PCVR/Link Development
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Hello, I have the OculusRift DK2 in Windows 7, SDK and runtime V 0.8 and InstantReality V 2.6.0. It works with the examples of Oculus and X3DOM. But when I try it with the example of instantreality, I get an error when it creates the OculusRift2 node.How can I solve it?
https://www.youtube.com/watch?v=5NpPStTFTcMTo have devices where you can feel everything the guy in orange is feeling in full VR.
Beta is free for a limited time. Download and give it a shot. Please leave comments and what you would like to see improved. http://gliderisland.azurewebsites.net/default.html
To anyone who knows that game, that would be insane in VR. The multiplayer would be great.Why let great concepts die. There is no game like it.
How can one give the runtime a window to render on the direct monitor?
Hi :D I've seen the OculusRoomTiny demo and this simplified version : https://github.com/mattnewport/OculusRoomReallyTinywhich are great but still a bit beyond me with all the directx stuff. I understand the initialization, getting headtracking data but not all the graphics stuff.Would anyone be willing to make a tutorial that demonstrates the absolute minimum needed to output something visual to the rift i.e. a triangle or even just a window with a background colour and/or some text. Doesn't need to do anything ie no rooms chairs tables or flying balls no being able to move around etc like in the examples above.Just a very simple graphical output to the rift using directx.It would be greatly appreciated if someone would kindly do this?
Hey all, long time lurker here...You’ve likely noticed that perceived resolution seems to improve while you move your head around with your eyes fixed at a point in a VR scene. While constantly thrashing your head about as if you’re in a Death metal band isn’t a practical means of maintaining this perceptual bump, I’ve been contemplating another way to take advantage of this phenomenon. Before reading on, bear in mind that I know almost nothing about rendering. For all I know this may be something that has already been tried within the context of games.So…through a bit of experimentation I have found that by sampling a 4k image ( frame), to generate 4 separate 2k images(subframes), and quickly cycling between them, you can improve the quality of the perceived frame. To test this, I essentially grouped 4 pixels of a 4k image by their 2k equivalents in gimp, then copied one the subpixels (i.e. top left, top right ect.) and pasted it onto the other three quadrants. The quandrant occupied
I was just wandering in the game and realizing how real it is. The AI is so smart too. I parked a car in the middle of the intersection and watched how the AI dealt with it in the way. How random stuff happens in the game is also cool. This is all on GTA online.I was watching PTSD on how VR helps people bring the moment back but realizing how crappy the graphics are and how real GTA is, rather than make programs froms cratch that look like ass why not build off a platform like GTA. Was talking to people in the game on how cool it would be if there were tornados, volcanos, tsunamis, aliens invading w/ guns. How cool could it be to co-op defend. They should up the player cap to like 60+ per server and do stuff like this.This is a great game to MMO wander like Playstation@Home where people were hanging out in a mall and a carnival talking and stuff. Rather than make a game from scratch like that for VR, why not work with Rockstar to build off GTA to be like that?The platform is t
Hi Guys,I've been studying on how to make my own 360 stereo pictures and video.There are some great ones in Oculus Home on samsung Gear.used VR player and others to evaluate 180/360 stereo video and tried a lot of stuff. Read up on whats coming and read a lot on this forum to see how people are approaching the problem.The main problem in my opinion is the fact that there is no positional tracking. (obviously as it's pre-rendered or shot from a fixed position)take a look at this: http://depthy.me/#/sample/tunnelThat's using a depth map (can be easily extracted from the google camera on an android phone) to do parallax. Naturally the algorithm is "imagining" pixels as there is only that much information (you cant look behind a door or something).can't we somehow mix those 2 methods of presenting a stereo 360 video to the user.i imagine an mp4/image where most of the texture resolution is used for 2 views from a distance apart (somewhat more then the normal IPD would dictate) and a somewh
Sure tweaking can be done after but it sure beats the starting from scratch feature. With this it would be possible to recreate an outdoor environment 1:1 and add/remove things.https://www.youtube.com/watch?v=q3wXggCqY_8Obviously the point is to end up wandering the environment in VR.
I'm trying to understand how to determine how to relate OpenGL units to real life units. For example if I make a plane that is 10.0f x 10.0f in OpenGL it's not looking like 10 meters x 10 meters when in the Rift. Is there a method to calculate the appropriate ratio?
Hi,Help me please. How can I show picture on the PC output to fullscreen without distortion?When I use sample "r. Mirror Variants" from oculus SDK and set mirrorMode to 4 or 5, I get distortion of picture:http://s12.postimg.org/ie67657zh/Untitled.jpgAs I understand texture one eye is re-sized on all screen and it is reason of distortion.I suppose it happen within ovr_CreateMirrorTextureD3D11 function but I can not see implementation of this function.This demo works correctly and I want the same result:https://share.oculus.com/app/i-expect-you-to-die
I'm trying to run the Demo Scene in the utility with the Rift Display Mode set to Direct HMD Access.Running Windows 8.1.Rift Firmware 2.12Rift Runtime 4.3Error:There is a problem with your Rift configuration.Interfering software is preventing the Rift from activating. Loaded UMD is reported as 'nvwgf2um.dll'.Anyone else?
Did someone had the change to toy with the 1.0 SDK? Are there major changes comparing to legacy SDK’s 0.5 and 0.8? I’m also curious if someone tried two Positional Tracking devices for room scale gaming. I’m wondering if it is possible to use two DK2 positional tracking devices with the SDK 1.0 when it is available. Can’t find any topics on the 1.0 SDK. :oops:
hi, I wanted to ask a question a little specific.in the final version of oculus rift, you can set the screen frequency? for example between 75hz and 90hz.in this way, at least at first, you can do the opportunity to test their product even in dk2, and be sure it will work at 75hz.I ask this because having received no response, and not having a CV1 to test 90hz on my product, I can not be sure that the early indie products works properly.Thank you for your work and sorry for bad English
I am running Windows 10 with SDK 0.8 and a DK1 using DVI on a GTX 980 with driver 364.51. I am just getting back into VR development, so this is still fresh for me. There was no prior working state.The issue is simple: the kit works fine the first time. But anytime after that, it fails to initialize, and I must restart the computer to resolve the issue. Power-cycling the base does not affect the issue.To reproduce, I just have to run the OculusWorldDemo application. The first time, it works. The second time, I get the "Unable to initialize rendering 0 --" error.As you might expect, this is a fairly strong impediment to work. Has anyone encountered a similar issue, or am I up a creek?
Any news on whether SDK 1.0 works on laptops? if not are there any plans to support laptops in the future?If anyone knows of ways to get it working please let me know. I would like to be able to demo with my laptop.
Hey how do you view the stereoscopic video file through the Oculus once you have it? I rendered out a scene in 3d and now when I look through the SDK visor I just see the 3d image... not the image IN 3d.Any Idea what I'm doing wrong?
Thanks for all the feedback on the scripting language for VR. I did try them all (including SecondLife) but unfortunately they all have some performance issues.I started working with the Tiny Room demo and actually it works great. I was able to build a lot of the things that I want and was very happy with the FPS rates (judder doesn't make me sick, but it just exhausts me and feels awful).I was starting to write a bunch of code to do higher level tasks (geometric objects, text, input, etc) but wanted to check to see if anyone had started an API like that or even just more example code.Cheers
In VR, 75/90 fps is very-very-very important.But i discover some frustration about reach it constantly in current titles out there:- Many games don't have an FPS counter in their UI, or at least it's difficult to discover how (in some cases, need some console command), and probably don't work with the Rift.- Many GPU tools (like MSI Afterburner) have FPS counter, but every tools don't work on the direct-mode Rift (and it's frustrating remove the Rift to look the FPS).- Many games require restart if GPU options are changed (for example antialiasing settings).- It's difficult to understand when the exception of the constant FPS is acceptable. For example, i have 75 fps constant in Project Cars, drop lower only if i have around twelve cars in the viewport.So, the question :PIt's possibile to write a background process that obtain/detect from the Rift the current FPS, a system-wide process that work indipendently by the game it's running?If the process can't draw on the Rift the counter, m
is there any way to get the engine to have a feature of streaming a stictched 360 video feed. for streaming to vr enabled devices? also a standard mirror option from the frimware would be nice. for streaming purposes.
What happens now? When can I expect to get feedback in any form whatsoever? What is the experience of any of you devs that have submitted a RIFT game to the Store? I can't find any official information ...
Hi all, I'm working on my project where I have my own function for translate camera using head tracking. But when i move head scene rotatine instead of simply translate. Do you know if is there a way to disable oculus auto rotation without disable tracking?The effect that I want is that when i rotate head up, camera translate up, when rotate right, camera translate right ... like you have an image fixed on a plane that could move only on that plane. I have looked around the web for a solution but i can't find something that work for me. I hope to have clearly explain the question. I'm working in c++ with 0.7sdk.
Oculus-Rift games need a fast PC with a strong graphics card. They won't run on a phone or tablet.Contradictionally, the Windows 10 policy states that Windows Store games must be able to run universally on all Windows platforms.Does this mean that Oculus Rift Games will not be welcome on the Windows Store ??Anyone who has already experience with this ? I think this point is very essential for many developers.
Hello all. Just a quick question to confirm something. I've previously developed some software on OSX and Linux for the DK1 sometime ago. I'm back on a similar project with the DK2. Am I right in thinking the current SDK for Linux is Oculus SDK Source V0.6.0.1-beta?CheersBen
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