PCVR/Link Development
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Edit:First of all The Cryengine is a very powerfull tool!!It is also a very difficult tool.With blood sweat and tears It is possible to make a game on your own (I did it).You pay10 bugs a monts for a multy-million dollar piece of software (which is a bargain).Other engines are free but you pay for extra contend (frogs, birds, squirels, vehicles, fireworks etc etc).The Cryengine has VR support now!!So.... that being said.What are you waiting for :)Greetings and loveJ.https://www.youtube.com/watch?v=484UhrMq6UUhttps://www.youtube.com/watch?v=41Ee676EMoA
So I am starting a project trying to use two cameras(for both eyes) to capture video and send them to my computer, then display these live-time video on rifts, so that you could immersely see through the cameras. I know that if you are working with 3D models, you need to use unity and oculus rift is supported there pretty well, but in my case, how (with what kind of software) could I display real-time video on rifts?THanks
Hi all,Man, a lot has changed since the last time we posted an update. We have been bootstrapping development ever since we posted our original idea back in November 2013 https://forums.oculus.com/viewtopic.php?f=25&t=5046&hilit=stompz#p68293 (wow :shock: was it that long ago?). Stompz has gone through several iterations and we have evolved it so much in these past couple years. We have collected TONS of great feedback from the community from our frequent demos at SVVR, SacVR, VC Founders Meetup in SF, GDC, Oculus Connect and many other small demo sessions. There are always improvements to be made, so we are asking the community to help us by supporting us on Kickstarter so that we can finalize development and fund manufacturing. This will also allow us to put more Stompz in the hands of you, the developer, so we can get a greater range of feedback and optimize the controller for a perfect experience.Here is the Kickstarter link:https://www.kickstarter.com/projects/stomp
Hello everybodyI am codding a C# application with windows SDK to pilot a PTZ camera with my Oculus Rift DK2.But, I have problem, I am using the fonction to get the angle of the oculus and it never works. I always have x = 0 and Y = 0.float xx;float yy;float zz=0; xx = oculus.Orientation.X; yy = oculus.Orientation.Y; Vector3 vec = new Vector3(xx, yy, zz); oculus.Orientation.ToAxisAngle(out vec, out vec.X); oculus.Orientation.ToAxisAngle(out vec, out vec.Y);when I display vec.X and vec.Y, t is always the same position. Before, I use the fonction "Isconnect" to see if my program detect the oculus and it works. So Why could not get the position in real time ? Please help me
Hi everyoneI got a problem with the Oculus during my project development. Before, my program ran well on the Oculus. But since I don't know what, it does not work anymore. I got an assertion fail (on OVR_ASSERT) in the OVR_Stereo.cpp file in the function :// DistortionFnInverse computes the inverse of the distortion function on an argument.float LensConfig::DistortionFnInverse(float r) const{ OVR_ASSERT((r <= 20.0f)); // fail here...}I'm developping my project with:-OpenGL 3.1 + GLM-SDL 2.0 (for window context and user inputs)My IDE is Visual Studio 2013. So I'm working on Windows 7 x64. And I have a NVIDIA GeForce GTX 670 (driver 9.18.13.4709).Here my code: (nothing is done before)SDL_Init(SDL_INIT_VIDEO);int x = SDL_WINDOWPOS_CENTERED;int y = SDL_WINDOWPOS_CENTERED;Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;bool debug = false;ovr_Initialize();osettings_.hmd = ovrHmd_Create(0);ovrHmd hmd = osettings_.hmd;if (hmd == NULL){ std::cout << "ERROR: Oculus Rift not d
I havn't logged on in a while but I can't find changes from 0.4.4?
Great Strides - VR LocomotionI have seen quite a bit of interest in Virtual Reality locomotion in the past few months. As VR starts to come into its own and prove to be a viable industry, a lot of attention is focused on the next logical problem; input. Hand tracking is the first input hurdle, and there are a lot of brilliant methods for providing true 1:1 hand capture, including; the VIVE/HTC Lighthouse marker-less control system, Sixense STEM’s absolute magnetometer/IMU tracking, Sony’s Move controllers, and true LIDAR/time-of-flight hand tracking using Leap Motion or (Oculus’) Nimble Sense. But tracking hands for VR input, while technically challenging, at least has an easily recognized solution; good hand tracking will precisely input your hand’s exact position and orientation in VR. So why doesn’t this same solution apply to VR’s second big hurdle; locomotion?The “Stepping Stones” problemImagine you’re standing on the bank of a river (in VR, of course) and there are several la
Hi, all,this is my DIY omnidirectional treadmill :https://www.youtube.com/watch?v=tVdiI-DdbqYhttp://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=20194I used alluminum estruded pieces. For tracking now I'm using kinect and FAAST but I wonder if someone of you could help me to use IMU wireless sensors.By,Tova
Hi,As I mentioned in the midst of another topic, I would like to know if and how it is possible to retrieve the framebuffer's content currently displayed in the Rift at every frame (e.g. using glReadPixels, glCopyTexImage2D etc.)?SDK is 0.4.4 in OpenGL mode under Windows using the DirectToRift mode ("ovrHmd_AttachToWindow") with client distortion rendering. Basically, I would like to copy the Rift's screen content to the GPU's VRAM (or even better, get the existing OpenGL texture ID if the screen has been filled by texturing a quad in OpenGL).For details, see below (it is a partial copy paste from the topic "OpenGL context management VS Oculus ")Could you please elaborate on the latter point ?Is it a global side effect (i.e. in a process that has called "ovr_InitializeRenderingShim" at its start-up, will all the OpenGL context further created won't have their default framebuffer referenced by the index 0 regardless of their window being attached or not to the HMD) ?I am having an issu
Our latest Unity Core Assets and Widgets release features full support for Unity 5. This has been in the works for a while, and we’re excited that developers can now quickly and easily access full Unity 5 functionality.With this release, the Unity 4.6 assets have been deprecated and archived on the Developer Portal. The new assets have been developed for use with Oculus SDK 0.4.4 and our v2.2.4 software. Our team is currently working on support for Oculus SDK 0.5, so stay tuned.For all you developers using the free version of Unity on Mac, you'll be happy to know that this means our VR packages are now open to you! This is because Unity 5 doesn't make the same distinction between Free and Pro assets as 4.6 -- resolving our earlier catch-22.
I am trying to retrofit the rift to some opengl applicationsI am setting the projection matrix like soVector3f headTrack(m_eyeRenderPose[eye].Position); // need to scaleMatrix4f MVPMatrix = Matrix4f(ovrMatrix4f_Projection(m_eyeRenderDesc[eye].Fov, -myNear, -myFar, true)) * Matrix4f(Quatf(m_eyeRenderPose[eye].Orientation).Inverted()) * Matrix4f::Translation(-headTrack);The problem is, some of the apps are using for example a near clipping plane of say 500 or 1000 with objects draw with very large scalesThe head or eye position needs to be scaled to match.How can I do this? What is the correct maths.
Hi All,I'm looking to purchase a 360 S3D camera. I've been looking at the 360 Heros gear and it seems like a good rig to for a novice like me. Has anyone used their systems? I'm specifically wondering if I should purchase the 12 camera spherical rig or the 14 camera horizon rig? Any practical recommendations on whether the horizon emphasis is better than the spherical emphasis? Is one better for certain shooting situations? Is one easier to stitch than other?http://shop.360heros.com/3DH3PRO12-360- ... 3pro12.htmhttp://shop.360heros.com/3DH3PRO14H-360 ... pro14h.htmI'd love to hear any first hand accounts from people who have used it.MR
Hi,Tried to compile my integration with the new SDK 0.5.0.1. Everything pretty much worked out of the box. But one minor thing. Since I am doing client side rendering I previously just included "Src/CAPI/Textures/healthAndSafety.tga.h" That char array containing the HealthAndSafety image is not exposed through the includes availble in the DLL. (It is still available through the source version though). A simple solution for me right now is to just copy this header file to my application. But it would be nice of this array could be exposed through the API instead, to avoid unnecessary duplication.
Hey everyone,I'm trying to create a setup with the DK2 attached as a single display. The build consists of an Intel NUC5i5RYH the DK2 and some peripherals (keyboard and mouse, headphones). The HMD is connected through USB and an HDMI to Mini-HDMI adapter. On the software level, the computer is running Windows 8.1 with the 0.4.4 Oculus runtime and latest stock Intel HD6000 display driver. The system starts up by simply loading Windows to desktop and running a small batch file which waits 30 seconds and runs the application (just an uneducated guess, waiting for the Oculus runtime service to initialize).Now, to the problem at hand -When starting the system with a secondary display attached, everything works as expected.When doing the same as above and disconnecting the secondary display after Windows loads, everything still works as expected.The problem starts when trying to launch the system with only the DK2 connected - in this scenario the display on the HMD never turns on (only the o
A post on the Leap Motion blog from Leap Motion CEO Michael Buckwald, looking back at 2014 and some of the things we're developing this year: New widgets for VR Android beta SDK (with GearVR support) Building the 3D web New hardware prototypesRead the full post: http://blog.leapmotion.com/leap-motion-vr-2015-look-year-ahead/
Hand tracking and virtual reality are both emerging technologies, and combining the two into a fluid and seamless experience can be a real challenge. It’s also an incredible opportunity -- the chance to experiment and create in ways that previously existed only in the pages of science fiction. Where the physical and digital worlds collide, there be dragons.This week, Leap Motion released a whitepaper that puts together longstanding user experience design principles and VR research with what we’ve learned from ongoing development and user testing. Check it out: https://developer.leapmotion.com/vr-best-practices
YouTube.com/watch?v=jXpjRwPQC5QI apologize in advance for the link above, you will probably have to copy/paste it. Anyway, on to business.I know this technology needs work, but if somebody were to fund this and refine it then combine it with the technology of the Oculus Rift the results would be pretty astounding. What do you think?
Hello group! :) First post here. This is Antonio, a long term 360º panoramic photographer who has been creating seamless 2D 360º videos for some years now with a home brewed cinematic method based on a single camera and by means of using standard panoramic techniques&hardware: http://www.iceland2013.org/project/antonio-victor-garcia-serrano-a-practical-approach-to-full-360o-video.After having been following here with great interest on the developments of Mediavr (and j1vvy, among others) in the field of Stereo panoramics, I have finally been motivated to extend my 360º video technique to account for stereo too. A test sample mp4 (left over right) at some different size (3k and 2K) and FPS (60 and 30) is available for download at:https://www.dropbox.com/sh/orbxj5lkzzue3i9/AAB95bu2UwttenxQTnrCmAova?dl=0Please note that this is just an initial "low cost" experiment which has helped to get my hands dirty with all the new concepts of stereo 360º video. It's been recorded with a pair of
Might help with OVR dev down the line.https://www.packtpub.com/game-developme ... -games-ue4b
Hi,As many people here seem to be experienced 360 video enthusiasts, I would really appreciate any kind of feedback and recommendations on the current state of commercial solutions that allow a full 360 capture of a scene for interactive replay in VR (e.g. using the head tracking info of the Rift).Audio is not an issue (another device could be used for this end), however the "complete visual sphere" should be captured with optimal resolution (best rendering quality at replay) and frame rate (best immersion).Ideally the system would stitch the different captured views (in real time or as an automated post process by a provided software), but manual stitching isn't an issue in the case it allows for other advantages (e.g. better stitching, significantly lower price of the system, higher frame rate/resolution etc.).So in short, what high quality VR capture devices available today would you recommend ?Thanks,Jeff.
Hi guys,When I examine the camera on the OVR Player Controller, I can see that Occlusion Culling is enabled by default, however when I bake a scene, and then look at the Visualization tab as I move and rotate, nothing is culled when its outside of the cameras view.If I add a standard Unity First Person Controller, and then bake, I can see things being culled and rendered as I rotate. Is there a reason I cant see this with the OVR Player Controller or am I doing something wrong?I have tried adding the OVR Player controller, marking walls and cubes as "static", however when I face away from them, they are not culled.Any help or information would be great
I'm using the Sixense plugin from the asset store.I found the Mac version on this page: http://sixense.com/unity-pluginThere are no instructions for the file. I'm not sure what to do with it.I imported the .bundle file into my Unity project into the plugins folder.When I press play I get the following errors:Couldn't open Assets/Plugins/sixense.bundle/Contents/MacOS/sixense, error: dlopen(Assets/Plugins/sixense.bundle/Contents/MacOS/sixense, 2): no suitable image found. Did find: Assets/Plugins/sixense.bundle/Contents/MacOS/sixense: mach-o, but wrong architectureDllNotFoundException: Assets/Plugins/sixense.bundle/Contents/MacOS/sixenseSixenseInput.Start () (at Assets/SixenseInput/Scripts/SixenseInput.cs:246)DllNotFoundException: Assets/Plugins/sixense.bundle/Contents/MacOS/sixenseSixenseInput.IsBaseConnected (Int32 i) (at Assets/SixenseInput/Scripts/SixenseInput.cs:223)SixenseInput.Update () (at Assets/SixenseInput/Scripts/SixenseInput.cs:300)What should I do?Is there anyone here who h
Dear Friends, I am a flash action script programmer. I want to enter in to game development, iam new to it. I want to create a virtual reality application. For example, If I move my hand in front of the screen or camera, some object (for example an engine) in screen has to move as per hand moving direction. If I click my hand virtually, it has to open that particular part wherever I clicked... I don't know where to start.. please help me my friends.. I have to finish this project looking for your advice that, what software should I use, what are the combination of software and script I have to use. is there any readymade (drag & drop codes) software's available? is there a way to check my application without oculus rift? I mean without HMD is there a way to check my application during the time of development? for example we are checking our android applications with blue stack?Syed Abdul Rahim
Hi Everyone,Where do I start if I want to use the oculus in my opengl app?I guess I need to get the windows messages as I would for example to get my WM_MouseMove Windows message...Any good tutorial on that? WM_OculusMove? Thanks.
Hi Guys,I was wondering...As the flex OLED's are coming to the market ( and being used in wearables) I would love to see oculus consumer version using a flex OLED to have a physical shape (to match distortion optics) which is being calculated at the moment using shape transformations. This will enable native software to run just like it were a flat, split screen and will also take care of the pixel density problem plus save a lot of computation at least reducing one step in the rendering pipeline. Although this might be easier said than done, I would like to hear from people at Oculus who I believe might be experimenting. :)Disclaimer: It is a crazy idea with little or no knowledge of the algorithms and techniques used so far. Please excuse my ignorance.
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