PCVR/Link Development
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Hello OR CommunityI am an Oculus noob, indeed, but I have a vision and I know what I want to develop.Here is the problem...I can't do it alone. I need help from a professional who is willing and able to develop a simulation for my company. We manufacture safety equipment for continuous dense smoke in the cockpit.If you are interested and capable of providing realistic "look" minor functionality and take this O.R. venture with my company please PM me for additional project details and to answer your questions. Once full project details are disclosed looking for quotes.The purpose of O.R. for us will be used in trade show and meeting demonstrations.Project completion deadline: (including testing and troubleshooting)October 2015Thank you in advance for your speedy replies.
With the Oculus Configuration Utility you can 'pause' the service, which releases the HID device, allowing me to gain access to it (the physical rift). I would like a programmatic way to do this.I can stop the OVR service by killing the processtaskkill /F /IM OVRServer_x64.exeand I can successfully restart the service%programfiles(x86)%\Oculus\Service\OVRServer.exe_x64.exe -startwhich works, but I would like to do it properly, i.e. the 'pause' and 'un-pause' the service in the config utility, rather than killing it outright.Cheers,EDIT:spelling
ovr_Initialize() is returning false for when my app is built with 0.5.0.1 and my system is running 0.4.4. Should I expect otherwise?
I only own a DR DVI from nonoprice, which unless I can provide it false edid info somehow and get it to store it, won't work for this purpose. http://www.hdfury.com/shop/otherhdfuryhardware/dr-hdmi/This device allows you to write custom EDID information to a display output. If I am correct (oculus team seems to think so) the edid in detailed line 3, in the extended information of the rift DK is incorrect. I propose changing the modeline to the correct timing information, to see if that will allow the rift to work under wddm 2.0. Currently, the standard timing the rift display adapter internally supplies is not listed in the detailed information provided by the CHA extended bit, it is my suspicion that WDDM 2.0 rejects it in favor of the more "accurate" extended bit info. In short, on Windows 10, on the prerelease DX12 drivers, the rift just blinks in extended mode. Oculus has not compiled a direct mode driver for windows 10 at this time, and we would not expect that mode to work with t
Anyone know if it's possible to switch between runtimes? I have a 0.4.4 delivery coming up soon, and it's too late in the project for me to risk upgrading to 0.5.0.1-beta. This project is tied to specific hardware and software distributed at client sites, and I cannot upgrade those (at least, not any time soon).However, I have to use 0.5.0.1-beta for a separate project!Other than booting between separate win 8.1 installs with separate runtimes, is there any way of switching between runtimes?
I know I've been complaining a lot, and for that I apologize. Last night I became a man possessed. I want to be the first person outisde of AMD and Nvidia themselves to use DX12 and the rift in glorious harmony.My background is a hardware platform and solutions provider. I was one of the first people using AMD's eyefinity and surround, we built simracing rigs, we played around with TrackIR in the early days for our end users. I now work in software QA in digital signage across 4 operating systems, so testing betas is what I do. But that's a whole other level. In my spare time I still love to test bleeding edge hardware. I also like to come up with solutions and fixes for complex hardware issues. I've written fixes for motherboard bioses. I've Jtagged firmware onto harddisks and saved may a raid stripe in my day. I've compiled custom drivers from source to make webcams from windows 95 work on windows 8.1 64bit. I know my way around this stuff. The community should know that OVR could re
Recently bumped into a video about the HTC Vive.The thing I found strange, was that the protos they were showing had two displays but in portrait mode.The thing I don't really understand is, why adding height to the FOV instead of width?With two separata display units, the display surface for each eye doesn't have to align, but can be set up in a 140 degree angle and introducing more complex lens, the field of view and so the presence might increase dramatically. I wonder which way the oculus team is heading so I thought I ask.Until I saw that Vive video, it never crossed my mind that the two displays would be standing in any VR headset ever.I mean even sunglasses lenses are wider than high, to cover field of view optimally.
Has anyone pondered that with the dk2 tracker that we may be able to make a glove with SMC IR LED's in gloves at the basic hand parts for a virtual keyboard operation that would load with a recognized swipe to give us access to a virtual keyboard? i am more of a hardware guy , so I am not sure if the SDK allows us to tap into the XYZ tracker and allow us to search for LED's emitting at a different frequency so the source would be able to distinguish the headset from the gloves. How possible do you guys think that this can be done?
So I have had my Dk2 up and running in direct mode for a good while now and I love it. Virtual reality is fucking sweet. There are a ton of other games I want to try out that require extended mode. Here is the problem.I set the DK2 to extended mode and the utility no longer detects the DK2. (the tracker says "connected" with its serial number)When I go to devices on my computer it shows the DK2 as a PnP monitor so I guess that Is good.I have tried different usb ports, uninstalling the utility, and restarting the computer many times.If anyone has any ideas on how to get it working it is greatly appreciated (:
Was looking forward to checking it out but not much works with DK2 yet.
Hello!Still learning Oculus integration, and I nearly managed to get all the Oculus features I need to work with my project.However I noticed that when I enable the distortion shader, stereoscopy just doesn't works. It's even better when I don't activate it OoI have a custom C++ code base.Without distortion, my final rendering looks like this:http://zylannprods.fr/dl/oculusdev/oculus_1.pngWith client rendered distortion, I get this:http://zylannprods.fr/dl/oculusdev/oculus_2.pngIn the scene, the player is basically a 3D object with two child cameras at relative positions (-0.1,0,0) and (0.1,0,0). Each camera renders an eye on the final viewport.But when distortion is ON, It's like the look directions are crossing and VR doesn't works :s It also seems there is a significant magnifying effect...Any idea what can cause this issue?
Oculus employed engineers should browse this forum daily, and help people. I have been here for months, and I do not see that happening.Im not complaining, Im just surprised.
I am getting strange results when running my OpenGL project on different machines.win7+9800 : Only DirectToRift workswin8+nvidia+laptop : Only DirectToRift workswin7+gtx645 : Extended desktop works fine, but DirectToRift mode "runs" at 0.1 FPS.These are all NVidia cards with latest drivers.I actually wanted all 3 to use extended desktop...What causes oculus library to work in one mode, but not the other on the same machine?
Other than implementing my own sensor-fusion algorithm, what is the best way to get the RAW orientation of the HMD, even after ovrHmd_RecenterPose has been called?See this post and the following two posts for details of what I am trying to do.
Hi everyone!Anyone have any experience with Nvidia 980 or 980m in SLI mode?Any issues? Does the Nvida optimized for VR drivers work well with this level of SLI?Getting a new rig for VR development and wondering which way to go hardware wise. I have a chance to get 2 980ms in SLI but I wonder if the Vsync will be a problem?
So I've been holding this idea in for a while, unsure how to actually make it a reality. Since I don't know how to proceed, I just wanted to throw it out there for everyone and see what happens. Maybe nobody thinks its a good idea but who knows.First I just want to lay out the set of assumptions that lead me to the idea. Oculus is targeting a sit down experience in the short term VR is for much more than just games Using a keyboard while wearing an HMD is too difficult Using a camera to see real-world objects decreases immersion Using motion tracking to track hands or objects: has too much latency (for now) is not deterministic enough. has oclusion problems. has conflicts with room lighting or other ir devices. GamePads are great, but not for text input or other complex input scenarios. We want an input solution that doesn't require you to remove the HMD for entire sessions (hours)So the idea, my solution to the above set of assumptions is simply what I'm calling:A Capacitive
Hello everyone,I am very interested in the future of VR. I think it's going to change the world, and I would like to be apart of that! If any developers would like me to write music for your projects, I'd be more than happy to work with you.I'm more of a music producer, however, I am a trained musician and have obtained my bachelor's degree in music at a 4 year university. I am very capable of writing music for film, game, or anything similar.Thank you so much,Chris Felixschedlyn@gmail.comsoundcloud.com/nuajemusicTwitter: @chrisfelixmusic
Hi people, i want to build a Stereoscopic 3D camera and want to know if there is any Source code available for this project?The main task is so see the two videostreams on the oculus. Is there a tutorial for that?
Does anyone knows that how to use OSG to development Oculus? The Oculus sdk API just for OpenGL and D3D,is there anyway to development the Oculus with OSG?
Found this yesterday, and it's absolutely amazing! It's made in UE4, and the detail is excellent. It really feels like I was on the Titanic!You can check out the demo here: http://www.titanichg.com/demo/I also made a video about the experience, if you' d like to see it:https://www.youtube.com/watch?v=gUZU9VI12aU
I am making my project compatible with DK2.I have all the rendering working correctly, I can see my scene in stereovision in the HMD.I do not have any gyro code yet.But I noticed that when I move my head the image does move. It shifts in an apparent attempt to smooth the motion maybe.Is this time warp?What (where, what code?) is causing the image to shift?Is this happening on the device itself? My textures don't change, so how is the image moving around?Thanks for any insight!
Greetings!Here is a bit of info on the 360 S3D camera setup that I am using to capture movies for the OculusRift. The setup is composed of 3 cameras each with a fisheye lens. Each camera captures 24 fps (12-bit colors) at 2k x 2k pixel resolution. The cameras are synchronized within 0.1 ms.The big advantage of this design is that it allows a real-time image stitching method based on epipolar geometry which minimizes misalignments due to parallax. In fact, points along the epipolar lines align perfectly horizontally regardless of their depth. There remains small vertical misalignments vertically but you can remove them for a chosen depth.You can see a sequence I shot with the camera here:http://www.iximage.com/street-view-sequence/?lang=enYou can also find more info on the stitching method here:http://nasv3d.iro.umontreal.ca/chapdelv/pdf/360-s3d-camera.pdfor the camera itself here:http://www.iximage.com/?lang=en#technologyThanks for your feedback.Cheers.-Vincent
My Oculus head tracking stopped working with any games or software, but still works with the demo in the config util. I had it working just a minute ago and now it won't work at all. Any suggestions?
Hello,I'm having trouble getting correct rotations with my custom game engine:When I rotate the rift left, it goes right.When I rotate up, it goes down...However, when I roll, the rotation is good whatever direction I'm facing.I've seen a few posts regarding a similar issue for left-handed cases. However, instead of using euler angles or converting to a view matrix, I'm using a direct copy frop the LibOVR's Quat type to my own Quaternion type (something like myHead.setRotation(Quaternion(quat.w, quat.x, quat.y, quat.z))..I tried to invert the quaternion, but there is still wrong rotations here and there... not sure what I should do :? Any idea how I can fix this?Edit: I checked the values of quaternion (w,x,y,z) when rotating an object 90° right in both my engine and Unity3D for a reference: values are the same, but LibOVR gives different ones...
This may be a bit more of an observation than a question, but I am interested to hear what others have seen. I have made a stereo photo-viewer that will take any photo and present it properly scaled and positioned to each eye. I have used it to view regular 2d photos. I have seen that items which are red in color appear to be at a greater distance than blue items. White and black items are also altered from red and blue appearing in between depending on context ( colors nearby). I am guessing this is the strong lenses and the chromatic aberration effect which would tend to make blue image components larger than red due to the higher refractive effects on blue light. Sometimes this adds a very real and significant depth perception depending on what colors are place in the scene just by chance. Unfortunately, it can be disruptive if these contrasting colors are found near each other on a flat surface, a floral print curtain for instance. Does the SDK have a facility to artificia
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