PCVR/Link Development
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Update:The plugin is not done but it's ready for public testing. I made a new thread here.Hello all,I recently made a PSMove plugin for UE4 that works in both Windows and OSX. It should work in Linux too with a simple compile of the psmoveapi binaries. The changes I had to make to the psmoveapi and PS3EYEDriver should also help anyone that wants to use the PSMove controllers in Windows or OSX (it's always worked in Linux) outside of UE4.I need help co-registering the coordinates I get from the psmove (in cm from the camera) with the DK2's coordinate space.For orientation, the roll and pitch are easy. The PSMove has a magnetometer so it's possible to get its true yaw but to make that useful in game I would also need access the DK2's magnetometer (I've read mixed reports that it even has one). Does anyone have any ideas here? Does it truly have a magnetometer? If so, does anyone know how to access it from within UE4?If it does not then I'll need to somehow coregister the orientations by
Hi all, Who is using autodesk stingray?
Our application is generally struggling to maintain (even close to) 75 fps, at least partly due to the data sets which we cannot further optimize.An idea has been proposed to decouple our rendering from feeding the oculus in a different thread and just pretending to hit 75 fps while in reality re-using old frames until a new one is available. The theory is that this will somehow feel smoother. Could this actually work? I guess it could give the OVR a chance to apply its motion prediction magic more frequently although the image technically is still the same. But maybe this is already done internally? Do you think this is worth a shot?
Hi!I'm working on some demos using the Razer Hydra within Unity3D. Does anyone have a source for an FBX model of the Hydra? It's not included in the Sixense plugin, unfortunately, and I don't like to reinvent the wheel.Best Regards, Claus
HiI want to explore the Lidar way of doing 3D reconstruction of a "set" for VR, i know some rigs use those scanner as the NextVr one ( 16 Red Dragon and one Lidar Scanar ). I know it should work great for static environment but, if you want to have characters in those it might be problematic. Want to test an hybrid way of lidar for the environment ( perfect stitch) and 3d cards with stereoscopic footage ( two red epics ) of characters on them. And then render a stereo output from game engine or 3d package.Would it be possible? i m pretty sure i'm entering a lot of "matching' for the stereo alignement of the footage and perspective perfect of the scan, anyone have tried those kind of techniques and want to share the the pros and cons?Best regardsJeremie.
Hello, I am trying to build a VR game without using Unity or Unreal to learn more about graphics programming and VR in general.Is it safe to assume that only 64-bit (as in the SDK libs) will be supported for Oculus? Are there even any computers that fit in the recommended specs that can run CV1 and run 32 bit Windows? Why would you ever want to? I noticed that OVRServer is x64 only, and x86 one is left over from SDK 0.6.I just don't want to maintain another set of build settings for Win32 in Visual Studio :roll:
I grabbed the Oculus sdk earlier today and have been working on a sample of using it with the open source 3d engine Ogre3D.I've got the rendering working fairly well and I wrote a parser to load the tuscany scene from the sdk. Head tracking is almost implemented.Since I don't have an actual oculus rift, I'll give out a test version soon to see if it works for anyone else.http://www.ogre3d.org/forums/viewtopic.php?f=5&t=76970Edited in Latest Status:06/04/2013Source (MIT licensed) released at https://bitbucket.org/rajetic/ogreoculus08/04/2013Latest binary demo: https://bitbucket.org/rajetic/ogreoculus/downloads/OgreOculusDemo1_v0.5.1.7z
Every game where you walk around stop and walk some more instantly start feeling sick, headache, eye strain all that; for anything that you’re in one place or moving at a slow constant pace I am fine with. I heard Palmer or someone say the starting and stopping messes with your equilibrium or something, I Don’t know is there anymore talk on how to resolve this or is it just VR best practices not to have you walk around?
I dled google street view vr from https://www.reddit.com/r/oculus/comments/3c8hko/major_update_to_street_view_vr/and I am visiting south korea with it. it's nice and all but google streetview map is severely outdated andyou can't get into all the little streets like you can with korean street view map from naver.comI am trying to just swap the map on this program with korean naver map but is it easy to do? :(i barely know basic java codes, http and some css and I am totally lost what to do.can somebody help me on this or can someone make one for me?huge donations from ppls who visit korea. :)
Hey everyone,I’m happy to let you know that we’ve just released a major update to our Unity assets!Earlier this summer, we hit roadblocks with our Unity integration due to major changes introduced with the native VR plugin. These changes effectively broke our Image Hands and augmented reality capabilities, leading to different setups for AR and VR. As of yesterday, however, we’re back on track with full support for Oculus 0.7!You can get them here: https://developer.leapmotion.com/downloads/unity.
I am working on a project that is intended to be experienced while standing. The DK2 has a pretty good tracking volume that, in my tests, covers over 2x2 meters of floor space. While this amount of space can allow for some different types of experiences, it also has some constraints (at least with DK2). The top few being:1. Safety. A user who is walking around in VR is blind to the real world. This can mean any number of dangers depending on the user's location. Getting dizzy, light headed or sick is much easier to deal with while seated than while walking around your 2x2 meter volume.2. You cannot look behind you without losing tracking. (Rift CV1 solves this one, yeah!)3. You are tethered, so even if you could turn around, you would end up getting wrapped up in the wire.4. The cable is a bit too short to use the full tracking volume without feeling cable tug. I am curious if anyone else is working on a project that involves standing/moving. If so, would you mind sharing the challenge
Hi guys,I'm developing some experiences with Oculus Rift and I can run without problems in "Extend to desktop to the HMD" mode, but, when I try to use "Direct HMD access from apps" mode I get an error in all the apps that I've developed (even Oculus Desktop demo).In my computer I get this error, but my workmate, with other computer configuration can run the same application (the same compilation, the same .exe) without errors in "Direct HMD access from apps" mode.So, I think that the error is caused for the graphic card or some configuration about it.I write here both computer configurations, and paste here the error that I get.Please, does someone have the same problem? Does someone have some solution?One is a laptop with two graphic cards. The other is a desktop computer that only have one. Could be the problem?My computer configuration (is a laptop) (This computer get error in "Direct HMD access from apps" mode):• Windows 8 Pro• Oculus runtime installed: 0.4.3• Intel® Core i7-4700HQ
HI,I would understand how I can analize the stereo parameters IPD, FOV and convergence plane distance in the Oculus Rift kit 2.IPD: I can change it using Unreal Engine with the command <stereo e=value> while in Unity 5 I can’t change it.FOV: I read in the documentation that Oculus recommends not changing with the default FOV, that is. if I understand, about 96° horizontal in Unreal with the command stereo show. The FOV of HDM override the camera’s fov that I set into Unreal or Unity.Convergence plane distance: I can’t find it. I suppose that the convergence distance is about 49.8 mm that is the distance between the oculus virtual camera and the display, if oculus use off-axis, it is correct? How can I change it, if it’s possible?Another question, why in the oculus documentation they said that with the oculus rift it is like to see a display 1,3 meter away? How they had calculated it?
Can anybody point me in the right direction please?I'd like to have a go at learning how to produce something like the images we see in the Render the Metaverse competition - the cubemaps.Best place to start?Thanks.
Will the upcoming new 0.7.0 SDK include updated linux support?
Hey everyone, my name is Josh, 20 years old. I've just recently received my Oculus Rift Dev Kit 2 and lately i've been pondering something. You see, I'm not exactly new to game development. I have dabbled in this realm here and there over the years and learned a very small amount of Ruby and Python, but not enough to really grasp the true fundamentals of game development.I'm an aspiring soon-to-be indie developer and since I went and bought a DEVELOPER KIT, I figured I might as well use this opportunity to my advantage and see if I could make something with it. I've scoured the net for tutorials and guides and found lots of information that would be helpful to someone who already knew the basics, but nothing that matched my skill level. So I decided to start over from scratch and re-learn everything.My question to you guys is: where did you start? Or what suggestions do you have for someone with little to no experience handling code? Remember, my goal is to eventually make a prototype
Most of you will probably know about this site but a few won't. https://3dwarehouse.sketchup.com has an amazing amount of free 3d models that you can import into your projects. I'm not sure what the licence is for commercial games but for games and demos that you plan to give away for free its brilliant. A simple search for chair brought back over 28 thousand results.https://3dwarehouse.sketchup.com/search ... ass=entityand here is a video on how you can turn it into a fbx file so you can import into unity or unreal.https://www.youtube.com/watch?v=vGkdNlpYgzs
What can be done from technical perspective to make Virtual Reality porn at http://SexLikeReal.com even better?
Hi Guys,I'm doing a project and would like to know if we can wrap a picture or movie 180 degree in front of us using pure data, i came across jitter but I'm not able wrap it cylindrical 180 degree.Anyone here know how to do it??
So I was looking at data gloves today, and the slim off chance of building my own. After my research, I have come to the conclusion that a data glove should implement:- 2 accelerometers for each finger- A 6DOF IMU (or accelerometer + gyroscope) on the top of the hand- Control box near the wrist area- Maybe integrate flex sensors as redundancy?The bottom of the glove(s) should include some type of smart material which can provide haptic feedback.For wireless capability, perhaps something like the ULP 2.4GHz RF Transceiver may do the trick? Depending on latency of course. This also depends on how much power the entire rig would consume.Of course, the software driving all of this would be more of a hassle (for me), but it looks like there are already classes that are designed for the phone market that can be re-purposed for the VR environment.. so it would just be a matter of referencing those classes. And then there is the small matter of creating drivers, which I have NFC how to do.
According to MS site, even Wireless XBoxOne controllers need to be connected through USB cable to use them for play on PC/Win. Does it mean that Controller provided with CV1 will also require "wired" play? That would suck a little bit taking into notice some VR gameplays.Official website is insinuating that the experience will be wireless:"We include an official Xbox One wireless gamepad with the Rift. It’s one of the best controllers in the world, and it’s perfect for a wide range of games and experiences."
Hi,Could someone please confirm that the Oculus will or will not work with a NVIDIA GeForce GTX 970M with 3GB GDDR5, I have tried several times but have been unable to get this working, but before I rest the laptop and install just the application and driver I would like to know for sure this will work.Thansk
Hello all,I was able to patch and tweak various project and source code files and get the SDK working with Visual Studio 2015. I did not have the patience to copy and port all the advanced samples to VS 2015, but the LibOVR, LibOVRKernel, WorldDemo, and DX11 and GL RoomTiny all compile and work.Just open OculusSDK\Samples\Projects\Windows\VS2015\Samples.sln and you can compile everything, and then you can link with OculusSDK\LibOVR\Lib\Windows\x64\Release\VS2015\LibOVR.lib in your own projects.https://github.com/raymond-w-ko/OculusSDKNow time to get OGRE working with it ;)
When starting a VR application without monitor display attached, Oculus Rift DK2 sometimes (?) just display a white screen. When restarting application it works fine.Does anyone know how to fix this?Running on Windows 8.1 x64, nVidia Geforce 980 4GB, i7 4Ghz. nVidia driver version 355.84 and Oculus runtime 0.7.0.0 beta.
Ok so there's an app where it looks just like the oculus but when you're inside of skyrim. (WHICH IS A FANTASTIC APP).https://itunes.apple.com/us/app/360-tour-for-skyrim/id565988817?mt=8However, we don't have a mod for the oculus rift yet? Could someone possibly start making one like this?I just wanted to point this out for people to experience what skyrim will be like with the Oculus in the near future.
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