PCVR/Link Development
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Did anyone see/use the 3DNA desktop back in the day?I want to say it was around 2002, but it's since gone the way of the Dodo, but I feel like some kind of similar desktop implementation would appeal to the VR crowd. All I can really find on the program anymore is a few small reviews and links...http://toastytech.com/guis/3dna.htmlhttp://3dna-desktop.en.softonic.com/https://www.youtube.com/watch?v=AVnpngpc8fA&channel=ELEMENTATl0NSOhh sure you lose a lot of ease-of-use and speed of functionality, but you can't tell me you haven't pondered the idea of a 3D-virtual room to replace your current 2D desktop interface.Like I said, it's old, incompatible with today's OSes, and I'm pretty sure the company is dead... But with the advent of new VR and 3D-navigation technology... Something like this could make a come back no?
Hi, Has anyone tried their DK2 with this particular laptop? GIGABYTE P34WV3http://www.cyberpowerpc.com/system/Veno ... ng_Laptop/If not, can you recommend a similar configuration of 13-14" laptop with NV 970M that is confirmed to work with DK2?
With SDK 0.6 integrated, when I rotate my Rift I get smudging from the black on the edges of the render texture on to the parts the eyes can see. The faster I rotate the more smudging occurs. I think I have something setup incorrectly but am not sure what the cause it, as the sample applications don't suffer from this, and this never happened in previous SDKs.Here's a video showing the issue:https://goo.gl/photos/kvmwNHt1wvLnZmoA9
Is it possible to use ovrd on linux without X11 window manager?
I know that for development a developer osig file is required. However our app is not aimed at any sort of store, like the Oculus Store. Rather, this app will be preloaded on a number of devices at a exhibition. What is the process to enable the apk file to be installed on non-development devices in this case? This is for Gear VR devices.
Hey guys,I am trying to do some basic tests in my CAD package as far as the OR optics go, but I need to know what the shape of the lens actually is. I know it is an aspherical plano convex lens, but I haven't been able to find any dimensioned drawings of a cross section directly down the center. I don't just want the diameter, but the actual function of the surface and/or just a drawing that I can trace in Solidworks for example.Thanks for any help you have!
I thought ovrHmd_Detect() would return the number of connected devices, however when connecting both my DK1 and DK2 it only returns 1. Maybe multiple Rifts is something that isn't implemented yet, however is this something that will be in the future?EDIT: Sorry, I intended for this to be posted in Oculus General Development. If a mod could move it that would be great.
Hello,I'm a student in computer science and we have to create a project using "Ray-Tracing", a synthesis imaging project using only maths and physics with C#.I have no clear idea on how to make it work with the Oculus but I would do it this way :Generate 2 pictures next to each others to simulate 3D,Generate those pictures with a 360° angle so that the person using the oculus can move arround.I found OpenTK.Rift to code using Oculus Rift with C#.But the problem is that I don't know how I can make the picture "move" according to the Oculus orientation.Does someone knows how I can do this ? Or have another Idea ? Thanks a lot !
https://www.google.com/get/cardboard/jump/http://www.theverge.com/2015/5/28/8673367/google-io-2015-gopro-3d-vr-cameras-360-degree16 camera stereo
Hi, not sure if anyone can help me, but in my video player (plugin dll for my engine, using ffmpeg, SDL2 for audio (xAudio2)) I found playing all video seems ok except video encoded audio with 5.1 - 6 channel audio (VOB files). mind you I am only testing with my crappy ear phones so not sure if dusting off my old speakers will will help much (actually what am i saying wlll do that tomorrow just in case). The videos play fine but I am only getting what seems to be the background music and fx not the actual dialogue(can't hear it) just wanted to ask if anyone knows why this happens (klite codec pack features seem to have no effect in forceing stereo). I'd assume this is about hardware but then again if I use a standard video player all is well. anyone know where I should be looking, SDL2, FFmpeg. do i need to create a special filter graph or something for ffmpeg to overide this issue? thanks for any advice.
I have the Oculus DK1 and I am trying to use it with the Unreal Engine 4. I am having problems getting the Oculus to work with the engine. On the Unreal Engine wiki, it describes setting up with a DK2. Does the Unreal Engine 4 only work with Development Kit 2? If anyone can help that would be great, thanks.
I've finally got things rendering again after updating my code for 0.6.0 (which was a bit of a painful process from 0.4.4...) and things look more or less correct now except the HSW is rendering with some kind of weird double image effect that makes it painful to look at. I can't quite figure out what's going on with it but it makes my eyes hurt!The same effect seems to be present in the OculusRoomTiny sample and to a much lesser extent in the test scene from the configuration utility. I wonder if this is something to do with the new QuadHeadLocked layer type? The docs say about QuadHeadLocked: "However, it can be uncomfortable if used for text information and it is usually preferable to use a QuadInWorld layer type for this purpose.". It's so deeply unpleasant that I really don't want that to be the first experience that greets anyone trying out my app.Does anyone know what's going on here exactly? How can I fix it?
Good day all, I've been thinking on input methods for the virtual hmd's as well and I might have come up with something new, or not... but I've never really come across something like my idea so I will share it here for maybe there are people interested in this I don't know, just want to help :) I have some drawings made by hand which are well not great haha and I will add them later as im at work right now and don't have access to them. hopefully I can share my idea in words for now. ive been thinking would it not be fun to have a 3d fps controller for virtual reality, now I've seen someone post about a gun but my idea is a sort of an addition to this ideas perhaps, but ive never seen it before registering here in the first place.alright. if the simgun you hold in your hands, has 3 dots on them that can be calculated as a line thus recognized "somehow", one could use this gun as a virtual mouse pointer to point at things in the virtual world. if this gun has a shoulder button ( a butt
hi everybody,I'd like to show you our "first" 360 stereo video test. We made some tests before in the past weeks, but this is the first significant result. It's pretty short, but it's a result.I made it with what I had at hand: a Hero Black 3+ and a Hero Black 3. We would like to build a 14-cameras Hero 4 rig, but we needed some tests before spending 7k€ :)So I come up with this solution, just capturing 60° at once and stitching everything together.It still needs some work to be "perfect", since there are stitch problems here and there, but I think the result is encouraging.What I'm most concerned of, at the moment, is understanding if it gives you a comfortable, immersive and realistic experience.So here is:2K version: http://www.hivedivision.net/File_Sharing/Projects/Pano/output_07_2k_18_FD.mp44K version: http://www.hivedivision.net/File_Sharing/Projects/Pano/output_07_4k_18_FD.mp4Just let me know if you have any question on how we made it, how to see it, or anything else.I'll be gla
I'm developing a program that uses so intensive graphics that it can't hit stable 75 FPS except in menus etc. My undestanding is that in that case the device's vsync causes it to render at 37 FPS which I'm observing. However, if I disable the device's vsync (ovrHmdCap_NoVSync) the FPS is still capped at 37 in performance intensive parts but hits 75 in menus etc. I'm using SDK 0.6.0.0, desktop computer with NVIDIA 970 and direct display mode. I'm wondering if this is a known problem or if I'm doing something wrong.
Our Image Hands asset combines the realism of live infrared video with the full interactivity and 3D behavior of our classic rigged hands -- with full 3D intersections, depth cues, and more.Blog post: http://blog.leapmotion.com/image-hands- ... l-reality/Demos: https://developer.leapmotion.com/galler ... image-handDocumentation: https://developer.leapmotion.com/docume ... _Hand.html
Hi there!Is there anyone in this forum who knows about new software to screen a panoramic or 360 Photo on my Oculus Rift!?I've been looking for it in several different places but I couldn't find anything.I know some thing about "Total Camera", but it is outdated.All help you can bring me would be much appreciated!Thank you ;)
I want to try some 75fps videos (and 90 next year) on the rift. Uncompressed avi can be to large to handle realtime. I seem to be able to export 60fps tops with h264. Can anyone recommend a good solution that would work with hd+ resolutions?
What if you wanted to visit say, the Eiffel tower, in Paris but didn't quite have the funds to get there. What if you could turn on your Samsung VR gear and view a live camera in Paris. Or even in Australia, or see the pyramids, all LIVE in VR 360 view. What do you guys think? Would this be possible for Samsung to do?
Hi, I'm building a level using unity, but when I have more than 5/6 buildings and I move the head looking at them the meshes look like they were splitted: a bit like I'd be drunk, I see two doors overlapping. I'm using a GTX660Ti, GpuZ says that I'm not using more than 50% of cuda cores. If I use the keyboard or the mouse everything is OK.Can someone help me? Thank you!
Just curious if anyone here is developing or planning to develop their own 3D engine for use with the Rift?It might sound foolish, and very well probably is. It's been something I've wanted to do for a long time (build a 3D game, even a simple one), and what cooler a target than the Oculus Rift? I've been programming in C for a long time, and am working on upping my C++ and OpenGL skills. I think I may be at the point where it's reasonable for me to attempt this sort of thing in the near future. What good is ambition anyway if not for learning experiences? :) Has anyone in the community written or had experience working on a 3D C/C++ game before? Care to share your input?
Why would ovrHmd_CreateDebug(ovrHmd_DK2, &HDM) failing with 0xfffff445 return value (called right after ovr_Initialize, which in turn returned ovrSuccess)? I'm unable to run any sample from SDK 0.6.0.0.Runtime 0.6.0.0. is installed, Oculus Runtime service is running. GPU is 980 gtx, which is definitely support DX11. Driver version is 350.12.
Hi,We are trying to make 3D Stereoscopic VR animations. We did a lot os tests, and we still can't resolve an image flickering problem, that I think it is high latency.We did a TGA sequence of - 4096 x 2048 (360 degrees) at 60Fps for each eye. Than we edited it at After Effects and exported a Quick Time movie with side by side frames. We exported with another codecs like .mp4, .FLV, .WMV with the same problem. We tried with lower resolutions with the same problem. The IPD is 64mm.We tried VRPlayer and Kolor Eyes 1.4 without success an we managed to run with LiveViewRift v3.13.1. The movie starts very smooth, with zero latency, zero flickering and no lag, but randomly it start to flick for a while and suddenly it stops. I can run it for 10 times without any flickering and then it starts to flick and stops randomly. I can't see any pattern on that behavior. I have dowloaded on Oculus Share the 3D movie The_Cryogenian_PC and we had the same flickering problem, with some times running it sm
John Carmack has mentioned in some of his Oculus talks that there are ways to get higher quality text display on an HMD by rendering it separately from the rest of the scene. I haven't found any details about how to go about doing this though. Does anyone have any links or know any more details on what techniques he's talking about?
The 0.6.0.0 SDK no longer contains the pre-built LibOVR.lib, LibOVR64, LibOVRd.lib and LibOVR64d.lib files, that previous versions of the SDK did. It's still possible to compile these library files manually, but looking at the build configurations I see that there are now two new build configurations: DebugSingleProcess and ReleaseSingleProcess.Anyone care to explaint he difference between the Debug/Release and the DebugSingleProcess/ReleaseSingleProcess build configurations and what purpose the new configurations serve?PS) The 0.6.0.0 readme.txt still refers to version 0.5. I guess someone forgot to update the file.
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