PCVR/Link Development
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Will the 0.7.0 release support Direct-Mode for OpenGL applications on Windows?I am currently developing using Windows and a custom renderer for Unity which we require OpenGL for (http://8i.com/install) . This has never worked in Direct-Mode and I'm a bit worried about Extended mode being removed from the runtime.
I would like to use VR technology for my established tele-dermatology company, dermio.How do I go about doing this?
I would like to know how to access the direct mode with simple OpenGL without any fancy features from a standalone program.
Hi,IHMO the last weeks showed very clearly that the ongoing support for rendering to the Rift by extending your desktop (and rotating it 90°) was a mistake. Made in good intentions, sure, but nonetheless a mistake. It just killed the standard. And it's not even marked as deprecated at all.It's a real pain in the neck to switch the settings for each individual demo/game. And I don't think that will change. The reason is simple: Programmers will always take the line of the least resistance (which seems to be Extended Mode as seen in Elite Dangerous, Project Cars, Life Of Speed, even in SteamVR etc.).And this will get worse until the consumer version release. Why should the consumer take care of HOW the images are sent to the Rift? It should ONLY be accessable through Direct HMD Mode and that's it.I know, the transition phase will be frustrating once more but this HAS to be done to fight this chaos. I thought this was the very reason to write this driver at the first place? And now we ar
Hey, I have been trying to figure out exactly what has been causing a brightness issue with the rift. I noticed in dark areas in demos and scenes that I have been building in unity that the right eye is always darker. I decided to see exactly what was going on. I googled around and noticed other people complaining about the same issue, but the issue was never resolved nor pinpointed. One person mentioned that it may be an issue with the note screen being overclocked to 75hz. The same problem was apparent when I switched the rift from 75hz to 60hz, so I don't believe that it has to to with the overclock. I took a printscreen and compared the values which were exactly the same. So the issue isn't gameside. I displayed a flat value of 5,5,5 across the entire screen. What I noticed was a gradient from left to right in brightness.This is a boosted picture from my iphone to illustrate the issue. Ignore the reflection, it's a smooth gradient.I'm not exactly sure what's going on here, but the
Hello,I've encountered stalls in "ovrHmd_SubmitFrame" with SDK 0.6.0 (DX11).My performance capture is telling me, that "ovrHmd_SubmitFrame" blocks for 13 ms, but only every second frame. The first frame always returns intantly. I'm suspecting some double-buffering / inter-frame dependency issue here, but there is nothing obvious in my implementation. TinyRoom example is working fine.Any ideas how to solve that?Best regards,Philip
When I use it on a plane, it would be nice to be able to use passthrough feature, then swip down to get passthrough feature in a small window while watching my movie. Would keep me from missing my meal. I would also use it when waiting for something to download.
What is the plan for releasing Constellation API for the CV1 prior to release of the CV1 product? Is their an API for the DK2 that will allow me to develop and test this before I can get a CV1 dev kit?
I just setup my DK2 and started using it with my accuator based motion system for racing simulators. The immersion is great but is broken by the visual jarring as the seat mover jolts. The positional tracking however is excellent and does not lag at all. Has anyone ever considered a feature to eliminate the visual jolting associated with these motion simulators? One approach I was considering was that the positional tracker could calculate the acceleration of movement made by the dk2 and if determined to be too fast for a person to generate (ie motion from rapid accuator jolts, etc.) then delay updating the positional tracking for some extra milliseconds until the acceleration drops back below such a threshold value.
you know how they have videos now of real girls but you just sit there and not interactbut you know how they make it where you can use hands and stuff and the 3D graphics of the future are actually looking super good like the DirectX12 Square Enix https://www.youtube.com/watch?v=rpDdOIZy-4kwell I was thinking that if you could actually interact with the girl (or guy if you are gay or girl if you are a girl and gay) with your hands and they move according to what you dobut you would also have haptic and high resolution feedback on your hands where you touch and when they touch youI mean, this is kind of out there as it's better to just do it in real-life but you know how people want to do something different and they are locked in a marriage but want something harmless and have money, everyone has money if they can afford new cell phones every year or 2 and TV, this their option and a great one.It also doesn't have to be just "naked" porn as some people aren't really interested in naked
I've been pondering the best way of getting a user's email address in a GearVR based experience. From a conceptual perspective, the experience I have in mind would take place at a public event (so these are not necessarily GearVR owners) and the user would be asked questions about things they just saw. Storing those results on a remote server and emailing them to the user would be nice. My biggest hangup right now though, is how to capture their email address. Here are a few things i've consideredBluetooth keyboardPros:FamiliaritySpeedCons:Some people can't touch-typeThe experience might not be at a deskOnscreen gaze keyboard in VRPros:Don't need to touch typeCan be used anywhereCons:Incredibly slow especially for long e-mail addressesRequires a lot of head movementWill either require very large buttons or very precise head movementBluetooth gamepad controlling on-screen keyboardPros:FamiliarityEasy to learn how to use for non-gamersCons:Requires extra hardwareSlow and somewhat clu
I have two Hero 3 black gopros and would like to do some 3d vr 180 degree videos. I've been reading but struggling to figure out best option.Use custom rig with custom cableUse gopro 3+ 3d case with custom cableSell my gopros and buy 3+ or other cameras Thanks
Hello Everyone,Question: I am able to get the Oculus Rift working in Unity 4.6. but how switch back to my Main camera I need to swop between the Oculus Rift and my Main Camera I am using the Unity Engine 4.6anyone have a Simple Script to so this... Thanks so much :roll: Oculussssss
I am looking for a cheap input device for movement. I working with unity so it would have to be compatible with that as well. I have a leap motion that I would like to use for controlling the hands or maybe just one hand with a controller in the other controlling movement and maybe a button or two like a Wii nunchuck. Any ideas on where to get started?
Hello developers, I have this problem that I would like some help. I want to visualize in my DK2 a 360 video that i download from internet http://cloud-mobile.360heros.com/producers/4630608605686575/8049318059813232/video/video_665ece956b3d077610661ebe5062d75c_output_4k.mp4, the problem arises when I load the video in the players to reproduce these type of videos, I can see the video only on my monitor but not in my DK2, the Oculus trackink movement works fine , but only in my monitor, in the DK2 nothing .... Is the same for all video 360 players : VideoStitch Player, VR Player, Kolor KolorEyes 1.4.Help !! I am sure that the solution should not be complex. Any data will be very grateful.Greetings from Chile
Thread moved to Oculus Community ‹ Works in Progress
Hello there,i do have a very basic console application which should create, do some rendering and shutdown an hmd on key press - and then start do it again. This happens in a extra thread.This works fine for the first time, but afterwards i only see the mirrored window, but the oculus itself stays black.I create the oculus withovr_Initiliaze();ovrHmd_Create(0);..do rendering..ovrHmd_ConfigureRendering(hmd, NULL, 0, NULL, NULL);ovr_AttachToWindow(hmd, NULL, NULL, NULL);ovrHmd_Destroy(hmd);Does anyone of you know may have experience with that?Thanks in advance!
Im interested in experimenting with shooting 180 3D with two gopros. What are the aftermarket lenses people typical work with?
Hello,I have a strange problem with the SDK 0.6.0.1 and a Oculus Rift DK2 device:Sometimes I have very constant rate frame drop (about 1 per second) leading to a bad user experience.In some case, i have a constant frame drop and it can last during all the demo execution. In the OculusWorldDemo, it persist even disabling the multisample, reducing the pixel density to 0.1 or set the minimum FOV.In others cases i can have no drop at all, or no drop during few seconds then 4 or 5 random frame drop always spaced by about 1 second.http://i.imgur.com/pCvSfGJ.jpgI check kernel latency and it seem ok:http://i.imgur.com/tBtYArr.pngI check with GPUView and there is very regular 25 ms gap in the graph.http://i.imgur.com/aFZEiuD.pngI measure the timestamp of the gap and for about 20 gaps the duration between 2 gaps is always between 1012 ms and 1086 ms (mean: 1045 ms).I also test with OculusTinyRoom D3D and even if i don't see drop, if i perform a trace with GPUView it still have a gap each second
From looking at the two, it seems that everyone is presenting them as an either/or choice between the two.Will it be possible to use the two together do you think?Using the PrioVR for full body tracking and the STEM for haptic feedback and controls, surely that would be the most immersive solution, when used in conjunction with the rift and the omni?Do you think this is likely to be possible or are they going t maintain themselves as a one or the other choice?I only ask peoples opinions as I was looking at pre-ordering both, however I can't find any info on using them together.Apologies if this has been asked already or is in the wrong section, this just seemed like the most appropriate place.
Pre v0.6 it seemed fairly trivial to send OpenGL textures to the rift that weren't created using SDK function calls. You simply had to set the OGL.TexId in the ovrGLTexture structure before calling ovrHmd_EndFrame. I had some difficulty getting them to display perfectly, but in v0.6 I'm having difficulty getting them to work at all.I've tried creating my own ovrSwapTextureSet, but I get an access violation when calling ovrHmd_SubmitFrame. I'm worried that there's some magic happening behind ovrHmd_CreateSwapTextureSetGL that I can't duplicate. Has anyone tried this? The renderer I'm using needs to create its own eye textures, and I can verify (using glGetTexImage) that the textures are valid, I just need to submit them to the rift somehow.
Hi Oculus. So your reveal today was pretty great. Sounds like windows 10 and DX12 will work "out of the box" with the rift. I want to have a product ready for the CV1 release - sooo... where's our drivers? Windows 10 is out in 39 days. I've had my DK2 for months and months. I'm probably the first person in the world outside of your organization to have the DK2 running on DX12 drivers. For the love of VR please just update the runtime.
So yeah, we finally got the latest EEG headset from Emotiv yesterday: Emotiv Insight.We tested it out with Vox machinae, using a cognitive thought-command for activating the jetpack.Works fine with a few minutes of practice.If you got any suggestions for more oculus games we should try out, leave them in the comments on youtube or in this thread. :P [EDIT:] Link to discussion on reddit.com/r/oculus: http://redd.it/3evyga
I'm creating the mirror texture to display on the desktop, but it has all the distortion effects applied... is there a way the SDK can provide this texture without the distortion effects? For example a red triangle down in the corner of the display gets badly color separated. So I'm wondering what the design goal of the mirror texture is? If it is 'to see what the player sees', then maybe observers also need some thick glasses :) So then the vingette makes sense, but maybe not the other effects? or am am missing something here.
Hi,I am using last Oculus driver (0.6.0.1) and the "Demo Scene" app from Oculus Configuration Utility crashes when starting.I see in About > Quick log that the driver found only my Intel HD graphics, it doesn't find my NVidia card. So I guess that the app crashes because it is using the Intel card.I would like to know how to change the default graphic card loaded by the driver ?Windows 7 Proi7-4712HQ @ 2.3GHzIntel HD Grpahics 4600NVIDIA Quadro K1100M16Go RAM
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