PCVR/Link Development
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EDIT: OK, my bad. I was opening the OculusWorldDemo project directly, when I should have opened the project in "Samples/Projects/Mac/Samples.xcworkspace"So yeah, downloaded and unzipped the ovr SDK 0.5.0beta1 package from the download page, tried to built the OculusWorldDemo with Xcode. The project has hardcoded path to the framework 'LibOVR.framework' which seems to be missing and also gives this error message when building:Ld /Users/sakari/Downloads/ovr_sdk_macos_0.5.0.1/OculusSDK/Samples/OculusWorldDemo/Bin/Mac/Debug/OculusWorldDemo.app/Contents/MacOS/OculusWorldDemo normal x86_64 cd /Users/sakari/Downloads/ovr_sdk_macos_0.5.0.1/OculusSDK/Samples/OculusWorldDemo/Projects/Mac export MACOSX_DEPLOYMENT_TARGET=10.8 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.10.sdk -L/Users/sakari/Downloads/ovr_sdk_macos_0.5.0.1/O
Is anyone else having trouble building SDK 0.7 LibOVRKernel with VS 2012?I'm running Windows 8.1 and Visual Studio 2012 Update 5. Using the VS project files in \Samples\Projects\Windows\VS2012 trying to build LibOVRKernel just kills Visual Studio. I ended up setting up a clean VM with just Windows 8.1 fully updated and Visual Studio, same problem.Even running a clean on the project crashes VS. Extracting a fresh copy of the SDK from the .zip file, opening up the VS 2012 project file and running Clean Solution also crashes VS.Does this sound familiar to anyone? It builds fine in VS 2013.
So I got my basic OpenGL Java demo code working again now with LWJGL 3 and SDK 0.7.0.0 :) I will try and spend some time on some more modern OpenGL approach soon...https://github.com/WhiteHexagon/example-lwjgl3-riftFor a while I was seeing some strange errors from the Rift SDK about leaks being detected. But the strangest one of all was when it referenced some D3D swap chain creation error. It was probably just a side effect of my incorrect code, but it did make me wonder if it true OpenGL graphics pipeline underneath, or D3D with a couple of OpenGL textures for our clients? I'm just wondering if maybe that is why we are now windows only?
Hello all,I was wondering if the 0.7.0.0-beta SDK could be installed silently (ultimately using SCCM package deployment) or if a manual installation is required.
Hi to everyone. I have already promised a few times in the Cardboard Reddit channel to upload a youtube video of my experiments with QR code markers in combination with Google Cardboard. Well, I did not really have time to make proper ones yet, but I decided to just take two 3-4 minute clips with an old smartphone of mine, holding Samsung Galaxy S4 in my left hand and the QR tracked object in the right hand. As you can see, the lighting conditions were very, very poor for this type of tracking and especially on the second video you can barely see anything, also there is a buzzing sound in the background from the neon lights. Sorry about all that. It all looks very much like the recent hit on the Google Playstore called "Germbuster". The difference is this is an entirely open unity project that you can build on and improve (e.g. make a bigger marker, etc.). For example, in the Gravity Gun video, I used one of those 5 EUR bluetooth keychain gamepads to have the basic functionality of mou
As you may know, in some cases it is not possible to have full control over the rendering stack. In other cases the Direct to HMD mode did not work at all because of bugs!!For example with Virtual Desktop solutions capturing the desktop, the Extended Mode was the only solution to provide the functionality needed. There are even scenarios, as with dOculus VR Desktop, were you can overlay existing windowed Oculus Rift Applications with the partially transparent dOculus Window to bring a Virtual Desktop overlay to other Programs.All this will probably not work without Extended-Mode! The removal of this vital compatibility fallback feature most probably will eliminate many of the various use cases, and make Oculus Rift a vanilla flavored peace of vendor lock in only capable to power some Unity or Unreal games.Will we have to look for alternatives still providing support for extended desktops, or will this all still be fine with Direct Driver Mode?
Hello all,So, I've realized after demoing my Rift to quite a few people, that there is more to it than just slapping the headset on them. I am not just talking technologists.. I have let my girlfriend and her mother, roommates.. all who are not complete nerds like me demo the Rift to mixed reviews. I have this VR Orientation guide that I think may be useful for others who love demoing their DK2 to people.http://dsky9.com/_pdf/dSky9-VR-Orientation-v002.pdfANY feedback or input is much appreciated!
Hi!We've added a new feature to our World Political Map Globe Edition for Unity that sits you at the center of a fully interactive world map. You can browse +240 countries, +4000 provinces and +1200 cities in the world. The package comes with lots of nice features.I invite you to watch this video about the new 360/inverted mode and visit the asset store for more details:Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/41890Cheers!RobKronnect Games
Hi all,Does anyone have FPS performance comparisons (0.601 vs 0.7) yet?(Especially in combination with Unity 5.1.2 or 5.1.3).Thx
Lots of discussion going on regarding Nvidia's apparent poor performance with DX12 (EDIT) Async Compute Shaders:https://www.reddit.com/r/pcgaming/comments/3j1916/get_your_popcorn_ready_nv_gpus_do_not_support/https://www.reddit.com/r/oculus/comments/3j1igf/get_your_popcorn_ready_nv_gpus_do_not_support/
In 0.7.0.0 there's a LibOVR\Lib\Windows\x64\Release directory but no Debug directory. Was this simply an omission like last time or have they now been permanently removed?
hi all, any announcement on Win10 and the upcoming 0.7 SDK? I could find nothing regarding that on the announcement blog post. I have been holding off the upgrade for 0.6, but since i get a little nagging MS icon in the task bar every time i boot up, it would be nice to know.regards
...because <atomic> is included, that is not allowed in CLR DLLs. How can we workaround and remove need #include of header?https://visualstudio.uservoice.com/foru ... s-in-c-cli
Hello!My Leap Motion just arrived. I wanted to start by testing out "normally" before I started wiring it into Unreal Engine with getnamo's plugin. Unfortunately, I was surprised to find that the device seems really jittery. I move my fingers to pick things up, and it is like it cannot see them properly. Other than general full hand movements, it cannot seem to tell my finger/hand position at all. Is this what I should be expecting? Is my device broken? I used the diagnostic tool and I cannot seem to get it to achieve a passing score of 80.Thanks for any advice you can offer.
Hi,I hope someone can help me. Am considering getting my hands on the DK2, but I am in doubt if the investment of just the 350 dollar Rift is all I need. I am trying to see if I can get my hands on a temporary DK2, for testing before purchase. So far I haven't found one. I have no experience setting a Rift up to play various games and therefore have no idea on how much of toll that is on computer performance - specifically GPU.As my main machine is an Imac from April 2013 (with Win7 on bootcamp), geared with a Geforce GTX680MX 2gb, Intel i7 3,4GHz and 32gb ram. I worry that my GPU will not be giving a satisfying result on the rift. I have google several times in search of someone talking about game performance on an Imac - but have yet to find anyone mention performance as an issue. At least not on similar or older machines. Recommended settings seem to point to a Geforce GTX970, which is definately a bigger GPU than my setup. Hence my worry. Last night I installed Alien: Isolation to
Is it possible to create VR gloves, which could be used in racing and flight simulators, ideally for using switches within the car or the cockpit ?
Hi, I'm getting lots of dropped frames in our application, and I'm at a loss to explain them. They happen even in empty blank scenes that render at about 770fps (1.3ms per frame, varying only by a percent or two) to a single 1920x1080 full screen app. I render the same empty scene to the Oculus and I'm getting 2 or 3 dropped frames per second, and some very odd values reported in the performance hud. The frame rate graph is pretty noisy, with some obviously wrong spikes to 100's of fps and the dropped frames clearly visibly.Profiling shows all the work being done in ovrSubmitFrame() (80% of CPU time), and our app basically idle. When we add our full scene I'm getting frame times of 2ms to 4ms in a full screen mode, but still getting exactly the same performance in the Oculus (and a very similar profile), hovering around 75fps, with occasional glitches that result in dropped frames (and a very unpleasant judder for the user).The render pipeline has a few stages (multiple shadow r
Hi,I have my own game engine that uses a java passthrough library to talk to the SDK. Whenever I use the Rift the main game window stays black while the Rift works perfectly fine. What is the best way to send graphics data to both the Rift and the default OpenGL window? Is there a property in the SDK for it or is there a way to disconnect the rift from hijacking the screen, draw to it and then reconnect the rift (without it slowing down the rendering)? While it would be great to draw only one of the FBO's that are sent to the rift I'd be fine with it just mirroring what the Rift sees as well.MikeEDIT: I was doubting if this post should be here or in "Other Engine Integrations", please move it if you want to.
I was curious if any documentation is available for developing for the CV1's Home experience. Specifically, one of the features demonstrated was the ability for users to access a game's VR Preview from within the store/home. Is there a manifest file format that we need to implement in our application to support this?Thanks!For reference, the feature is demonstrated in the Oculus Rift Reveal video @ around 39:30-41:30.https://www.youtube.com/watch?v=JdM3jT5swRA
Hi guys!I'm working on a demo of an Oculus project and I was wondering if the use of Drug Vision effects (distortion and such) is a huge problem, causing maybe simulation sickness? I tried one of those effects on myself (it's just a scripted, short event that does weird creepy stuff for 10 to 15 seconds) and it wasn't very sick-inducing (then again, I'm just one person).The thing is that the player can move freely around while all this is happening - he just experiences color changes and drug-like distortions, with objects suddenly appearing and disappearing.Anyone has any kind of experience with this stuff?
Hi,I'm am trying to implement client rendering and I am having some difficulty with the distortion mesh. I can obtain distortion mesh data from the SDK, and the vertices make sense, but I am having problems getting sensible UVs. The OpenGL examples I have found simply take the various "tan eye space" values, multiply them by the UV scaling factor and then add the offset, but when I do this the majority of the values are greater than 1.0 (so not valid UVs).I've spent a few days trying to figure out the sample code, but the single enormous application supplied with the SDK doesn't really lend itself to learning because the small fragments of code I want are fairly buried and the explanations in the documentation are a bit vague.Is anybody able to point me to (or even write) a simple, concise explanation of what I need to do with these values in order to get UVs?Thanks
Hi,i want track 4 colored ball in black background.And I get 4 object positions with camera convert it to monsters in my game.Oculus user will see running monster in their headset. My camera is in same building with oculus users.But not in same room.Can i do this with don't make sickness for user ? I think i need max 10ms for doing this.Can i provide this ? Which tech. and hardware should i use for this ? Should i use fiber connection for cameras ? Or lan ? or can use long usb cable ?
Trying to create an experience in unity to use with the Oculus rift. I know with Unity 5.1.2f you can go into player settings and add virtual reality compatibility which is awesome! What I am trying to do is to attach a camera to an animation that I import from maya. I can an object to attach to the animation in unity fine but can not get the game cam to stay with it. Can I get any help with this issue? If you are in need of more info just email me at patrick@gettrifected.comI have gotten the camera to take the path motion once and work in the build but when I plug in the rift the animation stops... very strange. Thanks Oculus community.
There are plenty of 6 degrees of freedom input controllers out there but very few with real force feedback. For example if I try to push my virtual hand into a wall, it might get stopped in the virtual world but my controller in the real world will just keep going forward.When trying to figure out what the state of the art is in this area I only found linkage based solutions. Most of them require you to grab the end of a robotic arm that knows how to apply the correct directional normal force back so you can feel the wall stopping you: https://www.google.com/search?tbm=isch&q=6dof+hapticThen I stumbled upon this which is based on magnetic levitation: http://www.youtube.com/watch?v=isu7r3Ywqp0.I thought it was a clever approach since there are very few things that can apply a force to something in midair (although it looks like it only has a very tiny volume of space that it could work in). What was cool about it was that it claims to have 5 to 10 micron of positional sensitivity so
the only thing on my entire machine that does NOT work on windows 10.All other hardware works All other software worksThe most annoying thing about it is knowing that windows 10 had a beta program running since last year! You have absolutely no excuse what so ever for not having a driver ready.Hardware that doesnt work is .. you know .. useless. With all the smart people who work for oculus you would think they would have managed to rub two brain cells together and realize not having a driver ready is going to affect heaps of people in a negative way. Im being very nasty , Im know -forgive me but im not very happy because my rift is not working and only got the thing not to long ago. Give me a working windows 10 sdk / driver whatever and I will be a happy guy and write a post about butterflies rianbows and ponies , I promise ;)
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