PCVR/Link Development
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I think this is about the most simple way/tutorial to get the minimal amount of useful information from your rift using the latest (0.8SDK):https://github.com/GitHubUsername1/Mini ... tion-0.8.xIt's an updated version of this:https://github.com/dleen/Minimal-Oculus ... ster/MinOcwhich I found very useful but it's using an older SDK.I have no relation to the author, I hope it's ok to reproduce some of the original guide.
The argument was- SDK 0.5 has linux support, and will allow you to continue development/utilize content created with that SDK- Support for Mac and Linux us currently held on SDK 0.5. Versions beyond 0.5 Do not have Linux or Mac support. To continue using Linux, simply use that SDK.(source: viewtopic.php?f=20&t=25463#p290736)So viewtopic.php?f=34&t=16664 can be worked around because we have the source code. Unfortunately oculus never officially released a fix, so every developer who still uses that SDK1) and who doesn't use mesa has to be aware that there is a problem with it2) needs to work around it locallyThat sucks a lot, but we can work with it.But what about bugs in the ovrd service? It segfaults *a lot*. I have played for a few minutes with osvr-oculus-rift in the last few days and it segfaults almost every day I try to use it at least once:TIME PID UID GID SIG PRESENT EXEMi 2015-09-16 10:12:00 CEST 31014 1000 100 11 /usr/bin/ovrdDi
I wanted to render stereo vision into oculus rift. I've been researching a lot on this topic, and found openCV with openGL or direct3D will do the job. But can unity alone be suffice to do this job?
No I won't be bringing out the dentistry tools just wondering if development wise it is now safe to upgrade to Windows 10?No major hickups / problems / issues?CheersFred
I wonder if yours marketing specialists are intending to launch a set of the rift combined with 2 touch controllers this all in a slik suitcase. This mainly because the touch preferences above the xbox controller, rift with 2 touchs and no xbox controller would probably result in a special all in one price ;). Intending to buy the rift but just as mentioned above.I will contact you by an email this week with a proposal and possible great future possibilities. With kind regards,
Hello,We are currently working on a game concept that involves using two cameras. In on screen we have a minimap and on the other one a FPS controller.http://i.imgur.com/2FCDE8y.jpgThe screen on the right should be rendered only in oculus. So people with only one monitor and the oculus will be able to play our game.Our problem is that with the new Oculus SDK windows is not detecting the rift as a second display, so we are not able to render the minimap camera on the main monitor and the FPS camera on the rift.Anyone got something similar working?
Hello everyone,I am the founder and lead VR geek at www.MetaverseXXX.com. Doing a quick search I do not see much "info" sharing on the topic of "making" VR Video, so I thought I would start it here. What VR Video related questions do you have?I am able to answer how I built our 180 degree VR Video camera system, the post production processes and best practices on how to actually shoot VR including talent coaching. Shooting VR is very different than shooting regular video which has been a challenge for veterans of the industry to adapt to. It is a total shift in thinking. I have shot porn, talk shows, rock concerts, product tours, podcasts and more in VR. I am sure some of you are curious about how shooting VR differs from traditional video for starters? Right? Or how we edit in post production? I have a lot to share but are not sure what you all want to read.How about other VR Video producers on here? Any questions for us or anything you would like to share your insights?We can open th
I feel that I bother this part of forum for way too often. This is already something I feel like I would figure out soon on myself.On fragment shaders, some nice effects require that you can cast a ray from the view space. I tried to do it myself like this in GLSL:x = mix(leftTan, rightTan, step(ndc.x, 0.0)) * ndc.x;y = mix(downTan, upTan, step(ndc.y, 0.0)) * ndc.y;eyeOri = eye_matrix * vec3(0.0, 0.0, 0.0, 1.0);eyeDir = mat3(eye_matrix) * vec3(x, y, -1.0);I let that interpolate through vertex shader and normalize it in the fragment shader. The problem is the left and right eye doesn't converge when I do it like this, also the eyes on the view turn as if they were inverted. I double checked that I passed the right matrices for each eye. Am I doing some misconception here?
Hi everyone, just a little insight to who's talking: I am working in 3D scanning, 3D printing and to a certain amount in 3D visualization. The goal is an Oculus simulation for a museum, which I never did before. Our VR guy left the team and so we had to hire someone to create an environment in Unity. I am posting here, not in the Unity section, because I think, the problem is a general one, not a Unity one. I could be wrong. So I was creating the geometry in 3ds max, exported it and the hired developer put it together, created lighting and collisions and everything needed. Now finally the problem. There are several historical buildings in the simulation and they are more or less detailed. There are columns, pilasters with vertical fluting and a broad stairway entrance for example. Depending on the viewing distance and angle these details basically look like many parallel lines and those are causing a moire effect. Unfortunately this interference pattern is not static but depending on t
HiI'm the author of the Lever programming language.In Lever I have workflow for importing shared libraries with automatically generated header files. I could do the same for LibOVR, but the LibOVR provides only the .lib that is statically linked file.It would take some more elbow grease to enable the static linking of LibOVR into my interpreter. It'd be easier if it just was a shared library object. I'll try come up with a way to embed it in though!
I'm wondering how many Unity developers are targeting Rift and GearVR at the same time? How much effort has it been to work with both the PC SDK and Mobile SDK? Easy? Hard?At the moment I just want to make a great Rift game (I have my idea), but I currently have a GearVR and DK1, but not a DK2... I'd like to have my game ready when Rift hits the masses or soon after.As mentioned, I'm a Unity dev, and going through the motions of setting up the Android SDK now so I can do the Roll A Ball tutorial with GearVR. I'm wondering if the Mobile SDK is going to eat up too much time and going to be a big distraction from what I really want to do - the mobile SDK is a big chunk to learn, when really I'm interested in making a Rift game. At the same side is does really force you to make an optimized product. I'm considering selling my S6 Edge Plus and buying a DK2 just to focus on Rift development, but would love to hear other people's thoughts or experiences. About me: a single man operation with
It's back! For six weeks, starting on Sept. 28th, developers around the world will build innovative experiences for virtual reality, desktop, mobile, and beyond.Last year’s competition was incredible, with over 150 submissions and some really amazing titles. For 3D Jam 2015, teams will compete in two tracks – Open and AR/VR. We’re giving away over $50,000 in prizes. Entries will be accepted until November 9th, 2015 at 11:59:59 pm PST.Register here: https://developer.leapmotion.com/3djam
I need to get position of each eye in virtual reality.I need it inside actor.I am using UE4.9 and standart VR preview.Where/how shall I do it?
Hello:)What about the runtime for DK2?is the SDK stills 0.8.0.0?The 1.0 runtime is ready only for CV1?Could have we a hope to see something new as SDK 1.0 to upgrade our DK2?see you next:)
In vs 2015 I get this message:LibOVRRT32_0_8pbd not includedsymbol loading for LibOVRRT32_0_8pbd was skipped because it was not in the specified modules listmodule information version 8.00.0.51525when i reach the line of code in bold below:OVR_PUBLIC_FUNCTION(ovrResult) ovr_Create(ovrSession* pSession, ovrGraphicsLuid* pLuid){ if (!ovr_CreatePtr) return ovrError_NotInitialized; return ovr_CreatePtr(pSession, pLuid); }This prevents me from stepping into code further. I'm learning c++ and the oculus sdk so no expert. Could somebody kindly provide me with some info on this please i.e.is there a (relatively) simple fix for this?EDIT to add the project compiles and runs fine, and i can get around this by stepping over this bit of code, but would rather not do that.
Please post links below of videos and reviews / feeback from CES that cover the CV1.
Hi all, I'm an italian computer science student. I'm making an investigation about human computer interaction based on a visualizer of a particular type of image. I thought that oculus should be an intresting way too use this visuzlier. I have the opengl visualizer program (it's a very simple program), but i don't know oculus programming and I don't have the time to learn it. The openGl program is very simple and I think that also the conversion to oculus should be easy for someone skilled with oculus programming. If anyone is interested in making the conversion please contact me with pm or replying the topic.I need 0.7 sdk because I work on laptop and 0.8 is not compatible. I hope that you can understand my issue and sorry for my poor english.
Hi. I'm an Oculus development beginner.I use OpenGL to deal with Oculus and I could easily get HMD sensor variables but I had difficulties with rendering images on HMD.What I tried were. - Create a framebuffer and render images on a texture which is bound with the framebuffer. And blit it. [when I display on viewport of PC (framebuffer 0) it worked but on Oculus it didn't). - change 'tex->OGL.TexID with' id of texture where images are rendered. -etc..I failed every tries.. and now I'm in panic.Of course I searched for example source codes but I couldn't find any codes that I needed.(my OS is Windows10, and I needed sdk 0.7 or 0.8 codes)Can i get any help?Below is the source code I'm using.- Source.cpp#include "GlobalVariable.h"void InitApp(){ //Generate a framebuffer glEnable(GL_FRAMEBUFFER_SRGB); FramebufferName = 0; glGenFramebuffers(1, &FramebufferName); //Bind generated framebuffer glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); //Generate a texture glGenTextures(1
HiA few weeks ago I set up visual studio 2015 to be able to use the 0.8 sdk using a guide I read located (I think) somewhere from here:https://developer.oculus.com/It had info such as what include's to specify in visual studio project properties dialog boxes etc, linker dependencies etc..... basically everything that enabled a beginner to do a simple ovrResult result = ovr_Initialize(nullptr);However I can't seem to find it now :oops: , could someone kindly provide me with a link to what i'm after please?EDIT:it was this:https://github.com/dleen/Minimal-Oculus ... tion-0.4.xIt'd be great if there was such an example updated to use the 0.8sdk.
The tiny Eyefluence sensors are attached to the inside of an Oculus Rift virtual reality headset and detect the smallest movements in your eyes.Medium painting and sculpting in Oculus Rift.looks Interesting. http://venturebeat.com/2016/01/09/the-d ... nics-show/
This probably has a simple solution but I'm not super savvy with Android. I "Build and Run" my Unity VR project to my Android device and when it finishes I have it set up to tell me to place it into the Samsung Gear device and it runs. The problem is when I want to reload the build it doesn't ask to insert the phone into the Samsung Device and just loads and sits there. Am I missing step on manually reloading builds? Any suggestions would be greatly appreciated, thanks.
I am excited about the forthcoming Rift and will stay up tonight (in Japan) to order one.I also want to order a suggested PC, and see there are 2 athttps://www.oculus.com/en-us/oculus-ready-pcs/Will these 2 PC's be 'set up' so the RIFT is plug n' play?Or should I buy the relevant PC at Amazon and set up the Rift myself later? Examples athttp://www.amazon.com/s/ref=nb_sb_noss? ... =ROG+G20CBThank you.Michael
Hey all, I suppose this is a handy, 'quick-check' tool... However, it raises a few questions. For example, If some of the specs (CPU or GPU,specifically) don't pass on your computer, does that mean it WON'T run, or that it's just not optimal?I have a beast of a gaming laptop (ASUS ROG G750 Series G750JZ-XS72 - http://www.newegg.com/Product/Product.aspx?Item=N82E16834231644) that was pretty much top of the line a year ago when I bought it for the DK2 - now, I understand that the GPU is specifically not compatible by OCULUS - is that true? Also, the compatibility tool says that the Corei7 in the above laptop doesn't meet the minimum reqirements when the Oculus says i5 or better.... that makes me wonder...I appreciate your input...Thanks, Matt!
I'm doing research on color blindness, and I'm using the Oculus Rift DK2 for some of that work. In order to create my software, I need to carefully measure the color spectrum generated by the Rift. I used to be able to do this easily, because I could run my color profiling software, display on the Rift, and measure.With 0.7.0 and later, is there a way to force the Rift to show up as a display, and display normal system windows on it? I know that I shouldn't normally do this, but I don't want to have to write color profiling software specifically for the Rift. I have heard rumors of some command line tools that might help me with this, but my Google-fu is failing me so far...
I have too strong correction by program.I tried to edit shaders, it is bad way and there is a lot of shaders there. (And I didn't get result yet)Where is the parameter which I should correct to make distortion lower?p.s. I also asked question in http://stackoverflow.com/questions/34222876/oculus-sdk-huge-chromatic-abberations-produced-by-programp.p.s. I found topic https://forums.oculus.com/viewtopic.php?f=20&t=717&p=7001&hilit=chromatic+abberation#p7001 , but it was useless because I have DK2 without ovr_win32_hmddevice.cpp in SDK.
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