PCVR/Link Development
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Since updating to 0.7, I'm getting an odd problem with Unity builds of my own updated projects - a jagged, flicker that comes on intermittently and seems worse when the environment is darker. It seems to only happen (so far) when I run builds that have been made with the Oculus Utilities package imported, if I just use the unmodified native VR support in Unity it doesn't seem to occur.It doesn't happen in other demos (by other people).Unity 5.1.2f1Win 7Anyone else? Any solutions?
So You take the one Box with the power AV Cables + Some Of The Foam + The Extra Pair Of Lenses For Far Sighted People And You Get THIS A OculusCardboard Works With The Iphone 6/Iphone6+http://imgur.com/Yob51x0,g5iIg0N#1
I'm pretty sure the answer is no, but I was thinking about the problem of not being able to have real robust tactile feel of a vr world. Controllers are a stop gap and are not the same thing as interacting in the real world where you can reach out and touch things. But what if there were some sort of advanced gloves with some exotic material that could deform and reshape itself depending on what the player is touching in the virtual world. If he tries to knock on a door if the entire glove stiffened in the right areas and sort of pulled back at the point of contact, could that simulate something close to a real door tap? My guess is the answer is no, so is all lost? Can we ever get what we are searching for sans creating an actual matrix?
hi guys,need your advice for this challenge:there is a square room (20x20m). I want an Oculus user makes walk in the room and I’m able measure the user’s position (2 Dimensions) with 1cm/0,4 inch accuracy. The oculus user shall be able to move freely (e.g. turn around etc). The problem here is the positional tracking camera, which has to face the headset. As the user moves freely, the IR lights might get out of the tracking camera view. So I have 2 questions:1) what max distance between camera and headset can be to have the headset working. 2) is it possible to setup a few tracking cameras (let’s say one on each wall) and synchronize them. Are there a similar or some other solutions,which help to solve this challenge. P.S. the question how the user can move without to be wired to a desktop is not an issue and is not questioned.
I thought I would start a new topic on panoramic video stabilization -- hardware and software -- if for nothing else to keep all my links to this in one place.Videostitch http://www.video-stitch.com/ is a popular (but not cheap) program for stitching panoramic videos (2D) from camera arrays -- like from Gopro or Elmo QBIC rigs. There is a demo version (of the latest beta which includes stabilization) which will output a limited resolution video. It is pretty intuitive in operation if you are familiar with PTGui which is used beforehand to create stitching templates. As you can see by the initial graphic on the home page in the interface there is a tab where you can see tracking data for roll, pitch and yaw through the duration of the stitched shot and you can apply this data to stabilize it. It works but it is by no means as powerful as what you could do with a dedicated 3d or some tracking programs where you could, say, remove all roll and pitch motion, set them both to zero, and app
What happened to ovrHmdCap_LowPersistance? It is still referenced in a comment in OVR_CAPI_0_7_0.h but it is not actually defined anywhere.Is it dis/enabled by default now? I have the impression that our app looks brighter when building with SDK 7.
Hi,We are keen to start filming content. I have many questions.What is the best way to start filming 180 degree (or 360) Oculus video?Are there any cameras on the market currently available to buy or coming Jan, Feb 2015?If not are there any tutorials on how to create a camera? Where can I learn about the post production process?Where can I learn about the details how the rendering works? How does a non 3D camera trick the eye into seeing depth??Thanks!
Hey guys, I'm wondering if anyone has done some polly/texture benchmarks for Unity VR projects, especially on Oculus's minimum specs recommendation (I'm unable to do so since I have a GTX 980).
Hello,Please, guys ! I want to create my own VR for education and therapy proposals. Is there any basic guidelines and tutorials for beginners in this forum ??? I dont know where to start from.... I have got only my will. Thanks a lot ! Looking forward for replies.Tania
Hi,When I was developing with SDK 0.5.0, I could use ovrHmd_CreateDebug(ovrHmd_DK2) to emulate a HMD when I don't have real HMD.But starting SDK 0.6.0, I could not open Oculus world demo as error says "failed debug HMD creation"I can seeresult = ovrHmd_CreateDebug(ovrHmd_DK2, &HMD);is still being called in Oculus sample, but returns false.And in SDK 0.7.0, I think ovrHmd_CreateDebug is removed.So is creating debug HMD deprecated starting SDK 0.6.0?Does mean I need a real HMD to develop?Thank you.
Hi !!I'm eager to buy either the "DK2" or the upcoming "Rift", mainly for developing purposes (and secondarily to consume content). Will I be able to develop using a "Rift" unit (consumer version) or, will the DK2 be the only way to develop ??In case the DK2 will be the only way for developing content: Will I be able to use the Oculus Touch with it ??Thank you !!
Sorry for the simple question, I came to Oculus as a end user, and now I have decided to move on into Unity. Everything working fine, and I'm at the scene creation part, and not having any issues designing the scenes using a mix of my own design as well as assets which are really useful.I've intergrated the Rift with no issues, and had a good walk around my scenes, and I'm going to move onto Trigger events soon, sound etc but before that I have a question about Frame Rates.After I have designed my scene, I press the Play button in Unity, put my headset on, and I'm in the scene. When I press space bar, it shows me the FPS, which for most of the time shows a solid 75 FPS, but in some scenes, this drops to 64 FPS. It only does this within Unity, because if I build the project and run the exe, I get a solid 75 FPS everywhere.Now I understand there is going to be an overhead running it in Unity, so generally, without having to build my project to test FPS, is there a general rule of thumb a
OculusWrap has just been updated to support Oculus SDK version 0.6.0.1.Why make another release, one week before the new Oculus SDK 0.7.0.0?I didn't initially plan on creating a release for this version, as there have been a lot of reports of people experiencing problems with 0.6.0.1, but since this will be the last release to support the "Extended Desktop" mode I decided to make a release for it anyways.What the heck is OculusWrap?OculusWrap allows developers to use the Oculus SDK in their own .NET projects. The project is an open source alternative to other Oculus .NET wrappers, allowing the project to be used for DirectX and OpenGL.OculusWrap doesn't depend on SharpDX, but uses SharpDX to demonstrate how the wrapper is used with DirectX 11.Not depending on SharpDX means that the wrapper can be used for any version of SharpDX, as well as SlimDX or other DirectX or OpenGL implementations.The project source is available on CodePlex and uses the Microsoft Public License, which basically
Hello, I'm asking this question because I can connect it to Chromecast through the cast screen option, but the picture on the TV moves for 1 or 2 seconds and then freezes. No matter what I do I can't get Chromecast to work smoothly. I've tried rebooting the Chromecast, I've uninstalled it from my phone and reinstalled it, nothing. I can't get it to work. Anyone have any success or know if this is something that's being worked on? Any help would be appreciated.
got oculus rift today and when i plugged it in i could see on my screen on oculus and tested demo just fine but after installing the program downloaded from https://developer.oculus.com/downloads/ the window wont register it but the demo still works fine and even register that the oculus is plugged when using steamVR but still wont register another window or appear on my oculus here is diagnostic log just to be sure. updated my Nvidia update too still nothing and no i wont upgrade to windows 10 i like it on w7. before installing it registered two windows on my screen after installation registered only 1. tried uninstalling program, restarting computer nothing helped. need help tyvmmy computer is up to date graphic and windows { "Time": "2015-09-07_21:41:09", "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": 55, "Seconds": 45 }, "
Are both PC and mobile SDKs compatible with GPL v2 and GPL v3 licenses?
Hey guys,I just got the DK2 showing a 2D analog camera feed and was wondering if it's possible to do this with 3D cameras.Has anyone tried displaying the feeds of the available 3D cameras like Nerdcam on the rift? Is it supported?My little project is based on integrating the Rift with the available FPV systems used in RC like quadcopter racing.
What does it take? Tell me how it's done in Unity or UE4.
Vocal Communication I am a hardcore believer in the need for voice communication in gaming. Voice acting had revolutionized all gaming, and though there were MANY who thought that it's unnecessary, overdone, doesn't add anything, takes away from the story, ect... it's hard to find any new great games that don't have voice acting. Ever since I could first here the characters in the story speak to me I have wanted to speak to them, not just as an observer of their actions, but as a participate in their lives. I wanted to be there fighting with them, getting to know them, joking and laughing with them. Now you're thinking, ok we need to have great advances in AI before you can hope to see that, wait another decade or three. I do hope to get that full realization sooner than 30 years, but it's wait and see. However, there are aspects of this that CAN be implemented. Which can further lead to those advancements. The following are my proposalsWhat We Can Work On Now1.) In a conversation you
Hi all. Working in Unity, I'm getting a doubling effect on any fast moving object that's moving laterally (side to side). It's not judder as everything else is solid... just objects that quickly move from left to right. For example, if I drop in the "Ethan"Third Person Controller character from Unity's Standard Assets package, and run him left to right across my view, there's a ghost image of him trailing him slightly.Is this Black Smear? Is this just a limitation of the DK2? Is there something I haven't setup correctly or should look at?Running Unity 5.1.2p3, Windows 8.1 on an GTX980.
Hey guys,I wanted to share a project I have been working on for the last couple months. I call it Navi and it is an open source input solution for virtual reality that converts your smartphone or tablet into a controller. Take a look at the video to see it in action. https://www.youtube.com/watch?v=32SZAMq16QYFor those interested in developing for it, check out the github repo to fork the code:https://github.com/vmohan7/Navi
Hi AllIm just updating Affected as we speak, but having an issue with shadows only rendering in one eye dependant on how far i am from the object.It creates and odd effect inside the rift that make you feel as if you have gone cross eyed :? Ive done the usual digging on the forum and it was mentioned that it doesn't happen if the lights range is over 10, which is correct. But the lighting in Affected is important and disabling shadows, or having really large point lights will ruin the atmosphere somewhat.Do we have any definitives on this problem? Such a shame as it feels the drivers are coming on leaps and bounds.
Hey guys!Just went through a full week of VR filming around the city of Montreal with a 360Heros rig and 6 Gopro 4 silver cameras.I'm currently in the stitching process of every scene. I shot about 150 short scenes of 1-3 minutes in 960p setting with protune setting ON... for a whopping 219 GB LOL.I'm using the Kolor suite (Autopano video and Autopano giga) to stitch the individual scenes. I really found that it's much easier than VideoStitch, mainly because it has a pre-setting that says "Stitch as GoPro" that automates the stitching according to a 6-Gopro rig.But once every scene is stitched and rendered in mp4 format, do I just use any post-production software (example adobe premiere) to create a video with the best scenes, music and transitions??I'll be starting with that step shortly, and will share my creation when finished!Thanks for the help guys!
I did see this page.It's a year old though, so I'm curious about how the individual IDEs have come since then. What are the strengths and weaknesses of each with regards to Oculus development? Is one a clear better over the other or is it mainly up to preference?
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