PCVR/Link Development
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I feel very inspired to create an original board game for the Rift with lots of 3D animations, etc. However I need an engine to do this as I want to see results fast.There are three engines I have in mind - Unity, UDK and CryENGINE. Are there any others?CryENGINE is my first pick before UDK and last Unity. Unity is last simply because I have to pay upfront. The other two are free until you actually start making money. And if you release anything for free they will also stay free.CryENGINE is my first choice because I get the latest engine for free while UDKs latest version is still kept for licensing only. And the latest version of CryENGINE also have native Oculus support as to the UDK needing its own build.Why I even have Unity in my list is because it is a clean game engine, not created for a specific title in mind. While CryENGINE and UDK are made for 1st person shooter games. As you can see when starting an almost clean level you still get the first person view with a gun
Hey all,I have created a simple, inexpensive device that allows you to remain seated while walking through your virtual environments. It uses a pair of wireless ankle bracelet sensors that convert a walk-in-place gesture to respective keyboard or gamepad inputs.The video: The video is not very well done (I made it for my college class as a final project assignment). I will make a more interesting video soon. Until then you may want to skip to 3:28 in the video to save yourself from my horrible speaking abilities.I invented a device very similar to the Virtuix Omni back in 2009. I have had it in the patent process for a long time now. I realized while developing it that there are major drawbacks to this kind of "omni-directional treadmill". 1. They are expensive.2. They are uncomfortable and unsteady.3. They are exhausting.4. They assume the user is healthy with no medical issues.I would love to hear everyone's feedback for this method of VR movement. I would love to pursue devel
Ok, that's a little too melodramatic of a title.We've got a java application, using jogl, rendering multiple opengl contexts, incorporating libovr via jni, rendering with client distortion rendering (because all of our content is working in jogl), and we have the oculus rift dk1 and dk2 working in "extended desktop" mode with the exception that there is lots of Judder for the dk2.Lots of Judder.When I run the Oculus World Demo in extended desktop mode, there's lots of judder there too. However, when I run the Oculus World Demo in direct hmd mode, no judder.So, I'm trying to get our client distortion rendered, opengl, java application working with the oculus in direct hmd mode. No dice. Should this be possible? When I call ovrHmd_AttachToWindow(hmd, hwnd, NULL, NULL) it returns true, but nothing ever appears inside the headset. I'm getting the hwnd for the window I'm creating over in Java Swing by calling the Windows API FindWindow function. You see, I've got to create the window
Hey,I just got a new Win 8.1 laptop (Asus ROG G751JT) and spent an afternoon getting everything to work. I thought I'd share everything I learned in hopes it can help people save some time. There is also a little trick at the end that helps those who demo a lot and want a cheap / easy solution to preview what the user is seeing without messing around with Direct mode / Extended mode landscape/portrait mirroring madness.1. HDMI - HDMI cable provided by DK2 may produce image with green dotsWhen using the HDMI cables provided by the DK2 on our Asus ROG G751JT, we see a distribution of bright green dots. The fix that works reliably is to use a normal HDMI cable - which unfortunately means another wire to manage. I ended up using the HDMI cables from DK1. This may just be a case of having a bad DK2 HDMI cable. I wonder if this has anything to do with the HDMI hardware based encoder/decoder - to keep the wires thin. Also, for our Asus ROG G751JT, the HDMI needed to be pushed in a little hard
Hi, I'm working on updating our integration of the Oculus SDK into the Prepar3D flight simulator. We are currently pulling our integration of the Oculus SDK into the core platform, rather than as a plug-in. I believe that this is our only real option moving forward, as it isn't really possible for a plug-in to initialize the Oculus runtime and hijack the DXGI factory to enable direct mode rendering.I've pulled the libovr headers and library into our device initialization code, but I keep running into runtime crashes in the Oculus driver when direct mode is enabled. It will initialize fine when the oculus is set to extended mode, but the application crashes in the OVRDisplayRT32 when creating a swap chain with the hijacked DXGI factory. Any ideas on why this might be happening? The crash doesn't happen with the 4.3 SDK / runtime.
Hi there, first time posting to the forum.I'm working on a VR experience with the Rift and the idea is to have a few short experiences in one story. My question is would it be possible to hook up a second positional tracking camera to the same computer and use a splitter of some description to send the second one to the rift so that at the press of a button the positional tracker being used will switch between the two. This would allow us to minimize the gap between the two experiences and help us to keep the immersion. Otherwise we will simply have to set up another rift and switch the two out on the laptop end.Cheers, Chris :D
There is SDK for Unity? that enable me to do Augmented Reality for mobile?
Howse about a simple 4 pressure sensor per insole which makes up a 8 way directional movement? With calibration for the difference in pressure between sitting and standing, for use either way at the check of a box? Transmission via bluetooth and powered by litium ion usb rechargeable batteries (like the little packs in the bluetooth ear pieces). Insoles would be trimmable to size and washable (but not dryable). Just gimme 15% :lol: put little cell phone vibrators in the arches for haptic feedback...that would $%&# people up :twisted:
Hi,First post so please bear with me. I've searched the forums but not found an answer to this, so here goes..What I think is the one weakness of the Rift is having to move the HMD away from my eyes to click on menus, etc., in other programs (and that affect what I am looking at). Is there any possibility of fading in a transparent version of another application so that menus can be selected etc., and then fade it out?Many thanksHugh
I have a 360° Panoramic stereoscopic 3D multicamera video rig using 14 cameras.http://photocreations.ca/3D/mobius_camera_rig.htmlI have added a new S3D panorama of the sun setting.http://photocreations.ca/3D/index.htmlUnfortunately two of the cameras did not record. The faulty cameras were the left and right view of the exact spot where the sun was going down. The -20°C cold weather meant the cameras did not record as long as I hoped. record time were between 20:48 and 53:50, averaging 37:30 minutes. I compressed the usable 20 minutes footage into a 1 minute timelapse.I was also testing the quality of locking the white balance of all the cameras; in this case to cloudy. I corrected for the changes the cameras make because of autoexposure but even with whitebalance locked, I should have also corrected for differences in whitebalance.I have got much better at the aligning and stitching of the videos.My new interest in 3D panoramic video led me to go back and render in higher resolution m
I originally posted this over on the oculus subreddit and I'd love to hear your opinions and ideas too. Original: http://www.reddit.com/r/oculus/comments/2jbjfd/education_in_vr_will_it_be_any_different I've been thinking about virtual classrooms and lectures and the like, and I'm not sure how VR will change anything. Oh sure, people will be able to plug in and attend from anywhere, but that's already the case with internet courses and they've hardly revolutionized the Western education system. Instead, they're used as supplements to plain old physical-presence-required classrooms.It seems to me that if VR were implemented in the public education system today, it will be used to place a 3D talking head in a white room with a 3D PowerPoint presentation floating alongside. Maybe these slideshows will envelop you and you could touch them and stuff, but how is this different from taking a field trip to a museum and listening to the guide drone about each exhibit you pass? Once the virtual r
In Oculus VR Best Practices Guide, for optimization, decrease eye render buffer can improve performance. How can i set the eye render buffer? i am using Unity 4.6 with Oculus SDK 4.4
Okay, so I'm currently working on a port for stellarium, and I just can't get stellarium to show SBS. I don't need it 3D, because everything you look at is far away. So, I just need it to show up twice for both eyes. Anyone know how?
Hello,So I am curious about whether any devs on here run detection on their apps when an Oculus Rift is plugged in after their application starts up.Basically, my application can detect the Rift after a user-initiated action or when the application itself starts up but I am wondering if folks have written code that allows then to detect the Rift when it is plugged in after app startup.Makes sense?Thank you for your time.
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...
Yesterday, I created my first 3D video to playback in the Rift and it was cool. If anyone wants to read about the steps I took, I wrote a quick blog about the experience.http://russpond.com/gopro-hero-3d-oculus-rift-stereoscopic-video-vr/Cheers!Russ
Hey guys, we just posted a trailer for our new game called Final Strike and started our Steam Greenlight. It's an arcade flight sim that pits you against an alien mothership, a la Independence Day.If you like it, consider dropping by our Greenlight page and voting for us. We need all the support we can get from the VR community!https://steamcommunity.com/sharedfiles/filedetails/?id=366467662
Lately I have been making stereo 360 panoramas using this twin Gopro rig (and another rig with a closer interaxial).https://www.youtube.com/watch?v=QFSeAdb9KvsThe quality of the latest full circle fisheye M12 lenses and the good sync of the Dual Hero System and Gopro3+ Black Protune image quality and EV control at 2.7K means stereo panoramas up to 5000 by 2500 each can be captured in as little as 5 seconds. The large number of frames from video capture means slice stitching modified by manual masking stitching (PTGui's green -- "keep this" -- masking brush) can produce a seamless 360 stitch, even with quite busy scenes.So this is a good thing in itself, but the fact that a 3d video rig is being used for the 3d panorama capture by rapid rotation means that the same rig can be used, at the top of the same pole, except not rotating, stationary, just having to be turned manually to face generally the area being videoed before the shot commences. And then afterwards, in post processing, a
Hello. I am new to gaming and oculus. I have created a sample scene in unity and would like to view it in my rift in direct access mode. But it is not working. I get no input in HMD (orange light). The demos are running fine. Also when I try viewing my sample scene in extended mode, I have to change the screen orientation to portrait to view it properly in the HMD. Still the display in HMD is unclear and distorted. Kindly help me with fixing this issue.
Hi all,I've been perusing all the wonderful example code posted by the community, and I've found nice working examples for direct mode in OpenGL using GLFW and SDK distortion. Works great. But the examples I've found using client-mode distortion don't seem to function. I'm using 0.4.4 SDK. Anyone know how to get that to work?Thanks!
Hi everyone. (yes, even you, fat shcoolboy)Going to buy the mighty oculus (Also, is it worth it to buy sdk2 now? cause i guess there will be sdk3 3 there soon)and dunno how to install it on UE4.Any help will be welcomed
Hello everyone,sorry if this is not the correct place to post this stuff, but I'm quite worried about my orders because I placed two on January 9th and one January 14th. Since then, none of them changed regarding status or details info.Status:PENDING:Your order is pending. Please see the reason(s) below.Detail(s): Your order is awaiting inventory before it can be fulfilled. We will notify you when it's about to be shipped.How long does it take? The status update is not updated? I contacted support but they don't answer fast.Thanks and sorry again!
Is it possible to monitor the head tracking while a game is running ?I would like to monitor where a user is looking and take action based on the location, this should work while the user is in a VR environment.
Hey guys,i'm new to OpenGL, im new to everything concerning game-programming. So please forgive my poor opengl code and knoweledge.I only wanted to code a very small example using the OculusSDK that runs on both, windows and linux.I'm using:- OculusSDK 0.3.2- glfw- glewIt works on windows, but keeps crashing on linux, and i have no clue why. I tried to debug it with "gDEBugger", but this debugger crashes on startup with a segmentation fault (testet on 3 different machines running 14.04).I forgot to mention that i get opengl errors on windows after each frame-call, coming directly from:OVR::CAPI::GL::DistortionRenderer::GraphicsState::Restore - capi_gl_distortionrenderer.cpp, line 380Error:Reason: OpenGL ErrorBreaked-on: glBindFramebufferEXT(GL_FRAMEBUFFER , 1)Error-Code: GL_INVALID_OPERATIONError-Description:The specified operation is not allowed in the current state. The offending function is ignored, having no side effect other than to set the error flag.Please, can any
With Microsoft's announcement of there Holo lense headset and its native support in the upcoming Windows 10 release. That oculus currently will not run on the Windows 10 Beta.http://news.microsoft.com/windows10story/ what you want to see starts at 1:39. Did they just leapfrogged Oculus? Are you now actively developing for it? If so why dose Windows 10 not run the SDK?
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