PCVR/Link Development
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I've tried contact the dev of MAXVR but haven't heard back so I thought I would field this question here. I have a very successful 4k render ( 4096x2048 per eye ) Stereoscopic render but have yet to obtain smooth playback at this resolution on the DK2 with MAXVR. I have tried a variety of bitrates with what seems to be the choice codec for this format ( h265) but still have yet to crack this nut. The biggest issue is that i can get relatively smooth 4k playback but the moment I turn my head with the DK2 on the frame rate drops enough to be sub par. Anyone have any thoughts? There is a very noticeable difference between 2k and 4k so I would love avoid 2k. the system I am rolling is:Dual Xeon (E52640@2.5GHz)Geforce GTX 980PCIE SSD ( what the video is currently playing off of, I forget the model ) 64 GB of RAMthanks!
I am programming for the DK2 and am using SDK 6.0.0.If a layer has type ovrLayerType_Disabled, will ovrHmd_SubmitFrame compute the distortion in the texturebuffer even though it is not displayed on the Rift?
now no matter what I tweak all demos make all screen and rift dks flashFIX IT!
hey guys. Some of my friends are developing hardware to create a 3d map of a space that can later be explored, with applications for first response etc. We would like to be able to interact with the space using the rift, so I am supposed to figure out how to access the raw sensor data from the rift. I don't have much experience coding in c++, can anyone help me figure out how to do this? I am using a mac btw
ok one of you geniuses needs to make this and my life will be complete. we need somthing like the hal robot suit, but with exo skelington for fingers and feet also, and that need to be attatched to a hydraulic lifting anm which can move you on all axises and rotate 360 on all axiseshere is a link to what im talking about (http://www.youtube.com/watch?v=2Ysb-Oko3Bg)i have also attatched a schematic (lol) please geniuses build it, it would be so amazing.
Greetings,Im working with the DK2 and Leapmotion and got the base app done with Qt and QWindow.(This took me longer than expected due to Nvidia Optimus, now I switched to non Optimus Laptop and all issues are gone 8-) )Now Id like to add some GUI elements to enable the user for example to load meshes (file browser). So my question is if anyone has a resource (book, webpage, lib, etc) regarding programming (virtual) GUIs in OpenGL.Ive read the virtual GUI part on OculusRiftInAction and would be glad if anyone can point me to some more.My current idea would be to render some text to simulate a filebrowser and track positions of the finger when the user does a click motion (with LeapMotion controller). That way I could distinguish which buttons a user clicks and update the text.The reason I want to draw the filebrowser myself is that I believe that common filebrowsers are not made for virtual fingers to click. I would probably have to render those as a texture into my VR scene, so I migh
Will there be a new dev kit coming out any time soon? Because of the consumer product getting closer and closer?From a hardware stand point are we looking a huge difference between the DK2 and consumer version?
Is this code legal?ovrHmd_CreateDebug(ovrHmd_DK2,&oculusHMD);ovrHmd_Destroy(oculusHMD);ovrHmd_CreateDebug(ovrHmd_DK2,&oculusHMD);Second ovrHmd_CreateDebug fails with this message in log:"OVR Error:\n OVRTime: 262752.420501\n Time: 2015-06-22 20:24:06 [252:857:0]\n Code: -1006 -- ovrError_ServiceError\n Description: NetServer Hmd_CreateDebug: Debug HMD already active.\n Context: NetServer Hmd_CreateDebug: Debug HMD already active.\n File/Line: NetServer Hmd_CreateDebug: Debug HMD already active.:0\n\n"Testing with SDK 0.6.0.0 beta, win7 x64
Hello,what could be wrong with this sequence?ovrHmd_CreateDebugstart my renderer (create opengl context)ovrHmd_CreateSwapTextureSetGL 2xovrHmd_CreateMirrorTextureGLrendering without problems...ovrHmd_DestroyMirrorTextureovrHmd_DestroySwapTextureSet 2xclose my renderer (delete opengl context)start my renderer (create new opengl context in the same window)ovrHmd_CreateSwapTextureSetGL <--------- fails withOVR Error:\n OVRTime: 264260.753780\n Time: 2015-06-22 20:49:14 [606:129:800]\n Code: -3000 -- ovrError_Initialize\n Description: wglDXRegisterObjectNV failedand then Access violation reading location 0x00000000 still inside ovrHmd_CreateSwapTextureSetGL.
Hey all!I whipped up a plugin that lets Firefox and Chrome access the Oculus Rift and Razer Hydra. It's fast and (I think) pretty easy to make existing WebGL content compatible. It provides both the raw sensor data and helpers for doing all of the math and even drawing WebGL scenes with the distortion/chromatic aberration correction shaders.Currently it requires downloading the repo zip and running a batch file, but in the future if I get good feedback I'll create Chrome Web Store and Mozilla Addons versions that are easier for non-developers to get.Please tell me what you think/file issues/etc!Source/binaries: https://github.com/benvanik/vr.js
Might be a silly idea, but thought about having a virtual pair of binoculars that would tap into various livestreams around the globe... streams could do down of course, just a thought.Matt
Hello A newbie to Oculus, I'm developing in Unity - When I Play (with Unity or desktop export) I have a Big Arrow pointing down at me in front of each eyeI have stepped back, I have looked away. None of my oculus friends has seen this beforeAny Ideas?I would post a screenshot - but my IMG is offThanksB
Am taking apart code in the OculusSDK as an early part of developing a project. Am consistently encountering error C1083: Cannot open include file "<include file>": No such file or directory". This happens when attempting to build code in the SDK as is. For instance, when building OculusWorldDemo.cpp, the error reads "Cannot open include file: "OculusWorldDemo.h": No such file or directory". When an additional include directory is added (in Visual Studio), the error reads a different file, "Kernel/OVR_Types.h". These files are all in place in the SDK. Am grateful for help that'll deepen my understanding of what's going on. Any helpful thoughts as to why this may happen?
Usually a lot of people needs subtitles to really understand what's going on in a game.. especially if the game is storydriven.. and even more if someone doesn't understand the english language he needs subtitle in his own language..So the question is.. Are the subtitles really comfortable and usable in VR?I'm working to a game where there will be some dialogs (not TONS of them but just few neither),and if can helpful the game is sci-fi..There is someway to add subtitles without break the immersion? That's what mainly concern me.. i want the player to be always immersed and i think that floating words could just break the immersion.. and i can't see so much other chances.. maybe some subtitles in the interface itself? I don't know.. :P Suggestions? Thoughts?Thanks :)
Hi! I'd like to capture a 360 video and use it in GearVR 360 videos app. In order to create such videos I've looked up to some GoPro rigs that connect about 6 cameras to create a 360 video (after stitching). I know such video will not be stereoscopic (for that I need another rig and more cameras). In order to display a video in GearVR 360 videos do I need a 3D stereoscopic video or an ordinary 360 video will suffice?EDIT:Answering my own question: No, it does not. The stock GearVR 360 videos are not stereoscopic. I made a few screenshots and compared them in photoshop:I CANT POST SCREENSHOTS BECAUSE THE POST GETS FLAGGED AS SPAM. THANKS OBAMA CARMACK.Furthermore, here are some interesting articles on the tech behind 360 stereoscopic video:AND AGAIN.
Hey All,I'm devving a multiplayer online shooter for GearVR.It uses a custom UDP client server system for the online play. Which is all but finished and works well.At the moment it is running with simple IIR filters to do smoothing/prediction, which is OK but suffers the usual surging etc.I'm struggling to add Kalman filtering. I've included KFilter in my C++ code:http://kalman.sourceforge.net/doc/index.htmlI have this data in ~10Hz RX packets:millisecond timestamp of sending clientX positionY positionZ positionX rotationY rotationZ rotationThe data describes the state of 1 client ship in the match. The ships physics is a rigid body in fluid with low friction with:Z force applied for thrust. Z torque applied for roll.X torque applied for pitch.I understand how to pre-condition this data stream: make it linear in time of the receiver by interpolation.But setting up the kalman makes me feel dumb :oops: I would actually find it easier to build and train a small neural net to process the U
Two big questions on the OR.One, Ive used two or three VR devices in the past, one in Fisherman's Wharf in San Francisco, and HMD setups as they have them at Disneyquest https://c2.staticflickr.com/2/1101/1251821361_414902493e_z.jpg?zz=1And they both made me extremely motion sick. Nothing has ever made me motion sick before even a boat in rough seas, but VR, whoo man, I made it like 5 steps away from the one in SF before hurling on the sidewalk. Does the OR have some way of making that not happen? Some new gen doohickey or other?Two, would the OR be better/easier for people with bad eyesight be able to use? Im not blind or anything but Im getting older and finding myself needing to get closer to the monitor to read what used to be easy. I was thinking this might be easier to deal with being that its all nice and close to your eyes.Well, thems my questions. Any answers would be great, thanks in advance
So I'm sure one of the developers have already thought of this, but I would be remiss not to suggest this; I believe the touch should have the ability to project a virtual floating keyboard. I think that Swype would be the best method of operating it. My main reason behind this is console commands on games like Fallout 4. That said looks amazing. I would love to see a version that integrates what the dexmo 2 is as well. http://www.engadget.com/2014/10/26/dexm ... d=rss_full
I was having a lot of trouble getting Direct-to-Rift mode working with my project, and it seems I'm not alone in that. It seems there's plenty of confusion on the forums about how to get it to work (assuming your drivers support it at all), and Oculus has been bafflingly quiet on the subject. I found that the Oculus sample apps (Tiny Rooms and Oculus World) worked very consistently for me (GTX 970), so I decided to tear them down until I could identify the minimum amount of code needed to successfully invoke Direct-to-Rift mode with D3D11. I've put the result up on Github:https://github.com/toji/BarebonesDirectToRift/blob/master/Win32_BarebonesDirect.cppSomewhat to my surprise it doesn't seem to have much to do with how you created your SwapChain or anything like that. The key points are:Call ovr_InitializeRenderingShim or ovr_Initialize before creating the graphics device. Doesn't matter when it's called in relation to the window creation.Call ovrHmd_AttachToWindow sometime after crea
I was trying to figure out a way for a user to see their keyboard while wearing a Rift. Would this simply be Augmented Reality in reverse? Instead of having digital elements being projected into the “real” world as in AR it would just be the opposite: projecting real world elements into the VR environment. By placing colored dots at the corner of a user’s keyboard and then having a small head mounted cam it would allow the system to project the area within the dots, basically just the keyboard or any object really, within the VR environment when the user tilts their head down. Perhaps the corners/edges of the image could be grabbed within a setup program so the image could be stretched and moved in order to match it as close as possible to what the user would see if they weren’t wearing the device in order to aid with proprioception. It would be like always having a floating keyboard just below your direct level line of sight. Perhaps even have it only appear when you looked down. You
I am attaching Textures to ovr_EndFrame and need to flip the y Axis, using GL, Linux and SDK 5.0.1Also, how do I configure the textures for rendering. The internet is somewhat unsure about this.Thanks for reading!Edit: I am stupid, google is not ... ovrDistortionCap_FlipInput
I've updated my Java bindings for SDK 0.4.4. The source code can be found on Github here. Example code can be found here.Developers using Maven (or a Maven compatible tool like Gradle) can declare a dependency on the following artifact:<dependency> <groupId>org.saintandreas</groupId> <artifactId>jovr</artifactId> <version>0.4.4.0</version></dependency>Known issuesOnly light testing has been done.
Was wondering if there are any Oculus developers or simulator manufacturers with 4D seating that are working on integration with an Oculus VR experience? If so please contact me.
Hello~Use the OculusRift unity 3D, if you want to display a stereo camera.Painted WebCamTexture using the Quad to LeftEyeAnchor and RightEyeAnchor.However, it does not come out the screen that I thought showed overlap two is.Here's how it is necessary to fix in, would you provide a stereo camera in the AR-shaped?Thank you.
I had read a post on reddit that said I would get some performance gains by updating to Windows 10. I was aware it's not fully supported yet by Oculus, but this talk got me excited so I figured I would give it a try. I downloaded the newest Windows 10 Nvidia Drivers (352.84-desktop-win10-64bit-international-whql.exe) WDDM 2.0 I assume?I followed all of the instructions for reinstalling the runtime, manually starting the OVRServer_x86.exe in Windows 8 compatibility mode, forcing extended mode. Since installing windows 10 with these drivers the rift will just endlessly turn the power light on and off. If I turn the rift off, I can no longer turn it back on unless I completely turn off the PC. In which it does constant turning on/off again.I tried the Windows 8.1 drivers for Windows 10 also, the pre wddm 2.0 ones, but have the same issue. Does anyone have any ideas of how to fix this? I think I just got myself in a bit of a pickle and hope I didn't screw something up inside the actual ri
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