PCVR/Link Development
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I'm interested in creating video, what programs and software are used to make the video 3d and 360 degrees?
Dug out my old Nintendo (actually PAX) PowerGlove from the cupboard where it's been sitting since the '90s. Back in those days I built the "Menelli Box" interface which hooks it up to a standard COM port in "Hires" (aka. Encrypted) Mode. So I wrote a quick "driver" (actually a class which reads the data from RS232 and packs it into a structure). Then I modified the OculusRoomTiny sample so that the cube is moved around with the glove data instead. Still very early days, and more of a novelty than anything right now, but it does work... Will smooth it out over the next days to see if the PowerGlove could make a usable input device... :)Before anyone tells me how rubbish the PG is, please include in your consideration how your previous impressions were formed: Connecting it to a Famicom? Connecting it to a PC parallel port? The "Hires" mode is a much better experience, but wasn't available to anyone who didn't build the 68HC811 micro-controller interface...
Anybody thought doing a real time mandelbulb fligh through with the Oculus in mind? That would be pretty trippy :) And low requirements, apart from the actual coding itself, but no assets to speak of. Perfect for programmers!
Hello,I have installed the runtime and SDK for 0.4.4, updated the firmware using config utility and restarted my system.But when i click on "Show Demo scene" from config utility to see if the setup is right, i get the following error message---There is a problem with your Rift configuration. The Rift is plugged into a different GPU than the one the application is rendering with. Rift on GPU: 0, Rendering on GPU: 1---Here is my system configuration :Windows 7, 64 bit (service pack 1) with 16 GB Ramintel core i7 processorNVidia Quadro 2100 MDirectX runtime version : 11.0From what i know, the system only has a single GPU. So i am still confused on how Rift render to a different GPU.I have searched for it online and found a few threads that discuss a similar error message. But i could not find a way to resolve it. Any help on this please ?Thank youRam
Hi, I have been using direct mode for last week or so in my custom engine (dx11). I have been boggled as to why I am getting such dismal frame rates on the simplest of geometry (In this case basically an unfurnished room and 4 point lights). after much trial an error I found setting my Minimum clip distance to just greater than 1.0f (1.1f for example) seemed to stop the drop in frame rate (37 fps) and stays at 75fps.in extended mode everything is good with a minimum clip distance of 0.005f, actually this drop doesn't seem to happen, but in extended mode directx11 actually goes into full screen mode on launch so not sure if that has anything to do with it.in my test vsync is on, both in engine and OVR_SDK lib.So any reason as to why the minimum clip distance is causeing an issue in direct mode? (mainly when approching walls it seems but does happen sometimes when not near walls)thank you for any help in this issue, as I just want to make sure it's not just something I'm doing wrong.side
How fast can Oculus turn it's displays on and completely off (no light at all)?I would like Oculus to blink in a speed at least 10 times per second. Is that possible?Thanks!
Hi,Are there any details on the PC hardware requirements for the rift? For example what king of minimum GPU is required to run the SDK? I got a Dell Latitude E6430 laptop w/ an NVIDIA NVS 5200m & was wondering if I could hook the SDK to this laptop. Any help or details on GPU/CPU ram details would be appreciated.I heard that the GPU must have QUAD buffering for Stereo 3D which is not available in all GPUs.Thanks
:? Just a newbie questionI´ve ordered 2x DK2 last week (monday 2.2.2015)But only: •Your order is awaiting inventory before it can be fulfilled. We will notify you when it's about to be shippedAny ideas when Chance to get one?Greetings from GermanyLutz Rahe
Hi,ovrHmd_GetLastError is documented as returning nullptr if no error occured.However, in my program, the latter always (global errors with nullptr as parameter or "per session" errors when passing my ovrHmdDesc address) returns a valid pointer to an empty string.Is this a documentation glitch (empty string means no error) or am I getting errors that are not described by the SDK ?SDK is 0.4.4 with DK2.Cheers,Jeff.
So I'm trying to get my DK2 to work on linux.This is what the oculusd tells me:OVR::DeviceManagerThread - running (ThreadId=0x7f9484f46700).OVR::DeviceManager - initialized.OVR::Linux::HIDDevice - Opened '/dev/hidraw3' Manufacturer:'Oculus VR, Inc.' Product:'Rift DK2' Serial#:'MSCEM707JHC4KP008100'[TrackingManager] Sensor added: PrintedSerial=2042AV0357VB UUID=MSCEM707JHC4KP008100But the driver can't find the HMD:No Oculus Rift devices found, creating dummy DK1 device..Did any1 get it to work, and if so is there a tutorial somewhere?
Hello all !Since this question often comes back, let's discuss about this matter on single thread to avoid redudancy of threads.As far as I am concerned here is my laptop configuration:I7-3630QM @2.40HZ(8 CPUS)6gb of ramAMD Raedon HD 7600M seriesI am worried about the GPU, I am sure that I wont be able to run latest games at 1080p/60 fps but do you think that I still can run some demos at a comfortable resolution / fps ?Thank you for your answers and don't hesitate to ask questions about your laptop as well !
I've been getting quite a few questions in regards to how things work in Proton Pulse Rift. I thought I would give brief examples on how I put things together in these threads to share the knowledge.There is no guarantee that the knowledge given here is worth anything. Use at your own discretion. :lol: Moving the Paddle with Head TrackingThe paddle follows your head movements on the X and Y axis, but remained Z locked.This is quite easy actually. First, you need to create a child object in the "CameraLeft" in the OVRCameraController prefab provided by the Oculus VR Unity Integration. We will call this the "Follower Object". Place the Follower Object in front of the camera as far out as you need to give the object following it the full range it needs.Now place the object you want to follow your movements into the scene (EX: a Paddle).Apply the following script in C# to the Paddle object:using UnityEngine;using System.Collections;public class FollowPosition : MonoBehaviour{ public
Hi, I'm trying to start Oculus DK2 development using straight OpenGL, and I'm not having much luck. I'm able to initialize everything, but no matter what I try I can't seem to get any output to the Oculus. Can someone spot the error in my code?#include <iostream>#include <GL/glew.h>#include <GLFW/glfw3.h>#define GLFW_EXPOSE_NATIVE_WIN32#define GLFW_EXPOSE_NATIVE_WGL#include <GLFW/glfw3native.h>#include <OVR_CAPI_GL.h>#include <boost/scope_exit.hpp>int main(){ ovr_Initialize(); BOOST_SCOPE_EXIT(void) { ovr_Shutdown(); } BOOST_SCOPE_EXIT_END; ovrHmd hmd = ovrHmd_Create(0); BOOST_SCOPE_EXIT(hmd) { ovrHmd_Destroy(hmd); } BOOST_SCOPE_EXIT_END; ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation, 0); if(!hmd) { return 1; } if(!glfwInit()) { return 1; } BOOST_SCOPE_EXIT(void) { glfwTerminate(); } BOOST_SCOPE_EXIT_END; glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(
This post should go into the Unity Integration sub-forum but my browser won't let me post there for some reason.When you try to compile with some BETA versions of Unity 5 you get this error:Assets/OVR/Scripts/Util/OVRMainMenu.cs(944,43): error CS0117: `UnityEngine.RenderMode' does not contain a definition for `World'In an editor edit the OVRMainMenu.cs code so that all instances of ".World;" are now ".WorldSpace;"You will be good to go with no compile errors
I think I figured out how to render equirectangular (360x180 degrees) stereoscopic (3D) images sequences with Blender!!! Well...technically other people figured it out and I just put the pieces together.Here is the full sized rendered image to try for yourself in Whirligig.http://imgur.com/f7LM3tQSoftware:Blender 2.72b http://www.blender.org/noeol's Stereoscopic Rendering Blender script 1.6.9 http://www.noeol.de/s3d/VirtualDub 1.10.4 http://www.virtualdub.org/Whirligig 1.47 http://www.centzon.co.uk/whirligig/How to:There's basically 2 steps involved. First you setup an equirectangular lens on Blender's camera. Then you convert that camera using noeol's script into a stereoscopic rig.Equirectangular Setup:To setup an equirectangular camera lens you must first set your render engine to Cycles Render. Then select your camera and in the Lens section of the camera Settings choose Panoramic with an Equirectangular lens type. You won't see the Lens Type setting if you don't change the render
Hi there,I'd like to capture 3D videos but before investing on two gopros and their dual mount system, I would like to have one question answered:The distance between lenses in that system (http://shop.gopro.com/EMEA/accessories/dual-hero-system/AHD3D-301.html) seems to be very short (compared to the distance between the eyes on average people's face.) Is that really enough space to create a 3D effect?I was also wondering if there's a way to calculate how far the effect is going to be present, before a distant object "becomes 2D". I assume the more distance between lenses, the farthest the 3D effect can reach but this must have limitations right?Thank you.
Hi everyone,I am very pleased to share with you the OpenGL version of OculusRoomTiny, the D3DX sample provided with the SDK.With the aim to facilitate readability and comparison to all of you, I tried to keep the same coding style.I have enclosed it in the Oculus SDK for Windows 0.4.3 Beta. You can download it here:http://federico-mammano.github.io/Oculus-SDK-0.4.3-beta-OpenGL-Demo/I hope you find it useful.
Has anyone developed an app that simply allows the user to switch from the main monitors to the monitors within the dk2? No 3d conversion, just a simple approximation of the same thing one would see on the monitors themselves.
I COPY AND POST MY POST IN KOR-FX FORUM HEREI love this vest!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! listening to music with it is amazing after forgetting it's on having a flying valkrie be right over near when we were defending sky mesa was cool It's like having a strong amped up Sub directly in front w/o the massive power requirement it would be so cool if it would become full body I'm sure ordering a couple sets and doing some hacking and mounting it would happen this is the best!!!!!!!!!!!!!!!!!!!! thx everything I do on the PC has become better sound wise IT'S SO GOOD the vibrations are just right and not RANDOM at all IT WOULD SELL OUT FOR MONTHS IF PPL KNEW ABOUT THIS LOL I was at clubs directly in front of SUBS and its like the SAME EFFECT w/o going DEAF this IS EVEN BETTER Than using an EXPENSIVE racing wheel in racing games U don't even need a monitor just THIS, a good sound card w/ the right settings, and Bose QC20/QC20i'shttp://www.bose.com/controller?url=/...p&Variant=q
Hi,I'm looking at moving away from a desktop for development to something more portable (ease of mobile demonstration).Looking at Alienware 17, the spec looks something like this:- Intel® Core™ i7-4980HQ Processor (Quad-Core, 6MB Cache, up to 4.0GHz w/ Turbo Boost)- Windows® 8.1 (64-bit), English- NVIDIA® GeForce® GTX 980M with 4GB GDDR5- 16GB Dual Channel DDR3L at 1600MHz- 128GB M.2 SSD (Boot) + 1TB 5400RPM (Storage)High ticket investment so I would like to here some opinions and understand whether or not DK2 would work well on this.Thoughts/comments welcome.Many thanks.
I'm not a developer, just a gaming and VR enthusiast. I was wondering if anyone thought of or is working on using Euclideon's Unlimited Detail technology to make an absolutely EPIC VR experience yet? If you haven't heard of Euclideon, here is their official site, it is truly incredible, and it's potential could be more fully appreciated and realized with the Oculus. http://www.euclideon.com/Euclideon's unlimited detail technology does exactly that. It allows the use of unlimited point cloud data in place of polygons for rendering graphical software. Sounds impossible, but they claim it works due to a google-like search algorithm that is able to find and send to your systems ram, only one point of cloud data for every pixel of your monitor. In this way the processor requirements to render any scene no matter how graphically detailed, stays exactly the same, and manageable. Whats more, the requirements are so low, even a basic laptop can produce graphics 100,000 times more detail
Has anyone heard about this company?The website is high on polish and buzz, but low on details: http://criffin.com/Their Twitter feed says they won some sort of innovation award at WebSummit in Ireland, but I couldn't find further info: https://twitter.com/CriffinRD
Hi,I've been having trouble setting up the oculus rift dk2 for the Ubuntu 14.04.The DK2 is connected and installed, but I can't switch the DK2 into extended mode; all I get is no video signal and an orange light on the DK2.I have installed the linux 0.4.4 sdk and can run oculusd with no errors. I can also run the config utility and it detects the DK2 and the IR camera. I can also see the DK2 in the screen display setting, showing up as a 1080p display.However, when i go to the configuration settings, everything is greyed out except the Legacy DK1 option. And unchecking it will cause a sync error, so I can't really touch that.All I want to do is set the DK2 into extended mode. I know there's nothing defective with the hardware as I've dual booted into windows 8.1 and have successfully ran the Tuscany Demo and Half life 2 VR, done using the extended mode on. It's just linux giving me issues.Any help would be greatly appreciated.Thanks!
Hello everyone,As a french student in development we have a project for the end of our studies. We chose to create a robot equipped of two cameras on servo's and wheels. The idea is to use the occulus to "see through the eyes" of the robot and move its head depending on the data gathered from the oculus.Today I managed to get the angle data of the oculus but after days of testing and research im stuck on a problem. Indeed I have no idea how to create an openGL (yes we would like to implement openCV for image recognition later) window, transform the two video streams into oculus "type" and then show it.I've tried jerico's ideas but impossible to make oglplus working. I've also searched through https://github.com/federico-mammano/Oculus-SDK-0.4.4-beta-OpenGL-Demo but the Win32_OGLAppUtil.h is overly complicated and i refuse to copy/paste code without understanding it.Any hints, tutorials, explanations? I cant seem to find much info on the forum for a beginner.
Hello!I'm actively developing a Google Cardboard game called Attack of the TeapotcoptersThis is a 3D helicopter game, with the following controls:* Looking at 3D buttons under the helicopter sets your speed* Looking at 3D buttons will make the helicopter go up / down* Tilting your head (roll) makes the helicopter turn left/rightThis way you can look around in your environment, which is good, but you can easily lose track of your helicopter, and there are too many buttons that make the controls uncomfortable and slow.There is also shooting, which can be Toggled by clicking with the cardboard magnet, or tapping the screen/menubutton, etc.I dont have an oculus rift, so i'm asking for advice, or any tips, on how to improve the controls. Is there a game with similiar scenario, but with better controls out there? Is there a more intuitive approach?Currently there is support for Game controllers (usb or bt), and it works great, but not everyone has a controller to attach to their phones...
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