PCVR/Link Development
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All of this may sound strange but I got my DK2 about 6 months ago and I haven't been able to really enjoy due to one massive issue: the DK2 puts pressure on my massive nose and not only does it hurt but my eyes water (I think) due to the pressure. I was curious if anyone else has encountered the same problem as me or if anyone has any suggestions on what I could do to help this problem; I'd really like to be able to enjoy this machine but simply can't because of this issue, any help is graciously appreciated.
I'm using VS2013 Pro with the DK2 SDK, and I'm getting the following linker errors:Error 1 error LNK2001: unresolved external symbol "public: static struct ovrHmdDesc_ const * const Globals::hmd" (?hmd@Globals@@2PBUovrHmdDesc_@@B) C:\Users\jgros_000\Documents\Visual Studio 2015\Projects\Oculus Rift DK2 Template\Oculus Rift DK2 Template\Main.obj Oculus Rift DK2 TemplateandError 2 error LNK2001: unresolved external symbol "public: static struct ovrSizei_ Globals::resolution" (?resolution@Globals@@2UovrSizei_@@A) C:\Users\jgros_000\Documents\Visual Studio 2015\Projects\Oculus Rift DK2 Template\Oculus Rift DK2 Template\Main.obj Oculus Rift DK2 TemplateOculus Rift DK2 Template is the project name, and the code is below:#pragma once#pragma comment(lib, "Ws2_32.lib")#include "OVR_CAPI.h"#include "Kernel/OVR_Math.h"#define of(x, y) y->xstruct Globals{public: static ovrHmd hmd; static ovrSizei resolution;};struct CurrentState{public: float yaw; float eyePitch; float eyeRoll;};void initialize
I am trying to implement Oculus into my game. For the life of me, I cannot find a good tutorial on implementing a mouse in Unity3d within VR. I need a mouse to be able to interact with a complex UI and the world environment. I can place the UI on a plane in front of the player no problem and it get it to show up as expected, but beyond that, I am lost on how to design and implement a good input scheme. Something similar to half life or Minecrift would work well for the game.Thanks much!
I've looked at motion platforms in the past in connection with multiple monitor/projector displays, and the good ones run to $100K plus with 6DOF, skew etc.It occurs to me that although FPS players will use the frictionless treadmill, racers and flight sim players will need a chair manipulator of some kind. In the same way that Oculus has democratised head mounted VR, someone needs to do the same for domestic scale motion platforms.Physical motion feedback will go a long way to ameliorate motion sickness in users if their mental motion sensations are matched by actual physical sensations.
Please excuse me, I know I'm doing it ALL wrong... and not too proud of it.So, here is the setup:I currently have two IP Cameras that I have been tasked with making stereoscopic on the oculus. I can poll the cameras for PNGs at a pretty fast frequency, and I have it rendering in GL and displaying. That's about where it all stops.Every example I've seen is about 100x harder than what I thought I would ever need, for DK1 so I try to convert it, and I have not used GL/oculus enough to not fail at it. For the first cut, I'm just trying to convert these two PNGs rendered with the correct oculus magic. I don't even need head tracking to matter, at all! Just render and go! Basically it's something like this: https://vine.co/v/OrLUeW6brDi , or basically one on a quad copter.Here's the kicker... I'm stuck in Linux, so openGL is the only thing I can use.I'm trying to use QT, but after reading that using QGLWidget is about the pooriest idea I can do I'm willing to do what ever it takes to m
Hello, I thought I might take a moment or two to show something that i just started working on, that might end up being a pretty good VR controller in the end...well that is the goal so let's all hope so! ;) The game controller it self is a Cabella's Xbox 360 Game Controller like this one: The one I ordered came with no sensor bar. I didn't want it for a couple of reasons. One is I don't have an Xbox 360, and I don't think the "Wii-like" camera sensor on the gun(As it is advertised :? )would work for PC games anyway( I was correct from all my tests too :( ), but still I carried on! 8-) ) . Also if it IS like the Wii-mote, then I was betting I could either make a sensor bar that would work in it's place if the standard Wii sensor bar would not. I think someone here mentioned getting one of these, as they show up as a standard Xbox 360 controller, which is AWESOME!! :D So who ever that was Thank You because this is what I found when I opened it up:Sorry for the blurry picture
Hi Oculus community - please could you take a look at our solution to some fundamental issues and let us know what you think?https://www.youtube.com/watch?v=s4XottjkHzQIssues addressed:Cables snaggingCamera tracking when turning 180VR Movies - where to look?Motor driven turns removes last physical link to real world (as per the video, you can't really feel like you're flying if your navigating your feet around a swivel chair)Stick Yaw Control: we found that using the right thumbstick to falsely rotate the virtual world is experience-breaking. John Carmack shares our view (recent tweets):-@ID_AA_Carmack: Stick yaw control is such VR poison that removing it may be the right move -- swivel chair/stand or don't play.@ID_AA_Carmack: @AndreTI Quantized snaps probably is the best default stick behavior, but I want to encourage users to rotate in reality when possible.We also hope our "eco-system" can form the basis for haptic feedback - as we now have a stable platform which rotates together
Hello!I'm in the process of writing some code for viewing 360 images on an Oculus but am a bit unclear as to whether I need to worry about the ovrFrameTiming object returned by ovrHmd_BeginFrame ? I'm using SDK distortion (0.4.4), no position tracking, and rendering with timewarp enabled at over 75fps. It seems fine but frame timing is mentioned a few times in the docs and in the examples so I'm a bit confused. In what circumstances should the ovrFrameTiming object be used ?thanks!
I would like to control FPS of my application. I have found that that Oculus SDK has ovrFrameTiming ovrTiming;. However, it seems like it's member deltaSeconds does not exactly provide the timing I need.The smallest value I get from deltaSeconds is 0.15. Does it mean that my FPS is so low, or am I doing something wrong?Could anyone please explain me how to control framing? Or show me the project that implements FPS control? :roll: Regards.
Hi everyone!It's been a week now since I got into DK2 development and one thing that I've been missing was being able to easily render the camera bounds in my application in the same manner that the Demo Scene does it. Since I couldn't find a "ready-to-use" piece of code I wrote a small drawing class of my own. It uses OpenGL for rendering and should be fairly straightforward to integrate into any existing code base.Here's the essential code:void CameraFrustum::Recalculate(ovrHmd hmd){ ovrTrackingState tState = ovrHmd_GetTrackingState(hmd, 0.0f); ovrVector3f trackerPose = tState.CameraPose.Position; float trackerFar = hmd->CameraFrustumFarZInMeters; float trackerNear = hmd->CameraFrustumNearZInMeters; float trackerHFov = hmd->CameraFrustumHFovInRadians; float trackerVFov = hmd->CameraFrustumVFovInRadians; float hScale = tanf(trackerHFov / 2.f); float vScale = tanf(trackerVFov / 2.f); // camera orientation quaternion OVR::Quatf trackerOrientatio
I just got my DK2 Today 03-20-2015I have a 760 GeForce that can run 4 monitors and I am running 3 monitors one on my left - one on my right and one in the middle which is my Main .. how can I tie my DK2 in with my main monitorI am able to use the Oculus Configuration Utility..it seems that DK 1 was better ..lol
HELLO !!Question : is Unity 4.6 the Same as Unity Pro ?
Hello,I was wondering what kind of voodoo I need to apply to the distortion mesh coordinates to get it to fill the entire visible area.This is what I have so far:http://i61.tinypic.com/350a104.pngThe only special thing I am doing per eye is remapping the distortion mesh NDC coordinates to the full [-1, 1] range.Abdul
Are we there yet? Working on the setup to improve the quality. Green Screen + OBS + DK2 + Logitech C920 webcam attached with DK2.
hello there!i have a (maybe bad) idea... as we know, oculus is provided by the galaxy note 3 screen... wich is in HD (but not enough!)i have a LG G3... which have a 4K screen.i already have look in the oculus and disassembled my G3 to connect the screen to my oculus. EXCEPT the position of the connector is not good... actually i don't connected themi have already ordered a relay to connect the G3's screen to my rift in the good positon. but i have a question... is it a good idea or something really wrong? like some "pssssssht" and a bad smoke exiting the oculus?did someone have already try before?
A lot of people are probably facing the same problem: how to integrate rift distortion into an existing game engine, for example via plug-in. Getting hmd position and direction is easy, but doing the actual sdk distortion is pretty challenging. It sounds easy from the steps described in the sdk, but practically speaking...( Tuscany has pretty deep dependencies on Common Platform and Render, which are quite tough to dissect. Tiny on the other hand is not cross-platform. )Optimally this could be an sdk feature, to accept a texture handle and work with it, to let developers avoid the convoluted setup completely?I wonder if anybody would be so kind as to share a minimal example in which you pass an existing texture, rendered by the game engine, to ovrHmd_EndFrame EyeTextures?
So here's a problem I'm sure a lot of developers must have hit. I wanted to gage what is the best approach for dealing with canned/special animations on first person characters.For example, I have a completed rigged character complete with IK etc. General locomotion is fine. The problems start when I do things like initiating, e.g. door opening animations or sitting animations. When these happens, the OVRCameraRig is taken control of, making it very uncomfortable for the user. My solution so far has been to decouple the OVRCam from the head transform, and have it so it's only inheriting the local z-axis transformation of the entire character game objects. Although this makes things a lot more comfortable, it presents issues such as the body obviously appearing to be moving independently of the head position when I do things like starting a 'sitting down' animation. I wanted to ask the community for advice and other solutions to this problem. I know that another solution would be to us
DK1 DistortionK = 1.0, 0.18, 0.115, 0.0DK2 DistortionK = ?,?,?,?I am trying to get a custom DK1 driver to work with DK2 display. It is for comparison purposes. I understand that they do things differently now. Like I said its for testing. Anyone?
...give small centrifugal forces to the body, enough to remind the brain the user has mass. Much greater sense of immersion.How to make FPS controls intuitive? ...track user's facing direction (i.e. torso always points 'forwards'), not just where they're lookingHow to ensure user's don't miss the action in a VR movie?...be physically turned towards the actionHow to resolve tangling cables?....slip rings underneath your chairHow to give people the inclination to explore 360 VR? (i.e. stop people being lazy)...add a motor with intuitive controls. Minimal physical exertion, in comfort, with safety and also making it funHow to reduce nausea?....physically turn around in the real worldPlease help us get Roto off the ground...it's only the community that can make this happen. We designed it for Oculus from the ground up.https://www.kickstarter.com/projects/ro ... nav_search
Hi Everyone.Anybody knows how to run Morrowind using the DK2?I tried installing the modified d3d8.dll fromt his forum topic : viewtopic.php?t=4759 after running the Graphic Extender, I also put my oculus on Extended Mode.But then it's still not working.I would love to be able to run it.Thanks everyone.
In case any of you missed out on Omni/ControlVR/PrioVR kickstarters and looking for a sweet deal on a package containing all of them plus a korFX suit at a absurdly low price, I'll link you to this...http://www.reddit.com/r/RiftForSale/com ... recontrol/PS... yes. I posted that there.
After Reading the VR Sickness Blog entry below:http://www.oculusvr.com/blog/vr-sickness-the-rift-and-how-game-developers-can-helpFor others we need the help of developers to do the right thing, use the correct mathematical models, and resist the completely understandable temptation to just “get something on screen”. We’ll go into that in more detail in the SDK and blogs in the future.it has become clear to me that there is ALOT Developers can do wrong to make the VR Experience visually stunning, yet very poor for the average user.The current tools out there are great to get the ball rolling, but because there are many technical steps that need to be taken to make sure that the user experience is "technically correct", I feel that there should be a certify program by Oculus that Developers can pay for to have their game checked.This would provide consistency and an easy way for end users to ensure that what they are about to buy has been "validated" by the people who know best.Quality c
I'm trying to decide if I should order the Leap Motion mount and wanted to see if a anyone has gotten theirs yet and if so what your experience has been like? Hopefully the answer is yes since I have been drooling at all the cool stuff I could build since the announcement last week but $20 is real money and I want to make sure it is living up to people's expectations?
Can anyone recommend some good Unity 4 tutorials that start with an empty project and go from there?I've found a few tutorials that include quality information that is conveyed well, but nothing of consistent quality.
I want to use with my joystick (Msfbb2) with heli hell 2 and vox machinae . How do I achieve that? I tried joytokey but it doesnt work. Since I dont have a 360 controler and I dont want to use one, is there a way to setup my joystick so its usable? HELP
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