PCVR/Link Development
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I know Atom/Bay Trail is far below the recommended specs for VR. But I'm trying to build a passthrough AR system using an Oculus Rift DK1, a USB camera, and a Bay Trail tablet. I think I might eventually upgrade it to an i3 tablet, but for now I'm using the Bay Trail. I'm just trying to create a simple Google Glass-like HUD, so I don't need to render complex environments.I have a Unity 5.1 project with the Oculus Utilities, and the basic box room that comes with it. With a normal 2D camera, I'm getting over 130 fps. But with the OVR camera rig, it goes down to about 30 to 45 frames a second. I'm using forward rendering. I deleted all the graphics quality presets except for "Fastest." There are no shadows. Antialiasing and anisotropic filtering are all at the lowest.In the older Unity SDKs there was a setting that I can change for virtual camera texture size or something like that, which I used to increase for supersampling. I was hoping that I could decrease that setting to get a lower
Hi,In the past, I've been able to use Unity to build both Mac and PC games. Mac users are a solid half of the Oculus Rift users I know of, if not more. We all know you're ditching them and Linux users, but it looks like with the latest runtime, you're forcing all Unity developers to rewrite their games with a newer Unity version. Correct?According to the email, older games won't work with the newer runtime. So if we do that, does that also kill off the ability to publish to our existing Mac users?Thank you,-Chilton Webb
I am not seeing 0.7 on the download page. Am I missing something?
https://www.youtube.com/watch?v=9N5KyjM5v0chttps://www.facebook.com/Danny.Philippo ... 998742375/When watching so many videos of the regular movies and it being like ok and cool but watching those and more like those for VR would really change the world not the mediocre stuff if you know what I mean.The mediocre stuff won't bring people to be hooked into VR because they may have only time to see VR only once and develop their own perspective that will remain half-assed and the good talent and people they can tell to bring in who do have the talent will never come to VR that the "demos" that will be shown initially to people for the first time has to be that good. It's kind of a warning so we can experience awesome VR stuff for free, do it right the first time.Check out the other videos they made. It's so damn epic. The talent level is so insane someone "important" can learn something.
I've ordered the Rift devkit and Razer Hydra and plan to do some experimental stuff in Unity 3d. I'm not an experienced programer, but I've managed to learn Unity well enough. I have managed to do stuff like NPC pathfinding, line of sight checks and basic gun controls for a shooter. The pathfinding I did is obviosly redundant now since unity has it's own navmesh pathfinding system.With the Razer Hydra and Rift I would obviosly want to try some first person gameplay. I have access to Unity 3.5. The problem is while there is rift support for Unity 3.5 the Razer Hydra unity plugin from the Unity asset store requires Unity 4. I will offcourse be getting the 4 month test license for Unity 4, but that is only a short term solution.I would like to know how hard it would be to get Razer Hydra working with Unity 3.5. I would also want to know how difficult it is to make basic controlable hands In unity 4 and the sixense unity plugin. By basic controlable hand I mean the control scheme that is s
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I was just listening to the Rev VR podcast about Haptics technology and it reminded me of a device I used back in 2006 or 2007 at an Autodesk convention. It's called PHANTOM Omni by a company called SensAble (not sure if this has been discussed on the forums).http://www.sensegraphics.com/index.php?page=shop.product_details&flypage=shop.flypage_sensegraphics&product_id=22&category_id=8&manufacturer_id=0&option=com_virtuemart&Itemid=83&vmcchk=1&Itemid=83This is a tool thats like a Wacom Pen for 3 dimentional use that has force-feedback. I tried it on a digital sculpting software (could have been Mudbox) and as I pressed against the model feeling the shape and pressing in holes, it felt like I was actually working on a physical model. The haptics were spot on as I recall and was totally blown away. Obviously the arm gets limited movement based on the shape your pressing against but it was phenomenal. I've posted this because maybe some people developing a
HiCan someone help me out in creating a 360 phone appI am using unity 4.6, added oculus sdkIn the scene have a scene and applied the 360 photo as a texture. with the option of Cull Front added to the shader.Placed a OVRPlayercontroller/OVRCameraRig in the center of the scene and was able to view the 360 photo inside unity wellBut when i deployed it to the samsung gear VR device, i was able to see only blank blue screen.Can anyone sort this out.Thanks
Forget about CV1, this is the future!https://www.reddit.com/r/raspberry_pi/c ... a_diy_hud/
Good day!Simple question to oculus team: Why the placed IMU in camera module?I assume that they wanted to measure orientation of camera to correcly tracked HMD position.Maybe they just add some function to camera intitialization with user measured yaw pitch and roll values and not to correct values at runtime? Is it possible to switch off camera recalibration in future releases?Also maybe oculus team support in Linux only in positional tracking mode? As I understand main difficulties is that oculus team decided to use DirectX in rendering pipeline and on Linux is only OpenGL available. For me it's ok to use Extended mode but please support server in future releases.Thanx in advance Bye
My company is interested in developing a controller. I'm looking for resources (like design guidelines, protocol specs, etc.) for third party input device developers. Does Oculus have an OEM program?
Hi my son wants a rig that would live stream HD quality (i.e. not 4k) of 180' to 270' for sports at his university but we don't have pots of money. We don't know much about what works today, owe do have a gearvr and dk2 for games so know what its like on the 'receiving' end of the content. Is there any advice on what would be a great fun setup with good frame rates and acceptable immersive quality with the minimal reasonable number of gopros or mobius type cameras and would these handle sound ok too?any advice appreciated.bestDavid.
For various reasons (e.g. determining the optimal pattern of physics steps per visual frame) it would be good to know the refresh rate of the HMD.I know there is a value FrameIntervalSeconds in the ovrFrameTiming structure returned by the ovrHmd_GetFrameTiming function that is called every frame in the game loop. But it looks as if this is a precise measurement of each frame. It would be good to know the refresh rate of the device at the point of initialisation.What I am guessing would be the way, is a refresh rate value in the ovrHmd structure filled in by the ovrHmd_Create function.
Good morning,I have a problem with runtime 6.01 and 6.00.The computer is a Medion:Size | 17.3 inchesRAM | 16GBDisk Capacity | 1TBModel | Intel Core i7-4710MQ with Intel Hyper-Threading technologyModel | GTX870M NVIDIA GeForce DirectX 11.HDMI output with digital audio and video.With intelligent NVIDIA Optimus technology is changed, depending on the application,I have to work with the runtime 5.01, because when I install the 6.01 or 6.00. When the headset Oculus Rift is active, the program stops responding. I always get 6481-public TCID unresponsive.Thank You,a greeting,
HELLO!!I've come upon yet another inquiry that I believe this forum can solve/help with quickly. Upon reading several articles about font size in games, since I am implementing my subtitles in 3D worldspace with TextMeshPro, it is the basic consensus that text displayed 10 feet away from the user (~3.3 units in Unity) needs to have a minimum font size of 28px, and 46px for HD displays. However with these settings in my game, the text takes up a majority of the screen, and could reasonably be minimized to 5px for comfortable reading distance. Does anyone have comments on this process or know the solution?Secondly, if I am to use this 28px size for my subtitles, and NOT select the VR supported parameter, with the resolution set to 1980x1080, I can roughly see around 12 meters wide and text saying "This is" inside my game view with maximize on play. However, once the VR parameter is selected and I view the same scene from the same distance with the same font size, the maximum width I can
Guys i need your thoughts on this.CV1 according to information will have dual screens with 2160x1200 resolution. FOV will be 100-110 (?)Which Hero4 would you choose in that case? Which Hero4 resolution/fps would better match the CV1 resolution? How many degrees is the Superview setting and how many the Ultra-Wide one?I plan to keep the stock lenses and ofcourse post-sync the 2 cams in software since a sync cable is still not available.
08-09-14 UPDATE: Done with summer activities.Top motion platform , support hardware and resistance pole working as intended.Bottom platform....it is working ...but not exactly how I want it to perform. Took it apart in order to improve ergonomics of it. Testing few other thing to improve slide/ rolling function.It will take shape of a dish and should be more slippery.Side notes:After running COD4 for about 20 minutes I released... I got to get in better shape in order to enjoy this type of activity.For best experience head have to be decoupled from hands/gun for better immersion.....Cardio is intenseImage is a bit outdated ...bottom platform looks different now.
Hello everyone!I recently switched from SKD 0.4.0 (where everything worked fine) to SDK 0.6.0, and now the image displayed in the HMD seems to "jitter", especially during head-rotation.It looks as if the HMD would display the previous and current frame in alternation, quickly jumping one frame back and forward.I assumed it could be the rotation of the EyeTexture index, but my logs tell me everything works fine:...00004160: calling ovrHmd_GetTrackingState00004160: binding framebuffer for LEFT eye, TextureSet->CurrentIndex = 000004160: binding framebuffer for RIGHT eye, TextureSet->CurrentIndex = 000004160: calling ovrHmd_SubmitFrame00004250: calling ovrHmd_GetTrackingState00004160: binding framebuffer for LEFT eye, TextureSet->CurrentIndex = 100004160: binding framebuffer for RIGHT eye, TextureSet->CurrentIndex = 100004250: calling ovrHmd_SubmitFrame...The problem only appears related to head motion. If I change the viewport by software (ie. move the virtual camera in my sce
Hello,I am using a wireless MoCap suite to create a Real Time Game Play Experience in Virtual Reality. The user puts on the suite and the HMD which is connected to either a laptop or shock resistant pc put into a backpack. The general idea is to put a user in a room and have them navigate the Virtual World with nothing to tie them down to one location, they can roam freely. The map is going to be small. Maybe a zombie defense game like this, https://www.youtube.com/watch?v=AURBqCU4eAU where the user would only play for 5-15 minutes at a time. I was hoping I could get some recommended lap tops that meet the minimum requirements to run the Oculus and still give a smooth experience. Please let me know if you have seen anything similar or know of any shock resistant PC components.Thank you,Ryan
Hi all, I'm working on a WebVR application using Three.js (among others). To see my application I have to set up the Rift in Extended mode. How is this going to work with Oculus PC SDK 0.7.0 with the removal of the Extended Mode? Is upgrading to version 0.7.0 going to cause issues in my WebVR/Three.js application?Thanks!
We haven't announced this but we are actually creating a 3d windows manager for linux. We are writing all our own network protocols and we bought the DK2 and that was going to be our main output. So basically by you focusing on the "Main platform" that would be that quasi legal malware called windows 10 (why? Is it because they gave you a bunch of xbox one controllers?) We will be going with something way more friendly to the superior operating systems... I am forced to consider the year of development and money we put into this using ONLY your product as a total loss... Thanks....Look.. like attracts like... Windows has always been poorly developed, poorly protected and poorly executed. If you want to partner up with a mediocre Operating System from a company that has decided to give itself the right to download and store their users data (ie. emails, camera footage, contacts, documents etc. etc.) I suppose you are mediocre as well and a communist company as well... Because lets face
Hi all, for those of you who are familiar with cubemap renderings and vr, how do you guys adjusting the size so the objects in the rendering photos looks as if its a real life size environment?i have been trying with 10800x900 and the environment seems much smaller than it should. should i be adjusting the size of the render and up the scale to, say, 21600x1800?Thanks
HiI would like to develop an image gallery in unity.i would like to have a sequence of images arranged in a single row with a touch action to scroll the entire set.On selecting one object, it should take to a new unity which is again a VR setup for that particular selected image.Iam not sure on where to start and how to proceed.Can any one help me out.Also how do I display the cursor for the object selection.Thanks
Small FPS project for oculus rift and razer hydra.Now working on gun shooting. If you have idea for the project tell me :)v.0.1
-Which Nvidia and AMD driver releases will support the new Direct Driver model?-When will they be out? -Will they be WHLQ's or Beta's?-If a user runs an EXE that has been built under 0.7.0 With drivers that don't support the Direct Driver feature what will happen? graceful fall back or catapocalypse?-Is this only for win7 & 8.1? Will Win10 work the same (when win10 works)?Thanks for your time.
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