PCVR/Link Development
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Hey everyone, I'm working on a VR social world called Convrge where people can meet up and hang out with others. I thought I would lead with this since our build is public so if anyone is able to reproduce my error and knows a solution please let me know! Download is at http://www.convrge.co Our latest build runs fine on my Macbook pro and most every other mac or win rig I've loaded it onto or that our users have. This seems to be a very niche problem / something specific to my machine. I can stay in the experience for about 5 - 10 mins on average before being kicked and seeing the below ntdll.dll error message. Sometimes it's instant as soon as I load the world, sometimes it takes 15 mins, there doesn't seem to be a pattern: Error message I see after the game crashes: http://i.imgur.com/ZTjbCtL.jpgFull text of the error: ---------Problem signature:Problem Event Name: APPCRASHApplication Name: Convrge_Win_0.10.exeApplication Version: 4.6.1.51269Application Timestamp: 54819edbFault
When I download the windows 0.5.0.1 or 0.6 SDK, Bitdefender blocks oculusworlddemo.exe. It says the virus name is: Gen:Variant.Adware.Mplug.39
The notes say that Mirror Mode is now enabled in extended mode and you can override the rendertexture that is used for mirroring. Is this available in the Unity integration package?Enabling mirror mode (OVRManager.display.mirrorMode = true;) doesn't enable it in extended mode for me and I can't find any reference to the render texture.
Hi AllI am not that good with C++, and run in to problems with that I took the head tracking part, from the SDK 0.2.3 World demo and stripped until I had the head tracker to create the pitch/roll/yaw. But the application was still in C++. Now I moved the part that was left in to a main() application and can't get it to work any more. I am getting segmentation fault after number 2. Can some one help me getting this simple head tracking application to work. Without putting it in a C++ application environment, because it needs to be added to an existing application.#include <unistd.h>#include "OVR.h"using namespace OVR;int main(void){ Quatf hmdOrient; float yaw = 0.0f; float Pitch = 0.0f; float Roll = 0.0f; Ptr<DeviceManager> pManager; Ptr<SensorDevice> pSensor; MessageHandler handler; SensorFusion SFusion; // *** Oculus HMD & Sensor Initialization // Create DeviceManager and first available HMDDevice from it. // Sensor object is created f
I'm trying to build a few simple apps to explore the new SDK and I would like to reuse the structs found in the Win32_GLAppUtils header file. Unfortunatly, I'm getting linking errors when I try this. I've boiled one of the apps down to nothing and it still gets 12 link errors, the first of which is below. Googling tells me it's a configuration error, but for the life of me, I can't find it. If I comment out the include line, it compiles without problems. Any ideas?Thanks.Error:error LNK2038: mismatch detected for 'RuntimeLibrary': value 'MTd_StaticDebug' doesn't match value 'MDd_DynamicDebug' in DisplayMain.obj D:\OVRift6.0\Projects\OpenGLRewrite\2.3 Basic Display\LibOVRKernel.lib(CAPI_GLE.obj) // from the Oculus Tiny Romm Advanced app#include <Win32_GLAppUtil.h>#include <OVR_CAPI_0_6_0.h>#include <iostream>int main(int argc, char* argv[]){ std::cout << "Hello Rift" << std::endl; // Initialize LibOVR ovr_Initialize(nullptr); // Initialze Rift ovrHmd hmd =
How should we position our window properly in extended mode? In 0.5.0, I'd check if we were in extended mode. If direct mode, I'd make my window just a standard window. In extended mode, I'd look at hmd->DisplayDeviceName, enumerate everything to find the correct monitor, then use Win32 APIs to determine the correct monitor position/resolution and place my window there, borderless.In 0.6.0, there's no longer a simple way to query whether I'm in direct mode, and there's also not an easy way to figure out which extended mode display is the Rift. How are you all approaching styling/positioning your display window in 0.6.0?
Hi, I was just wondering what PC spec is required to view 360 videos?I recently built a pc to use mainly with the Oculus, but i can't view any of these 360 videos due to painfully low framerates.PC Spec: i5-4690K, GTX 980 SC, 8GB Ram, Samsung Evo SSD.Everything else works perfectly, do these videos need an i7 or something?Cheers
Hi guys,If there's anything we've learned from the Dirt RALLY thread (viewtopic.php?f=42&t=22689), it's that people have a hard time telling if things are really 3D.Carmak has gone on record stating that 3D isn't completely necessary, and has even shown monoscopic demos to colleagues that comment on the quality of the 3D.We've even had quotes from the Dirt RALLY thread like:When I was watching a replay, a tree branch got in between the camera view and the car and I jumped back because it felt like it was going to jab me in the eye. I also can see depth in the cockpit and can lean into the steering wheel and see it as a real object. I have played enough games and demos to know if I am seeing depth or not.It's a pretty compelling argument, but when the game isn't actually rendering in stereo how can this happen? Well it happens in real life. Close one eye and get someone to jab a branch at you. You'll know when it's getting close, you'll still want to jump back. Just because you're n
What is the best way to get into VR development? I have a strong programming background but have never programmed games or worked with VR. I have been following Oculus forums for a while and I see that this technology is bound to take off. I got my DK2 few weeks ago and was blown away by potential but let down by the hardware itself. I am hoping they will make significant improvements for the 2016 CV1. I have seen specs of 2160/1200/90 which sounds promising over DK2's 960/1080/75, although it would be nice to actually see the difference first person. I am thinking it's a bit late for DK3 unless they release it early Summer.I am using my Oculus on Dell Alpha with i7/8Gm/GF860/SSD. Resolution is very low, grainy, and pixalated. I get judder when moving head around.So, how do I get started making cool VR stuff?EDIT. Not to be a lazy donkey I have looked through forums for some mentions of books and other tutorial material. I will keep updating the list below.BOOKSLearning C# by Developin
Will 5-Tracker Stem Bundle Enable Decoupled Aiming; if yes, for what titles?! Will the Stem enable decoupled aiming in ALL PC titles or just the ones specifically made for the Stem? Also, I see that it's backwards compatible with the Hydra, but I don't see any aiming going on when I watch hydra gameplay vids on YouTube...so will they "add" to the support of these games or merely stating that you can use the Stem the same way the Hydra worked with said titles, in other words, mere tilt recognitions & degree angle BS.
I need some assistance with my Hydra. When I am previewing my game in Unity, the Hydra motion controllers work as expected. But, the right controller also causes my PC's mouse cursor to move around. When I try to grab things in my game, sometimes I end up grabbing UI elements in Unity or Windows. Is there a way to turn off the mouse emulating behavior and just have the motion controls?I saw this problem before and then it went away. But, now it's back. I'll keep searching for an answer (I suspect I can setup some sort of profile), but I've not found one yet. Help would be appreciated if anyone knows how to resolve this. Thanks!
Hi,I've previously successfuly implemented OpenGL Extended Desktop Client Rendering and now I've decided to add Direct Rendering mode support to that setup. I've googled a little bit the forum and I found this references and samples:https://github.com/jherico/OculusRiftInActionhttp://nuclear.mutantstargoat.com/hg/oculus2/file/tiphttps://github.com/jimbo00000/RiftSkeletonviewtopic.php?f=30&t=8948viewtopic.php?t=17842http://www.glfw.org/docs/latest/rift.htmlThe problem is that they all use SDK Rendering. So I've analyzed RoomTinyDemo source code in OpenGL SDK Rendering mode to understand how it works and I'm hitting a point where I don't know what I'm doing wrong.I'm working with latest SDK 0.5.0.1 and on NVidia drivers 344.75 on Windows 7 64bit.From RoomTinyDemo we can see that in OpenGL SDK Rendering mode order of calls is as follows:ovr_Initialize();ovrHmd_Create();Platform.InitWindowAndDevice:- RegisterClass()- CreateWindow()- GetDC()- wglChoosePixelFormatARB()- SetPixelFormat()-
Since upgrading my OpenGL application to 0.5.0.1 I've noticed some lighting issues. They seem to be related to rotations I apply to the camera; as I apply roll to the object to which I've attached my camera the scene gets darker. If I leave the object level and instead apply roll by physically rotating the Rift I don't see the same effect. This problem doesn't happen if I run without using the Rift. I'm guessing that one of my shaders is now conflicting with one of the ones from the SDK.I found a number of posts about OpenGL state leaks but from what I can tell they were reported against earlier versions of the SDK. I've actually never experienced any leak issues in any of the earlier versions of the SDK but perhaps now something has come up; are there any (new or previously existing) state leak issues with 0.5.0.1?In the 0.4.4 SDK I found the shaders in LibOVR\Src\CAPI\GL\CAPI_GL_DistortionShaders.h but after searching through the 0.5.0.1 SDK I haven't been able to locate them. Are th
Just perusing the Oculus Developer documentation, and found a really bad error. We've taken the liberty of fixing it. Here's the error:YPR-wtf.pngAnd here's the fix, with upgrades:link : http://blog.dsky.co/2015/05/13/vr-tech-411-6dof-xyz-ypr-position-orientation-in-3space/dSky-Oculus-XYZ-YPR.jpgEnjoy,G
I noticed, basically, inverse ghosting that is actually in the rendered image.This must be done in the libovr. What is it called?In this picture, I am looking(rotating) to the right:chair.pngI think it is an attempt to get the lcd to react faster.If you want a pixel to go from 0 to 50% you ask for 100% "knowing" that it will never reach 100% in time, but in attempting 100%, it gets near the 50% that you wanted.... (as apposed to asking for 50%, and getting 25%)Am I right!?!? :geek:
At a recent Designers + Geeks talk, Jody Medich and Leap Motion's Daniel Plemmons talked about some of the discoveries our team has made (and the VR best practices we’ve developed) while building VR experiences with the Oculus Rift and the Leap Motion Controller.http://blog.leapmotion.com/designing-vr ... -bad-ugly/The TL;DW version:As designers, we’re in the same boat as we were in 1994 with web design, because we’re still trying to figure out the basic principles involved. We don’t know what the equivalent of the blue underlined link is yet.What is AR/VR bad at?Legible textTactile feedbackThe real world (i.e. bumping into stuff)What is AR/VR good at?SpaceMultitaskingSimulations and situational therapyFake limbsBest practices for VR designDon’t make me sick!Virtual safety gogglesIt’s more like designing a room full of tools than a screen with buttonsLessons from iterating on Arm HUDAffordancesDepth is an illusionUse soundPay attention to the userUse human scaleEase people into AR/VR
Hi all, my name is franky. I am quite new to this world but I love it. I am doing a BA project .. trying to make an immersive, interactive Audio experience On the Oculus..based on a Max/MSP pacth.I have a question (sorry if is a stupid one) I do I integrate the new Oculus Audio SDK (3D sound) within Max/MSP? Is that even possible?I am trying to make the Oculus experience available for Ableton Live users .. they will love it. Thank you Oculus people : )
Hi Community.Just wondering about any chances of getting integrated Oculus Rift support for this engine. Is anybody working with fitting this into the CryENGINE 3 FreeSDK? I am unsure if this can be achieved as the sourcecode provided for indie developers are restricted to GameDLL.The demand is increasing each day and there is a thread on Crytek's developer forum CryDev located here : http://www.crydev.net/viewtopic.php?f=355&t=94231
I've heard stereoscopy doubles GPU usage but what is the affect on CPU usage generally?
Gigabyte motherboardNvidida 760 GTX 4gb DDR5Intel i71tb/8gb ddr3The demo in 0.5 SDK is working. If I try to run a game DirecttoRift it loads (Just to my pc monitor and not to the rift) or the programs not responding. I originally thought it was a problem with my latest Nvidia drivers, but I've waited awhile and still have the same problem.I have 100% run these before. I'm also on a computer running dual boot Windows 7/Windows 10.***********************************UPDATE 1***********************************I actually re-installed all of the Oculus drivers and updated my Nvidia drivers to the best of my capability and have the demo scene working. I'm getting an error that reads "Unable to initialize LibOVR" upon launching the Tuscany Demo. Still having the same problem with other programs not responding or launching solely to the monitor with each side of vision displayed.************************************UPDATE 2*************************************I actually completely reinstalled Wi
Hey everyone,I'm considering purchasing Autopano Video Pro 2 but I have a question about system requirements, specifically Giga. Though nowhere on Kolor's store page does it say that Giga is required to use VP2, virtually every tutorial and documentation I've looked into incorporates Giga into the workflow. Do I need it? Does it come with VP2? If not, why would they sell a product that absolutely requires another product and not tell you about it? Wish Kolor's website was more clear about this.Additionally, if anyone has any general advice before the purchase, I'd love to hear it. Thanks!
would like to know when the DK3 will be released to developers so we can finalize the programs on the set that going to be released to the consumer.
I have a new dell laptop i7+nvidia quadro k4100, win 7, opengl and I get a really bad framerate compared to other systems.This happens with my project, and also the opengl version of Tuscany demo.I have the latest drivers for everything.By comparison, The d3d version seems smooth, but that doesn't help us any.Any thoughts?Is there a specific NVidia driver that I need? I just got nvidias latest release.
I just answered a question over at Quora from someone who is blind in one eye and wants to use VR.My answer is here:http://www.quora.com/Are-there-virtual- ... c-CerisanoThe summary is:What someone with monocular vision would need is a special rendering function added that instead of separating left and right images, alternates between them (will work for either eye that way).Any more information about this?
Hi,Is it possible to replace the current tracking system of the Oculus with our own tracking system?We are building a full motion flight simulator and need to track the position relatively to the cabin. So we can not use the existing tracking mechanism. We are developing our own tracking because of this. Can we get around the tracking of the oculus and use our onw?We plan to use Unreal Engine. Is source code available that we can change?
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