PCVR/Link Development
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Hey everyone,With the release of Unreal Engine 4.7, Epic and Leap Motion have joined forces to create an official plugin! This introductory Windows plugin enables developers to quickly and easily add virtual hands to their games.Right now, the plugin is available exclusively through the UE4 source code. Follow the steps in our documentation to access Unreal’s GitHub repository. From there, you can download the source code, build it, and start creating an amazing experience for desktop or VR!Some links relevant to your interests:Unreal 4.7 Source + PluginIntegration PagePlugin documentationOfficial Leap forum threadOfficial Unreal forum threadThis is just the first release, and we have a lot of exciting work ahead of us. Be sure to weigh in with your feedback and feature requests!
I just wanted to give everyone a heads up about the latest antics from Kotkin Enterprises (developer of the Delta 6). After 6 months of no contact and almost 2 years of no shipment to Kickstarter backers, they are now trying to extort more money from those of us that backed the Kickstarter. This is despite the fact that retail sales are already proceeding and shipping. Needless to say, most of the backers are refusing to give them more money as this is a violation of Kickstarter's TOS. The fact that they admit to having them in stock, but will not ship until we give them more money is a huge slap in the face to Kickstarter backers that have been waiting patiently for almost 2 years and watched retail sales proceed, despite having no contact from Kotkin since August of last year (and that wasn't a production update, just a link to an online news article). Now they want 30 more dollars per controller for US orders and 70 for International. Also of note is that in the Kickstarter,
Hi,I've just been toying with the idea to use your head to rotate your body instead of the joystick. Using the joystick for me causes motion sickness because your head/body isn't moving but the virtual world is moving. Rather, if you turn your head and the body rotates in an accelerated fashion, my brain doesn't seem to get so upset.I've built a little demo. You need an XBox controller, and you turn on Look-Accelerated-Turn mode by pressing any of: Right Trigger or Right Joystick (any direction). The more you press the more acceleration.Download links for Windows and Mac on my blog: http://talesfromtherift.com/vr-look-turnHas anyone explored this type of input?
Hi,As stated in the release notes of the SDK 0.4.4, new features include :- Added support for specifying OpenGL version and core profile support.- Enabling of GLE module. This moves the GL extension loading and management to the GLE module, which is somewhat like GLEW. This also allows for automated hooking of all GL functions on platforms (enabled by default on Mac because it doesn’t support KHR_Debug). It also centralizes the OpenGL version and extension management to a single place and consistent interface.- Added debug functionality to LibOVR to make assertion and crash reporting easier; sample apps and the Config Utility will now display a dialog on crash.- Added debug functions to CAPI, to allow real-time debug changing of eye-relief (in the creation of distortion meshes), and real-time debug offsetting of timing information (in generation of timewarp matrices).So :- how do you specify the OpenGL version ? and what does it mean exactly as the OpenGL context (and thus version) is
Hi allI am currently studying for my computer science degree, and have been given the opportunity to do some development work with the Rift. Unfortunately there is only one Rift on campus and (not unsurprisingly) I cannot take it home with me. Is there any supported software I can use on my PC at home to simulate the Rift? I know I wouldn't be able to properly test software, this is more to help me practice so I can maximum my time when I have access to the Rift.Thanks!
Hi,are there any news, if there will be support for 32 bit linux with the next SDK? In the last SDKs the oculus daemon has been only built for 64bit Linux. I also wrote several emails to the support last months, but got no answer.Best regards,Marc
A quick question about the position value reported by:ovrTrackingState ts = ovrHmd_GetTrackingState(hmd, 0.0);ovrVector3f p = ts.HeadPose.ThePose.Position;Where is p located in real space. Is it the center point of the front of the HMD?Can't find this in the developer guide...
Hello all,I apologize in advance if this is the incorrect place to post or if it has already been answered before (I searched but turned up nothing).I will be running a psychophysics experiment in the near future and have obtained an Oculus Rift. I have never used one of these before. I have managed to set it up on my Mac and try some demos and it works great.However, I need it for a different purpose. I need to display a scenic picture to a participant as they are lying down. The problem is that I do not want the gyroscopic features of the rift to be active (ie. I just want the participant to view a still image no matter the direction/angle/motion of their head). Are there ways to disable this? Or is there an existing plug-in that would serve this purpose?Any help would be much appreciated!Thanks!
hello crew,got this idea long ago and want ask a question to the programming guys out there:does the different engines have the possibility to lets say "trigger" actions via USB port?some examples what i mean:- riding a rollercoaster, put a fan in front of you and link it with the speed from your ride. standing still, fan is off, start the ride, fan turn on slowly, going down fast fan on full power ect.- driving a racecar around the track with your new fancy G27 steering wheel, make the chair vibrate when hitting curbs in corners or driving over grass when leave the track ect.i cant belive thats still not out there. i tested the concept and put a fan in front of my friends when they are in a rollercoaster. everybody agree that the experience is much more cool. but i feel stupid to turn that thing on and off all time.is it difficult or simple to trigger effects like that via software you have?
Hello - first post!Please read in its entirety, there are a couple of questions and a bit of a preamble.Ok, I'm a "tech head" - not on a level like you guys, but a tech head all the same (electrician by occupation - before you start flinging mouse mats at me).Yes I know it's a development kit, I know that, I have had it working on my main desktop and was awesomely impressed - even though I had to unplug all my three screens and then go in using remote access from a laptop to rotate the screen to use it, I was amazed honestly. Although I did take over an hour to get all three screens working again and will not be plugging it in while my arse faces south.So I installed it into my laptop with the intention of streaming from the desktop with steam using the GTX980 card in the desktop to run the games. Failed, got BSoD and had to do a restore, but hey - I get it, it's a development kit.So I'm gonna build a rig just for the Oculus itself using the older AMD6690 that just got replaced, no big
I'm working on my own DIY Omni Treadmill for Oculus/VR gaming, everything is built and functional (see https://www.youtube.com/watch?v=yI8WjaXX1tk for gameplay, and https://www.youtube.com/watch?v=oi5DU2JfRhU for a build log)Previously, I was using FAAST for Kinect to do tracking. It worked, but no matter how much I tweaked my profile the tracking just sucked to be honest. I'd like to try using my Wii Remotes instead after seeing some other scripts using GlovePIE. This one in particular looked to be just what I was looking for: http://www.reddit.com/r/oculus/comments ... lk_ingame/However, the Oculus Runtime Service has some incompatibility with GlovePIE (as described herehttps://forums.oculus.com/viewtopic.php?t=15216) and literally can't get the two to work together at all. FreePIE seemed like a decent alternative, and doesn't crash or have any noticable problems with Oculus, but I really don't know what I'm doing with FreePIE.Could anybody help out and come up with a simple script t
Right now there is a single C API for initializing the whole of the SDK... ovr_Initialize. Unfortunately this API does some somewhat hinky low level stuff with OpenGL and Direct3D drivers in order to support Direct HMD mode. This in turn is most likely what causes a lot of the incompatibility issues with things like multi-GPU card systems (in particular Optimus and DisplayLink). Unfortunately, you must call this function in order to do so much as detect if there are any HMDs connected to the system, and generally speaking, if you want to support Direct HMD mode you have to call them before you've ever set up your first OpenGL context. I would suggest an alternative. Break up the initialization function into distinct components based on function, specifically, between rendering support (output) and HMD detection and tracking (input). I should be able to call an ovr_InitilializeHmds function and thereafter do pretty much everything I can currently do with the sole exception of ovrH
I thought this would be relatively easy, but the more I read (here in the forums, elsewhere in the web) the more it looks like what I need to do is not possible.tl;dr: Is there any way for an OVR-based library loaded at run-time within an existing app to share OpenGL resources with the app in direct mode?Long version:I develop plugins for Max/MSP/Jitter, which is a widely-used visual creative coding platform in media art. (The same issue will apply to other platforms too). It is cross-platform and OpenGL-based. Plugins are loaded as dynamic libraries. I developed a plugin to support the oculus (http://github.com/grrrwaaa/max_oculus) which works great in extended mode/client-based rendering on a powerful enough rig. I'm sure performance would be better in direct mode, so I'd like to use this app to render GL content into a texture, and send that texture to the plugin to forward to the (direct mode) rift, for SDK rendering. But the more I read, the more it seems like this won't be possib
Thread carried over from : viewtopic.php?f=25&t=8140Thread for ideas and contributions. All ideas are welcome here, and will be considered.
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Hey guys,I am thinking of switching from PC to mac (various reasons) but I wanted to have the advice of other (skilled) developers on that change.My workflow mainly uses Unity, Blender, Sketchup; the targeted macbook(15inch with Nvidia 750M) should be used only for some moderate Unity and 3D creation and running moderate demos with the DK2. (similar to tuscany demo)My current PC is a Dell Precision M4800 laptop with Nvidia Quatro K1100M.Do you think this is a good idea ? Should there be other things to consider ?Do you also have the feeling that more dev is done at Oculus for PC and that sticking to it would be a better idea for the future ?If you have the same macbook, do you experience good results ?Any thought would help before making the change !Thanks
Hi I would like to enable and disable the positional tracking but can not find a way in the sdk. The only way seems to plug and unplug the camera. The reason is we use the rift on a moving platform/seat and the camera is also attached to it. (can not be placed outside) Positional tracking is not needed because the head is a more or less in the same position and the rotation is enough. But the camera is good to give an absolute orientation to the rift. Without that the rift orientation drifts over time and one has to recenter the pose once in a while. The idea is to enable positional tracking when the platform is still to get the right orientation and disable it when the platform is moving.Anybody any clues? anybody tried enabling/disabling the camera via devcon.exe?
Hi ! Sorry for my bad english,I've recieved my DK2 last week, and played lot of demos, just click on direct_to_rift.exe and enjoy, but, this morning, saw an amazing guy playing Euro Truck Simulator 2 with G27 and DK2. I bought it. Everywhere on the internet it's said to put -oculus in start options on steam and add Oculus Beta too. The problem is, my display on the rift is splitted, i see 2 same screen, like if i launched a direct_to_rift.exe demo on my monitor (2 screens). I can't play..Help please :cry:
Hey guys,I'm trying to make a simple stereoscopic image viewer. Right now I just have two planes overlapping, one with the left image texture, one with the right. I then have the left eye only render the left textured plane, and the right eye only rendering the right textured plane. It works pretty well, but something still seems off. Definitely makes me a little nauseous and gives me a headache. Is there a better technique for this? Any help would be greatly appreciated. Thank you.VRex
Howdy, Received my DK2 a week ago. I like to primarily stay under linux and am beginning to work on a game idea. The DK2 works fine booted under windows, but I have a nagging problem under linux. I have a fairly modern system, with an Nvidia GTX 750 card and the latest native nvidia binary drivers installed on Ubuntu 14.04 LTS. I downloaded the current 0.4.4 SDK for linux and so far, the only thing that works properly, is the test scene from within the config util. (Although it has a bit of annoying judder when I turn my head more than really slowly.) Every linux version of anything oculus that I try to run, will open on the main monitor screen, rather than the rift. For example, janusVR. It detects the rift, the IR camera activates, and head tracking is working, but the display is on the main monitor, with only my desktop background on the rift. It's the same with everything I try, always opening their display on the main monitor. The system settings fo
Good afternoon.I am trying to create a demo which links against libovr using Visual Studio 2010 in windows. I used as a basis the opengl demo fromhttp://nuclear.mutantstargoat.com/hg/oculus2/file/tipHowever, I am getting the following error:...\oculussdk\libovr\src\OVR_CAPI.h(661): error C2719: 'eyeTexture': formal parameter with __declspec(align('8')) won't be aligned(the same line compiles correctly when I compile the demos which are inside the official sdk, version 0.4.4-beta).I have checked the property pages for the visual studio solution, and all the options seems to match.However, the error tells me I must have missed something.I have googled the error but have not been able to find any clues on how to fix it.Any help is appreciated.RubenEDIT:I managed to get it to work by using the explanations in viewtopic.php?f=20&t=8949#p155558
When I place the OVRPlayer on my scene, my character is crouched down like a mouse. I can't seem to fix the height of my character (human height)I've tried changing the radius, height and adding different physics and scripts, but nothing seems to work. Can somebody help? P.S. I'm new to unityThanks
Hello guys, it's possible to make my monitor or TV display the oculus image without distortion ?I'm running direct mode, but on my monitor the image is like the belowhttp://oi62.tinypic.com/2m2ci68.jpgIts possible to see without this dual screen and distorcion on monitor ?I'm Unity Developper.
Hello all,Some good info here right from Oculus that I sourced for those getting started with development:http://dsky9.com/rift/presence-technical-requirements/Anyone having any info to add?
Hey, we just started our Steam Greenlight for a tower defense game that we've been working on called, Orc Assault. Here's a short video that we made to go with the Greenlight to give everyone an idea of that type of game play that will be featured. If it's something that you've like to play in the Rift, consider heading over to our Greenlight Campaign pagehttp://steamcommunity.com/sharedfiles/filedetails/?id=395857308and vote for our project. Thanks for checking it out.
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