PCVR/Link Development
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Hi, So first some stuff about our project.We use the Oculus Rift Sample Enviroment TinyRoom (SDK 0.5.0.1 in OpenGL mode). And use 2 Intel RealSense F200 Camera's attached on the front of the RIft to get the pictures and use it in our Virtual Enviroment.One Camera is for the left eye and one camera for the right eye.The intel Realsense is a Depth Camera so we can get the depth variables from every picture.NOW THE PLAN IS!Use the Data from the Depth buffer, to get the information of our Enviroment and compare it (yes i have to change the camera variables) with our camera depth variables for masking and collision detection.BUT THE PROBLEM IS!!I need help with the usage of the Depth variables of the Enviroment.I dont really know how to get the Depth Variables of the Enviroment, and how to use it properly.I was reading so much about all of this, but i am not really sure how to do it properly.And because i dont really know how this will influence the performance of the program, so i decided
I was curious what the latest version of the Oculus SDK that supports the DK1 is. If 0.6 doesn't support the DK1, would there be a way to dynamically load a different SDK depending on the detected hardware? The company I work for has multiple DK1's still, and was hoping to still support them for now.
Hello,Can someone please help me figure the best player, format and video specs for easily viewing S3D 360 live action footage on the DK2? We're currently in the testing phase of a camera rig that we've built and we're having a some issues viewing it correctly. Basically, we're camera/3D nerds and still learning the post/developer part of the backend.I'm sure it's probably in here somewhere if I dig deep enough, but if someone can point me in a direction I would be greatly appreciative. ThanksJosh
Hi, I just received my DK2 and to my dismay I find out that support for mac is not going ahead, (even tho on the order page it says the sdk for mac IS currently being developed).I can see the limitations the mac has for gaming, but i am a digital artist and even tho i am using gaming technologies i do not need to be pushing my system as far as something like FarCry 3. I do own a powerful hex core amd pc with a 7970 which i think will keep me entertained if i do need to ever play some games. But my VJ and theatre projection mapping tools workflow is on my maxed out macbook pro.So I'd like to know what my options with the rift are. I'm currently using the occipital structure sensor and kinects to scan rooms, then use projection mapping to then create virtual environments. also in domes/planetariums. I bought the rift to be able to develop when i'm not in these spaces - obv setting up a geodesic dome in my house isn't practical(!).I want to use the rift with unity - i can syphon video in
Using a my renderer I have generated 2 spherical images of the 3D scene, one for the left eye and one for the right. The next step I wish to do is code something to take these 2 spherical images, map them to left and right camera of the rift and rotate my head so as to rotate my head and view the precomputed images. No extra rendering is required just view the images. After looking at the programming guide and existing samples and it seems like I can bind the images as textures to the respective cameras but I am not sure if this is the correct way to go about it. I am looking for any tips and advice as to where to start,
Hello Everyone,I have a situation where I am trying to get a high resolution video wrapped in a 360 degree sphere designed for the Oculus Rift to playback in unity. So the scene is setup like so: A sphere gameobject is in the center. The sphere material has a video mapped to it. I have tested this with 2 videos. 1 has a resolution of 4096x2048 and the other has a resolution of 3840x1920. The goal of this project is to have a 360 degree video player. Here is where the issues begin. In order to have a good framerate to provide the best possible experience in the rift, the video quality needs to be dropped tremendously to run at >75fps. But in order to feel immersed and have the highest quality I need to leave the resolutions the same. Right now with those resolutions my frame rate is about 5-10 fps. It is very jitter and laggy.I have tried the following to help improve framerate:Disable Vsync, Run in DX9, Use a lower poly sphere, Lower bit-rates when converting (lose quality), having
New here, haven't even had an opportunity to touch a Rift; though I am excited to do so once they become commercially available. I was just thinking about actually, ya' know, USING the rift and began to realize how much of an issue tom-foolery may become for anyone playing with friends, or in an apartment with roommates, or in a dorm since it does relieve the user of all sight. Which made me think, and maybe this is dumb but I thought I'd put it out there...It may be desirable to place wide angle front facing camera on the Rift which the user could switch to with the press of a button (similar to the PS button or home button; it'd pause the game and show the feed from the front facing camera). The camera doesn't have to be a high quality one, cheap and from China would be fine. Low latency would be good, but not entirely necessary. I could see it being a nice feature, though, to be able to see what was going on in front of you (in the real world) without having to remove the whol
I'm trying to add the unity package to an existing project. I've tried both unity 4 and 5 and I've got 'optimize for rift' checked but it doesn't create the _DirectToRift.exe.The .exe that is created does have the oculus rift 2 views and responds to rotating the rift. The image is just never shown on the rift itself.Any ideas why unity would build _DirectToRift.exe? So far google searched have turned up empty for me.
Hi,I have troubles getting the custom IPD settings entered into the Oculus Configuation Utility. No matter what IPD settings I enter into the Utility the ovrHmd_getRenderDesc() allways returns a HmdToEyeViewOffset struct with 32 mm translation (i.e. half of the default IPD value of 64mm). Am I doing something wrong here? Do I need to do some special initialization to select my custom user profile?
Hi Everyone,I am trying to connect with someone interested in development for a VR game for one of my client's events. To give some background on what we are trying to accomplish-Our client is hosting a booth for the Pack Expo in Las Vegas at the end of September. The experience they want to have is an immersive demonstration of their cutting edge food processing machine, to showcase their technology in an interactive way. The vision is to have a short VR/Oculus Rift experience of the food sorting machine, where attendees can experience it as piece of food to be sorted through the processor.Please message me and we can connect on discussing everything further. Thank You,Kristen
I’ve been looking everywhere for a solution to this problem and I’m hoping someone has a solution, or at worst, a definitive “nope, it can’t be done”. Suppose that I have pre-rendered stereo video footage either as a T/B or SBS… is it possible to bring these assets into Unity 5+ and then create a UX that allows for the playback of different clips within VR for DK/GearVR/Cardboard/Whatever? Essentially, i’m trying to recreate something similar to the VRSE app for the GearVR. Ideally it’s an experience where the POV is like a 360 Stereo Video Skybox with a menu system to trigger other videos within the same environment.Anyone have any advice?
Hi,I am new to the Oculus Rift and I basically want to be able develop a program that will allow me to obtain the "current visual view" of the user. That current view can be though of an image frame. I want to do processing on that frame locally on my PC (i.e. edge detection), and then load the processed frame back into the view of the Oculus Rift.I also will need to obtain the position coordinates. Do I need to do this all in C? C++? Any help?Thanks!
Hello. Im new user of oculus.i have ovrvision camera and want to make a simple AR application.i want to be able to look at some object and make some animated object to appear on the screen.Where do i start? what software do i need?10X
My primary monitor is 60hz. When rendering to a single window I call ovrHmd_SubmitFrame(), blit my mirror texture to the window and then call SwapBuffers(). This works well when vsync has been disabled with wglSwapIntervalEXT(0) as I can perform 75 buffer swaps per second. When I render something to a second window (on the same thread) which therefore requires a second call to SwapBuffers() afterwards, I get limited to 60 buffer swaps for both.It seems as though the SDK may turn on vsync internally, but with multiple windows this causes issues. What's interesting though is that forcing vsync off in the Nvidia settings allows me to swap 75 times for each window with absolutely no side effects at all (no tearing which is great, and I'm guessing the SDK is limiting it to 75 due to internal timing with the headset or whatever). This is in both direct and extended mode.I have a few questions:- Am I right in thinking that the SDK enables vsync internally?- If so, is it necessary, especially
Just dusting off my Rift to have another play with some Java OpenGL. I feel more motivated now we have some specs and direction at last. :) Although I'm wondering if Java is still a good choice now OSX and Linux have been dropped? Also I haven't seen any updates to JOVR & OculusSDK for a while. Has everyone jumped over to C++ then?
Hello,I just updated my opengl based code to work with 0.6.0 (from 0.4.4). But when I turn on rendering to HMD, I see distorted image upside down (in both hmd and in mirror texture). Is there some simple explanation? what should I check first?I did not make any unnecessary changes, I just changed ovrHmd_EndFrame() to ovrHmd_SubmitFrame() and so on.Also, whole desktop turns black for 0.1s (as if changing video mode) every 4s, as long as I'm rendering to HMD.I'm using DK2 in win7 classic, "Extend desktop" mode.I tried "Direct HMD access" mode too, but DK2 light stays orange and image is black even in "Show Demo Scene".Stepan
Hey, hey, hey! In SDK 0.4, I believe, ovrHmd used to have WindowsPos as a member.Resolution apparently remained as a member and gives the size of the window.Only, how to access the position of a window in SDK 0.6?Please, see code here below, thank you! ;-) if (debug == false) { x = hmd->WindowsPos.x; y = hmd->WindowsPos.y; flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } int w = hmd->Resolution.w; int h = hmd->Resolution.h;
Magic Lantern, as many of you will know, is third party firmware for many Canon DSLRs which unlocks raw video capture and many other capabilities. One of these capabilities, for 5DMkIIs and 5DMkIIIs at least, is live previewing in panoramic modes with fisheye lenses. The standard projections provided are Panini - which is a sort of visually natural looking version of cylindrical -- and rectilinear.http://wiki.panotools.org/The_General_Panini_ProjectionIt is possible to match particular fisheye lenses with particular desired projections by compiling your own versions of MLhttp://www.magiclantern.fm/forum/index.php?topic=1742.0 Live panoramic viewing during videoing provides strong visual cues to whether you have the camera horizontal or not -- much better than peering at a bubble or the the Canon level indicator. You can see an enlarged version via an external monitor from the HDMI.I have been using this feature with a Nikkor 10.5mm with adapter on my 5DMkIII (and MkII) and this provid
I have a ROG asus laptop with 16 G"B.. Intel i7-4700HQ 2.40 GHzbut my graphic card is Nvidia GTX 880mI can play the all best games we have today on Ultra..will my laptop run with the final version? (not Kit 2)thx
I'm trying to follow this advice from the LINUX_README:KNOWN ISSUES * Frame loss on NVidia TwinView setups. Use an independent X screen for an optimal experience.... but I'm still having issues to set this up. Since there seems to be a known solution to this problem at Oculus, I'm wondering if it is possible to share a bit more information on that? I don't think my issues are caused by an exotic setup -- in fact my specs are pretty average: Ubuntu 14.04, Geforce 670, nvidia driver 331.What I have tried so far:I'm currently trying two different approaches. In the first approach, my xorg.conf looks like this (generated mainly by means of nvidia-xconfig / nvidia-settings):# nvidia-settings: X configuration file generated by nvidia-settings# nvidia-settings: version 331.20 (buildd@roseapple) Mon Feb 3 15:07:22 UTC 2014Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeybo
This is a re-post from the GearVR part of the forum, I thought it should better fit here, sorry for the double post.Hi all, by now, I have tried quite a few mobile VR apps, including Gear VR stuff at our VR Meetup. What struck me was the total lack of support for motion controls, not even at a rudimentary level. I experimented a bit and I think that a cheap gyro mouse/joystick should be bundled with VR headsets. I put below a set of two videos as a proof of concept of a simile but effective mobile VR control scheme using a 15 EUR airmouse. I did a video with the unity player to show a crisp image with screen capture and demonstrate the interaction capabilities that such small addition opens to developers (the "look to shoot/operate" control scheme that is now almost everywhere is so limiting and unnatural). Here is the video of the Unity Player https://www.youtube.com/watch?v=qz25fAeCC0s. I also did a very amateur video with an old android phone (sorry for bad quality) showing the airm
Hello community!Whenever I try running my scene, no visuals would come up on the oculus and all i'm left with is a message on theeditor screen saying "VR DISABLED". :evil: I've got a DK2 and running unity 4.6.3. I've got a OVRPlayerController Prefab attached to an object, the movement worksit's just not popping it up on the oculus. The DK2 works fine otherwise, and the oculus configutil recognizes it (although the demo scene doesn't work either).Any hints at what could be the problem? :idea:
Hi guys!I tried the code provided by this tutorial: https://codelab.wordpress.com/2014/09/07/oculusvr-sdk-and-simple-oculus-rift-dk2-opengl-test-program/ and you can find here-->http://nuclear.mutantstargoat.com/hg/oculus2/file/tipI tried it with DK1.Everything runs great,but when I press 'f' to go Fullscreen, Oculus doesn't present correctly scaled the application. Right now, I run the app using Extended mode and in windows display options the resolution of Oculus screen is set to 1920,1200.I tried to change it to 1280,800 but the result is even worse.Please take a look at the code,maybe you can understand where the problem is with DK1 and share with me!
Hello everybody, I'm new to this forum and I hope you can help me with my problem.I'm currently developing an openGl based VR viewer for huge Pointclouds.I've done a lot of testing in the oculus debug mode, now testing with the real rift I'm having a huge performance drop.Depending on the number of points I have easily 75Hz. With the Rift plugged in I can easily see it stuttering while moving the head.Has anybody an idea, where these problems come from?any help is very welcome...
I'm just wondering if the 'mirror' desktop window is optional? Assuming it is, then is it possible to run a rift app without GLFW?
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