PCVR/Link Development
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Hi, I'm trying to make a small robot with stereoscopic live vision like this http://imgur.com/CtRHlGo and I'm using a modified SDK's code OculusRoomTiny in visual studio 2013.In this code I only have to use two webcams and a serial port but I can't use windows forms on that same project.I tried to start a new project in borland but its no compatible with librariessomebody can advise me about how do it?thank you
Hi everyone, I am a big fan of Oculus and virtual reality. Inspired by this we created a mask that gives you additional senses while playing in Oculus. And we are on Kickstarter! Go check what you can get http://kck.st/1DHay8D
HiyaMade this asset pack and demo, soon to be updated to a OVR demo. But thought people maybe interested.Looks great in OVR!! THo needs a reasonably high spec machine to appreciate the 4k textures. Im using 980 GTXInformation Pagehttp://www.driftvfx.com/2015/03/29/dark-sand-coast-unity-asset-pack/Playable Unity Demo (not VR, just standard)http://www.driftvfx.com/files/demos/unity/darkSandCoast/darkSandCoast.htmlAlso our newly formed company.http://www.driftvfx.com/Hope you find it interestingCheers -P
Hi everydoby !For the Strasbourg European Fantastic Film Festival, we are trying to found all movies, videos, trailer, short cut movies belongs to the fantastic genre.I thank you in advance for your collaboration :D !
Hey, guys - I've been working on an input device that's meant to be totally backwards-compatible with existing games, but still provide support for full avateering as new games and applications arise. It's got joysticks on both hands to control player movement, touch buttons for fast input (trigger, jumping, etc), and gesture recognition. It's also got an EMG sensor that can distinguish between "closing your hand" and "clenching a fist".Here's a brief demo I put together with Skyrim. There's a little bit of lag, but the game is completely unmodded:https://www.youtube.com/watch?v=MOYST-Uy8moAny suggestions? I know there are a few other hands-free folks out there, but none have really gotten the full effect I'm looking for in fantasy/adventure games. I'd like to offer this to a larger community, and I want to know if there are any must haves/nice to haves before I move on to the next prototype.Any feedback would be appreciated :)
It would be nice to have a couple of handy buttons or menu items for importing/exporting user profiles, without having to go digging around in hidden system folders.
hello,I'm developing a game in unity with the Oculus rift DK1, I have the OVRCamerarig set up in my project and it works with no problem as it is but I need to invert the view from the OVRcameraRig ( so its upside down ) but everything iv tried hasn't worked or just makes the camera glitch out like its stuck in a infinite spin.if anybody has done this or knows of a way it will be greatly appreciated :D
Hello everyone!Introducing VR Content Development, a site designed to form a community based, virtual reality development learning portal. Where users can find and contribute tutorials and VR development best practices advice, for a range of available development environments and software applications necessary for creating and deploying your virtual reality experiences. Compatible with the latest in virtual and augmented reality hardware available now and coming soon.I believe with everyone’s assistance the site has the potential to become a great source of peoples experience and knowledge associated in the creation and development of applications, for what can be considered a new medium of consumer entertainment, educational and business applications, and ideas which are enterprising and innovative. I am still in the process of creating and adding content, and will divide and expand the category sections as appropriate to uploads submitted by new members. The sites style and layouts
Hello , I have an issue with Oculus. I am using Unity 5. I created a scene. I put an OVRPlayerController on a plane, just to test. I build the project. When I launched the .exe file, I have a display on my computer but I have nothing on the Oculus. My display settings are : Direct HMD Access from Apps, DK1 Legacy App Support and Rift saver.I cannot succeed in diplaying on the Oculus.Do anyone knows why and how I can correct it ? Thank you for your help =)EB.
run the OculusRoomTiny SDK,the application crash in ovrHmd_GetEyePosesPtr: :cry: :cry: :cry: OVR_PUBLIC_FUNCTION(void) ovrHmd_EndFrame(ovrHmd hmd, const ovrPosef renderPose[2], const ovrTexture eyeTexture[2]){ if (!ovrHmd_EndFramePtr) return; ovrHmd_EndFramePtr(hmd, renderPose, eyeTexture);}the function is in the OVR_CAPIShim.c ,about 1175th line....my compter attribute is:OS:windows 7,32bitGPU:NVDIA 9600GSOIDE:VS2012who can help me~~~~thanks~~
How do you get uGUI to render on Gear VR?I have tried all three modes - screenspace, worldspace, and camera space... but the new GUI does not show up on Gear..
Is 2560x1440 (Galaxy Note 4 resolution) or 1280x1440 (for each eye) the recommended resolution for Unity preview and for designing the uGUI?
I'm working on a C++ program that takes in two USB camera inputs and streams them on separate threads using OpenCV, then displays them on the DK2 using OpenGL. The issue I'm having is that whenever I run my code with streaming on, the positional tracking camera doesn't turn blue (the two cameras stream fine). Unfortunately, I really need the IR camera to be functioning at the same time. I've tested the system without camera streaming and the IR camera light turns blue and works perfectly. I've also tested my system with 2 industrial uEye cameras that have their own C++ SDK, and the positional tracking camera worked with them as well. Any ideas on why this issue might be specifically happening with OpenCV? Could it have to do with the number of USB controllers on my computer? I've tried plugging the sync cable directly into the Oculus and the IR camera just didn't turn on at all when I tested my code. Any help would be appreciated, thanks!
Does IDXGIDevice1::SetMaximumFrameLatency actually work in DX11? Specifically on Windows 7 with latest drivers on an R9 290X?I'm calling SetMaximumFrameLatency(1) right before ovrHmd_AttachToWindow, as the samples do, and it's succeeding (S_OK), but I still need to call ovrHmd_EndFrame three times before anything shows up on the HMD. Doesn't that indicate the latency setting is still at 3? Or am I misunderstanding the purpose of this call? In which case, why does it take three submits before anything appears on the HMD?
I am using SDK 0.4.4 with extended desktop mode. I am developing in OpenGL using GLFW and GLEW. The distortion caps I am using is (0 | ovrDistortionCap_Vignette | ovrDistortionCap_Chromatic | ovrDistortionCap_Overdrive)Vsync is set to off by glfwSwapInterval(0).I tried not calling ovrhmd_endframe by rendering directly to the screen without any FBO and called an additional glfwSwapBuffers and I got 68 fps, but there is no distortion.With calling ovrhmd_endframe I render the scene to FBO first and let ovrhmd_endframe do the distortion and the bufferswap, but I am seeing a huge fps drop (70-->20), which I believe is not normal. Can someone explain why might be causing this and how I can fix it?
The best input device is......A bike.[Porco Grande,I am very proud to present level 3 of "PORCO GRANDE VR" after one and half year of work I have The VR experience I dreamed of.Everybody who thinks it's a little bit high impact..... this is level 3 only for the initiated. Level 1 an 2 are a lot more relaxed.The Game has had a few critics of being trippy or drugs induced. The only reason people think that is because archetype entity's have non archetype colours. If you can look past that then it's just a happy friendly VR game.In this level I introduce The Church of VR and PORCO will make the Ten commandments soon Thanks to you for your publicity!Greetings Johan Pruys.Kickstarter online.Kickstarter online.https://www.kickstarter.com/projects/79 ... o-grandenlRight now I am working on my Oculus DK 2 fitness VR game. The name of the game is "porco Grande".http://www.porcogrande.nlhttp://www.porcogrande.nl/porcogrande.nl/Worked a little bit to hard but I think this could be awesome in VR!h
I got my application working in client-rendered, extended desktop mode, using openGL on Mac.When trying on Windows, it works okay so far, but I can't seem to enable direct-To-Rift mode.I call ovrHmd_AttachToWindow() with no visible effect, the distorted render output stays on the main display where it was, and the Rift stays dark.I run Windows 7, an AMD HD8970 with Catalyst 14.4 and oculus runtime 0.4.2.I read that openGL and Direct-to-HMD is not working anyway, much less on AMD, but I would like to confirm that ovrHMD_AttachToWindow() just doing NOTHING is what is expected to happen as of now, as I've read several forum threads where it fails differently, but they might be older than 0.4.2.
Hi, I've recently installed Windows 8.1 Pro as second operating system.I'm observing that Extended Desktop mode is no working correctly ?Somehow this issue is not picked up by anybody?Here are just 3 threads I fould that mention this issue:https://forums.oculus.com/viewtopic.php?f=34&t=17545https://forums.oculus.com/viewtopic.php?f=34&t=16829https://forums.oculus.com/viewtopic.php?f=34&t=15972In short:- When in Extended Desktop mode:- Oculus Display is detected differently on Windows 8.1 and Windows 7- In "Landscape" mode there is no Judder ( but everything is rotated by 270 degree, so it looks flipped upside-down ).- In "Landscape (flipped)" mode display is properly rotated by 90 degree, but there is terrible judder.My observations after reading other threads:- Windows 8.1 has no Aero mode to disable, so it won't fix it- Nvidia drivers are no longer supporting display rotation on GPU (since WinXP) which means desktop compositing system does it on CPU, and then it probably
Hi all,I've been working on a VR locomotion input device for almost a year and a half now. Me and my team finally unveiled the current prototypes at the SXSW Gaming Expo last week to great enthusiasm. Tomorrow (Tuesday March 24th) we will be launching the Kickstarter campaign at 1pm EST. The product is called Ground Control and I believe that it will be of interest to people on this board.Our Kickstarter promo video:Our SXSW Gaming Expo experience:We'll be providing a LOT more information tomorrow on the Kickstarter page. But if you have any questions you can post them here or contact me directly. We`re looking any and all feedback.
On my system, oculusd of SDK 0.4.3 won't run properly. The camera is not always detected. After the camera is detected and it enters the tracking loop, it exits with a segfault.The camera is attached and working as can be checked by VLC player for example. The camera is reported by oculusd with different resolutions from run to run. I guess some setup code is missing from oculusd, and the settings are those that stay left after last use, eg. by VLC.oculusd is a closed source component, so there is nothing I can do about I guess?Additional info:After plugging the camera, dmesg says:[ 5859.624052] usb 8-1: new full-speed USB device number 3 using uhci_hcd[ 5859.790082] usb 8-1: not running at top speed; connect to a high speed hub[ 5859.829090] usb 8-1: New USB device found, idVendor=2833, idProduct=0201[ 5859.829097] usb 8-1: New USB device strings: Mfr=1, Product=2, SerialNumber=0[ 5859.829103] usb 8-1: Product: Camera DK2[ 5859.829107] usb 8-1: Manufacturer: Oculus VR,Inc.[ 5859.83814
Anyone tried it? Anyone tried making something with it yet? Is it actually precise? Could you pick up a pen and rotate it around?I'm not impressed by demos, they're usually flawless but the result is different when you try to make something yourself.I'd like to explore the possibilities of dentistry and surgery training simulators but don't want to waste money on gadgets that don't hold up.
If you got the subject title joke, you are awesome.Anyway, reading LOTS of reviews, I see the Delta 6 controller is complete crap.What should I get for my Oculus? I have a ton of games and love using it, but want to take it to the next level. I don't care about walking, for now, but want a way to control my hands in a game. SOHas anyone used kinetic (SDK 2.0 is out)? Should I go with the simple razor? I am also looking at the other choices but there are so many.Thanks.-OC
Will the two intertwine? I am currently a student learning web development, and very interested in VR. So I am wondering will there be any developments in VR that will require Web coders?
So I would like to make a camera rotate as rift users rotate their head. I think there is a build-in parameter that I could directly get from rift. Could somebody instruct me on how to do so?
We are looking into using GearVR in a few trade show experiences and were wondering what's the best way to present 360 video outside the GearVR interface? With apps built in unity, it seems just running an app via dev mode could work, but 360 video does not play well with the unity player overhead. Are there any off the shelf 360 video players that will run without the GearVR front end OS?
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