PCVR/Link Development
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Has someone ported dk2 roomtiny project to opengl ?
Hi,I have the DK2 and I have made two things that I thought other people would like to check out. I have 2 instructables that are both cheap and really handy. FISTO --> is a keyboard and mouse you can wear:http://www.instructables.com/id/FISTO-T ... yboard-Mo/THINGY! --> a way to use SONY Playstation Move Controllers and the Navigation controllers together so they can be used to emulate a Hydra.http://www.instructables.com/id/Sony-Move-4-PC-THINGY/Anyway I hope this is useful to somebody here! Let me know what you think.
Hows it going all, hope your having a good day. Ive just built my new computer and reveived my new DK2, couldnt be more excited to get into the rift.... but to my dismay, its not that easy. Ive downloaded both the SDK and Runtime software atleast 10 times. No matter what, i reveive an error message when it fordt loads up down near my clock on the task bar that reads "Oculus Service is not available". I did some reading on the forums and found a fix that seems to work, for the most part. By closing the VR runtime and manually loading its primary files (somthing_x86 followed by the pculus utility launcher) it will load up the rifts utility app. No matter what i did i could not get the tech demo to load, a white screen listing a while bunch of codes would pop up. Just before i went to bed i dont know what settings i changed but for what ever reason i finally got it to work, im hoping it still will today. The problem now (if the roft is still working like last night) is getting the game to
I'm trying to build a robot with two front cameras and I want to use the DK2's gyroscope to move the robot. Is this possible?Also, I don't know how I can watch this images in the oculus without delays.Thanks
Has anyone tried this? Simple things like "yes" and "no"? I have no idea how I would go about implementing this into my Unity project, but it's an idea I'd like to explore. I want to try to focus on social interactions with avatars. Any tips? Software, hardware, best practices?
Hello,I have the vertices and index data for a model. But some of the faces do not get rendered. After experimenting for a while, i have found that the vertex order is causing the issue. To demonstrate the behavior, here is a small code snippet that i am trying with "OculusRoomTiny" sample. In this code, the vertices correspond to a plane with +Y as its normal and vertices are as shown. 2 3 x--------------x |--------------| |--------------| x--------------x0 1If the indices of the two triangles are provided as 2,1,0 2,3,1 - it works.If the indices of the two triangles are provided as 0,1,2,2,1,3 - it does not work.But considering that the face has a normal of 0,1,0, I am expecting it to work with 0,1,2,2,1,3 as the indices.Any suggestion on how the vertex order is determined ?Here is the code snippet that can be included in "OculusRoomTiny" sample for testing. I haven't done any other change to the sample other than stopping the model[0] from gett
Hello everyone,I am very new with oculus, and working on a project to stream video capture (from an external camera) into the oculus.Was wondering if anyone knew of an existing example on how this is done?So far I have used the oculusWorldDemo project to get started, and so far am successful at accessing the oculus orientation and such.Was reading online and a bunch of people are using this RCA to USB converter.http://www.hauppauge.com/site/products/ ... live2.htmlBut I still seem to be missing on HOW they are able to get the video stream from this USB into the oculus.Any help or direction or documentation you can point me to will help me immensely. I am not scared to read =)
I am trying to make a custom DK1 driver work with DK2.I need the following 2 numbers for the DK2. DK1 values shownHMDInfo.LensSeparationDistance : 0.063500002HMDInfo.HScreenSize : 0.12096000Does anyone know these values for dk2?
I have problems with calibrating DK1. got runtime 0.4.3 and it always egt up to 90%Tried all sort of things, slower faster, all around.. it simply doesn't get it. Always pushes to 90% and then nothing.Any ideas???
the restraint you have shown is admirable. For few of us can see the vision (which you have likely already seen), and yet you put up with so much B.S. I know you saw it coming, in all hesitance, yet here you are lol. Fort width a brave man on a new day will come.
Hello,In the OculusRoomTiny sample, the AddSolidColorBox method includes this to determine the Vertex color:float dist1 = (vvv.Pos - Vector3f(-2,4,-2)).Length();float dist2 = (vvv.Pos - Vector3f(3,4,-3)).Length();float dist3 = (vvv.Pos - Vector3f(-4,3,25)).Length();int bri = rand() % 160;float RRR = c.R * (bri + 192.0f*(0.65f + 8/dist1 + 1/dist2 + 4/dist3)) / 255.0f;float GGG = c.G * (bri + 192.0f*(0.65f + 8/dist1 + 1/dist2 + 4/dist3)) / 255.0f;float BBB = c.B * (bri + 192.0f*(0.65f + 8/dist1 + 1/dist2 + 4/dist3)) / 255.0f;Any help on what this relation is about ?I tried changing the "bri" to arbitrary value but did not see a perceivable difference in the output.Sorry if i missed anything obvious.Thank you.Ram
Would it work for cinematics? The idea is to render the player as a "ghost" or similar to a dream sequence, make the player unable to move, and use a pre-rendered cinematic that uses 360 degree panoramic that is in stereoscopic?As long as there is nothing close to the player, I'm thinking it should work?
Just downloaded the SDK and have been reading thru it. I don't yet have DK2. Is it possible to run the sample code forOculusWorldDemo (and/or RoomTiny) without having the headset? I'd just like to see the images on my windows 7 PC screen.If this is possible, please give me a hint. If I try to run the pre-built OculusWordDemo I see a screen flash by that looks like a DOS shell, then nothing. I've tried the configuration tool to fiddle options, but no luck. Thanks!
I am currently developing IOS apps but I want to make the transition to developing for VR. I will start dedicating some time each week to learning either Unreal 4 or Unity 5. My instinct is to use Unreal 4 as it seems to produce more graphically impressive results. However, I am concerned that Carmack said 95% of indie developers are using Unity. I'm wondering if there is a reason almost no indies are using Unreal 4. Is Unity much easier to learn/use? Is the Unity asset store such a big advantage over Unreal 4 that one man band indies would be crazy not to use Unity? Does Unreal 4 integrate well with the Rift ?Any advice appreciated.Thanks :) My background :Degree in Computer ScienceSignal Analysis, Image Processing/Analysis, Web Development, IOS Apps(and made a VRML game back when I was at Uni [2005].. remember VRML ? ;) )
Hello everyone, I have a quite simple problem to explain - but apparently not to solve :? :? My Oculus DK2 is working perfectly on my Mac Book pro for all the demos that I download, except the one that I developed (on Unity 4.6). The HMD cannot be detected on the demo I made. I developed my demo on a PC and it works good when I make it run on a PC but when I have to make it run on my Mac, the HMD cannot be detected. Please note that : - I tried all the tricks (plug, unplug, before, during, after running the demo)- I tried to run the build made from the PC to the Mac and I also tried to build and run it from my Mac to my Mac. I would be very grateful if someone had an idea !Thanks a lot, Adrien :D
Hi Everyone,I currently have a DK1 and i'm trying to Output the oculus's Y rotation values to an outside application using either TextWriter or some other drive connect. but i'm having trouble grabbing the Y rotation values and i don't know where they are updated. my end goal it to send these values to a java script any help is appreciated thanks!
This is not my project, but I saw it posted on Reddit and felt it warranted a discussion here.Link to Reddit PostDemo with HawkenThis seems like the next evolutionary step past the Wii Balance Board. Simulating a rumble in the feet for footsteps is an interesting concept as well! With some refinement, I think it could be a good solution for seated or standing. Here were some of my suggestions:"Me" wrote:Have you given thought about how to use this for rotation? I assume currently you still have to use an analog stick to rotate. If you can solve that, then you've eliminated the need for a stick altogether. My suggestion is if you push only one foot back, you rotate in that direction. Ideally it would work best if you push one foot back and the other forward, but your current design doesn't allow for it.You're smart to focus on a seated experience, and you should nail that down first. Have you given thought, however, as to how this could work in a standing position? FPS's are more immers
I created a simple demo to show how to use the latest Oculus SDK with SDL2 and OpenGL using SDK Rendering. You can access the source code here.UPDATE: I updated the demo to work with the new SDK. Positional tracking is not applied to the camera, but it can easily be added. You can access the source code here. Here are two screenshots for those who are curious.
So im trying to compile thishttp://nuclear.mutantstargoat.com/hg/oculus2/file/5558b43eb653/src/main.c(Want to use opengl as I want to add in LeapMotion with minimal effort, but thats for later..)And I spent ages trying to figure out what .libs I was missing, and Ive now added all those in the tiny room demo.But I'm still getting one error:1>Source.obj : error LNK2019: unresolved external symbol "void __cdecl ovrhmd_EnableHSWDisplaySDKRender(struct ovrHmdDesc_ const *,char)" (?ovrhmd_EnableHSWDisplaySDKRender@@YAXPBUovrHmdDesc_@@D@Z) referenced in function "int __cdecl init(void)" (?init@@YAHXZ)Google has proved fruitless so Im stuck.Any Advice?
Let's imagine a single wired improved Razer Hydra as the default 6D controller for a 2015 CV1 launch :- It's wired to keep the cost down (*edited*).- It can provide gamepad input on pre-VR games.- It can provide keyboard/mouse input on pre-VR applications (including mouse input on Windows).- It leaves your second hand free.- If wired to the bottom of the CV1 the cable length is no longer an issue.- With a single cable, no more knots between multiple cables.- No camera line of sight required.- No finger tracking required (just need to check buttons, instead of trying to figure out what the fingers are pretending to do).- Provides a (clumsy) solution to body movement, that bare hand tracking doesn't provide at all.- Works 360° (by being wired to the CV1).- You can rest your hands on your knees while moving your VR body (like a gamepad).- You can switch hands to rest the arm holding it up (for extended sessions).- It provides basic haptic feedback.- It can be replaced by a dual high end w
I have implemented my own object viewer using the Oculus Runtime Drive 0.4.2. Today I have updated my driver and I am using the new API. So, I changed three things in my code:OvrGLConfig.Config.Header.RTSize -> OvrGLConfig.Config.Header.BackBufferSizeOvrEyeRenderDesc.ViewAdjust -> OvrEyeRenderDesc.HmdToEyeViewOffsetovrHmd_GetEyePose -> ovrHmd_GetHmdPosePerEye But Now, the aspect ratio of output windows are changed and the application is not working as it was before. Anyone has the same experience or can help me with this bug?
I was wondering... if I have a fully fleshed out idea that I really think could catch on and is unlike anything I know of or have even seen considered but don't have the skill/time to implement, can you give or sell someone the idea?To give more details this is a family game.
Hi Board.I'm a computer game and film composer looking for a new Project. If there are any Devs out there that need music written to your specification or any of the following tracks catches your eye. Let me know.Example of my work..You can find more of my work here https://soundcloud.com/neon-hazeHere is my project studio PM me for more information.
Hi there!I've mentioned this a couple times back around September, but now that it's official that Oculus VR is focusing on a seated experience and that external optical tracking looks likely for CV1 i think it's become relevant again..Also posted a comment on Reddit the other day, just thought i would create a new thread here to see if we can get a bit more feedback.http://www.reddit.com/r/oculus/comments/1uw0nl/the_next_big_hurdle_for_vr_getting_your_hands_inHere's a slightly edited version of my reply to the OP:"PatimPatam" wrote:Basically, i believe that the company in the best position to put our hands inside the game is actually Oculus VR itself.I would love to have an affordable haptic feedback glove, but for the 1st generation of consumer VR i don't think we really need one; a motion controller similar to the PS-Move but where each finger rests in a separate analog button (with optional force feedback) should be enough to simulate our hands. For instance I can imagine it having
The DK2 cables aren't long enough to go from the goggles/camera to our PC with the current set up we're using. We've used some regular USB extenders in the past and they work most of the time but it seems to be a little glitchy. I'm wondering if an "active" USB extender might be better and, if so, is there benefit to using 3.0 over 2.0?Thanks!
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