PCVR/Link Development
Recently active
Dear Oculus,Many of the developers are missing some vital information right now. This could be solved by you answering a couple of questions.I am talking about developers who have invested in a Development Kit and put many months into supporting the Rift.The problem now is that you are withholding access to the latest SDK, so we don't know when we will be able to develop for the consumer Rift.Questions :1) Will the SDK 1.0 work properly with the DK2? This would allow us to develop for the CV1, using our DK2, as long as we don't require the extra functions on the CV1. Obviously, this is why we bought a Development Kit. The only answer we have for this question is a single tweet by Tom Forsyth "Nope, 1.0 supports DK2." https://twitter.com/tom_forsyth/status/ ... 4237106176 If you think about it, this is not really the professional way to keep your developers informed, and we would be grateful for a proper comment on this.2) Approximately when will the SDK 1.0 be released for develope
Hello Everyone!Thank you for taking the time to look at my thread. I have a couple of questions that I am hoping someone can help me with. To get to them I need to give a little background:I am a Park Ranger and looking to use the Oculus for showing people sections of my park that they physically are not able to reach. Due to the fact I am stuck using government money for everything I was unable to get a DK2 or CV1. I was lucky enough to find someone with a spare DK1 that they were willing to donate to my park as a Tax writeoff.I am aware that the DK1 is very out of date and no one really uses it anymore, but it is my only option without finding someone willing to donate something better :PSo my question, can anyone recommend some good software for 360° photo/video editing that will still work with the DK1? A friend suggested trying out Whirligig, but he wasn't sure if it would still work on the DK1.Thank you again for your time!
Hi, I am trying to improve the performance of an application that is soon to be released. My problem is that every 5-20th frame ovr_SubmitFrame takes a "long time" to execute. double st = ovr_GetTimeInSeconds();ovrResult result = ovr_SubmitFrame( od->hmd, 0, &viewScaleDesc, &layers, 1 );double dt = ovr_GetTimeInSeconds() - st;if (dt < 0.01) { printf("Submit oculus frame OK dt: %f\n", dt);} else { printf("Submit oculus frame ****TOO SLOW**** dt: %f\n", dt);}Here is a trace from a sequence of frames: Submit oculus frame ****TOO SLOW**** dt: 0.018046Submit oculus frame OK dt: 0.008834Submit oculus frame OK dt: 0.009257Submit oculus frame OK dt: 0.009368Submit oculus frame OK dt: 0.009138Submit oculus frame OK dt: 0.008067Submit oculus frame OK dt: 0.007674Submit oculus frame OK dt: 0.007736Submit oculus frame OK dt: 0.006971Submit oculus frame OK dt: 0.006168Submit oculus frame OK dt: 0.004738Submit oculus frame OK dt: 0.004581Submit oculus frame OK dt: 0.004082Sub
Hi, guys!This has probably been answered somewhere else but I couldn't find it.I'm developing a game and I want add Oculus support from day 1. Is there any to purchase the final consumer model earlier, so I can integrate it properly?I know they've been shipping unit's to developers but I couldn't find any official way to sign up.
They promised keep the price as low as they can , make the price everyone affordable.But today they set the price at USD$599.but as I see, it is not only because of the Oculus Hardware improvement.but bundling of (games and xbox wireless controller).I'm just feel sad of that. :(
I've been working in Java so far, but I'm now worried that distribution is going to be a pain. So I'm considering to switch to OpenGL with C# so that I can build an .exe. What are others using? and would this be a good solution without having to learn Unity or such like? I'd like to keep the OpenGL asspect incase support for OSX and linux returns, and C# looks easy to pickup.
I'm not surprised that occulus doesn't think my 980M is good enough. I've had issues with both drivers and games. But once I have gotten them to work I get very good performance. These power machines are very good gaming computers and developer platforms. I travel a lot so my Alienware 15 is perfect.For example with Elite: Dangerous I had to rollback to a certain oculus runtime to make it detect it. Is there any discussion in regards of supports for laptops now when you go CV1? I don't care if it doesn't match the official recommendation but will the runtime support it? As you seem to team up with Dell (Alienware) there might even come a laptop bundle?
i7-3770K vs i5-4590 i7 3770K is a little faster: http://www.cpu-world.com/Compare/507/In ... 6700K.html2 * GTX 690 sli1 * GTX 690 is little faster as 1 * GTX970http://www.hwcompare.com/18055/geforce- ... e-gtx-690/16GB+ RAM4 * USB 3.0HDMI 1.4aWill it be enough? or am i missing out on something? (Prefer not to upgrade).
hi guys,first of all, sorry for my bad english.I have installed the oculus runtime v.0.8.0.0,and i've downloaded some games(for example, "Helix","vox machinae" and more games) and the games doesn't work. But some another games,works (for example,"Doors of silence","stacks" and some more). how can i start the games natives for oculus,but doesn't start on oculus?Thanks :D
I've started tinkering with C++/OpenGL/Windows in the evenings with ideas for a web browsing app specifically for the Rift - I believe there is something similar for the Gear on mobile.I have a simple concept working pretty well that creates a number of "browser surfaces" in 3D space, renders web content to them in real time and allows input via mouse and keyboard. The underlying browser technology is the same as the latest release version of Chrome so it renders all modern web technology including HTML5, CSS3, WebGL, PDFs, video and soon, WebVR. The next step is to make it work with the Rift - trouble is I don't have a DK2 and I don't think you can buy them any more.My question: Is it worth diving into this wholeheartedly and trying to borrow one from a friend or are there already dozens of similar products out there like this already? Searching suggests there isn't but I don't know if I'm looking in the right places.Then, if it is worth doing and I can find one to borrow for a lit
I developed a game for the GearVR and am in the process of porting it over to the DK2.I have encountered an issue where the texture on certain game objects are fine (look good) in Unity - but are broken when built/played on the DK2.Here is a screen cap from Unity (how it should look)https://www.dropbox.com/s/02xd3td1c1gfaj3/FeetFirstPads.png?dl=0Here is a screen cap from the DK2 Build (broken)https://www.dropbox.com/s/a6biqd1j38mkooh/FeetFirstTexture.png?dl=0Since the texture is not broken in Unity - I am having a hard time trying to figure out why/how to fix it. Any thoughts or ideas would be greatly appreciated.Using:Oculus Utilities v. 0.2Unity v. 5.2.1p2Thank you.
I developed a game for the GearVR and am in the process of porting it over to the DK2. The first thing I noticed is that gaze tracking on the GUI/Menu system is enabled. There is no cross-hair, but my menu icons will light up (appear selected) as I move the headset around. This does not happen on the GearVR. Since menu navigation is supposed to be done using the d-pad on the controller - this creates a conflict with two menu options being highlighted at the same time.Can someone point me in the right direction to remove/disable gaze tracking?Using:Oculus Utilities v. 0.2Unity v. 5.2.1p2Thank you.
Yes Sandy Bridge CPU's are starting to show their age but last I checked a stock 2700k still out performs a i5-4590 in most benchmarks. The Rift compatibility tool seems like its trying to get people to do unnecessary CPU upgrades?
Hi, I have some questions about starting a binocular rivalry experiment. In general binocular rivalry means, that you show each eye an other picture, more or less different. Depending on the contrast between these two pictures, you can see both or only one of the two pictures, but switching over time from one two the other and back. For the first tries I need a high variety of pictures and movie sequences to get to know, how the test persons react. Has anyone an idea how to realize this?My first guess would be using a tool, which allows me to stream pictures and movie sequences seperatly for every eye. But I am not really familiar with oculus rift and the tools to work with it, so I don't know which tool could solve my problem. So does someone know a tool like I need or has in genaral any clues?So thank you in advance!
I don't own an oculus rift,but successfully ran some demos using config window from oculus runtime. I wanted to code and work without the hardware (temporarily). Using visual studio 2012 and Oculus SDK (0.8 beta). I tried to run following code:#include <OVR.h>#include<iostream>int main(int argc, char ** argv) {if (!ovr_Initialize()) { return -1;}int hmdCount = ovrHmd_Detect();for (int i = 0; i < hmdCount; ++i) { ovrHmd hmd = ovrHmd_Create(i); ovrHmd_Destroy(hmd);}ovrHmd hmd = ovrHmd_CreateDebug(ovrHmd_DK2);ovrHmd_Destroy(hmd);ovr_Shutdown();return 0;}Installed the libraries into VS as following:1) under solution properties-> VC++ directories ->include directories-> C:\Users\USERNAME\Desktop\FOLDER\OculusSDK\LibOVR\Include2) under library directories-> C:\Users\USERNAME\Desktop\FOLDER\OculusSDK\LibOVR\Lib3) under linker-> input-> LibOVR.libby the way I'm working under release win32.When I compiled, I get the following errors:Error 1 error C1083:
A reaction to the video here with the guy mentionning there was two trackers at his CV1 test : viewtopic.php?f=26&t=28774#p317322I know that this is not what the oculus SDK exhibit right now. And my guess was it may just be to accommodate different people heights quicker while setting up things.But i get curious about the idea. With a single camera against the rift, there not much problem, positions are relative to each other, period, but an extra camera can really improve tracking precision plus extend the playing area, but at the cost of some calibration to precisely localize a camera to an other. It would be possible to chain transformations from two pair of camera/rift sensors to get it, but it may be a little inaccurate i would imagine.Anyway, i like the idea has it can improve the range of motion while using the rift ( pay the cost of an extra camera, of an extra tracking, etc ).What people think of it ? Even if right now, it was probably not that.
I was thinking of doing this as I need the controllers now rather than waiting for them from Vive/Oculus/SixSense/etc. I'd use sensor fusion of the accelerometer/Gyroscope/Magnetometer, though there have been reports that the magnetometer is a bit unreliable. One idea I had was putting an electromagnet nearby (you can get them cheap) to keep the magnetometer stable. Anyone have any experience with this?Obviously this wouldn't be as accurate as Touch Controllers, but for development purpose I think it would be OK.
Hi, forum members!I'm the content manager for Logical Increments, a website that give advice on building the best gaming PC for your budget. More than a million people visit our site every year for advice on building PCs.I've been here on the forum for a few weeks getting some really valuable insight from some of you, mainly in this thread. I originally came here looking for perspective on the "true" graphical demands of the Oculus Rift because we've been working on a guide to building a PC for VR on the Rift (and Vive). With input from forum members here, I think I'm much more on the right track.I'm hoping I can get some feedback from you all on the guide itself. We'd like to help as many people as possible build a PC for the Rift, and we anticipate that each month this guide will be read by roughly 10,000 people, running the entire range of experience levels when it comes to PC hardware. As such, the guide needs to be as accurate and helpful as possible without scaring people away wi
Hi,With the release of V0.7.0.0-beta run-time, some people have reported that laptops are no longer supported - is this true?Since I updated my run time from V0.6.0.1-beta I have not been able to get any of my apps working with the DK2
In case it helps any new Rift developer (like me), here's a hint of how to develop in Direct Mode *without* always needing the actual headset. This will be obvious to anyone that already knows it, but to a noob it isn't, trust me.If you're using Direct Mode it is possible to use the Oculus driver 'ovrHmdCap_NoMirrorToWindow' flag to control whether or not the Rift view is mirrored to your desktop. Default is mirroring 'ON', anyway. With a small extra step (particularly useful during early development) you can have your app mirror to the desktop even if you do NOT actually have the Rift connected.Within your initialization code you test to see whether your ovrHmd variable (here HMD) was successfully initialized with ovrHmd_Create(0), and if NOT then you initialize with ovrHmd_CreateDebug(ovrHmd_DK2) instead. That gives you a dummy debug HMD so the rest of your code works (although you won't get headset position updates). You can keep programming if what you're doing is workable via the
Any opinions?http://www.izugar.com/product/z6x3d.html
It keeps forwarding you after a while of login, just while you are in the middle of that text. Please fix this (though I have no real hope this will ever happen)
So I have been able to implements the new Unity UI scripts Oculus provided in Novembers blog (Thank you Oculus!!!) but I am having a problem with the OVR MousePointer script. Unlike in the demo from Oculus in my project the active area for mouse input is very large. I also have a dual monitor setup. As a result I often move the windows cursor further than the in Rift cursor and it ends up on the second monitor. Then when I click I lose windows focus on my program and it stops updating causing the "everything is moving with my head" motion sickness problem. How can I limit the windows cursor to just the one monitor.Any help or hints would be greatly appreciated.
Of course one of the biggest topics of design discussion with the rift is the importance of hand eye coordination and how it is missing the "hand" aspect by default. There are a lot of great and very different ideas on approaching feedback (haptic devices, kinect, razr hydra, etc) but they mostly need some kind of representation of the player's hand in game.I started out thinking just "gee I could really use a well modeled and rigged hand for like EVERYTHING I'm going to end up doing in the rift" but realized that might be a more widespread concern.Is anyone here a 3D modeler who's interested in solving this problem or anyone who knows some good premade ones? If you put it up on the unity asset store I would totally buy it! There's a few on there right now but almost all of them are gun related and it would be nice to have something more generic.Also I found this which might be a good start but haven't investigated the download yet: https://www.youtube.com/watch?v=sIPCsfulTzw
I've opened up the OculusRoomTiny(GL) project and used the code to get a base going. I've included GLFW and GLEW and only having certain errors. I feel as if I've missed some libs but I've checked everything! (I'm using Visual studio 2015)What I have:In VC++ Directories - I've included OVR + GLFW + GLEW folder for include directoriesin Library Directories - I've included lib files in OVR and GLFW + GLEWin the linker I've included the additional dependencies:glfw3.libopengl32.libglew32.libLibOVR.libliboverd.libLibOVRKernel.libI've added all the required includes at the top of my main.cpp//OpenGL#include <GL\glew.h>#include <GLFW/glfw3.h>#include <GLFW/glfw3native.h>//Oculus#include <OVR.h>#include <OVR_CAPI.h>#include <OVR_CAPI_GL.h>#include <Kernel\OVR_Types.h>#include <OVR_CAPI_0_8_0.h>#include <OVR_Kernel.h>I've been getting the following errors:Error (active) identifier "ovrHmd_Create" is undefined 535 Error (active) identifi
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.