web page is messed up. Contact support3. learn its because the item is out of stock, told by support to order it w/o portal4. Order it W/o Portal for $50+12 in S&H after the $50 discount5. Review it on Amazon, only to learn Amazon has both in stock AND its about the same price, $63 w/no shipping for prime!6. Meh thats life.7. several days later receive an email from Razer saying its back ordered, and to email them if I want to cancel. Really?8. Cancel. 9. receive an email from Razer saying its cancelled, and that I can ignore the email confirmation about it shipping as "You may still receive an order confirmation email since this is generated as soon as the order is completed."10. Think hard about if I really want to order one with these kinds of things going on.11 Watch that sweet demo of the Razer and oculus again....12. Order it with Portal from Amazo
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