PCVR/Link Development
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just WOW!A credible and effective way, yet simple and low cost, to bring haptic feedback into a razer hydra input device.They'll kickstart it this summer and aim at a 150 $ price point, looking great! Palmer tried this and said it's badass!http://www.youtube.com/watch?v=610iTKlYBVM
There was a sale over the weekend on Hasbro's Lazer Tag AR gun/ios app, so I picked up a 2-pack (sadly, it's $20 more now on Amazon. Target has been reported to have them on sale still):http://www.amazon.com/Hasbro-92692-Laze ... B0026J7EIOI got mine today and played with it a bit, and I have to say: pairing a $20 hunk of mass-produced plastic (or a bespoke 3d printed variant) with the much more expensive and sensor laden device I *always* have with me seems like a great way to navigate VR, and hasbro seems to have one built already. Anybody know anyone at Hasbro? I'm guessing if they opened this up as a platform, it would be very useful to a lot of people on this list.
Hello forum!Today I played with a cheap toy gun that had a mount for my phone. This worked with an app that used my camera and the various iOS sensors in the phone to allow me to play laser tag around my apartment with Matrix-style squid-beasts.It convinced me that phones and mobile devices are an acceptable VR input device. Or at least a primitive one that everyone already has.This game was made by a big toy company, so I'm sure it's locked down tight. Do any of you know of an open (or more open) codebase somewhere that is similar enough that I could use it if I wanted to roll my own variant for the Rift?Would anyone be interested in collaborating with me on this?CraigotronPlayer 7048craigotronprime@gmail.com
Will the oculus rift work with my laptop? I have a laptop with:Dual core cpu 2.00 GHz3.00 GB of ram32-bit operating systemI'm using a Compaq Presario CQ60 Notebook PC.I have an intel graphics cardMy OpenGL version is 2.1.0, and shaders work. However, framebuffer objects do NOT work. It has the following ports:1 VGA port1 Ethernet port3 Usb portsMy laptop is 3-4 yrs old.So my question is, will it work with my laptop?
Any ideas on how to setup an exercise bike as an input controller for Unity3D?
I posted this topic on the oculus reddit page but it didnt get the response i wanted. I wanted to know what people that have used the rift think of using the rift in 2d. i have heard a few videos mention that the rift wasn't the easiest to take off and put on. that made me wonder about using the rift for everyday applications. Being able to rotate your head 180 degrees to view multiple windows of browsers or word documents. the other 180 degrees could display the environment behind you. when you tilted your head down you could see the keyboard/mouse and up would show the ceiling. As soon as switch to either a game or application that directly supports the rift, then it would disable. then enable when you quit it. Please understand this is all hypothetical. I am just curious to know what other developers think of the idea.I imagine that eventually if the rift sells well then someday eye tracking will be added which would help a bunch in this situation. I realize that the main focus of t
http://www.makeymakey.com/I took a couple of foot pedals from my rockband drum set and another from a keyboard I had. Hooked them up to the makey makey, and instantly was able to walk around while sitting in my chair.Should be able to make just about any type of physical controller I can dream of.Also, since it's an arduino at heart, it's both cheap and fully programmable.Got mine for 25$
I have one of these on the way. Hopefully it arrives at the same time as the Oculus Rift and hopefully both arrive soon. http://www.youtube.com/watch?v=G3tgc4-pibcI anticipate being able to do something like this for navigation. It seems similar to how I control flight in lucid dreams, just sort of moving the scenery around me by thinking.
Are there any charitable souls who would be willing to put together a prefab consisting of a basic/standard avatar model with Rift+Hydra support that we could use off the bat for our Unity projects? I would personally -and greatly- appreciate it and I bet there are lot more people out there that also would :)
Hey everyone,The Oculus-ready version of the UDK is now available from the Oculus Developer Center!You can download it right from the Downloads page:https://developer.oculus.com/?action=dlThe documentation can be downloaded from the Documentation page:https://developer.oculus.com/?action=docDiscuss the Oculus-ready UDK over in the new UDK forum:viewforum.php?f=44We're looking forward to seeing what type of unreal virtual reality experiences you guys create!-- Nate
Hi guy'sJust joined the forum and looking forward to what the rift should bring to gaming. I've been developing a form of input which has all the details on the oculus rift community forum under , development , ground immersion systems. Please check out my latest video as Ive notice a few of you taking about balance board. The video shows me playing Haken competitively online with ease. Using this basic concept. My project is now in phase two of the build and I'm very pleased with what I've achieved so far. I'm currently typing on my phone and copy and paste is a nightmare. Type in your search bar groundimmersionsystems.com this will take you to my video's. I've just signed a NDA with a major company and things are looking good. Let me know what you think?
Some of you may be aware of this kind of tech, but here are some examples anyway! :http://www.youtube.com/watch?v=CvievLyt ... OItKHmairQ - Standard Webcamhttp://www.youtube.com/watch?v=jE-gftsaXb8 -Kinect for WindowsI was going through some possibilities and problems surrounding face tracking in VR with Head Mounted Displays a while ago and thought I could share them for discussion.As I don't have my Dev Kit yet, I have not set up any demos or run many tests. I have however experimented with Kinect and Webcam face tracking.Before I run through some exciting possibilities, I think it's best to go through some problems developers may encounter if they wish to create face tracking applications for VR games or simulations. Much of this may be on speculation as I'm yet to combined the Rift with face tracking tech. Please feel free to try it yourself, I will only get a little bit jealous ;).Please feel free to admire the beautiful names I've designated them :D :The Half Face ProblemIt shou
Hi! I'm trying to add Oculus Rift support to LWJGL so it'll be accessible for 0x10c and Minecraft, and keep running into annoying LWJGL native compilation errors. But when I start up LWJGl with the rift connected, it lists it as a game controller with no inputs, and that made me think..It would be incredibly cool for the Rift to assign six axis as a game controller input (all rotations and movements). Then it would automatically work in all game libraries that support controllers without requiring special code for it. Is anything like that planned?
I'm wondering if anyone has considered using something like the pebble to capture telemetric data from the player. Do you think this could be a useful VR accessory?I'd love to hear thoughts from the community.
I would envision a wire or wireless signal from the headset to a little device you can clip to your sleeve for hands-free motion tracking (as someone mentioned, you would not need to physically hold a device).You could then use props and clip the device to different parts of the props such as a mock rifle or sword. You could even clip them to a steering wheel prop and control a game that way through left/right motion.It would be possible to plug in a control scheme to the clip so you can have a handheld set of buttons, or attach buttons in a different way for throttle, etc.The problem with leap motion is the huge amounts of data it sends, and if you're using a prop, I wonder how they will hand that. The clippable devices, on the other hand, send a simple stream of data about the point in space of that device.By having clips at various positions... One on the desk... One on the head... One in each hand... It can get full relative positional awareness of all the other clips. When you mov
I may be overlooking something, but can someone share recommended values of constants k0, k1, k2 and k3 in optical distortion function that warps the linear image into pincushion distorted prior sending to the helmet? The function is no rocket science, but I'd love to avoid looking these 4 numbers by trial and error ;) Thanks in advance!
Aside from beautiful but costly omni directional threadmills or sliding surfaces, consumer VR needs a cheap and solid device to intuitively and effectively move our avatar character in game while leaving our hands free for hands tracking or motion controllers.I had started a thread on the mtbs3d forums and some other ideas came from the members, I want to share them also here and start a discussion, in order to find the best approach and maybe help developing a working prototype.For stand-up play, the basic idea is to place one of your feet over a round controller stick to the ground and simply:pitch forward/backward to go forward/backwardroll left/right to strafe left/rightfreely move around 360° with the help of the free foot, by simply using the controller as a pivot point.http://www.youtube.com/watch?v=RXl7BwhIHegRolling the foot might be a problem because of the limited range of movement of the ankle, so a better idea might be to simply move the foot forward/backward and left/righ
Hey,is anybody trying to implement a virtual interface or HUD with the Rift in combination with a leap controller? For example similar to Mass Effect. You look at your arm ingame and get an interface projected on your arm. With the leap you are tracking the other hand and show that ingame, too. Or something similar with a floating interface. Like a keyboard in the air. That would be awesome for games.When I receive my dev kit I will give it a try. But I am sure other guys are more capable in doing that.
I haven't gotten a rift yet so I am just thinking about it.Imagine two pistons facing upward in the shape of a V with your feet at the top of the V (one on each piston), and you in a harness suspended above them). As you move your legs forward to walk, the piston supplies feedback so if you step on the ground (or stair case, or hill, or a dead body) the piston (via hydrolics) supplies the necessary feedback (whether it is concrete, or sand, or soft ground (or a squishy corpse). Attacked to your feet via clips the V pistons articulate forward, around or in any direction. You then walk, run, jump, etc. While harnessed above the clips. If you need to fall the harness will just drop a bit with some piston drop.Maybe they can be straps instead of, or on the clips.
It would be useful if the Unity/UDK code for OVR will allow the magnetic compass to be enabled/disabled on the headtracker...I live in a multi-storey building with a steel frame, and there are all sorts of strong magnetic fields in the flat. When I move 30cm sideways, holding a traditional magnetic compass, the apparent North can change by 45+degrees. Whilst absolute north isn't important for a head-tracker, a 'north' which varies wildly may, I think, cause problems.The headtracker I believe uses a magnetic compass to counter yaw drifting in the gyros. As long as I stay stationary then this will work well. However, I'm worried that if I translate sideways by a relatively small distance, then the compass will detect a change in 'north' and read that as a rotation of my head - of much greater magnitude than the gradual loss of accuracy from gyro drift.With the YEI 3-space sensors I have, this effect appears to be quite apparent - I'm intrigued how the Oculus Rift will handle things.
Hey Fellow Rifters.I've now had the preview unit for two days and was wondering if there will be additional demos made available when the developer kit is released?For my project I just asked for the C++ SDK. This SDK download only includes the Oculus World Demo, which is a good technical demo with source code. However, this may not be the best first experience with the Rift. I found that the overall brightness and large blocks of uniform colour emphasized the low resolution of the display (screen door effect). Also, the hard edges and straight lines of everything within the room made the aliasing really stand out (even with AA turned on). The edges appear to swim, especially with high contrast transitions.I found that those two issues were jarring enough to take me out of the experience. And as that was all I had access to, I had nothing else to compare against (I've never seen the Rift demoed in person before now). Of course, we're in the preview stage so I'm not expecting thi
i noticed the Oculus World demo has the black edges of the screen and the fisheye warping thing i think needed for the Rift.However, the same Tuskany Demo for Unity (not part of the SDK , the seperate download) does not have the black bars or the fisheye warping. Is it simply because it only goes that mode if the HMD is detected? and do you use just one of the Rift prefabs i .e the gamecontroller OR the camera not both? Thanks! :-)
Hey guys (and gals)!Welcome to the Official Oculus VR Forums, where the community can go to learn about and discuss all things Oculus.There are a few different subforums here: some dedicated to development with the Oculus SDK, engines like Unity and Unreal, technical support, art discussion, an off-topic lounge, and much more. Please feel free to post in the feedback section if you find any bugs with the SDK or have feedback on the developer center experience.Remember, this is Day 0 for Virtual Reality. Though VR has been around for a while, technology is finally good enough to fulfill the dream. Everyone here in the Oculus VR community will help to shape the future of gaming and virtual reality. Good luck, can't wait to see what people come up with.- Andres HernandezOculus VR Community Manager
Heya Rift Peeps.With GDC next week when do you think we will be allowed to talk about our preview kit access and working with the Rift? This doesn't even have to mean that we release any code, but just talk about it. I would love to announce during the GDC time frame that Torque 3D now supports the Rift. :D I know that the dev kits are not set to ship until March 29th or so, but with GDC nearly upon us, this is prime time to announce things.Thanks!- Dave
Hey Rift Peeps.I was curious as to what the differences are between the preview Rift and the soon-to-be released Rift dev kit? Is there anything that we need to be aware of, or are all of the changes behind the scenes from our point of view?Thanks!- Dave
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