PCVR/Link Development
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Hey there,installed my Leap Motion device but I do have a lot of issues. It's working but barely. I get a lot of jitter and errors and I have to hold my hands realtively close to my camera to get it working. Or is that just how the user experience is with leap?
Has anyone else experienced a lag in movement in the scene view after checking the "Virtual reality supported" box? When I drag my scene or move my viewpoint, the system lags behind a few seconds. Is this my system or a commonality for the first party support?Thanks,Van
Hello fellow Oculators!My name is Alex Van Halen and I am a student at Indiana University studying video game development. After contemplating over the final designs and format for my Senior year project, I have decided to create a survival horror from the ground up for the consumer version of the Oculus. As ambitious as this prospect seems at first glance, I know it is accomplishable and has enough leeway to be developed for a future platform just as it's released. My basic premise in posting on this forum is to ask a ton of questions all in one bundle and hopefully VR developers more seasoned than myself will be able to answer in part or full. I apologize if these questions have been asked in previous posts, I believe they are legitimate inquiries however.1.) Firstly, as everyone has seen, the CV will require shaded pixel counts in the upper 200 millions, and a default eye target scale (whatever that is??) reaching 400 million echelons. Currently I have one 3D modeller with great PC
Hi,i want to start develop with unity and Oculus VR.My company is interested in computer vision and augmented reality system.My system is:CPU: AMD Phenom(tm) II X4 965RAM: 16 GB (4 x 4 GB 1333 Mhz)MOTHERBOARD: ASUS M4N68THD: Samsung 850 250 GB SSD GPU: RADEON 280 or 290 (i'll buy a new one, i'd prefer the 280 because with my MB the performances of 290 are lower cause of bottleneck...)is this setup enough ? I don't want to develop complex videogames, i need only to try some experiment with VR.Thanks,Igor
I think i've read that the ideal minimum FPS for VR games in the rift is 90 FPS, does this mean that 360 3D video should be filmed with a minimum 90 FPS if it is intended to be used with a virtual reality device? Thanks
Hi All,The creator of this thread (viewtopic.php?f=20&t=1514) made what seems to be an awesome pack of DK2/DK1/Xbox controller and Leap motion 3d Models. Do any old-timers/cutting-edge-VR innovators have a copy of these assets? If so, could you make them available for download??I would be very grateful - as I'm sure may forum lurkers would be...Thanks in advance your your help :)
Hi,Iam developing gear VR app with unity platform and oculus sdk.I have the OVRPlayercontroller in the scene and this navigate well in the scene.Now instead of interaction, how do i make the camera move in the looking direction to a specific point.Could someone hep me out on this.Thanks
Hi,Iam developing VR app using unity platform and oculus sdk.Now is there any way to display 2D images for the gear VR device.Interaction should make this scroll to next and prev image.How this can be achieved. Can someone help me on this.?
Hey everyone,I am having some strange issues on my laptop. I have a very small project on my desktop workstation with a sphere and a camera and everything work well inside Unity 5.1.0f3 x64 and with the Oculus runtime 0.6.0.0 in HDM Direct Access from Apps. The build is also working well as I have activated Virtual Reality Supported.When I try to launch the same build on my laptop with the Oculus runtime 0.6.0.0 nothing happen on the Oculus. The tracker doesn't work and there is no image in the Oculus. If I switch to Extend Desktop to the HMD, the tracker is still not working and the image seems to be flipped (right part on left eye and visversa).I've downloaded some other demo wich has the DirectToTheRight executable and everything is working well.Here is the laptop configuration :Windows 8.1 64 bits (6.3, version 9600)Intel HD Graphics 4600NVidia GeForce GTX 960M8.00 Go RAMIntel Core i7-4720HQ CPU 2.60GhzAny idea on how to solve this issue ?Thank you very much.
Hi I was wondering about I problem I found when I was using DK2 with an Alienware laptop and UE4 demos.These are from the rollercoaster demo:(notice the tracks)http://imageshack.com/a/img538/3725/hS3lgR.jpg(notice the plant/tree)http://imageshack.com/a/img911/1954/8gCAEB.jpgThis is a flying demo:http://imageshack.com/a/img537/8761/M4ZgxS.jpgThere is a constant curved thick border around the viewport.So anyway this problem is visible on the headset and the laptop monitor.
The latest SDKs "OculusRoomTiny" samples use the environment variable "OVRSDKROOT" to define the path to the current SDK. You can also use this by just copy+paste the following lines from the "OculusRoomTiny" visual studio project settings : $(OVRSDKROOT)LibOVR/Include/;%(AdditionalIncludeDirectories)(project settings->C/C++->AdditionalIncludeDirectories)$(OVRSDKROOT)LibOVR/Lib/Windows/$(Platform)/$(Configuration)/VS2012/LibOVR.lib;%(AdditionalDependencies)(project settings->Linker->AdditionalDependencies)Using this line in your project (while always defining >OVRSDKROOT< whenever a new SDK comes out) keeps your project up to date to the latest SDK.Note that this environment variable is not automatically defined by just unpacking the SDK. You need to define this in "Start, Control Panel, System (in System and Security), Advanced System Settings, Environment Variables".OR you can very easily define this by batch file. Create a batch file (f.i. "SetEnvVariable.bat") and
hey there!Basically I have set up a simple "normal" Monocular Renderengine, which worked fine. I wanted to support Oculus Rift and therefore I have rendered the scene twice, once with camera translation_x of ~-0.032 and once with camera translation_x of ~ +0.032 to get a IPD of 64mm (using still my old monocular projection matrix).My problem now is, when I render a simple object in space at 0 for example, translate the camera to the left once and once to the right a little -> I don't get a 3D view. Okay, maybe the IPD needs to get adjusted, but here comes the part which I am completely confused about: When I am moving the virtual camera now backwards AWAY from the 3D Model, the Model gets even more separated on increasing camera distance. Until now, I am not completely sure why the objects seems to more seperated from each other depending on camera distance, that should not be the case.That's why I have research alot about stereosocpy and I found out about Stereoscopic Transformatio
Hi all,My friend and I want to develop an 3 axis camera gimbal, streaming stereoscopic video back to the oculus, the idea is that you can displace your head in real time.We are both recently graduated engineers and some of the elements of the project are a little out of our depth, or at least involve an steep learning curve.If anyone else is interested to jump in on the project we could set up a repo on git hub, maybe parallel hardware?Any takers?
"Frebble is a wireless accessory that lets you hold your loved one’s hand from anywhere in the world."https://www.kickstarter.com/projects/396691740/frebble-hold-hands-onlineOkay, this device is genius.A lot of focus has been on gaming, but there's another huge market that's not getting as much attention yet - social VR.According to Facebook's 2014 demographics, more than 46% of its 180,000,000 users in the US are over the age of 35 (56 million between 35-54 years, another 28 million over 55 years). As the proportion of older people who are tech savvy increases, we can expect to see these numbers go up again.A lot of people are using Facebook to stay in touch with friends and family who live far away. I'm in the UK, and my mother has to travel from here to Australia to see my sister. My girlfriend meanwhile is in the US. Each journey is very costly - in time, money and fossil fuels.I think VR is going to become a global phenomenon, and it will be taken up by families and couples wantin
Right then, so I have been steadily growing my asset library to create this game that I have in my head (and on paper). In essence, my intent is to create a small scale MMO dungeon runner type of game with outdoor environments for "socializing" with other players. Basically, everyone is in town, they can talk/sell/etc.. to each other, they can also form groups to enter the dungeon, which will be instanced to the group.So, for releasing a concept demo, what would you guys prefer to see? The environment, or environment + gameplay, or the multiplayer functionality?I am hoping to do a "weekend mega-dev" session, along with this week of getting the environment into place. Personally, I think just the environment so far, so that I can get stats on optimizing it.What do you guys suggest?
Hey, i just registered to tell about an idea i had days ago.How about to put a Eye-Movement-Sensor into the Oculus.You look at a direction without even having to move your head. (No shit sherlock?!) well, but you ever had a feeling of "depth of field"?You look at your Hands (I mean how great would it be to have this with a Arm/Hand detection Glove.)And you can see how sharp they get and everything in the background gets blurry. (I hope you understand what i have on my mind...)Imagine this with the Playable Teaser from Silent Hill. You can put your Hand on Walls (with this Arm/Hand detection Glove, that emits a pressure on your hands inside cuz it detects the walls) sneak up on them and feel the power of Depth of field in its true form.Its just an idea and extremly hard to make it possible. But i hope someone will be having a fantasy push with it.(All the Game Creators could have the possibilty to make much more Atmospheric games.)Greetings, Yashimitzu
Experts,I'm looking to implement some data visualization in the context of the Rift. Imagine 3D Chart dashboards that you can interact with.What is a suggested toolchain / techstack for attempting a project like this? Which frameworks you can recommend? Any links or similar projects you can point to would be very helpful.Hopefully this thread will be helpful for those who come later.
How can I disable HSW in OSX?For windows I think I can disable through registry.How about OSX?Thanks.
Hi,we have used application side rendering with the oculus in an OpenGL workstation application but have now been forced to switch to the new rendering. Granted, the API is much cleaner and nicer to use now, so in general I would be happy. However with the old SDK (0.44) we had about 80%GPU usage when running the oculus (we do have 99% GPU usage when running normal stereo at the same resolution though) and got at least about 50fps on quite complex scenes.Now with the 0.6 SDK performance drops down to 37fps or sometimes even worse to 25fps and just gives us about 50% GPU usage, the rest of the time is spend in the Oculus Lib or driver while our application is stalled. The stall is happening inside the ovrHmd_SubmitFrame. I just did some timings and for a 5 million Triangle scene with very heavy shaders it took about 0.02 seconds between the ovrHmd_SubmitFrame calls and another 0.02 seconds inside the ovrHmd_SubmitFrame function call.Rendertextures are already doing ping-pong (depth buf
Any ETA on when it might get fixed? Can't use Unreal Engine 4.8. Black screen on my main monitor with anything trying to use the rift. Nothing even manages to move the window over to the rift screen.
Im building a system, where i need to extract the Orientation of the Oculus via C++. My code is very simple an mostly out of the Guide.The Problem is, that then i test it the Axis Z and X are mixed together.e.g. If i roll ( z- axis ) the Oculus the Pitch ( x- axis ) parameter is changing too and vice versa. => turning the Oculus by ~30° (z - axis) changes the values of:x~0.00 to x~0.08andz~ 0 to z~ -0.15How can i seperate them?i need x,z,y parameters, which are independ, so i can extrat the angles, to make my system work.is there another way to get the orientation angles? ovr_Initialize(); if(!HMD){ HMD = ovrHmd_Create(0); if(!HMD){ cout<<"Oculus Rift not detected!"<<endl; } if(HMD->ProductName[0] == '\0'){ cout<<"Oculus Rift detected,display not enabled"<<endl; } } ovrHmd_ConfigureTracking(HMD, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0); Sleep(500); //Wait on VR-to respond ovrTracki
It is possible to control how the virtual environment responds to the head movements, so that, for example, if the person moves the head 20 degrees to the left, the Oculus Rift responds as if the person had only moved 15 degrees? Is this possible in UE4? I know this creates a risk of VR sickness, but the mismatch will be very small and this will only be used for research, with participants who are aware of this risk.Thanks for the help!
I am a photographer that wants to create a series of stills that highlights the features of an automobile. A walking tour. This content will be 180 degrees. Looking for a program that will help me stitch this imagery together but also allow me to add an arrow so the viewer can jump to another 180 degree photo of the car (detail shot). If possible one of these arrows would connect to a short video. Also will need to add sound. I am using the Samsung Vr so if I can make it work with this so much the better. Thanks for your help.Reid
Are anybody using CryENGINE 3? And why not?With Unity you need to fork up 1500 to even be able to create anything usefull. With UDK you get a great tool and all features "for free", but it's not the latest one. But with CryENGINE you get a great tool and it is the latest one and it's just as "free" as the UDK - and it has native support for the Rift!I've been looking at videos for the UDK and they are great. But wanted to try CryENGINE simply because it's been naggin me that the UDK is "not the latest thecnology". However, learning CryENGINE seem problematic as there is no good videos. Only how to do this and that, not a course as with UDK (for example from 3D Buzz).Is this why people don't use CryENGINE? Because the documentation and course materials are lacking?
hey was just wondering if anyone knows the correct color (RGB 0-1) to use for anaglyph 3d left and right eyes.I was just streaming some youtube videos and came accross the old anaglyph type of 3d. I can get the colors almost right but not sure what they are supposed to be as I can still see blue shadowing in the background with values like...Left R 1.0f,G 0.0f,B 0.5fRight R 0.0f, G 1.0f, B 0.5fwhile center foreground seems quite clear. not sure what they are supposed to be. thanks for any help.
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