PCVR/Link Development
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Most demo's i've seen out there make use of single handed weapons only... Is this the new standard of things? Is it going to be immersion breaking because of the missing physical, the none or limited interaction with the 2nd hand or will your brain adapt...What are your thoughts about using two handed weapons(machine gun) with wireless controllers...
Today we’re excited to introduce the Immerse Framework, a toolkit of building blocks for creating interactive and multi-user virtual reality (and non-VR) environments with the Unity game engine. New users can quickly bring their projects to life without writing a single line of code, while advanced users can take advantage of our improved input handling, Actions, and fully programmable API.With Immerse, we’ve put some of the best minds in Unity to work improving what you can do with Unity and solving common problems that all projects face. You can use our expertise to save potentially thousands of dollars and months of time that would otherwise be spent building these same elements from scratch.Within minutes, you can easily drag and drop prefab Interactive Elements into your scene, then choose from a variety of available Action Elements. Finally, you can decide which of the Immerse Navigation systems you want to use to make it easy for users to find their way around your environmen
For my developments I use the position of the tracker camera, however it seems that this position is not very accurate and is dependent on the recalibration point.I have done the following experiment:Preparation:- trackercam is at a fixed position- The rift can be placed at two positions: P1 and P2. Both are in range of the tracker cam. The orientation is the same, so the rift is not rotated.experiment 1:1. place the HMD at position P12. start the program which tracks the HMD, no explicit recalibration is called3. determine tracker position T1 relative to head pose at recalibration (OVRManager.tracker.GetPose(0).position in Unity)4. determine the hmd position H1 relative to the recalibration point (InputTracking.GetLocalPosition(VRNode.CenterEye) in Unity)5. The position of the hmd relative to the tracker cam is H1-T1 = position 1experiment 2:1. place the HMD at position P22. start the program which tracks the HMD, no explicit recalibration is called3. move the HMD to position P13. det
I did already make a JHMCS for DCS flight simulator with direct3d hook. Since the new version (DCS 1.5, Oculus runtime 0.7) it is running in direct mode. I can draw a overlay to the mirrored windows, but can't see the overlay in the rift. Is there a hook in the Oculus sdk or frame-server, or is it possible to use a interface like the performance HUD.Is it possible to use the different layer out from different applications in the same time?Here you can see what i developed in the past.https://youtu.be/MEEaXmRm7VgThanks for any hint...3.jpg
Is there a common open source Video player SDK/Framework one can use to build a custom player ?I am looking for the following information:1. Getting information of the view port from the Oculus HMD 2. a video player which can adjust based on the OCulus rift HMD movements and can log/ note the movement information ?
Hey VR Devs!With CV1 coming soon (months, not years!) I wrote this blog post to help you 1. determine how well your DK2 VR application will perform on the CV12. some optimization tricks to help you hit 90fpsRead the full blog post:http://dshankar.svbtle.com/preparing-yo ... s-rift-cv1Reddit discussion: https://www.reddit.com/r/oculus/comment ... plication/TL;DR you can simulate CV1 performance by increasing render scale to use a higher resolution render target eye texture.Any feedback/criticisms/ideas welcome!Thanks,Darshan
Hello all,My name is Ryan and I am a final year Product Design student from Ireland. I am doing my thesis on a Virtual Reality input device and will have to do research both primary and secondary and create a product at the end of my academic year. I need you guys to help me out however. I have a simple 10 question survey that I would greatly appreciate if you could complete for some primary research. https://www.surveymonkey.com/r/Y5YRJTVAny feedback on the survey feel free to reply to the topic. And if you have any suggestions for me and additional info it'd be great too. Looking forward to your replies and creating something great for you guys one day!Ryan
hi all, i am trying to move to 0.7 and for some reason, GL_SRGB_ALPHA8 as in ovr_CreateSwapTextureSetGL(HMD, GL_SRGB_ALPHA8,[...] always gives me an "unidentified" error. a solution-wide search also revealed nothing besides the commented block in OVR_CAPI_GL.h - where is it defined? alternatively, what is its actual value, so I can just put it in there?
I'm looking for benchmark scenes to evaluate/explore various algorithms and approaches to render stereoscopic spherical scenes to images (stereo cubemaps or equirectangular pairs).The idea would be to have semi-simplistic scenes available in common formats or for all major renderers/technologies for comparison purposes.The scenes should be specifically crafted to test the common artifacts that these capture and reprojections may yield: stitching seams, discontinuities towards the poles, wrong parallax, missing or faulty screen-space effects, etc.Do such benchmark scenes already exist ?I did create test scenes myself but I think it would be interesting to have a rigorous approach to it rather than putting a bunch of solids on a plane, and to have publicly available files so that anyone can perform the tests on their favorite renderer or plug-in.Various strategies can be explored depending on whether the engine is a path tracer or a real time engine, if we need screen-space effects, and
Are there any tutorials about setting up Gear VR stuff with Unity 5.2.x, building, deploying and testing a simple scene on the device ?
So I am going over the docs and I see here: https://developer.oculus.com/documentat ... d-android/that for whatever reason GPU skeletal is not on the list of recommended settings. Why is that ?
https://www.youtube.com/watch?v=npKz2ch0yIIlike that in 3D but in different forms
I added a "VR" gallery to my Burning Man 3D web pages. These are stereo photographs taken with fish eye lenses. They give a good immersive effect when viewed at about 140-160 FOV in Whiligig. The author of Whiligig (Philip Day) was nice enough to make a change to his viewing program to make it better for viewing still images (preventing the menu from coming back when you change image). The Whiligig settings to use are format: Dome SBSTilt: 90FOV: 160http://www.3dculture.com/bm3d/2015vr/2015vr_m.htm I'm hoping that when the CV is released, that there will be a viewing app supplied that will handle a variety of formats, such as normal stereo photos, fish eye stereo, and so forth. In an ideal world there would be an HTML-5 based VR viewing app for web sites like mine. Mozilla has its experimental MozVR web browser, but no utilities for users to share content. :roll: Harolddd
Hi everyone!I'm Tuukka Takala, a VR researcher in Aalto University, Finland.Creating VR apps can be challenging, because most developers are not used to VR hardware and 3D user interfaces that are required. Therefore I created the following survey to map problems in VR development:https://docs.google.com/forms/d/1zeelAh4sHY56G1et7pE_g9s0gV7deT47c32X8MW_o9oPlease answer the survey if you have tried developing your own VR applications. I'm particularly looking for developers that have used Razer Hydra, Leap Motion, Kinect, or other motion tracked controllers (not just keyboard, mouse, and gamepad). If your VR app uses head orientation as a 2D cursor to select things or trigger actions, that also fits what I'm looking for.The survey results will eventually be published and help the VR community, both hobbyists and researchers.In case you're interested, my previous results from developers who answered the same survey in 2011 are here:http://blog.ruisystem.net/wp-content/uploads/2012/03/tak
Hi Does the Show Demo Scene in the Oculus Config has impact on the Oculus? I mean, do I have to recenter the camera to change the Sit/Stand mode to have correct config in Unreal Engine? Or this is only for the Demo Scene itself?Cheers,Lucas
Hi,I am currently working with SDK .5 because of reasons :)I will update of course but please do not recommend anything along those lines.I try to use direct mode using GL.I create a Window using SDL or Ogre.Extended mode works as expected but with severe refresh rate problems (also as expected).Now I (want to) use direct mode and the window is shown on my primary window (not the Rift). Sensors and stuff keeps working fine.What am I missing?What is the way to go,Is there a post I have missed that explains just that ?Update:I have compiled a minimal example that uses SDL and GL in direct mode.The problem appears to be the window created by Ogre.And maybe the rendering done by Ogre.Best Regards.
Hello,I used the very helpfull "Oculus Room Tiny (GL)" project to build a small viewer.So I use an fbo to render in the hmd and a blit buffer to do a mirror in a window.My scene is really not nice without antialiasing.It seems that it is not possible to use a pixelformat with MSAA when using fbo.It seems that the right way is to use MULTISAMPLE with fbo.Is it possible to use multisample with oculus ?I ask the question because when I try to bind a texture in an ovrSwapTextureSet with GL_TEXTURE_2D_MULTISAMPLE I obtain a GL_INVALID_OPERATION error.Opengl functions to use to do antialiasing are wellcome so that I can search tutorials and samples on the net.Thanks for your advices.
I'm working on a windows 10 laptop with nvidia optimus so the 0.7 runtime isn't supported and I need to build that's 0.7 compatible. Since I can't test it my question is...Does the installed oculus runtime affect the compatibility of the builds I create from unity? Or is it only the unity version and Oculus utilities?Can I build it in(Unity 5.2.1p2) while runtime 0.6.0.1 is installed? Or do I need to install 0.7 just to create the build and then reinstall 0.6.0.1 to continue working? I've been curious about this for awhile and can't seem to find any info about it after a few minutes looking. Thanks!
Now that we've all seen Oculus Touch, I have a question:Will Indie developers be able to get their hands on it before next year? I'm guessing it doesn't even work with the DK2...Edit: if it's not shipping with CV1, which people are assuming it's not, maybe it's a later bridge to cross?
Hello,I am a noob to VR and game development.How can I design and implement a main menu in VR using Unity? What are some design considerations that I can follow? I just need to have a basic menu with a few buttons to start the game, change the settings, or view credits.I am confused about how to trigger the button in VR and how to implement a cursor or reticle for the user to see where they are pointing.Thank you.
The Oculus demo code has been kind of ugly C++ for a while but it's got worse with SDK 0.7. There's some particularly nasty C-style use of goto's for error handling in the MainLoop() function which comes along with some buggy code. This code at line 175 of main.cpp is disabling a very legitimate warning: // Create camera __pragma(warning(push)) __pragma(warning(disable:4316)) // Win32: object allocated on the heap may not be aligned 16 mainCam = new Camera(&XMVectorSet(0.0f, 1.6f, 5.0f, 0), &XMQuaternionIdentity()); __pragma(warning(pop))This frequently crashes in a Release build on my machine with an access violation resulting from an aligned SSE move instruction on memory that is not necessarily aligned to 16 bytes - exactly what the disabled warning is complaining about.This is particularly unfortunate code since there is no good reason for the Camera to be dynamically allocated in the first place. The demo code is pretty poor quality overall with numerous D3D re
Hi,my engine provides two textures for each target buffer each. I could combine them, but want to render the task fully to the oculus rift runtime. Therefore I need to create a layer setup for multiple layers, as mentioned in the documentation. But I can not find a sample creating a multilayer setup? Does anybody know an example for this?
I was wondering if there is some kind of tool or software where you can create graphics on top of a 360 panoramic video. The graphics or text would have to be created and displayed distorted, and once played in a VR player, it would look right again. Ideally those graphics or texts would be animated, and in a further step even be stereoscopic. But for now I'd be even happy to create something in 2D.Like this you could also hide the tripod with a black dot at the bottom, and add some text/logo for example.Anyone knows who to do those things?
SDK 0.6 provided API changes documentation, currently here. I can't find any API changes docs for SDK 0.7 but there seem to be quite a few changes, starting with the removal of ovrHmd_Create(). Is something in the works or is there information on the changes somewhere I haven't found?
Where should I go to start learning Unity 5 (FREE RESOURCES PLEASE!)If there are any youtube videos please post it I need help getting started
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