PCVR/Link Development
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Hello all!My team is working on utilizing various sensor devices to greatly increase the capabilities of the oculus rift. For our initial demos, we're using source engine titles, (half life 2, team fortress 2, etc).Long story short, whoever wrote the code to make the oculus compatible with source titles did a pretty terrible job. Could anyone please direct me to the necessary config files, (preferably something we can open in visual studio), which we can tweak the tracking data of the oculus in the source engine?Thanks!
I am trying to use the Rift on an motion platform (a 6-dof Stewart platform). The trouble I am having is that the accelerations from the motion platform gets picked up but the accelerometers in the Rift. This results in the sensor fusion thinks there is movement even though the user is keeping his head completely still inside the cockpit. The Oculus camera detects this aggressive drift and corrects for it, but this is done in a much slower rate that the drift occurs, which result in extreme "judder". Especially rotational drift correction becomes very apparent. One user described it as if the frame rate was reduced to ~2 Hz.So how can this be solved? Well since the motion platform is already fitted with its own accelerometers, we know the acceleration (both linear and rotational) of the platform. If somehow this information could be feed to the sensor fusion of the Oculus, the accelerations from the platform could be subtracted from the accelerations from the HMD. Thus eliminating this
Hi All,I am a web developer with decent experience in coding. I have expertise in J2EE and web technologies for front end and back end. I am exploring possibilities to learn and grow in game/VR development and looking for good starting point.I am new to forum and gone through some topics on how to get started. I see that there are 2 platforms for development Unity & Unreal; both non Java related. I got J2EE and Java exposure; is game/VR dev possible with Java or such background? Any guidance or tips would be greatly appreciated & Thank you for your time.
There's a sample UE4 project here. Feel free to ask questions or post your errors here. I'll try to update the documentation there and in the UE4 plugin it points to.Note that the PSMove Unity plugin in the wild (UniMove) is not designed to work with my version of the psmoveapi. A Unity user needs to come along and update it. I'll help out where I can.Some things to note:1. The plugin currently assumes you are using a PSEye with the PS3EYEDriver as this is the only driver that works with MSVC 64-bit, required by UE4 Editor. PS3EYEDriver is GPL'd, so you can't publish closed-source games using this driver. We will eventually get around this by turning the psmoveapi into a server/client model, where the server will be GPL'd and the client - the only part that needs to go in your project - will have a much more permissive license. In the meantime, you can build for 32-bit and use the non-free 32-bit drivers from CodeLaboratories. Your users would be required to purchase these $2 drivers t
Hey,I've been testing a lot of demos posted here and I truly admire real-time experience, but as my background is a bit different I wanted to check options for comfortable prerendered experience. So I did generate some 360 stereo renders from our scenes and wanted to share it with you.At the moment I think that Virtual Desktop is the best way to view them, but looking down isn't very pleasing with this kind of renders. Maybe there is a point of building something that will obstruct? I need to test it out. Download links: http://dabarti.com/vfx/360-stereo-vr-renders/I have 2 more shots rendering and will share it as well but I would like to get some comments on those first. A bit about workflow. Rendered with newest V-Ray with several render nodes -> Composed in Nuke -> Cube projection converted to Spherical also in nuke.Best,Tomasz
Instead of just making flat screens that look 65" in multi monitor setup in VR it should be like looking at a 65" that has 3D and AR going on in the scene if the person wishes. Like playing Dota 2 but instead of seeing a flat 65" OLED style TV w/ no input lag it should have the creatures, terrain objects, and effects pop out in 3D like a 3D TV.But, the person can adjust the amount of 3D intensity like 3D Vision did but w/o making the eyes way more cross-eyed and making the scene and everything intensify with 3D. Like, just option the 3D screens inside VR to be more or less 3D defined instead of the whole scene and have the option to intensify the 3D of the room and leave the 3D scree as a separate option.Also, everyone designing the scene inside VR should make an option in the room to set ambient lighting and color. Like ambX did with their lighting and have the option to make the VR screen in VR be able to ambient lighting around the screen.Like thishttps://www.youtube.com/watch?v=
Will these also be released for windows for existing Oculus Rifts? Or do we need to buy a Gear VR to play the 25 games that are being released?
Hi thereI'm struggling at the moment combining the pose's orientation with our view matrix, in our left-handed game engine.If I convert the quat as-is to a matrix, and then multiply it by our view matrix, then if I Pitch down the view pitches up, roll left, the view rolls right, yaw left and the view yaws right.If I invert the quat, then for simple movements from the reference pose, then everything moves in the correct direction. However if I pitch the hmd 90deg down, and then roll the hmd 90deg left, it produced the wrong transform. It's as if it has rolled, and then pitched.Logically, this makes sense, as internally you could consider the pose quat as the combination of the 3 axis rotations (I'm not sure which order you actually apply heading/pitch/roll, but I believe that's irrelevant). Inverting it, will be the inverse of the 3 individual rotations applied in the opposite order - which matches what I see.So what I've been struggling with is coming up with a transform, which I ca
Hey everyone,Just wanted to share a guide to best practices in VR design that we put together for the community -- hope it helps some folks out.http://dsky9.com/rift/vr-design-best-practices/
On the landing page for the Oculus SDK we are referred to the GameWorks VR Driver Support page to download NVIDIA's Windows driver version 358.78 with beta support for GameWorks VR.But I saw that Nvidia have released the Official Driver version 358.91. Do this official driver contain the beta support for GameWorks VR? Or should I stay on version 358.78?
I am using a PC SDK, and would like to disable the timewarp feature (and, even better - disable the tracking as a whole). I have seen similar questions with no answers (https://forums.oculus.com/viewtopic.php?f=20&t=26150), and recommendations to do OVRManager.tracker.isEnabled - but that is for Unity, and am using the PC version of the SDK.An alternative would be submitting my rendered texture as "Debug" layer, but in that case the distortion is also disabled. Maybe there's a way to perform distortion manually, and combined with "Debug" layer I can effectively get disabled Timewarp?Michael
hi guys,did someone of you heard about the oculus rift plans from this firm http://www.tarakos.de/en/update-taravrbuilder-2015.html? They are developing an interface between their material flow planning tools and oculus rift.This interests me because i worked for siemens a few years. I used a similar cad software which is called plm.br
I found that DK2 is has a random (yaw==0) direction in real-world when runtime is restarting or DK2 is repluging in. For improving user experience,I need to handle calibrating DK2's real-world (yaw==0) direction to real-world's north direction by codes and without any recenter button users have to calibrate by themselves. And now, my problem is that how to get or calculate DK2's current (yaw==0) real-world direction refferrence to real-world north direction. Any idea will be appreciated and thx in advance.
Is it possible to use the Playstation Navigation Controller for the Gear VR? I don't mean motion control (though that would be cool) I just want to use it as a single hand controller for use in controller enabled Gear VR games. If not, can anybody recommend a single hand controller (similar to wii nunchuck) that is compatible?Thanks
EDIT/UPDATE: Read post 5. Basically, latency has been reduced to only 130ms!Yesterday night, it finally happened: I got my rift! And one of the first things I tried was flying FPV with my RC quadcopter. I've been wanting to do this since I heard about the rift last year, and I've been researching how to get FPV working since. And now I finally have the confirmation: Although it's not perfect, it definitely works! Basically, what I do is convert the analog signal from the video receiver to an USB webcam video, and feed that to the rift with proper duplication and warping. What you need:- An Oculus Rift- An RC vehicle- Standard FPV gear (Camera, video transmitter and receiver)- An RCA to USB video capture device (I use this: http://bit.ly/12daZIR)- A laptop- A 12V battery- 5V voltage regulator (or 5V battery)- A power cable you don't need that fits the rift- RCA cable- Optional, but recommended: A customizable OSD (I uses minimOSD)First, setup your FPV system if you are new to FPV. I won
I made a VR viewer from the spare eye cups of my DK2.Because the lens are much better then the default cardboard ones the distortion is off.I can set distortion manually using this:https://www.google.com/get/cardboard/vi ... generator/But I need to define physical properties of the B-cup lens. I tried googling this and it's not described anywhere.What should be the k1 and k2 value for B cups?
Any Software which i can play with Left and Right Videos???LiveViewRift, Stereoscopic Player dont work.
Hi,Does anyone know where I could find a description of the distortion algorithm used for the DK2. I am trying to implement the algorithm in hardware (on an fpga) therefore I cannot just use the sdk. So far I have been able to find a discription of the DK1 algorithm, but nothing about the DK2 algorithm.Thanks
Hi everyone,now I'm learning the example OculusRoomTiny in SDK 0.2.5 and some problem confusing me.I can't figure out how the messages passing between device, sensor, SDK....I know that there are many handlers, such as MessageHandler, but I don't understand what the handler is ?Which objects need to be set handler, and WHEN does the member function OnMessage() be called to passdata or information to others?*If you can't understand my expression, please tell me, I will modify them.*I know my questions are simple relatively, but still thank you to watch or answer my topics, thanks !
Hi, we've been lugging around our 25lb desktop GPU beast for a year now, and its limiting our ability to demo (not to mention the damage its taken through airports). We downgraded to GearVR for a few months, but at this point we really need to show some demos with position tracking, so we need to drive a DK2. Its time to move to a high performance laptop.our two leading contenders are:LUKE : MacBook Pro retina 2015 15" / 16 / 500AMD Radeon R9 M370x / 2GBorDARTH: Razer Blade FullHD / 16 / 500NVIDIA GeForce GTX 970M / 3GBDoes anyone have performance metrics, specifically on the GPUs, both in Windows mode? Can the MBP achieve the FPS required for presence in demos? I'm also thinking the Razer would be faster because it won't have to deal with the retina resolution...We need an OSX machine anyways, so the real choice is the MBP with Win7 on a partition (all-in-one machine, preferred if the performance is adequate), or the Razer PLUS a MacBook Air (we'll just call her PADME)We've heard abou
Hello,I have two OpenGL related issues:1. Oculus by default seems to look to Z-, is it possible to make it look to Z+? Rotating the orientation quaternion per eye seems to do the trick but not very nicely, I get a little cross-eyed feeling from up close, and weird head rotations.2. Everything seems to be super bright when I switch to oculus rendering, like, very bright. I am using GL_SRGB8_ALPHA for my buffers. Changing it to RGBA8 makes no difference in oculus, but it makes mirror rendering normal.Hope you can help me. :)
Hi,Does anyone know the (distortion) lens center values for DK2? Assuming 0 to 1 for one of the two eye images.For DK1 it was:(0.57264954, 0.5) left eye(0.42735052, 0.5) right eyeThanks!
Hello everyone,I'm a new developer of Oculus, I have few questions about the smaple code "OculusRoomTiny".In recent two weeks, I have studied some documents, websites, blogs....,so I generally understand how the sample works,but the point is, I want to get the "Original Sensor Data" catching by gyro, accelerometer, maganetometer !Not quanternion, euler angle or matrix form.Presently, I know the MessageBodyFrame object include the data I want, but don't know who send it out and where it come from, hope someone can help me, thanks a lot. -Curry Chen
Hi, I guess this is more directed to the oculus dev team. I have the following question/issueI'm running a rather unusual OpenGL implementation of the rift where I expose the SDK functions via a DLL and it has been running perfectly since SDK0.6. All tough fixed pipeline is ancient, I'm (only) using it to bind the mirror texture to 4 vertices in order to display it. This works on SDK 0.7/Runtime 0.7 without problems. However after I migrated to SDK/runtime 0.8 everything else still works but now I get a black screen instead of the mirror texture (Ids are still proper created). My rendering process has not changed at all. All I did was change the variable names, as per SDK upgrade descriptions and remove some deprecated functions.I also noticed that my 0.7 SDK build example, displays a black mirror texture on runtime 0.8, while working perfectly on runtime 0.7. The Oculus Tiny OpenGL example, however works correctly on 0.8 and mirror textures are displayed.So I supposed something change
I've got a new lightfield camera that shoots 3D photos (Lytro Illum). I'd like to be able to view them in the Rift, so does anyone have recommendation on software that I can do that with? I wonder how it works with head movement? I'm hoping moving your head around will be able to show the 3D movement to/from the photo....
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