PCVR/Link Development
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Hi,I found a python binding at https://github.com/jherico/python-ovrsdk. Now I'd like to know how to install this binding to run it with Oculus. Kindly run down the steps, so that I'm able to play an example and in the end, eventually any file. I'm kinda of a rookie, so I'd greatly appreciate a step by step procedure on this. Thank you so much. :)
I modelled and textured a game character. The skin looks natural when viewed on my LCD and CRT monitors but through the rift the colours are off i.e. skin shadows are brownish.I'm convinced that the LaCie CRT monitor is more accurate as it used to be a high-end display in it's day. But the calibration might have rolled off...Should I adjust the colours in my textures to look good on the CRT or Rift?I can't find the colour accuracy specs for DK2. Does anyone know if it's capable of displaying the full sRGB spectrum?The last thing I want to happen is for the textures to look completely different when I open the game in 6 months on the consumer version.
Hi,I've just started trying to integrate oculus to my game engine and i am having issues to perform a clean shutdown.I am trying to wrap oculus access inside a OculusWrapper class.I get a pointer to this wrapper in my game, and on exit, i call oculus shutdown, then free my wrapper. AFAIK this should work in theory, but it doesn't, and i get an Access Violation exception. I am no C++ expert so it might be totally my fault, but i can't see where the issue is.Code sample :// OculusWrapper.cppOculusWrapper::OculusWrapper(): mHmd(0){}void OculusWrapper::Initialize(){ ovr_Initialize(); mHmd = ovrHmd_Create(0); if (mHmd) { ovrSizei resolution = mHmd->Resolution; }}void OculusWrapper::Shutdown(){ if (mHmd) { ovrHmd_Destroy(mHmd); ovr_Shutdown(); }}OculusWrapper::~OculusWrapper(){ }// LightGame.cppLightGame::LightGame(HINSTANCE hInstance): mOculusWrapper(nullptr){ ... mOculusWrapper = new OculusWrapper(); mOculusWrapper->Initialize(); ...}LightGame::~LightGame(){ ...
Hey guys !How are you ?So I had a lot of fun making the Rift in 3d and I received some requests about other controllers. So I am going to make a huge package, as complete as possible, containing all the main controllers that you might need to show inside your games.This topic will be updated in the coming days and weeks and months and will also be used for you to be able to make specific requests, ask questions and advices, so that the final package is as complete and efficient as possible !Here are the coming models, with their release date (Precise dates can be changed according to my personal life or my general laziness and must be taken as estimations).Actual Package - Oculus Rift DK1 + Rift Case + Oculus Rift DK2 + Razer Hydra + Xbox 360 Wireless Controller + Leap Motion :Link : https://drive.google.com/file/d/0BzI2K1 ... sp=sharingOf course all models are free and can be used in any way you like, as long as you credit me !Oculus Rift DK2 - Model/Diffuse,Normal - 100% Done, Availa
Have finally got around to moving my OpenGL app from 0.4.4 to 0.6.0.1 and performance has degraded significantly. I see there's another thread about this, but I thought I'd investigate the perfhud to double-check I wasn't doing anything stupid.The Jury is out on my stupidity as all the app to x timings are showing ridiculously large (and obviously incorrect) values.The docs state 'App to Mid - Photon' (for example) is the time between ovrHmd_GetTrackingState() and the frame being displayed. This clearly isn't the case in my app as ovrHmd_GetTrackingState() is called every frame and the frames are getting displayed in a reasonably timely fashion. Although the output is a bit juddery, it's not minutes-per-frame juddery as the HUD would suggest.Just wondering if this is a bug, if I'm doing something silly, or there's something else I need to call to initialise the timing stats?All the other timings have sane values, it's just the app-to-x times that are out.Probably just missing something
How does this work, I mean how could one make a direct to rift enabled app without Unity or Unreal?
Hello!Are the assets in the Oculus Configuration Utility's Demo Scene available anywhere? I'd like to reuse some of those for a demo.I'm specifically referring to the Desk demo scene, not the Tuscany scene.Thanks,Darshan
Given IPD, and horizontal screen resolution (2160), how might one calculate the distance at which pixels converge and stereoscopy is lost?
Since there is no official response as to the status of Linux & OSX I am creating a thread.I think that cross platform developers shouldn't be treated as second-class citizen. Perhaps this is of no concern and the SDK is on it's way as we are posting, but I'd like to make sure we aren't over looked! ;) The new way of treating the rift as a specialized device using the windows runtime & driver might complicate things, or not. But before there is further speculation it would be really, really nice if some oculus rep gives us a short heads up. :)update: thanks for the OSX release, how long until we've got Linux?
Hello all,My novice programming skills have come by to ask how to enable Jumping for the OVRPlayerController/// <summary> /// Jump! Must be enabled manually. /// </summary> public bool Jump() { if (!Controller.isGrounded) return false; MoveThrottle += new Vector3(0, JumpForce, 0); return true; }Plz halp!Thank you,Alex
Hi,Iam developing VR using unity platform with oculus sdk on samsung gear VR.Now Iam able to make simple interaction on game objects.How do i display text information when i click a game object.Right now I display this using a gameobject with the information applied on it as a texture.So in order to display the information, show/hide the game object.Here the text is not crisp and clear to read.So how do i make this appear as text itself. Any way to do this.
Hi,I have a 3d scene setup and able to navigate with touchpad.I have few gameobjects clicking on which iam displaying popup text which are UIelements with a panel having text and image.Using the Crosshair3d.cs from the sdk samples in order to display the cursor.What happens is sometime when i go close to the text UI elements, the cursor suddenly disappear and after moving away getting back the cursor.Sometimes the cursor disappears and does not appear again.Can anyone please help me out.
Hi all,Any news on when Windows 10 will be supported? desperatly needing that!Cheers.
I'm trying to implement the 0.6.0.1 performance HUD in my application and so far it works great if I enable it once I'm already up and rendering but I'm having trouble making the setting persistent. When I try to restore the setting at initialization time (after my ovrHmd_Create call) the ovrHmd_SetInt returns true however the setting doesn't stick; the ovrHmd_GetInt call in my code below returns -1: if (theHMD) { ovrBool result = ovrHmd_SetInt(theHMD, "PerfHudMode", mode); if (!result) { std::cout << "Can't set performance HUD" << std::endl; } else { int newValue = ovrHmd_GetInt(theHMD, "PerfHudMode", -1); if (newValue != mode) { std::cout << "setPerformanceHUDMode didn't take " << std::endl; } } }It seems like there's a bug here; if ovrHmd_SetInt returns true retrieving the value immediately afterwards with ovrHmd_GetInt should work. If for some reason it's too early
Hello,I am curious if anyone knows the limits of USB extension for the DK1? I am trying to run the unit across a room and would like to run wires across the ceiling. I am thinking a 25ft male/female extension should do the trick. I have had no issue with HDMI extension of this length but need to know if USB will make the trip.Thanks
I notice that Runtime, SDK and Unity Integration files have all been refreshed for ver. 0.6 (from 0.5.0.1). Thanks. The Oculus documentation references equivalent files for OS X, but no such files exist on the download page https://developer.oculus.com/downloads/. Any expectation on when this will be available on OS X?
Hello forum runners,I come with an inquiry to you all since my past efforts in this realm have proven to bode well with useful answers and techniques.After meeting with my artist today surrounding our Unity-Oculus game, we have come upon a problem with the transition from Unity into the Dk2 in regards to our graphics quality. When my artist (who runs at 90 plus fps on 970 ti) drags his models and terrain into the scene inside Unity, the graphics are stunning and the detail is there, but when we play or build the scene, the graphics are distorted and become not as detailed. We have looked online for solutions as there are many possibilities for this problem, from SMAA integration to preferred settings within Unity's player, gfx, and quality parameters. I'm sure there's no go-to solution as VR is still being figured out, however we are hoping to get some advice on how to best represent our unity gfx inside the rift. I'm not entirely sure if we are missing out on some shaders or if there
Hey all, I am looking into getting into shooting VR-video. I recently watched Chris Milk's TED talk where he showed his camera rig http://imgur.com/Gcs0C56It seems like he has more microphones than cameras? also, does anybody have any insight as to what kind of cameras/mics they used?thanks, Kyle
So I'm currently using the 0.4.3 SDK on Unity 5. I'm doing some stuff with my game screen, and as a result I'd like the overall oculus view to draw to only half of the screen.Is there any support in the API to change the viewport rect of the oculus output? I've tried changing the viewports of the individual cameras, but it has no effect since processing is handled in the scripts.
Have you ever developed with Leap Motion? We'd really like to hear from you! Get your feedback in with our 2015 survey: https://www.surveymonkey.com/s/7VK2P3B
Hi there is there anyway to permanently disable the mirror image being produced on my main monitor.In unreal 4 the command is "hmd mirror off"how can i make this permanent from the oculus?many thanksPaul
HiI need to know about the detail of HDMI Input Video Format of the Oculus Rift DK2.I am working on a Hardware project that uses a Oculus Rift DK2.My System consists of ADV7611(HDMI Receiver), ADV7511(HDMI Transmitter), FPGA and the Oculus Rift DK2. PC---->ADV7611(HDMI Receiver)---->FPGA---->ADV7511(HDMI Transmitter)---->Oculus Rift DK2 Now, My system works well when I use a Monitor(LG 24MP55) instead of the Oculus Rift DK2. But When use the Oculus Rift DK2, The Rift displays no image(LED blinks between yellow/blue in extended mode).Q : I want to know about a detail of input Video format(like CEA_861_D).
Hi all,I need help modifying the Player Controller script. I would like to create a game in which you move around the world by leaning forward and backward, much like the game Shadows of Isolation.Leaning forward should result in forward motion and leaning backward should result in backward motion. What part of the OVRPlayerController script controls translation based on the tracking data? Sorry for such a basic question.I would like ultimately for the player to be able to hold down a button and gradually increase their speed, such that without holding down the button, they wouldn't move at all when leaning forward. But the longer they held down the button, the faster/further their lean would take them.Any help you can offer would be greatly appreciated. I tried searching previous posts for answers and came up empty-handed, so I would also be glad to be directed to other related threads. Thanks in advance!
I'm working on an app with multiple VR panoramas or videos which the user can move between using clickable/tappable hotspots, similar to how this example works:https://round.me/tour/6816/view/17984/Any ideas for the best way to accomplish this? E.g. can this be accomplished using Unity or could it be done reasonably simply through the GearVRf?
Hi! I’m trying to find out which hand input devices are ready to buy and use with Oculus Rift DK2. I’m not looking for anything fancy, just a basic glove or other type of device (like a camera) that allows you to track the position of the hand and gestures and display it in the VR. Searching online I’ve found many devices, but the majority of them are under development, and the other part doesn’t offer integration or resources to work with Unreal Engine 4, which is the software we are currently using. Any advice on this matter will be greatly appreciated. Thanks!
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