PCVR/Link Development
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Hold a finger close to your face and look at it. We all know that you'll have double vision for distant objects behind your finger, but you should also notice that the background is blurred.This effect does not occur in the rift because everything is rendered in focus. Sure, you could add a depth of field to your render, but what happens when you actually look past your finger? The image would converge, but it would be blurry since the computer doesn't know what you're trying to focus on.I think depth of field is an important visual cue for a sense of space and the rift is lacking this.But how do we achieve it? I'm no expert at optics, but I believe that your perception of blurriness is because the light entering your eyes reflected from objects at different distances is due to the different angles of incidence. So that got me thinking about whether or not it would be possible to manipulate the angles of light being emitted from individual pixels.The first thought that comes to mind is
Hi I'm hoping someone found a solution to this. I'm using Unreal engine 4 and in the game I'm making I have to set a console command fullscreen to make sure that the game and level starts in the rift but for some reason at the start of each level the health and safety warning pops up for the player. Has anyone come across this issue and know the solution?
On 0.50 SDK I could disable vsync by using ovrHmdCap_NoVSync, this doesn't seem to have any effect on the 0.60 SDK. It's convenient to disable vsync when testing performance.Is disabling vsync broken on 0.60 SDK or am I missing something?Thank you,David Edwards
I am new to Oculus development so pardon me if this might sound a really basic question.In OpenGL codes for Oculus that I have come across, I see the use of mirrorTexture. Can someone please tell me what is exactly the use of the mirrorTexture?Thanks.
viewtopic.php?f=34&t=26607viewtopic.php?f=34&t=26383viewtopic.php?f=34&t=24901viewtopic.php?f=34&t=26067viewtopic.php?f=34&t=26749viewtopic.php?f=29&t=8182&p=298075&hilit=submitFrame#p298075viewtopic.php?f=20&t=25930Damn, this seems very urgent...
I posted on the Oculus Share for Whirligig, but thought I would post here too as these forums are very active. I could not find an official Whirligig thread nor a better place to post. Feel free to move my post if necessary mods.HelpUp until recently installing the latest version of Whirligig, the player would always update the player.ini file to the last video played along with all it's the various settings like tilt, FOV, Dome type etc. This was great as then we could zip it up along with the VR Video so that users could copy both files to their respective folders which ensures their view is correct, especially for Tilt which we use a lot in our VR videos.Working with your latest build from http://www.whirligig.xyz/, it appears as though the player.ini file is no longer updating and even when we update manually, the settings do not seem to get loaded into the player when open the corresponding video. Yet...it does retain the settings of the video regardless if the player.ini file
Hi guys, new oculus developer here and I just had an idea I was tossing around. The idea however requires that I be able to use one computer kind of as a server, used for the intense processing and then streaming or relaying that to a less powerful PC and displaying it to the OR. I'm not quite sure if this is possible, I know in one of the previous runtimes it was possible to just use the rift as an extended monitor. In that situation it might have been doable but now it seems as though it integrates the drivers more with the newer runtime and does not allow it to be used as a monitor. This has benefits in performance etc but it seems that now it might be more abstracted? The lower level stuff will be hidden and just done on the drivers then sent straight to the HMD.Also another consideration, I'm assuming with a reliable and strong wifi connection that streaming should hopefully be fast enough but I'm not quite sure. It's possible that there could be spikes or drops here and there whi
Hi,Exactly the same bug described here : viewtopic.php?f=20&t=24665Still not fixed.
I'm used to making offline renders in Blender. I can make 360 stereoscopic renders of my scenes using this setup here:https://code.blender.org/2015/03/1451/I don't know how he set up his example in Whiligig. The only thing I can think of is DomeSBS-FOV360 which kid of looks OK but the characters are stretched vertically.There's something called VR Player that I could try but I would have to downgrade my oculus runtime to support extended mode.Anyone knows what the settings would be or if there's a 360 player that supports stereo and direct mode?untitled2.png
I have a 360 video that i want to use with oculus how can i do that with Unity???, i need it to be interactive and i have no clue how to get it done PLEASE HELP!!!
How are developers supposed to prepare for launch when a oculus touch SDK has not been released. What are the plans for oculus touch? Is it not launching in 2016 with the final HMD product?WHEN ???
hi all,I just upgraded my code to use SDK 0.7 and it all compiles fine until EtwFrameListener.h is reached, where a number of (successive and related) syntax errors crop up. I am trying to compile on Win 8.1 VS2012 Express. I previously worked with 0.6.0.1 which compiled fine, but that version did not have Etw* files. Any suggestions?Error 1 error C2143: syntax error : missing ';' before '=' [...]sources\libovrkernel\src\tracing\EtwFrameListener.h 23 1 Oculus_Rift_VRError 2 error C2873: 'EtwProcessCallback' : symbol cannot be used in a using-declaration [...]sources\libovrkernel\src\tracing\EtwFrameListener.h 23 1 Oculus_Rift_VRError 3 error C2513: 'int' : no variable declared before '=' [...]sources\libovrkernel\src\tracing\EtwFrameListener.h 23 1 Oculus_Rift_VRError 4 error C2061: syntax error : identifier 'EtwProcessCallback' [...]sources\libovrkernel\src\tracing\EtwFrameListener.h 65 1 Oculus_Rift_VRError 5 error C2065: 'EtwProcessCallback' : undeclared identifier [...]Sources\LibO
I've gathered that .mp4 seems to be the preferred format for viewing stereoscopic 3D vids with headsets like DK2 and gear, and I've been having success with that, except when it comes to image size.I've seen some people posting .mp4s up to 4K x 4K but all the video rendering software I've tried won't make an .mp4 more than around 2K x 2K (over/under). It says the format doesn't support anything larger, but I've watched ones that are.Anyone have any "best practices" on exporting over/under mp4s for hmd viewing? How high can I make the resolution before the Gear or DK2 can't handle it, and what software will allow me to even make them that large?Thanks!
I just bought an alienware 17 laptop with a gtx980 m. It has the 0.7 occulus installed, and its fully plugged in. Even detects the display in the occulus runtime. When i click show demo scene however the rift just stays with its orange light and black screen... and as for whats on the screen ... the "mirrored" thing on my monitor shows nothing but a white screen. Any ideas on how i can get this thing to wokr?
After upgrading to the 0.7 runtime I'm experiencing the following behavior:- Boot into windows- Open Oculus Config Utility, observe that the Rift is not detected- Reboot, but Rift is still not detected- Remove Rift USB and reinsert. Rift is detected- Start Demo Scene- The Demo Scene Mirror window appears blank (grey) on the monitor.- The Rift LED is orange and no image appears on the Rift screen.Debug Log:{ "Time": "2015-08-30_10:27:36", "SDK Version": "0.7.0.0", "Service Protocol": { "Major": 1, "Minor": 7, "Patch": 0 }, "RemoteProtocolVersion": { "Major": 1, "Minor": 7, "Patch": 0 }, "Service Running Time": { "Hours": 0, "Minutes": 3, "Seconds": 9 }, "System Specifications": { "Operating System": "Microsoft Windows 7 Home Premium ", "Processor": "Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz", "Graphics Adapters": [{ "Name": "NVIDIA GeForce GTX 570", "Video Controller RAM (MB)": 1280, "Driver Version": "10.18.13.5560", "Video Mode": "1920 x 1080 x 4294967296 colors
Sorry if this has been answered or wrong place to post (have done a search but couldn't find a relevant response)For the most part we've been doing testing using a generic IPD that works for most of the staff, but during a conversation earlier it was raised if this would effect simulation sickness and the players comfort levels while in VR. As a test I've going to get the people in the studio who are affected the most by simulation sickness and setup a specific profile for them and test if its any better for them. But i was also wondering if there is a difference in the IPD settings for each HMD as we have a range of devices, i was wondering if we would need to set a profile per person per HMD or just a profile per person?
From Oculus Blog:We’re targeting a November release for the Oculus PC SDK 1.0. Future updates to the runtime post-1.0 will continue to support games and applications built using 1.0 (or any later release).0.7 works great for what I'm developing for and I'm not asking for an ETA or anything. Out of curiosity I was mainly wondering if something is planed before 1.0 since the blogs and forums went pretty much silent after 0.7. I see some people having problems with 0.7 and thought version 0.7.x 0.8/9 may be released in between to address some of the issues, if any.
Is it possible for Oculus to create a tutorial about setting up basic GUI (menu/dialog) with gaze/touchpad controls for Unity 5 ?For example, when Unity app / game is launched, health hazard warning screen goes up, then a small scene is loaded with basic menu with 4 menu elements (Start, Help, Credits, Quit), where Start Game would unload small scene and load actual game scene (with loading progress bar); Help and Credits would bring up additional GUIs with help and credits info respectively (and <back> button; or having return button on Gear VR to be used to go back to main menu); Quit button would bring up a screen with "Are you sure?" <Yes> / <No> buttons.While in-game, return button on Gear VR would pause the game, bring up a dialog "Exit to main menu?" <Yes> / <No> and if player chooses Yes, game would be unloaded and small scene with main menu would be loaded again (with loading progress bar). Choosing No would close the dialog and unpause the game/a
Hi,I just updated to the 0.7 SDK from the 0.6 SDK and now the submitFrame just sleeps. When doing nothing it will just sit and wait forever, the only way to make it leave the submitFrame is by clicking on our programs menubar which is kind of funny since our application is not running the UI in a separete thread.We had this issue with another library already and it depends on something being triggered by a windows event why probably is not triggered when using Qt.Is there a fix for this? Anyone knows what we can do tell the oculus lib to actually not sleep?Kind regardsMichael
Hi everyone!I was using unity 5.1 and SDK 0.5.5 for my game (GearVR) and this call:OVRManager.display.accelerationwas working perfectly returning the acceleration of the head.but I just upgraded to unity 5.2.1 and the latest GearVR integration, and now that call works great in my computer with DK2 but returns (0,0,0) in the GearVR :? Any clues?Edit: Can at least, any of you oh gentle developers test this and tell me if you are getting 0 values as well on GearVR? That would help here as well
Hello,After watching Michael Abrash's OC2 keynote, my mind has been endlessly imagining solutions to these haptic problems both in the short and long term. I wanted to present these ideas in case they might be useful.TOUCHIn short, my solution to touch would involve 2 mechanics: soft touch and hard touch.Soft Touch: Would be the ability to feel someone passing their finger along your forearm, or placing their palm gently on your chest.Hard Touch: Would be the ability to prevent your hand from slipping through a wall/table or solid object in VR. In other words, significant force applied against you.Now the absolute/perfect solution to touch is none other than direct neural stimulation but that is far into the future right now. We know that the short term will require some actual object to interface with. But props, morphing material, wind, and other clunky devices simply won't be streamlined enough to hit a consumer market. There's too much setup involved and don't account for freedom o
Hello Oculus developers!Salto is a full body sensor based suit that you can put on in one minute. It integrates out of the box with Oculus Rift, GearVR, Unity and Unreal Engine. It consists of a suit, 19 sensors for the body plus 7 sensors per hand, and a sensor hub in the back of the suit.We're running a Kickstarter right now that is actually fully funded with only 5 days left. We'd be as happy as we are in this gif if you would check it out, tell us what you think and consider backing us and getting your own Salto suit.If you have any questions or requests for Salto features, please let us know through any channel at all :)
Do you guys think it would be possible to get the Gigabyte Brix and run the DK2 off of that? Has anyone tried this?
Hello,I'm a communications technology teacher in Ontario, Canada.I managed to get a bit lucky this year and have partnered with an educational research company out of Seattle. We are going to be looking at how VR may add or subtract from learning.I've got a cool opportunity because I'm the teacher in charge! I'm trying to find connections between Rift demos/experiences and course curriculum...As we are going for a cross-curricular approach (not programming, but whether or not VR experiences can help students make connections to content they are exploring in their other courses).I thought it would be a cool opportunity, as I teach about 90 students, and also run a gaming club (of about 40 students) to give my students an authentic experience.I'm looking for developers who are working on projects that would like play-testers. I'd be able to get a bunch of students to play through your game, and they are willing to provide feedback to your specifications. This doesn't necessarily tie in t
Hi,I am a little disappointed that 0.7 SDK does not even mention DirectX 12. Probably using the D3D11On12 device is the way to go, but I would very much like to have confirmation by Oculus that this will work, before I invest a lot of time into this. I am sure there are Oculus internal tests / examples using a D3D12 rendering path. Could you please share some info?Thanks.
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