PCVR/Link Development
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is here any way to use virtual HMD with ONLY(without any other sensor input and graphics output) sensor input. This requirement may seem strange, but that's really all i need. Any idea would be appreciated, and thx in advance.
In his Advanced VR Rendering talk at GDC Alex Vlachos talks about a neat stencil mesh technique for reducing the number of pixels you need to render for VR. The idea is that you create a mesh that maps to the parts of the eye buffers that won't be visible on the HMD (due to the optics of the lens) and render it to the stencil buffer before you start rendering your scene and then you stencil test out all the pixels that will end up being invisible. His slides say that for the HTC Vive this cuts out 17% of your pixels. The SteamVR API will provide the right mesh for you but this would obviously be a useful optimization for the DK2 as well.In the talk he says it should be fairly easy to work out the vert positions for this mesh but I have to admit it's not obvious to me :oops: Has anyone tried to work this out for the DK2?
Hi there,really LOVING the new performance HUD. But I have to activate/deactivate it each time by hand which consumes very much time. Would be great if we just could toggle it ON/OFF or even switch between them with system wide shortcuts.Thank you,spyro
https://www.facebook.com/nokiaThe 360 degree sphere thing. If they don't go big and implement this as a standard for sporting games all over the world..
Hi,The only referenced property i find in the documentation is QueueAheadEnabled. Before i have to dig in the DLL for whatever exist, is there a documentation i missed that contains a list of the existing properties ? An API to enumerate properties, with their name, type, and ro/rw status would be a good addition to the SDK.
Hi folks!Recently I made some test with 360 movies. I rendered 6 cameras to have a spherical movie. I made test with 360 in 3D and 2D. Everything was fine until I played the rendered and stiched movie in a player. The strange thing is that everything seeme bigger like 1,5 - 2 x times than in the "game" played from Unreal Engine. I tried to change FOV, used second eye for 3D and still nothing changes. I touhght that maybe the player I used (kolor eyes) had some odd settings. So I made a cubemap image to have only one frame from the film and I put that onto a sphere in UE editor and pressed play (in VR mode). The feeling was the same. Everything was bigger than it should be. Has someone this same "problem"? When I look at doors, windows, walls etc they are too big but when I play as a game through UE or packed game, everything is fine. Cheers,Lucas
hey wuss up guys ? am workin on big project in unity i did make my own virtual reality Cinema an used Dk1 on it an it's working no problem ..+ i create my own media player and added some features on it that u can control the whole media player using ur hands (by Leap Motion Device ) ...an i tried to integrate the unity with media player to make the user wear the dk1 and will be in cinema so he can choose the poster of the movie using his hands .. once he do the right motion on the poster will automatically play the movie ...(i linked the poster to a bus location of the file and write the bus location in note bad ..then media player read this location and play the movie ) .. and to be honest it's working an am glad .. but the problem is dk1 can't play the movie into it after the movie worked by media player ?? it's working but not in the dk1 ?? so am wondering why does not work in the dk1 ? i mean should i use a specific media player ? i don't know so i need help cuz i swear i spent
It can do 2x 4k for ultra super supreme resolution for those productive details that are required. Stick it in a video card because the nvidia connection exist the CEO can know to make it?
Hi Guys,My mac is the top rank macbook pro but unfortunately Oculus stops supporting Mac.....Besides windows laptop and windows PC, may I use Parallel Desktop windows (VM) on Mac to run latest Oculus on top of it? I suppose it won't work....Anyone ever tried it?BRCaesar
From my understanding of Queue Ahead, it yields back control to the CPU before the compositor has completed its work and sent the frame to the display. This can shove off a few ms (how much are we talking about here?) from the frame budget and may make all the difference between making it to v-sync or not.However one of the first thing usually done in the frame lifetime is likely to be the grabbing of the predicted eye pose. Naturally the later the sensor is read, the better the prediction will be. So, in the case of a game loop that has room to spare (and is stable), wouldn't it be better to disable Queue Ahead? I think it should give a slightly better fidelity to the head tracking.I haven't tested this (will do tonight) and I don't expect it to be consciously noticeable anyway. The thing I'm currently working on takes between 1.8 and 2.9 ms per eye at 2x pixel density on a GTX 660, so I have good hope that the frame budget will be met on reference hardware. Am I right to think I shou
Hi,I get the following error when compiling:LibOVRKernel.lib(OVR_Log.obj) : error LNK2001: unresolved external symbol _OVR_SDK_LibOVREnableBitsN.B. the link order is LibOVRKernel and then LibOVR.Oddly enough, the samples compile fine.Ian
There is an issue when "Unity Legacy Integration V0.6.0.1-beta" (for PC) is downloaded form the Download Oculus area.Instead is downloading "OculusIntegration_mobile_0.6.0.1"Can you please take a look?Cheers!
Hi, VR devs! As a PC hardware enthusiast, I'm trying to ensure that my PC is optimally powered for VR, and I'm in a position where I give build advice to large numbers of other PC gamers, many of whom want their PCs to be ready for Oculus CV1. Because I'm in this position, I've been getting into lots of debates, mainly related to the Oculus minimum hardware specs and the likelihood of multi-GPU support in the near future. I've spent a lot of time talking to fellow gamers, when really I should be talking to actual developers. In that spirit, I hope that my questions are welcome on this forum. Please let me know if I should post this elsewhere. Trust me when I say that if you can help me settle this debate, you will be helping many other PC gamers as a result.I'd like to focus this thread on the minimum specs quoted by Oculus: a GTX 970 (or R9 290) and an i5-4590.Just looking at the numbers, the raw graphical power you need to display game images on a CV1 screen is enormous. Taking into
Hi,I haven't found a way to enable the Crescent Bay debug device from the config utility (Tools > Service > Configure… > Debug HMD type > Crescent Bay). The device is forced back to Debug DK2.I would like to enable it and then display the Render time Performance HUD to verify that the app would reach the required 90Hz of CV1. Since there is a Crescent Bay item in the combo box maybe there is hope that it should work? A secret registry key? Or is it disabled on purpose for other reasons?
Hey everyone!I'm a student in engineering at a brazilian university and I recently started a project to recreate a software animation inside a VR environment. It's an educational software and it's a simple animation, basically just a character explaining stuff.The thing is, after reading a little bit around the internet about how to create environments I stumbled upon Unity Free. It was incredibly easy to create my first environment and make it functional. However, my professor has told me that the team that developed the original software had some trouble over the Unity publishing policy and he prefers to use a completely free software.For the original one, they have used Blender for modeling and Ardor3D as a graphic engine.Now I'm kind of stuck on which software to use for this, since I couldn't find any fully working Blender addons that made the Rift work.I would be thankful if someone could just enlighten my path! I'm really new to this and don't know what is the best choice.
Is setting SetMaximumFrameLatency(1) still needed with latest SDK direct mode?Tutorials still use it.Or am I right to assume that this affects only content in the DX11 Window on the monitor, and does not affect Oculus Rift display, and thus does not affect Oculus Rift latency and performance?Thanks
Molanis VR is developing a complete 360 Video Editor. If you want to be a beta tester and get future discounts please register here http://eepurl.com/bGstpLThanksMolanis VR Team
https://youtu.be/ovBUb_Yr_iw?t=4m11sWatch that 3Dmark2000 and 2001 and have a VR into like that. The music was epic and I'm sure some of you remember those benchmark demos. Upon reading other people's comments on the video they like it too so to actually bring that layout structure back into VR someway would be great!Why reinvent new ways to do it which could come out inferior when old ways were superior but died out because no one cared to do it like that and update it and/or make it look different.Someone needs to bring back the 3D displays that you don't need glasses. It would be great for topgraphic mapping so you can tell height/depth in a "2D" screen.
Is there any possibility to read the serial of the tracker camera via the C++ API? It is there and even shown in the performance HUD, but i can't see were to read it via API.
Hi,I'm one of the lucky ones that can handle sub 30 fps quite well, but when fps suddenly drops below 12 I'm sick for next hour (before I learned how to turn off billboards on tree render I had that quite often when render mode on trees was changing from billboards to 3d render, same goes for LOD2 to LOD1). I don't think there is a way to avoid that drop and it will happen in most of games from time to time, so maybe a safety mechanism could be implemented that would protect the user from seeing that lag. I believe the solution could be to use a virtual blink like the one that Tom Forsyth described in his talk "Developing VR Experiences with the Oculus Rift", so whenever FPS drops below the level that is "safe" to view, and by safe I mean no need for a bucket yet, we close user "eyes" and open again when FPS gets back to safe level.I don't have the time now to develop this as I'm stuck with writing documentation, beside it sounds like something you guys would've probably tried already,
Hello everyone, I wanted to introduce our VRGO project to the game developers and Rift enthusiasts within this forum. We’re very excited and interested to hear the opinions of the VR community so we can work with the feedback and hopefully make our project a reality. Locomotion, or walking around in VR is a hotly discussed subject which has been limited by the conventional WASD, mouse or game controller inputs. Although alternative devices have recently started to hit the market, these past efforts have proven to be inconvenient, pricey, unresponsive and are simply not practical for the average home. What if instead of using conventional inputs to enter the virtual world, you could be fully immersed right within your own home, whilst sitting on a chair?The VRGO is a highly responsive, easy to use motion controller for virtual reality. The chair works by tilting or turning in 360 degrees which is translated as motion in VR i.e. if you lean forward on the chair you move forward in VR.
Here's something you might not have heard of. This is extremely useful for deforming mesh rods to give games a more stylistic approach, and you don't have to do it from scratch. http://koyama.xyz/project/ViewDependentRodSimulation/The "impenetrable skirt" for example is fantastic for games that you might want to have a little more PG, And this is also good for creating things for a younger audience.
*Sorry, Wrong area. Movedviewtopic.php?f=24&t=27665
I'm using a Gear VR2 and a Samsung S6 to watch my 360 videos in both stereoscopic and regular format. When I use VR player to watch the 360 stereoscopic videos on a Google Cardboard, it works fine. However, when I play them via the oculus ap on the Gear Vr, the panoramic stitches just play as one huge sphere side by side or top and bottom. I am using the Oculus naming convention seen here:https://support.oculus.com/hc/en-us/art ... 360-VideosBasically, the naming convention does nothing. Does anyone else have this problem? Is there another way to play back stereoscopic videos using the Gear VR?Thanks!
http://www.cgchannel.com/2015/04/the-fo ... f-vr-work/ :!:
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