PCVR/Link Development
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Hey!Been trying out my Oculus Rift the last few months and wanted to start to develop something for myself. I want to start off with creating an environment where I have a webcam that stands still in the environment and doesnt follow when you move your head.I have based my work on Brad Davis' example code from "Oculus Rift in Action" and the example porject called HighResWebcamDemo. So does anyone know what I need to add to the code to make the camera stand still in the 3D environment instead of following my head movement?He crates the MatrixStack as following:MatrixStack & mv = Stacks::modelview();mv.withPush([&]{ mv.identity(); glm::quat eyePose = ovr::toGlm(getEyePose().Orientation); glm::quat webcamPose = ovr::toGlm(captureData.pose.Orientation); glm::mat4 webcamDelta = glm::mat4_cast(glm::inverse(eyePose) * webcamPose); mv.preMultiply(webcamDelta); mv.translate(glm::vec3(0, 0, -IMAGE_DISTANCE)); texture->Bind(oglplus::Texture::Target::_2D); o
Hi, we have some nice min-spec machines to do profiling on, but we've not been able to have our overnight tests running because we only have two headsets in the studio. We really wanted to enable to Debug HMD mode that used to work back in 0.8.0.0, but when we enable it now, nothing happens, and now we can't even find it in 1.3 API.Help!We can't get hold of enough physical headsets to do accurate testing, obviously, and now can't test against a virtual headset that goes through the same composition stages as the real thing. We have a large game with large levels and need to performance profile these levels on multiple machines.
Hi,because it is Sunday, i was curious to look at if i could gpu capture ( renderdoc, vsgd, nsight or whatever ) the oculus server. Sadly, nothing worked, but i was mostly looking for the distortion shader, so i digged in the executable, and the DXBC are not encrypted :) I found 32 shaders, most of them seems to relate to the debug display and are VS/PS, the core system is four compute shaders, depends if you provide a depth buffer or not and if you hit a multipass blending..without depth, but blend to the framebuffer :http://jsbin.com/dabiqopudawith depth : http://jsbin.com/yipexecehawithout depth, replace the framebuffer :http://jsbin.com/sanogitaxaand an other compute : http://jsbin.com/vufeqayizaThey are long shaders, so i have not yet extract any meaning full logic in them, the compute receive only 4 swap chain texture at a time, if you have more than 4 in flight texture in your layers, it runs the compute several times and you accumulate cost.A thread group is made
I have been trying to monitor when new tracking data may be available via RAW INPUT via WM_INPUT. By trying to connect to the HID that has usage page 3, and usage 5, dwFlags as 0 in the RAWINPUTDEVICE struct, as I assumed this is the rift.Firstly for whatever reason that makes my program hang for a while on startup which isn't good. Then while running there are no WM_INPUT's seemingly from the headset?Note I am simply trying to efficiently get the availability of new tracking data which I timestamp with queryperfcounter - that is used for additional control input, _NOT_ the actual rendering of the view (which I do the way Oculus intended so don't worry about that).The idea being if I detect a WM_INPUT for the Rift that I would call ovr_GetTrackingState() as there is likely new data available. Doing similar works for the mouse and keyboard, and I can also do the same for XINPUT to decide when to sample the gamepad via those WM_INPUT messages. This works well and
Just saw this hit some gaming sites, by Benoit Dereau: http://www.benoitdereau.com/unrealparis.htmlIt looks amazing, but unfortunately the download is down - the video doesn't look like it has rift support built in at the moment :(
Attached are some vray rendered panoramas I built for the Gear VR - these can be viewed using the ORBX viewer from OTOY - just copy the files into the ORBX/samples directory and they will show in the viewer.They are made by converting the spherical panoramas to cubemap faces using Pano2VR. For those interested in making these the faces need to be organised into a strip in the following order:0,2,4,5,3,1 - face 4 needs to be rotated 90degress anticlockwise and face 5 needs to be rotated 90degress clockwise. IMPORTANT You will need to mirror (horizontally) your 360 panoramas prior to conversion.The size of the faces should be 1536sq with the resulting strip being 18432x1536. As with the DK2 GALLERY I would love to see other users panoramas
I'm sure I missed something but have been trying to get running again under 1.3. which I downloaded today. When I buid and run my Windows app it launches the store and can't seem to render to the Rift.Can't find anything in the docs. How exactly do things work now for developing with the DK2 and 1.3?Zoo.
In the latest release notes for the Oculus Utilities for Unity 5 it mentions:Added “floor level” reference frame for apps that need accurate floor height.How can applications using the Oculus SDK directly get values in the same space? I haven't seen anything in the 1.3.0 SDK documentation that addresses it.
If some protection of the client memory was set then the Oculusfails to connect and we see a black screen and the sdk contantly returnsa focus loss state. For example, the following codeSetSecurityInfo)(currentProcessHandle, SE_KERNEL_OBJECT, PROTECTED_DACL_SECURITY_INFORMATION | DACL_SECURITY_INFORMATION, NULL, NULL, pAcl, NULL) completly breaks oculus. So, How can i fix it? Memory protection is often used inmmo and online games and removing it is highly undesirable.
Since getting the latest Oculus runtime 1.3.1 almost all of my problems regarding DK2 compatibility have been resolved, except for one.The problem I am encountering is that rendered objects seem to shift or split apart when I turn my head, yet appear perfectly normal when my head is fairly stationary. Does anyone know how to fix this?I've had my DK2 since mid 2014 and I don't remember this being a problem with the older runtime and nvidia drivers. I only noticed this when I did the update to the 1.3.0 runtime and updated the Nvidia driver to 364.72The initial Oculus loading screen (gray grid room with some basic text and glowing orbs) can easily be used to replicate this issue. It does the same thing for all applications, but I recommend the loading screen since it has a very simple scene and the framerate is well above 60 fps.- If I look at one of those glowing orbs and start moving my head left and right the orb splits in two horizontally.- When I stop moving my head the object
Hi, We submitted our Early Access game just over a week ago and are wondering how long the process normally takes.Thanks :)
Hello guys. As you could understood i will inquire you about games from latest version of oculus rift. Will somebody (developers) port games from DK1/DK2 to CV1 (like don`t let go! or UE4 Rollercoaster etc.)?
It seems odd to me that in this day and age all timing related functions are not using unsigned 64bit integers - especially given the nature of VR where such precision is surely a good thing.I suspect internally that close to the hardware layer it doesn't timestamp in doubles. It's not a huge problem but again it just seems a little strange?
Hi,I'm in the situation that I'm not at home and I'm just working during my free time on a peice of code and I can't test it because I don't have a rift attached (I'm using a debug HMD with 1.3.0) And I dont have an Xinput controller on hand.So, I can't gaze on the dissmis button, and I can't press A on the controller. I'm stuck because the service is probaly displaying the H&S warning, ovrSessionStatus.IsVisible stay at "false" and the rift service doesn't write to the mirrorTexture... So yeah, I'm stuck \o/ Plus I'm thinking of multiple situation that dismissing it with the keyboard would be nice. Like when launching something like VirtualDesktop from the Oculus App. Or games that use special controllers, like Elite Dangerous (My Hotas is not a "xbox" thing)^^"
Hi.Can not create a Matchmaking Pools.Do you have any measures ?Thanks
We're currently working on a project that takes older games and makes them playable with HMDs, and we've updated to 1.3 SDK. We had the team update to the 1.2 runtime.Unfortunately since we are a remote studio, we could only allocate DK2s to most of the team and our CV1 is dedicated to the project lead. With the 1.2 runtime, the DK2 doesn't appear to work with anything outside Oculus Store and World Demo scene (SteamVR and our product don't pick it up at all) which makes testing and development with the DK2s rather impossible.Can we use the 0.8 runtime on the DK2 and expect full functionality with the product, now that it has been updated to 1.3 SDK? Otherwise will it be compromised but still usable with some minor errors?
Hello, i was checking my dk2 to see if i can run the demos like deep echo etc. for some reasons seems they dont run anymore.i tried to see if i can select the second monitor and go for the old fashion dk2 second monitor view, but my dk2 doesnt get detected at all like second monitor.some of the most recents vr experiences seems to work, but i have problems there too.any idea? the demo scene seems working fine so everything is connected.thanks
Hi,We're working on adding desktop mode support to our game but we're unable to boot the game in desktop mode without having to plug in the Rift. This kind of defeats the purpose of desktop mode I think. Is this a bug in Oculus home or did we do something wrong?I've tried to boot one other game (Keep Talking and Nobody Explodes) in desktop mode but it has exactly the same issues.Best regards,Frank
I am interested in trying to capture a static image sphere using 2 cameras in order to create a streetview like stereoscopic 3d experience, where the user wearing the Rift can pan around the image by just looking around. Does anyone know of examples of existing implementations? My initial thoughts are that you would need a lot more data than simply 2 image spheres. So I was thinking of having 2 cameras on a head/neck model and pivot them around to take lots of images at different view angles, and then using those reference images synthesis new images for each eye depending on where exactly the user is currently looking. Can anyone suggest some reading for how best to do that image interpolation and what kind of image reprojections might be needed?I know google streetview had an anaglyph mode for awhile, but from what I have read that was generated by combining a single image with depth data from the laser scanner, so it's not exactly the same approach.
When I last looked into how the SDK rendering works it was something like this, IIRC:The application two normal views of the scene, according to viewport parameters supplied by the SDK.The resulting framebuffers and depth buffers are then transformed by the SDK using a distortion mesh, it is supposed to not add latency, although I don't really understand how. But that's not the crux of the issue.Back then it was pretty clear that the ridiculous performance penalty was due to the fact that we are scaling and distorting the renderbuffer after rendering and so losing alot of information.The good old viewport frustum is a totally wrong it was never supposed to be used to render high FOV scenes and basically just a step up from the orthographic projection. Has anybody thought about a solution? Several frustums per eye perhaps?There was something like 3 megapixel images to be projected at a 2 megapixel screen, has that changed? A smaller problem is that if we are rendering 24bit colors and o
As mentioned here about v0.8 : https://forums.oculus.com/developer/discussion/comment/358410/#Comment_358410 Configuration is : HD7870 GHz + R9 390 Nitro latest driver 16.3.2. The rift is on the R9, the PC screens on the 7870, this is definitely a bug, it seems that it can't properly figure things out.PhM
We have a collection of 360* panoramas created by Howard Goldbaum, a professor at the Reynolds School of Journalism at the University of Nevada, Reno. We are on a mission to transform the images into a virtual reality experiences for Oculus users and students. So far we had luck in developing individual panoramas to work with the VR headset (DK2.) We need help in creation of hotspots that will allow the user a transition from one equirectangular image to another, by looking at a target for few seconds. Here are few examples of the work:http://www.allaroundnevada.com/american-flat-mill/http://www.allaroundnevada.com/gold-hill-depot/Which software or code should we use to create the transitional hotspots? Please advise!
Hi guys, first time posting in the forums. I am in the pre-production & prototyping stages of a standing experience for the rift and it has an 'easter-egg hunting' aspect to it. These objects will eventually be dynamically spawned around the player. I want to encourage the user to take a few steps here and there rather than placing everything in their proximity.Using the tracking volume as a guide is not enough because they might have furniture or walls and I don't want to add any kind of non-physical locomotion. I guess this is both a complaint and a legit question as to what my options are.. 1) build my own Chaperone system and pre-game configuration wizard2) change the concept of the game to avoid making 1I feel like this is a recurring design problem that will come up again and again so, it makes sense that a third party solution could end up becoming the standard.. but idk if there is such a thing.I know I can create it myself, but it just deters
Hi.In order to test the function of OVRPlatform, I build and run a sample for Unity.It has confirmed that the Entitlement check is error, on the binary.In the same environment, it has confirmed that the Entitlement check is successful, on the Unity Editor.How do I resolve this?Thank you.
This is most likely an nvidia driver problem so I will report it to them too - I guess we are due a driver update soon too.... But when the Oculus runtime starts up for use, both my screens flicker on/off quickly. It's not a huge problem of course but it doesn't happen if I disable SLI from the nvidia control panel.This happened with Oculus 1.3 before I updated to the latest nvidia driver, and I thought it had gone away when I updated the driver but in fact the new driver install had disabled SLI be default in the control panel. I don't remember this happening back in the 0.8 Oculus SDK days.
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