PCVR/Link Development
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Hey folks,This is a repost -- I first posted it in the Stereo 3D forum, which was probably the wrong place...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!
I've really been having nothing but trouble getting the Rift to work in Unity on my Mac, but now I've solved (hacked) nearly all of the issues. However, I'm running into one that I can't seem to fix, and haven't found any other topics discussing yet.The bug is that when I turn my head in my game, the pixels at the edge of the view will momentarily "smear" out into the scene for a frame or so, before the rendering seems to catch up and fill in the screen with the correct geometry. I saw this problem before when I upgraded to OVR SDK 0.4.3, but I was able to fix it by turning "Time Warp" off. Now, however, that solution doesn't seem to be working anymore. I did upgrade to 0.4.3.1 Beta, but I don't think this issue came back until I tried moving the OVRManager component around.The OVRManager component was originally childed to my player object, but I thought it made more sense for it to be a global element (if I eventually wanted multiple OVRCameraRigs or players or something). So I
Using the both Java frameworks I'm testing with, it is quite difficult to identify the Rift from the list of available monitors. Mostly it appears as '1' and the primary monitor as '0' but this is not always the case. Currently I'm trying to spot it using a dimensions comparison, which needless to say is also pretty unreliable, and not very future proof. Java doesn't seem to expose EDID or anything similar. So it would make things easier if the SDK itself can provide this identifier. Pretty Please :)
Hey Devs, We just submitted our latest game, Endless Dead, an isometric VR shooter to Steam Greenlight. http://steamcommunity.com/sharedfiles/filedetails/?id=366631302If you're on Steam, please consider voting 'yes' on our project, as we really need to see more VR on Steam. Thanks for all the help here and great VR projects in this community. Feel free to leave any comments here, as this game is very early and we welcome any suggestions to make it better. We expect to have a demo of Endless Dead available soon on our site and Oculus Share.
I'm about to release a 360 degree documentary of the pro-democracy protests in Hong Kong, taken before Christmas.It will be my first time submitting an app to Oculus Share. I was just wondering whether there was any sort of verification like submitting content to mobile app stores.Thanks!
Dear Rift Devs & Enthusiasts,I am a student of Media and Communication Science and I am currently planning my master’s thesis about interactive storytelling in virtual reality.In this regard I am conducting an anonymous online survey among VR developers to investigate the status quo in the development for the Oculus Rift (and comparable setups).I would be glad if you would help me out and appreciate you taking the time to participate.> The survey contains 10 open-ended questions, which you should be able to answer in about 15 minutes. But, of course, the duration of the survey depends on the level of detail you are willing to provide in your descriptions ;-)> The questions are directed to your personal experience and opinion as a developer of VR-content and specific aspects of the software development for VR.You find the survey here: https://www.soscisurvey.de/vr-development/And sorry for the 'rude' post in here, though...Thank you very much - cheers!
I'm still struggling to get my basic examples running, but it seems like I'm still tripping over some basic OpenGL stuff.Currently with my LWJGL3 experiment I'm getting a change in lighting when I move my head around. The floor should be black and white tiles, but the whole surface fades between black and white.https://github.com/WhiteHexagon/example-jovr-lwjgl3-riftWith my JOGL version, I have the tiled floor working, but the head movement feels wrong. I've tried taking it back to basics using glRotates (RiftClient0440NoMatirx.java) but it still feels wrong. I'm also wondering if this is something to do with scale. I using 1 OpenGL unit as 1 meter. So to draw the floor I translate up the y-axis 1.8 units = 1.8m. Is this a sensible approach? for seated experience should we half that or something?https://github.com/WhiteHexagon/example-jovr-jogl-riftI know that this should be working with more modern based OpenGL and shaders, but for my understanding I want to get these direct mod
Hi,I would like to setup my PC for the DK2. At first I downloaded and installed the Oculus Runtime software. But what are about the Oculus SDK for Windows kit? I downloaded and unzipped the file - how can I install the SDK? Or is the SDK not necessary for demo's - only if I would like to develop something?Thanks.
Hi,Should it be possible to use dk1 with sdk4.4 and opengl? I haven't been able to get opengl oculusworlddemo going in either direct or extended mode.My own code sort of works in extended mode, but the values returned by DefaultEyeFov are pretty wild - LeftTan=2.02, RightTan=.97 for left eye, which is giving wildly distorted results.Not a big deal I guess but it'd be useful to have another dev device.Bye!mark
On the off chance no one has tried it, I was wondering if you had thought about approaching the problem from another angle. Transfer the data as you would from a wireless Camera. Receiver and Sender. Like those used on drones.Or would there be too much of a video delay or cost increase?
Hello everyone, This will be my first post here in the forum. My wife and I discussed the topic of skyping her family overseas and the Oculus is an obvious choice to simply ride along with our family, friends in the future. Is there any development on this currently? What are your thoughts and how this applies to social media? I believe that this could be a huge innovation to social media experience and I have many other ideas as well.
Very excited to hear about the Nimble VR deal. We now have a more concrete idea of what the input device will be... your hands! As Rift developers who are supporting Leap Motion in their development efforts does it make sense to consider using Leap Motion as a proxy for Nimble VR? The upside is that some things will not change... meaning you will use hands in both the Leap Motion and Nimble VR as the UI/Input device inside your title. What will change is the SDK which means you will have to rewrite the code that communicates to the API for the hand tracking.I am imagining Oculus will make a Nimble VR kit for our DK2s available soon... Soon being a relative term as they need to do more engineering and manufacturing before this is ready for the devs... Meanwhile precious development time is marching on as we get closer to a CV1 release.So does it make sense to use Leap Motion as a proxy while waiting for the release of Nimble VR for the Rift?
Hi, I'm trying to figure out if the DK2 positioning sensor can be used as a regular (albeit optimized for infrared spectrum) web camera. I'm using a Mac and it appears as a USB UVC Camera:Camera DK2: Model ID: UVC Camera VendorID_10291 ProductID_513 Unique ID: 0x1410000028330201Since it's appearing as a UVC device, I expected OSX to have out of the box driver support for it, but while it is available as a camera in the Photo Booth application, when attempting to select it as the active camera, nothing happens. I'm not very familiar with OSX from a development point of view, is there other software i could use to access the device, or parts of the OSX APIs to access the camera, I just want to be able to grab some of the raw image data. Any pointers greatly appreciated.
Since CES demoed a version with 360 degree tracking, it would be wise to offer this feature as an upgrade to owner of DK2, so the developpers could include this feature in their product.the omni virtuix will be released around April and it will badly need such feature, the same for the Virtualizer.
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.
Good evening, How difficult would it be to render Stereoscopic 3D from Autodesk Maya 2015? Has anybody done it?Kevin
Hi,I want to develop an interface which contains a sidebar menu and a window displaying the image captured from a webcam.The idea is when the sidebar menu is appearing, Rift should be in "extended desktop mode", and when I double click on the image, Rift switches to "direct mode" to provide a 3D environment (with the sense of depth info.)Not sure if this is possible with coding, so far the only way I know to switch between those two mode is through "oculus utility".Thanks in advance for your help! :D
So, I tried Elite: Dangerous. Bad move..I hardly sleep anymore, I have to be reminded to eat and I try to avoid going to work.When the hell am I going to get to developing?It's a drug. Just....one....more....station.Stay clear!
I'm trying to work with the Rift and Torque (T3D) and got a DK2 for that purpose. Unfortunately the code in the T3D engine is based on the DK1 and will require quite a bit of work to be updated to the DK2. I'm wondering if anyone here is working with T3D and has done work on changing it's code to support the DK2. If so, I would really appreciate it if there was any way they could share that code with me, or better yet, share it with the T3D community by committing in into the MIT license source code base.
Another newbie question:I'm getting a new PC for Oculus work.What is the recommendation of using Windows 7 or Windows 8? Pros and cons of each if not an obvious choice?Thanks
Can a few people share their recommendations for PC configurations required for:A. High end Oculus Rift playback/useB. Developing Oculus Rift VR content.Thanks!
Does anyone know if a new compression format is in development for VR? The reason I ask is both the left and right frames have a great deal of overlapping data. For example, the distant background in a scene would be identical, with only the foreground images having any distinguishable differences.Having some sort of mirroring attribute to the data, based on sections of the video, could significantly reduce the file size, possibly upwards of 40%.Or, maybe I just don't know what I'm talking about.
How to download Vray DomeMaster shader from GtHub.Here is the link page but don't know about downloading from Githubhttps://github.com/zicher3d-org/domemaster-stereo-shader/wiki/3DS-Max-Domemaster3D-Install#3d-studio-max-installation-instructions
Hi, new developer here. I've worked primarily in mobile games for the past 5 years as an artist/technical artist. I just got the DK2 kit a couple weeks ago, but only had the opportunity to set it up last weekend. I've installed everything, and I can run the demos and get full featured VR, and I'm amazed about the possibilities. I'm reading through the guides now, and I've built some of the samples from the SDK. When I've done that, I'm going to start working on a project in Unity. I just wanted to check in and say hello to the board, talk to some developers about some of the questions I have, and basically join this community. My first question is whether there's any sort of capabilities in the Win_OculusUnityDemoScene to disable the SDK distortion rendering so I could see what the scene would look like if the screen were projecting the original flat renderings. I'm still just sort of wrapping my head around some of the higher-level concepts of how the OVR works, and
this one is pretty obvious (and probably been suggested before), but I am new to the DK2 (2 weeks)the first thing that jumped out at me is a lot of games/demos say Sit back and hit a key combo to reset/recenter the Rift.well if I sit back my keyboard is obviously out of arms reach and if I lean forward to hit the keycombo that defeats the whole purpose..there needs to be a button the oculus itself that initiates the recenter
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