PCVR/Link Development
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For some reason I can no longer run the OculusRoomTiny sample program anymore because I keep getting this pop up "OpenGL supports only the default graphics adapter."It's being triggered by this code shown below in main.cpp: if (Compare(luid, GetDefaultAdapterLuid())) // If luid that the Rift is on is not the default adapter LUID... { VALIDATE(false, "OpenGL supports only the default graphics adapter."); }and static ovrGraphicsLuid GetDefaultAdapterLuid(){ ovrGraphicsLuid luid = ovrGraphicsLuid(); #if defined(_WIN32) IDXGIFactory* factory = nullptr; if (SUCCEEDED(CreateDXGIFactory(IID_PPV_ARGS(&factory)))) { IDXGIAdapter* adapter = nullptr; if (SUCCEEDED(factory->EnumAdapters(0, &adapter))) &nbs
I am a mech engr well through the process of building a 5 DOF motion driver simulator prototype. The goal is to knock at least 20% off the road toll, for any country that is culturally compatible with the tools anyway. The prototype is constructed from the outset to be economically delivered at population scale and highly effective at teaching / changing attitudes. The full story is at www.vrdriversim.com.In about three months I will be trying to integrate head mounted camera feed with the VR imagery so the user sees themselves driving the car with the imagery coming via view portals that match windows and mirrors. I am just putting out feelers now for any suggestions as to the best way to approach this task? The longer version with the nuances of this q can be seen here: https://www.vrdriversim.com.au/forums/topic/green-screening/Whilst it is still a body of work to do, I am very confident of the intended techniques to get an exact match between the VR image motion and physi
Ok, I'm not a developer. That being said, I would like to know if there is something I can use to visualize some 3D Maps generated by mosaic softwares like Agisoft and many others. The example below is with LIDAR data, I would like with RGB Photo data, that generates a 3D map too. http://www.youtube.com/watch?v=cyoJKbzqpZASomething like a PDF 3D for oculus rift would be nice, or the likes of http://p3d.in/ in my case I have some aerial maps made by small UAVs (Brazil) that are in 3D and can be generated in PDF 3D or many other popular 3D formats, I want to be able to move around with 1:1 scale, I think this would a very neat thing.
As someone that has experience working with TRCs/TCRs years ago I was just wondering if Oculus would be implementing their own checklist system for Rift Standards..?It would make submission of games and software much easier for developers and should make the submission process much easier. I know that a lot of Lead Testers complain about them but I had absolutely no problems with Standards Testing when I was working in the industry years ago.Or does the SDK handle error messages and systems messages for bad tracking or flat batteries etc..?
physical lens separation is one thing ..but not changing the video feed to accommodate??We have to do this ugly hack even for CV1?https://www.reddit.com/r/oculus/comments/4epjud/dk2_ipd_adjustment_on_13_real_ugly_fix/eye strain isn't fun
Hello Oculus dev community!I've been lurking these forums for some time now and finally got to point where I'm able to "contribute" some questions by myself.I'm currently working on a project which is all about using the DK2 for an augmented reality application. For this, I am using a DK2 with an OVRVision in front, and a third party electromagnetic tracking solution for objects. The connecting framework is Unity 5.Th idea consists mainly of having the DK2 camera on a fixed position relative to the second tracker and using this to sync those two coordinate systems. We're then placing objects, which are 1:1 virtual representations of the to be tracked physical objects, in front of the OVRVision camera feed textures to achieve a projection like effect where the real object gets overlapped by the virtual one.The project is quite young and currently we are still in a heavy prototyping phase. Being new to all this VR stuff, there are some questions that came up during our tests where I thou
How can I detect that the rift is present without launching the store (Oculus Home)? Our app allows the user to choose to use the rift at each launch, but the store is already up and running by the time we boot up and prompt the user. It would be so much nicer if we could hold off on the launch till we need access to it (or if it could be minimized, etc). Even more annoying, if you manually close the store then it automatically opens back up at shutdown, even if we were not using the rift. To add insult to injury the store then locks the rift out so we can't access it on our next launch, unless you manually shut it down (where is the exit key?).Anyway it is driving me crazy, and I'm sure it is bound to annoy our users as well.
i have a plan to make video advertise by use multiple Oculus watch 360 VR.can i use one application with multiple orclus? and Can i make application it with unity3d ?What are hardware\Software requirements?https://www.reddit.com/r/oculus/comments/3pcokx/two_rifts_and_one_pc_its_possible/OK now I know it can But how?if i know something new i will post it here
I'm looking to remove, reverse, or replace the Oculus' distortion. I was reading about Client Side distortion which looked promising but then I realized I was reading old documentation and that that feature was removed. Is there still anyway to do this?
Is any Unity 3D sample code available of app like Discovery VR oculus app?I want to develop one app like Discovery VR.
I'm using the Oculus SDK with an already existing application template, which already includes gl.h in the stdafx.h before anything else, so I got an error within capi_gle_gl.h.If I try to include capi_gle_gl.h in stdafx.h before the includes that includes gl.h I got many errors, probably because it defines some stuff that must be defined by the includes in stdafx.h.What can I do to solve this problem? Do you have any suggestion on what should I do?Thanks
I want to create demoscene with oculus very fast.I looking for explaination how to create simple but pretty scene like TUSCANY demo.(I see the big .xml and i don't want to correct it manually)Which instruments shall I use?Which formats are supported ?Are there an instruments to convert models from 3ds(or other formats, better if they would be free) to this?I want to substitude another surroundings.What was possibly used by developers? Thanks!
I was wondering if anyone had any recommendations for games to hack using the PS move or NintendoWii?Thanks!
I am struggling getting the Oculus to work as expected in respect to the camera view. My Engine is in DX11 and uses Left Handed Coordinate system. Is there any small example which shows me how to properly to the rotation/translation of the matrices before rendering?Thanks in advance
I recently downloaded the sdk wrapper for .net and am having a hard time figuring out how to load mp4 movies programmatically.Does anyone have sample code that can share?Thank you,
Running CV1 with Windows 10.Has anyone figured out how to record video that includes the Performance HUD? I know the HUD is added by the compositer which appears to be downstream from where video streams are pulled off.
I think I heard at Oculus Connect 2 that the models used to render the hands for Touch controllers would be made available to developers. Is that correct? How can we download them to use in UE4 or Unity?
Hey guys,I am running commercial software "Lockheed Martin's Prepar3d V3.4.22.19868" with Nvidia latest drivers 378.66.As soon as Prepar3d runs, Oculus home client starts up which is fine as Prepar3d has VR support but Prepar3d runs in SLI and Oculus Home flashes the screen during its initialization and kills the SLI.Even though SLI is enabled in Nvidia Control Panel, but looking at the MSI afterburner graphs it shows the second card is idle and Nvidia's own SLI indicator on the app does not show SLI is enabled.Now if I disable the Oculus runtime from the Windows 10 Pro Services and then run Prepar3d again (and this time Oculus home does not run). I get full SLI in the Lockheed's application.Can you please advise on why this happening. I need to Oculus home client not to disable SLI - is there some registry or some tweak I can do to make it bypass SLI and keep SLI enabled on the workstation.We need SLI configuration to work as we are building training scenarios. For t
So yea there seems to be no end to small 360 cameras now coming out,just wondering what are other peoples opinions on them any clear favourites or ones that stand out ?http://kodakpixpro.com/Europe/cameras/activeCam/sp360.phphttp://www.geonaute.comhttp://www.bublcam.comhttp://www.360fly.comhttp://www.360.tv
Why must we install the big files of the tutorials(859MB) or dreamdeck(548MB) ?The developers told me that I must download the big driver of Oculus Rift cv1. I can only bear. But !! why we must download and install the tutorials and Dreamdeck every time when we reinstall our Windows system ? We should keep the driver software as small as possible. We don't need the tutorials and Dreamdeck anymore after we are familiar with Oculus rift cv1. You should let me deside whether I download these things.These big files are waste of hard drive space after we learn how to use our Oculus Rift cv1.
Hi I'm creating this discussion for people to post some simple ideas that they think should be added to the oculus home. Leave your opinions about some other people's ideas or post your own. For example :I would like to see a sort function in the game selection library for which type of controller support the game has.From a programming standpoint the information should already be stored in a database somewhere because they have that information posted on the storefront so it should be as simple as creating another sql query with a different order by clause then for whatever group by it is in adding another small image on the game to show what controller to use.I am new to my Oculus Rift/Touch setup and I own 54 games I am constantly picking up and setting down my controllers in order to grab the right ones and not only that sometimes when i want to try a new touch game i have to go as far to take the headset off and then look in the online store to find the game that I want to tr
I published a new release of the ShadedPath 12 engine with Touch Suppport. See this video: https://www.youtube.com/watch?v=ekqCWcq1EQs&feature=youtu.be Extended Documentation for converting right-handed Oculus animation data to left-handed system for DirectX is here: https://github.com/ClemensX/ShadedPath12/wiki/Developing-Touch-and-Avatar-support-with-DirectXGeneral ShadedPath 12 info here: https://forums.oculus.com/developer/discussion/27502/free-dx-12-rift-engine-code
Why is this benign call causing a crash? I'm not understanding what could be going on. I'm using VS2015Express, definitely with the appropriate libovr dll.Can anyone spot the bug? This is confusing the hell out of me, to be honest, since the part that's crashing, I got from the tutorial.Not sure what's going on. My code looks like this:#include "ovr_session.h"ovrSession session;ovrGraphicsLuid luid;ovrEyeRenderDesc eyeRenderDesc[2];ovrVector3f hmdToEyeViewOffset[2];ovrLayerEyeFov layer;ovrHmdDesc hmdDesc;int eyeInitialized = 0;ovrTextureSwapChainDesc texDesc; ovrTextureSwapChain textureSwapChain = 0;int currentIndex = 0;void SetOVRSession(){ ovrInitParams params = {0, 0, 0, 0, 0, OVR_ON64("")}; ovrResult result = ovr_Initialize(&params); if (OVR_FAILURE(result)){ Com_Print
I'm interested in visualising medical image data with my Rift, but unsure of the best way to do this. Ideally, I would like to be able to rotate, translate and zoom with the game pad or touch controllers, or otherwise just watch a pre-recorded fly-through as a demo.The first thought I had was that some of the software I use (in particular Amira on Windows 10) has support for 3D visualisation, such as raw stereo (OpenGL) and split screen horizontal/vertical. Could any of these be easily hacked to be sent to the Rift? For example if the scene for each eye was rendered on a separate area of the screen, could this be captured and used by the Rift? I've had a quick look through the SDK, but couldn't find any quick solutions...Otherwise, are there any apps that will take 3D data (some sort of surface file perhaps?) and allow you to interact with it?Any suggestions very welcome!
Can someone point me to some sample code on using the touch controllers to activate canvas elements? (pointing at canvas) Having a heck of a time getting it to work.
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