PCVR/Link Development
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I saw it on Netflix on my Alienware 17 R3 4k w/ the bass kicked up and the experience was so good it was like being there.If it could only be like that in VR where you are actually in the movie it would be a great hit. Being scared of something popping out. I suggest you guys watch that movie as it's intense. I skipped the middle part. I saw like 1 to 1/4 but then went 1/2 and towards the end it was intense.I don't think it would be as good with the VR headphones because I don't think they can produce any bass as inear air tights or skullcandy crusher overears. W/o the bass it sucks. : (The vibrations make it realistic and scary. The kind of woah s* kind of feeling that cannot be replicated by just visuals and cheap sound. The kind of thudding like something is big going down or about to.
dev kit coming next week, what are the must have input devices I should buy right away?
I am wondering if there is any documentation available stating how the compositor is handling SRGB in the new SDK 0.6.0.0. Should the application be creating eye render targets that are linear or sRGB? I would assume they should be linear targets (so in D3D11 I am using DXGI_FORMAT_R8G8B8A8_UNORM) so that any math that is performed during the distortion process is performed correctly.However, I am getting some strange results that make me think otherwise. There is no reference that I have been able to find in the developer document about sRGB, so if someone can make a clear statement about what should be used, then it would be very helpful.Thanks in advance for any clarification you can provide.
Is it possible to update one eye per frame and have the other eye using timewarp?
So I've got a few heavy duty scenes that don't render at 75 f/s and I figured I'd try to see if I could render one eye per frame and keep the hardware happy. This cuts the work in half and I'm able to hit 75 f/s and it's actually very smooth, but there is black flickering every other frame for each eye as expected since the off eye is not be rendered every other frame and the SDK must be clearing to black.So instead of having it be black, I tried saving off the eye's last rendered image and am simply reusing the next frame when that eye skips it's render, but now I'm seeing some double vision which shouldn't be happening, I'd expect _some_ choppiness like watching video at 10 f/s or something, but it would be more like 37.5 f/s. I think it actually has to do with the timewarp not liking what I'm doing. Is there any way to turn off the timewarp, or at least disable it in the SDK and rebuild the libs?Here's what I normally do...-Frame 0 Render and copy left eye to the DK2 Render and
I'm facing a problem when rendering any pair of equirectangular images from inside a 3D modelling package (Maya in my case, but no doubt the same issues apply to many different packages). The attached (side-by-side format) image is an example. I'm hoping the good folk on this forum can help.I render out my panorama (I use the Lat-Lon Mental Ray lens plug-in) and it looks as you'd expect. Looking at it through the excellent VRPlayer, it works well. I then shift my camera to another position approx 6.5 'virtual' cm to the side of the first position and re-render. Again this panorama works fine on its own.I was hoping that I could just place these x2 renders side-by-side (as they are in the attached example) to make a 3D version of the scene. Not so. What's happening is that the 'forward' view works fine but the depth gets reversed towards the peripheries of the image (which just looks bad) until the 'back' view is completely inverse (and so look pretty much OK again). Logically I can see
Hello,I am consistently getting poor reviews and feedback on my game for users with high system specs and Oculus HMDs. I have rewritten the resolution setup code 3 times. It has now been reduced to 3 input boxes that go to Screen.SetResolution directly, so I cant see that being the reason. Some of the comments:It's early access so needs alot of work. Issues I have with it are poor optimization running on i7 4790k, 980ti, 16 gigs ram. Lots of vomit inducing judder for me in cockpit despite my attemps to adjust graphics as low as possible. Third person view is alot more smooth, but not as fun for me personally. Also running latest runtime (0.8) for dk2 and latest nvidia drivers as of today. Im getting quite a bit of judder on my system. Oddly enough its the same amount wether im on low or high fx.GTX980 on latest driversi7 4790k8 gigs ramwin 10All loaded on an SSDHi guys how to disable the main screen as a mirror screen because it's causing my rift to stutter when turning my head ingam
I'm a big believer in walking in place solutions for VR, maybe its the fact that in the military I've done way too much 'joggin on the spot' but it just feels natural and is less exerting than many of the Omni directional treadmills.Drafting some different ideas this morning for a VR setup I am working on, a pair of swim training flippers caught my eye, after jogging on the spot and turning in every direction I would expect in an FPS game to take me (while wearing the rift) I noticed just how well it acted as a resistant buffer to stop me falling over and it activated my heel in the perfect position for walking every time. Making it very predictable (and surprisingly the dorkiness went away quite quickly)I'm going to work on this heavily with gesture control and the Kinect 2, but I believe with a custom cut of flippers (reduced in size more like shoes) it could make for an interesting device.Has anyone played with a set of flippers in this avenue before?cheers
I'm trying to cross develop between Oculus Rift and Mobile. I'm looking for advice on the next steps of integration for my input module Unity 5+ and Oculus Rift .7+My strategy thus far has been to extend Unity's PointerInputModulee to create a virtual cursor in 3D space that imitates the behavior of touch input from a mobile device. This way you can create one GUI system which will work identically in VR or on Mobile. Here's the link for WIN 64 http://www.arthavoc.com/VR_Cursor/VR_Cursor_Builds.7zHere's the link to the package http://www.arthavoc.com/VR_Cursor/VR_Cursor_Package.unitypackageI'm basically trying to perfect this solution, and I'm looking for some advice or criticism of what I've got so far. Currently, I'm using some Platform Defines in Unity to designate whether or not the device is android or Rift, and that does a decent job of telling it whether to use the virtual cursor or real touch input to process events. The last little piece I have to perfect is, if in the Unity
I'm working with a new stereoscopic video capture system that spits out 10k x 5k images (per eye). I guess that's overkill considering current playback options? But I'm hoping some of you can suggest your favorite video playback methods for the DK2, the Gear and Cardboard.
I had a much better question, and I might submit it later when I've had an opportunity to FTP my Unity package to my website so I can provide a link here. I find it amazing that this website does not allow unity packages as a type of attachment. That should be fixed, and attachment size ought to be increased to at least 5 or 10 megs.
nothing can beat my skullcandy crusher headphones that has the best bass of ANY headset on the market in the entire worldplus it cannot beat bose $300 inear ear budsthere is no way Oculus headphones can out weigh them w/o driving up the cost Huge
I managed to solve all my other problems but one last sticking point. Everyone talks about producing Rift ready video with MPEG .264. The problem is that codec is fussy about the frame size. The only way I can output is with plain ole vanilla MPEG which doesn't have the best compression. Is there a plug in for Premiere or another method to get .264 to handle the Oculus frame size? The other option would be exporting a frame sequence and a separate audio track but it'd still need to be turned into a video format Oculus can handle.
I'm an Editor who does some VFX and my studio assigned me to work with some VR videos from Jaunts 16 cam rig. I had no knowledge about VR footage, and am still on a big learning curve.I discovered Blender as one of the few programs that support Equirectangular Projected graphics (time for me to learn 3D graphics now!) I can't find any good current video tutorials that teach how to use Equirectangular rendering and perspective in Blender. Anyone know of any?Anyone have any additional advice to give me or articles to read? I'm really trying to figure out how to render out motion graphics and text without having to spend a ton of money. I also work in AE, Premiere, Photoshop, and Illustrator ... too bad I don't think they have equirectangular features or plugins yet.
Hi, I'm a digital artist making a rift game. I love the rift, but I have an issue with my workflow. I have a great graphics card, but it only has two DVI out slots. So, I have to choose between the rift or the second monitor at any given time. It's a hassle having to switch, so I usually leave the second monitor plugged in for a several days of pure development, but then plug in the rift for a day or so to make sure everything still looks good on the rift. One thing that makes it worse is that I have to restart the computer whenever I switch. I mostly blame the monitor. It's a big, OLD, HP monitor, and it's super temperamental with a known pickiness about picking up incoming video sources. As for the rift, I'm not sure why it seems reluctant to pick up the video signal after switching DVI inputs.It's also very likely related to my graphics card drivers. Anyway, one of the things I'd like to try would be to restart the Rift Drivers, and I was wondering it there's a straight-for
Anybody know of any perception neuron/dk2 demos out there?I just got the right arm working and I'd like to give it a spin in VR.I guess I could test something as well if you have something for it.
My engine runs its rendering and simulation passes at different frequencies since some simulations require running 150+ iterations per second, yet the rendering only needs say 60 frames per second.When I enable the Oculus, the VSync limits my rendering to 75 f/s, but since my simulation is running in the same thread, my simulation speed is also limited to 75 f/s which my animation throttling system assumes it can't keep up and reduces the overall animation speed to 2x slow motion ( since 75f/s is half of the required 150f/s the simulation is asking for ).So, besides having to multi-thread my engine, is there any way to turn off VSync anymore in the 0.8 SDK? It no longer has the ovrHmdCap_NoVSync flag for the ovr_SetEnableCaps function.Thanks!
So I am working on an app using a custom engine integration with the Oculus 0.5.0 SDK on Mac OS X.It's working well, except I'm getting a distortion effect that's making it very hard to read text.Solid lines look like dancing dashed lines and details are overall grainy and jittery.Example image:Left side is the image in VRDesktop, right side is in my app What is likely to be the cause here?
Hi,I want make VR Gun for free roam virtual reality experiance. I buy wiimote+ but it have drift problem.When playing wiimote and fps game cursor is diffrent position.I buy psmove but i am not tried yet.I search imu sensors but i learn they have drift problem.Where should i start for VR gun.I want take its position and see it in my VR game.Anyone have suggessions about it ?Should i wait oculus or htc controllers ?PS: I use Oculus DK2
Hi Guys!Just to give some heads up:Esenthel Engine - a cross platform (Windows, Mac, Android, iOS) next-gen computer game engineSee rendering presentation - https://www.youtube.com/watch?v=Q_CkLIzjj9QSee editor presentation - https://www.youtube.com/watch?v=qFVNx5VXzEoWill have full support for Oculus Rift in the coming days, devkit just arrived, now to add support for it :)Thank you Oculus team!
I just transported a project which was running rock steady at 75 fps when developed in Unity 4.6 and now, without changing any parameters other than reimporting OVR, the frame rate has dropped down to a miserly 45 fps. Has anybody else had similar problems with the new Unity5 and what did you do about it or what can be done? (not using any of the new lighting or shader systems etc)
Howdy,We'd like to announce the release of our Omnifinity Unity API (Beta v1.15.8) for the worlds biggest and most expensive Omni-directional treadmill, the Omnideck 6. Maybe you've seen the "Ultimate Battlefield 3 Simulator" in the British TV-show The Gadget Show a few years ago?The API contains a set of scripts (C#) and prefabs making it possible for you to create support for the Omnideck 6 Omni-directional treadmill in your game! Check out http://www.omnifinity.se/dev/ to see the announcement and to access the API!(the signup-form is failing on a mobile device - will be fixed soon). We know that not many of you have a treadmill in your homes (yet?) but we'd be more than happy to try out your experiences and eventually see yourselves experiencing your own creation first hand!The license is very permissive so Happy Hacking!
We start a Kickstarter Campaign!https://www.kickstarter.com/projects/ka ... ion-device=========================================================================================================Our team, named KAT, have developed a set of VR locomotion input device which may solve part of the problems of natural walking and with low constraint.The prototype in this video has been posted on June 8th at TechCrunch China,and now we are going to land on Kickstarter on Jun-29.We are a young team, we want to share with you our prototype solution and see what you guys think of it. Glad if anyone can give us some advise or suggestion : )
Hello,I am working in integrating the Oculus SDK into a third party engine and have a question about the Hardware errors. Those in OVR_ErrorCode.h. I have not been able to receive a ovrError_SyncDisconnected, ovrError_GeneralTrackerFailure, ovrError_ImageSensorCommError or similar. This even if I disconnect the USB cable, or the sync cable. I want to throw a message box to the user, notifying that the cable is disconnected.I have tried calling ovr_GetLastErrorInfo after ovr_GetTrackingState. This gives nothing. How can I detect them? Which function gives these errors?System:Oculus DK2Oculus Runtime 0.8.0.0Oculus SDK 0.8.0.0
The Documentation says very little about how the Performance HUD can be viewed in you own Application, were it might make more sense to developers than in OculusWorldDemo. Do you have to collect and render these metrics by yourself? Then why is the compositor mentioned at all? Or can the compositor show these metrics by itself - then again, why is there no mention of any functions to show them?"The Performance HUD screens are rendered by the compositor, which enables them to be displayed with a single SDK call. In OculusWorldDemo, you can toggle through the Performance HUD screens by pressing F11."https://developer.oculus.com/documentat ... ts/dg-hud/
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