PCVR/Link Development
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I recently ported my code to 0.4.4, and I noticed yet another C++-ism in the C headers. While the static_assert you've used is a nice sanity check to make sure structure sizes aren't different from the compiled library, it unfortunately breaks C programs (and really C++ < 11 programs as well). If you must include static_asserts, at the very least put them in a:#ifdef __cplusplusor even better an:#if __cplusplus > 199711Lconditional block.But really, the most important thing you should do, is have a simple C test program to test with before releasing a new version of the SDK. You can use mine if you like, it's public domain: http://nuclear.mutantstargoat.com/hg/oculus2/file/tip (mercurial repo).
Hey folks,I want to start experimenting with mobile device sensors and sensor fusion to estimate pose. This raises the question of how to do validation. Years ago, I tried just double-integrating iOS linear accelerometer data and concluded that my naive approach + the hardware wasn't good enough at that time. So, coming back to it, how can I rigorously establish ground truth to compare my estimates to? I've seen pictures of a robot arm at Oculus -- but that's a bit out of my price range. Anybody have experience with this?I'd be willing to start with movement along one axis and/or rotation about one axis only. Maybe I could get by with a custom-machined jig that has a marker at a known distance to some known tolerance?Thanks in advance for any thoughts and tips!
Does anyone have an idea of the best way to go about this? I rendered this short animation (https://www.youtube.com/watch?v=mSqrSaOfeqg) and combined the left and right channels easily enough, but without the distortion it's definitely lacking. I would like my end product to simply be a movie file. My inclination is that I'm going to need a script that uses the API to distort each frame but I'm not sure this is correct and don't really know where to start with creating the script. Any help would be appreciated.
I've already seen a few threads on the web explaining why the Oculus won't, or barely work with the GT70 2PC notebook. the reason why? mostly because it's a notebook :P it kind of works in Extended mode. but not with the Direct HDM. you get an error that has to do with the rendering GPU. not sure what it was anymore. but I was wondering, will this get fixed with the consumer version? I'm now borrowing a DK2 from my school, but I am really planning on getting the CV for myself. but with a laptop which isn't compatible with the Oculus (or vice versa) I'm not sure. I was wondering if other people had the same problem? I think the reason behind it is because of the fact that the MSI GT70 2PC Dominator is one of the first laptops with a GTX870m Graphics card in it. and maybe Oculus doesn't support that one yet. really hoping that this will get fixed in the new versions of either hardware or software from Oculus, cause the headset is bringing great options to my study and school.
I successfully downloaded and installed the Oculus Runtime from SDK 0.4.2 for Mac OS, and configured displays so that the Demo Scene (launched from the OculusConfigUtil) runs just fine on my DK2.However, if I log out then log in to a different account, the Oculus is not detected. When I open the OculusConfigUtil, I get an error, "The Oculus Service is not available." If I log back into the original account, everything works fine there.Is this an expected limitation, only the installer account is able to access the Oculus? Does anyone know a way to manually launch the "Oculus Service" from a different account? Both accounts that I'm using are Administrators.Thanks.
I work with a small team on some VR experiences. I have a couple of friends who work in the music / sound engineering industry and we want one of them to join us. Im an audio newbie and have no idea how involved producing audio for VR is.What kind of skills / knowledge are beneficial for this role? What kind of stuff is an audio engineer for VR experiences doing?Would be awesome if someone could shed some light on this.
Hello Everyone,I am using a mac book pro brand new for this project. With an Nvidia card I installed the run time . I have vision out of both left and right equally in config utility demo but when running Tuscany or Titans ... I can barely see anything. Its as if the right side of showing 25 % while the life is showing 75%.I have been searching everywhere and even tried this on my old Mac Pro and got the same results. I am pretty anxious to see what this should really looks like.
The old example, GLFW, OpenGL compatibility mode.Renamed RTSize to BackBufferSize, changed in 0.4.4 compared to earlier versions of the SDK Removed OpenGL state leak restore calls. They seem to be ok now.// GLFWOculusRiftTest// (c) cThrough 2014 (Daniel Dekkers)// Version 2014120800 Based on DK2, OculusSDK 4.0.4#include <GL/glew.h>#if defined(_WIN32) #include <Windows.h> #define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WGL#elif defined(__linux__) #include <X11/X.h> #include <X11/extensions/Xrandr.h> #define GLFW_EXPOSE_NATIVE_X11 #define GLFW_EXPOSE_NATIVE_GLX#endif#include <GLFW/glfw3.h>#if !defined(__APPLE__) #include <GLFW/glfw3native.h>#endif#include <OVR.h>#include <OVR_CAPI.h>#include <OVR_CAPI_GL.h>const bool l_MultiSampling = false;const bool l_Spin = false;int g_DistortionCaps = 0 | ovrDistortionCap_Vignette | ovrDistortionCap_Chromatic | ovrDistortionCap_Overdrive // | ovrDistortionCap_TimeWarp // Turning this
Hi,I am new to Oculus and don't have much experience in OpenGL either.I want to render the images that captured from webcam to Rift to create a 3D environment.I have done some research and encounter a lot of terms that I am not familiar with (SDL, GLFW etc.).So far I have a rough idea of how to do it:1. Grab the images from webcam using OpenCV2. Convert the images into OpenGL texture3. SOMEHOW render it to OculusBut I still don't have a clear clue how to do it, so any help/hints are very much appreciated (what library/tools should I use, any easy-to-understand examples...)Thank you for your time!
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 Cormack 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 believe our "eco-system" can form the basis for haptic feedback - as we now have a stable platform which rotates toget
( English is not my native language, sorry for any grammar mistakes or just weird sentences. This is also my first time posting)(I don't have a degree within neurosciences just some electronics)VR Hybrid systemMost people think of a nervegear like device as the full VR experience. Butt i believe that there need to be a step between analog VR and true VR. Therefore i think a system that uses EEG to input simple movement commands coupled with a VDS (Visual delivery system)(Oculus rift )The Graz university in Australia has already used EEG to input basic movement controls to a game (World Of Warcraft) Unlike the nervegear this only has to read signal not induce this makes every thing a lot simpler and increases affordability.The analog VR components would limited to a VDS and a build in headset.The EEG device,VDS and headset are all mounted in fullface helmet. this increases user friendliness and keeps the EEG electrodes in place.One of the problems i can think of is that to emit a signal
Hi Guys,I am very interested in making stereoscopic panorama videos and watching them via the Rift. I've already tried it using Unity, but i certainly wasn't happy with the achieved result. In my mind the gap between a viewable Framerate and a reasonable video quality is way to big. Is there a particular video codec i should use or is using unity actually a bad idea?If not, what are the other options? I would really like it if there was a solution that actually worked with both pc and mobileThank you very much for your help, Justus
Hey, so I got the barrel distortion up, but now I want to integrate the chromatic aberration distortion into the same shader and I kind gotta a feeling it should be possible, but I'm a complete shader noob, can anyone help?This is the code so far (the arrow out parts are what I'm struggling with):SOLVED: The below code works!String VERTEX = "void main() {\n" + " gl_TexCoord[0] = gl_MultiTexCoord0;\n" + " gl_Position = gl_Vertex;\n" + "}";String FRAGMENT = "uniform sampler2D tex;\n" + "uniform vec2 LensCenter;\n" + "uniform vec2 ScreenCenter;\n" + "uniform vec2 Scale;\n" + "uniform vec2 ScaleIn;\n" + "uniform vec4 HmdWarpParam;\n" + "void main() {\n" + " vec2 theta = (gl_TexCoord[0].xy - LensCenter) * ScaleIn;\n" + " float rSq = theta.x * theta.x + theta.y * theta.y;\n" + " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + " + " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n" + " vec2 tc = LensCenter + Scale * theta1;
I've been looking at various input devices to use with my oculus, so far I have a leap motion for the hand controls and I was looking at various locomotion systems, but then I found 'Stinky Board' (horrible name, for an interesting product).http://stinkyboard.com/I'm wondering if anyone has tried this out with oculus games, it seems like it would be great for VR games while sitting!
What is the best method to use a 360 degree panoramic image and view it in the Oculus? Is there a way using Unity 3D?
So I'm trying to setup an incredibly simple oculus application for test purposes that just gets the orientation from the oculus and prints it to standard out (it's a terminal c++ application).I haven't so far been able to properly link the oculus sdk to my program, and I can't find where the problem is. I haven't found anyone else with a similar problem on the internet so far, which means I'm probably doing something wrong. Here's my problem... All ovr functions calls are listed as undefined references. Which leads me to believe the library isn't linked the way it should be.Here's what I've done...I have the windows sdk downloaded and I've tried the same general linking steps with both g++ and Visual Studio. I've specified the folder/file for the header file where OVR_CAPI.h is located, and I've specified the oculus library files in libOVR/Lib as additional dependencies (and added the path to them to the search path). None of this changes anything. The header file is being located beca
Hello.Recently, villmer 0.0.1 beta was released at http://www.villmer.com/beta. Villmer is an upcoming platform for developing VR immersive projects that utilize 360° video as their foundation. It was designed to work with portable VR devices, such as Google Cardboard. This means it uses the device's (phone's) orientation system (accelerometer, gyroscope, etc) to control the point of view of the user. The current beta is browser driven, with desktop and mobile apps in the works. If there are any GearVR users who would like to view it, here's how:1. Visit http://www.villmer.com/beta2. Open the circular navigator by:A. pressing the circle icon at the bottom of the screenB. two-finger tap the screen (mobile)C. right-click the screen (desktop)3. Select the options menu by pressing the GEAR icon4. Select 'hmd' from the menu.5. The app should automatically enter stereoscopic mode + enable the motion sensors.Any feedback would be appreciated. Best Regards,The Villmers
Is it possible to use the Oculus DK2 from a Windows 8.1 WinRT / Modern App?I got a WinRT component using OVR compiled + linked and ovr_Initialize() works but ovrHmd_Create(0) returns a NULL pointer. Without further info. OVR::Service::NetClient::GetInstance()->Hmd_GetLastError(NULL) returns "Unable to find connection"I was hoping to initialize the Direct Mode with an HWND retrieved like this http://kennykerr.ca/2012/11/09/windows-8-whered-you-put-my-hwnd/Any help would be appreciated!
EDIT 16 Jand 2015Overclocking Monitor to 75HZ.,After having some success with overclocking as I mentioned earlierbelow in the post I Now for some reason cannot get any benefit from it. I have tried several things but there is still judder in some demos and always in Unity Editor in play mode. This must have something to do with Unity but somehow now I get the feeling it might be something to do with the data transfer over USB. I am going to grab myself a few different Hubs and maybe even a dedicated USB controller.I have even bought a 144hz monitor which did not allow for 75Hz in 1080, only 1024 but it would allow 80hz in 1080p. I did not try this out as I do not want to go the chance of breaking the Rift.So please post here if anyone has been having more success in overclocking than I have had. I think getting the Rift to work smoothly if a combination of Monitor settings, graphic settings and Computer configuration. I use an i7 2700k, 32GB, Win7 64bit, Nvidia GTX 970 and SSD drives.
Hi,My vignette no longer works, with 0.4.3. I've read a lot of info on the vignette being wrong in 0.4.3, but I'm not sure this is the same issue.I'm using the extended mode.This is what I want (it's what it looked like in 0.4.2):This is what it looks like in 0.4.3:I read out the vignette factor values that I got, and noticed some where actually below 0, which doesn't make sense to me. Isn't the vignette just there to darken the image, so it should be used to multiply the colour with - meaning it should go from 0 to ? For some reason I get values between -0.37745 and +1.Is this the issue everyone else has been reporting? Or is this something different?The code setting up the mesh: for( unsigned int i = 0; i < meshData.VertexCount; i++ ) { ovrDistortionVertex v = meshData.pVertexData[i]; manual->position( v.ScreenPosNDC.x, v.ScreenPosNDC.y, 0 ); manual->textureCoord( v.TanEyeAnglesR.x,//*UVScaleOffset[0].x + UVScaleOffset[1].x, v.TanEyeAnglesR.y);//*UVScaleOffset[
Hi everyone, my apologies if I'm doing this wrong (I seem to have a habit of misunderstanding rules and regulations) but I'd still like to leave this bit of information here. The VR related uses are quite obvious, I think.Feeling virtual objects in mid-air using ultrasoundDecember 3, 2014Focused ultrasound creates haptic shape of a virtual sphere University of Bristol researchers have developed a method for using ultrasound to generate an 3D haptic shape that can be added to 3D displays so that invisible images can be felt in mid-air.http://www.kurzweilai.net/feeling-virtual-objects-in-mid-air-using-ultrasound
Hello everyone,what I'm basically trying to achieve is a behaviour similar to the demo scene accessible through Rift's Configuration Utility:When the mouse cursor is moved within the application's window, it is mapped to the virtual screen in distant.Currently, I have no idea how to realize such behaviour. Where can I get the cursor position relative to the app window?Any hints are much appreciated. Thanks in advance.
Hey there,since I am trying to build something similar, I was wondering if it is possible to get the sources of the Oculus demo scene. Not talking about the Tuscany demo but about the small demo scene built in the oculus configuration utility which comes with the Rift's drivers (where you sit or stand behind a desk and can interact with some kind of screen using your mouse).Does anyone know something about it or can point me to the right direction?Any hints are much appreciated. Thanks in advance.
Will there be a Crescent Bay developer kit or a developer kit with integrated audio headset and when? Looking forward to hear from you, thank you! :D
Hello Everyone,Following on CES announcement about Oculus 3D audio SDK :What will be the state of Unreal Engine 4 and 3D audio with Oculus Audio SDK ?Will that be for 4.7 ? (due in 2-3 weeks)Also will that be GearVR compatible ?I really hope 3D audio support for UE4 is coming at the same time as Unity'sThank you !Ol
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