PCVR/Link Development
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Can someone make a make your own 3D world Diorama? Oculus VR Simcity style Diorama in an active world?
Hi all - in search of a good, simple project that I could throw at a VR dev class to code from scratch as a team in about 5 weeks.It's a "studio" class, so the students range from beginner to advanced and we want to have a trial run of a project before we take on the real project we have in mind for next semester, just to level the playing field and get everyone up to speed, collaborating.I realize no two developers would code a game the exact same way, but it would be nice to have an example or "answer" ready that is well commented, so that the students would have a lifeline to refer to when they hit speedbumps. That said, we probably need some existing tutorial, or a project from a textbook, or something open-source or maybe from a game jam that have posted their source code and assets.Have any of you come across anything like that in your travels?
Is there a good way to simulate the touch controllers without owning them so we can have our apps touch controller ready?
Does anyone know of a publicly readable code example of a working Rift application that uses ovrLayerType_QuadHeadLocked or ovrLayerType_QuadInWorld?I'm following the developer documentation at https://developer.oculus.com/documentat ... der_layersI got my basic rendering working with SDK 0.7, and now I'm trying to add a second layer. I'm pretty much following the code example in the documentation (except the symbol "ovrLayerType_Quad" in the docs, does not appear to exist in SDK 0.7). I figure the "ovrLayerType_QuadHeadLocked" is probably more likely than "ovrLayerType_QuadInWorld" to lead to the first experience of "Hey I seem my layer actually rendering for the first time", but I have experimented with each, and I have yet to see any evidence of a second layer.Sorry I don't have a complete code example at the moment. This is embedded in 100,000 lines of code. But if this problem drags on, I will probably try to implement a simple standalone example using the AWESOME PYTHON BINDINGS
http://wccftech.com/nvidia-pascal-hbm2-16gb-1-tbs-2016/http://wccftech.com/nvidia-gameworks-vr ... -adoption/"The Japanese version of the Nvidia GTC event (Via VRWorld) was recently held and the company confirmed some previously leaked details about the upcoming Pascal GPUs. The next generation GP100 flagship will indeed boast HBM2 technology but will be limited to 16GB HBM2 with around 1TB/s of bandwidth at launch. The Tesla segment of Nvidia GPUs will also recieve NV link which will bypass the bottleneck of the PCI-e bus by using a custom interconnect that is roughly 5 times faster."NVIDIA Says GameWorks VR Will Help Large Scale VR Adoption – Expects 25 Million PC Gamers To Adopt Virtual Reality"In his conversation, Jason revealed that NVIDIA in contact with over 600 companies working on VR projects and that number is likely to increase. There are around two thousand startups and companies working over on VR right now and having 600 of those as partners is a major deal. This shows j
Hi! I'm setting up a computer lab for VR dev and I'm wondering what are all of your "can't live without" little apps and freeware tools? We'll be mostly in Unity/VS, on windows. Like, an example might be Notepad++. I'm looking more for developer specific stuff, since I'm not much of a coder and don't know that world well, but anything goes. Would love to hear what you all feel would make a good addition to a base toolset, and what you'd be relieved to see if you were starting day 1 at a new company or taking a class for the first time.Thanks in advance.
Hi there,I´ve been developing a third person VR camera control script for the Oculus Rift using Unity´s survival shooter example from the asset store https://www.assetstore.unity3d.com/en/?gclid=CjwKEAiAh560BRDu-aD93r-J_zoSJACrxZG2Qk7dnTRvRTmWXzZb6F4aPL7A2oOZNF7-s4zcQgDLIxoCtvnw_wcB#!/content/40756The main purpose was to make the camera follow the player character avoiding motion sickness making a playable VR game. It would be great to know your opinion, if you wanna try it this is the link to the windows version https://mega.nz/#!cMAhnDaa!9XFa-8uIZ7TRwf7MD57w77WmJXn9vBUHTNj3kuESSmAYou need the 0.8 SDK and a Xbox360 controller to play it.Thanks,Happy New Year!
Hey guys!I put together this simple tutorial, showing the bare minimum code needed to work with the Oculus SDK.https://developer.oculus.com/wiki/index.php?title=Minimal_Oculus_ApplicationIt's basically just a console application that prints out some values from the headset. This could be a good place to start if you are confused about what is part of the SDK and what is just part of the demos. It also shows how simple it is to work with the SDK. Of course, it won't show how to handle stereo 3D, or distortion, or all the complex stuff. But it's a start.Hope that helps,- AndresUpdated tutorial for 0.3.x SDK: https://developer.oculus.com/wiki/Minimal_Oculus_Application_0.3.x
First off, thanks in advance for any advice ;)Okay, so... I'm having a couple of PCs put together for Oculus and also some other 360 deg video/VR stuff, for work.I'm looking at the spec below and wondered if anyone currently using DK2 thinks the below spec will be pretty decent both in terms of the current need and also future-proofing for the next couple of years to 3 yrs.One thing I really kept changing my mind about was the CPU, going from the 6700k 4 core vs the 6 core that I (think!) I decided on below... Partly on the advice of the company I'm buying from (happy to say who I'm buying from, but not pasted yet in case it's seen as advertising!).I'm pretty confident the GPU is a good option, but just wanted others thoughts (SSD for a data drive may seem odd, but I'll be moving the PC around at times, so prefer this for robustness/lack of spinning platters & head crash risks).Case: FRACTAL DEFINE R5 BLACK QUIET MID-TOWER CASEProcessor (CPU): Intel® Core™i7 Six Core Processor i7-5
We are getting near to commercial release of Oculus. Today is still possible to use DK1 and DK2 under Linux, with unofficial support... The source code of the SDK will be released? does anyone know of some open source project to give unofficial support for Oculus under Linux? It is common to find products without official support for Linux working anyways, due to the effort of some great developers.Thanks for your time!
I'm in the process of planning to build a social game for the Rift and I'm struggling to find information about the Social SDK that was announced at OC2. The presentation mentions that the SDK would be available in the Winter of 2015, with support for C and C#. My questions are...1) Does this means there will be a version of the Oculus Utilities for Unity that will include the Social SDK?2) We're at the end of 2015 and the current version of Oculus Utilities (v. 0.1.3-beta) doesn't appear to include this SDK. When can developers expect to have access to the Social SDK? Thank you!
Hey guys!I'm working on jMonkeyVR, a plugin for jMonkeyEngine that supports all SteamVR devices (Rift, Vive, OSVR etc.). Both are free, open-source projects anyone can use even for commercial purposes.Unity & Unreal have been working on instancing as a way to render a VR scene in one pass efficiently, so I took out to do the same with jMonkeyVR. Working pretty good!When draw calls are a bottleneck in simple scenes, you get about 80% faster rendering with this method. In the screenshot above where fragment shaders are a bottleneck, I get about 10% faster. I'd suspect most uses would see 20%-40% improvement with no loss in resolution. Special effects shouldn't need to be run twice, since only one viewport & rendering pass is being made, which can save performance too (which wasn't tested in the above screenshot).The main thread on this is here:http://hub.jmonkeyengine.org/t/vr-rende ... cing/34461Engine & plugin information (github) is here:https://github.com/phr00t/jMonkeyVR
So I looked around and didn't see a thread or a good spot to start one. I Just got VorpX as an early Christmas gift from the wife! Having trouble using it. Does anyone know of a good guide for first time users of this software? Any Help would be greatly appreciated! If I have missed something I do apologize! -Chrisps The virtual desktop feature is the only things I have been able to get to successfully run and it looks fantastic!
Any news from them?I've contacted em in the past to buy the pro version with full recoil and it seems they've vanished...
Hi all,Sorry to ask another question on these forums!I'm trying to install gameworks VR on my laptop (I understand laptop's are not fully supported, but am hoping it will be okay ish for messing about for a bit, the new PC isn't being delivered until Jan!).The laptop is an MSI gt72 pro, with a GTX 980m card and i720-HQ CPU. The demo scene looks great, but I couldn't get the Oculus DK 2 to turn on for anything else (e.g. Tuscany or RollerCost demos).I understand (I think!) that I need gameworks VR drivers installed. I have downloaded them from the nvidia dev centre after signing-up, but the zip contains a few folders and some drivers... I'm not sure how to install this and can't seem to find any info :(Any help would be very, very much appreciatedThanks in advance!
Hi guys, before I start, a little bit about myself. I'm a novice at Unreal Engine, I've just started using it a week ago and am using Blueprints as I don't know C++. I'm looking to develop something for VR using Unreal.That being said, I'm looking for people who might be interested in working/learning together and making something using Blueprints in Unreal. I figure it would be more fun and inspiring for all of us involved as we can create anything, have fun and get better at using Unreal Engine. Let me know if you are interested and I'll set up a Skype group for us, so we can chat and plan/start working on something.Cheers :)
Hii just made my first CG video stereo 360 and i would like to know if it works fine with glasses on?https://www.dropbox.com/s/p58gzo69ixsvj ... B.mp4?dl=0thanks
Hi All,I encountered a problem when trying to record a demo.From my desktop, two eye views look exactly the same (attached figure at the bottom), although my right and left eyes have different views from oculus. I do set very large IPDHowever, in the oculus official document: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/ They look to have offset between two views, i.e. I can feel the binocular disparity. (attached figure on top) Does anyone know the reason and how to solve that? Thanks in advance.
Hi all,just a day before big conferences and announcements on new developments in driver space VR optimizations I want ask if someone have tried to implement the asyc timewarp using this extension: https://www.opengl.org/registry/specs/N ... terop2.txtI'm have only a little experience in opengl, and I don't know anything about directx, but I think it's possible with this extension implement async timewarp for DirectX, just render offscreen in directx share the buffers with opengl and do warp and presentation in opengl in an async fashion.What do you think?
Hey, I just wanted to let everybody know, it is possible to get a near perfect Async TimeWarp with the current Runtime. All I did, was simply set up an exclusive frame pushing Thread for the Oculus Rift with a secondary Direct3DDevice. In case the engine has no new frame, the old frame is transfered with the next SwapTextureSet but the old timing values. This results in a further (regular) TimeWarped picture.Since the frame pushing thread runs high priority, I virtually never miss to push a new frame to the Oculus Rift just in time, making it nearly as good as driver level (since the actual TimeWarp is driver level). When completely stopping rendering with the engine, I can still turn around my head in the last valid picture :D :mrgreen:
Hi all,A decent, working VR has been a dream of mine since I saw the 80s VR helmets. The rift DK2 I have works perfectly for my friends... but... not for me.My problem is that I see double when using the rift. Not everything - objects close to the 'camera' are fine - but most things just don't work. My mates LOVE the space demos, but I just see 2 of everything.The reason for this is that my right eye points something like 5 degrees to the right and 2 degrees upwards compared to my left eye. I wear glasses with prisms to correct this is normal life, but - weirdly - they don't do 'enough' convergence in the rift.The thing is, to me, it sounds like it should be REALLY easy to fix this in the rift. The right eye could simply shift the display down and left a bit. That would literally solve the entire problem.So the question is... is this possible? Of course, I can do this using the sdk for anything I program myself... but to experience any other program or demo, I need a utility that can '
Rehash this game and make it into full Oculus VR support.. check out the gameplaythat s* completely died out, no one knows about thatthe earliest call of duty to the masses was the call of duty that came out after world at warI'm sure you can even play that on the Samsung Gear because the graphics are so old but the content is good.Should even bring back UT2004 and put it on the Gear and make it 16v16 like old times!!All those maps were epic and 3D vision on that game with deep 3D set was unbelievable.Why continue trying to make new content and trying so hard that nothing better exist when the old stuff that exist but is completely dead should be resurrected and made into full VR.They resold old ass movies into bluray and they generated revenue again!!https://www.youtube.com/watch?v=H_CQMtIrYnc
Beside a little example showing one can call Tracking and SubmitFrame in different threads, the documentation tells very little about threading. I have two simple questions:1. Does the ovr_submitFrame have to occur in the same thread the SwapTextureSets were created in?2. If no (runs at least for a few frames), does access to SwapTextureSets have to be protect against concurrent access for writing to them and calling ovr_submitFrame? (because it crashes after short period of time)
Hi,I notice that keeping alive a windowed swap chain introduce a lot of hitches even when the application run fast enough. By skipping the Present call the app run at a smooth 75Hz ( and could have done more enough to be in a safe zone ).It is a little annoying as i have debug ui stuff only visible on the desktop. For the record, i do not use the OVR mirroring surface, i just display the game view prior to the OVR transformation. OS is windows 10, for what it is worth.Is it something that has been seen by others ?
I am having some frame rate issues with a fairly simple Unity 5.2.3 scene and I can't quite figure out why. I have an object instantiating during runtime. At this time there is a very noticeable slowdown from 72-75fps down to about 50 for a couple seconds, and then after that it continues to stutter around a bit.I'm running a pretty powerful machine with a Geforce 980 Ti and 6 core i7.Here is a screenshot of the profiler showing some of these spikes every 35 frames or so after the instantiated object. I notice there are some inconsistencies with PlayerEndOfFrame but not sure if that is the cause.Does anybody know what could be going on here?
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