PCVR/Link Development
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(Crossposting from here: http://forum.unity3d.com/threads/distributed-timewarped-rendering-an-idea.290024/ - let me know your thoughts in either place!)I had an idea this morning for a new type of VR scene rendering which uses two devices. I haven't written any code for this yet, but I find the concept extremely exciting. The basis for this idea is in a few places:- John Carmack's Timewarp (obviously)- The fact that Gear VR is very good at playing 360 degree video content, but the bandwidth is too huge to transmit it over the internet- Steam's Home Streaming technology (which proved to me that you can have low latency gaming over Wifi at 720p and beyond)- Nate Mitchell talking at CES about how Wireless HDMI "isnt quite there yet"So the basic idea is this:- User launches VR 'server' experience on PC- VR server opens up a TCP port- PC starts rendering to an internal cubemap image (at say 6x2048x2048) at the player's position- PC also renders a depthmap for each face- User launches VR 'cl
Hi,I'm a little confused about the direct mode window size. A note in oculusworldemo says:// In Direct App-rendered mode, we can use smaller window size,// as it can have its own contents and isn't tied to the buffer.WindowSize = Sizei(1100, 618);//Sizei(960, 540); avoid rotated output bug.However, if I reduce 'WindowSize' I get a crappier lower rez display on the oculus. Should WindowSize therefore be 1920,1080 for best results? Or perhaps this is a GL only issue?Bye!Mark
I am considering buying an enormously marked up ticket for PAX East just so that I can try Crescent Bay. Passes are sold out on the official site, so I will have to try second hand sources, and take the price inflation that comes with that. Before I do that I would love to know for sure if Oculus plans to show Crescent Bay to the public at PAX East this year, and if so, what days will demos be open to the public. That's probably a big ask this far out, but it would be devastating to buy a ticket for the wrong day! I am hoping that someone from Oculus Community Management sees this, and can offer some guidance. Reading all the CES Crescent Bay coverage finally destroyed the last shreds of my patient resolve. :) CyberReality? Are you out there? Can you sense this post?? :)
There is a new mobile SDK release from January 7th, 2015.https://developer.oculus.com/downloads/#sdk=mobileThis new release include the following features: · Support for Android 5.0 (Lollipop) · Unity Free support for Gear VR developersCheers
so currently every iteration of motion tracking has been fixed cameras with moving ir dots.On the dk2 this is very poor as the camera has tonnes of wires, a small FOV and range.I would like to suggest moving the camera and integrating it into the oculus either,One camera on the front or back with dot sheets stuck in the surrounding area.or two cameras one facing left and down, one facing right and down, with dot patterns on shoulder pads?This would allow you much more freedom in movement whilst staying within the position tracking view of the camera/sIt would also save on cables, fabrication etc as you could manufacture the camera into the oculus rather than separate production.Alternatively, continue with the current method, but allow the camera to be mounted to the oculus or on the head with again dot sheets placed in the surrounding area.this would allow you to use the dk2.5? in a variety of situations that cannot support you fixed in front of the camera.And finally, the easiest sol
Since I had this laying around and people seem to be posting them I thought I would post by C++ OpenGL SFML based on anarkavre's SDL2 example. I updated it for 0.4.3 and using the latest SFML release snapshot.http://pastebin.com/qqH22Yb6#include <GL/glew.h>#include <SFML/Graphics.hpp>#include <SFML/Window.hpp>#include <SFML/OpenGL.hpp>#include <SFML/Audio.hpp>#include <iostream>// Uncomment your platform#define OVR_OS_WIN32//#define OVR_OS_MAC//#define OVR_OS_LINUX#include "OVR_CAPI_GL.h"#include "Kernel/OVR_Math.h"int main(int argc, char *argv[]){ ovr_Initialize(); sf::Window testWindow; bool debug = false; ovrHmd hmd = ovrHmd_Create(0); int x = 1; int y = 1; if (hmd == NULL) { hmd = ovrHmd_CreateDebug(ovrHmd_DK1); debug = true; } if (debug == false) { x = hmd->WindowsPos.x; y = hmd->WindowsPos.y; } int w = hmd->Resolution.w; int h = hmd->Resolution.h; testWindow.create(sf::VideoMode::getDesktopMode(), "TEST SFML DK2", sf::Style::N
I have an NVidia GTX 770 running driver version 344.48, and I can't get any kind of decent performance using OpenGL. If I set "Vertical sync" to "On" in the Global Settings section of the NVidia control panel, only 1 in 3 frames renders in 13ms (75fps), and the other 2 of 3 render in 26ms (37.5fps).If I set it to any other value, even "Use the application setting", then each frame takes 3 seconds to render (0.33fps!)What am I doing wrong? This seems like a HUGE regression from 0.4.2. Extended mode seems to work fine except for the frame rate dropping every few seconds. The odd thing is, it works perfectly on Linux, which is surprising considering how little emphasis Oculus seems to place on Linux support.Here is the program I am using (source included): https://www.jspenguin.org/software/glbumper/files/simplevr-0.1.zip
I have a technical question regarding how to use several monitors with the rift dk2.We are going to run some experiments with the rift and it is necessary for us to be able to see what the participant is viewing on the rift. Therefor we want to have a second monitor that shows us exactly what is shown on the rift. I have tried to make this work for weeks but I haven’t succeeded. My problem is that the rift is in portrait mode as a default. That means that if I duplicate the rift (rotated to landscape mode) the picture on my second monitor will be rotated 90 degrees and the resolution will decrease because the height is suddenly the width (so that my width is now 1080 and no longer 1920). I have tried to make it work with a dvi-splitter with no luck, since I still have to choose the orientation for the output which I split.When I surf the internet it seems that it is possible to make this work, but I haven’t been able to receive help on forums.Can anyone please help me?Kind regards, Nie
Have a brand new iMac Retina 5k (i7 4790K, Radeon R9 M295X 4GB, 16GB ram, SSD) and I have installed Win7 Ultimate on bootcamp.My problem: OVRServer_x64.exe crashes constantly so I'm not able to do anything (install firmware etc). Anyone have any experiences? I tried looking at another couple of topics but no luck.I am aware that Oculus Runtime is available for OSX but I have a Windows partition set aside strictly for gaming.
Hi every one,I give you some details about source and inspiration i use for this project.First :Pointman seated interface for ramy trainingSecond :a design for a standing chairThird :A ready device input for controlling mouvement by binding keyboardFourth :A wiimote configured with glovepie for the weapon for pc version.The space navigator is working fine in fps game i have tested and can configure sensitivity and how much i must press to detect the bind.Now i will configure my wiimote to work on my pc for aiming and after this i will work on the seat design to be able to put the spacenavigator under the seat and build a box to receive the space navigator.The seat need to have same movement as the SN (spacenav) but with restriction to avoid of breaking the device.So the first version of the seat is a standing seat, you are not sitting you are standing but you have a saddle for controlling movement.By pushing my hips forward : i walk, by pushing forward and pushing down the seat (the bi
In Virtual Reality you almost never want near clipping. But putting the near clipping plane too close wastes most of the depth buffer resolution.Here is a simple solution that disables near and far clipping so everything is still rendered regardless of distance. The disadvantage is that when two things are both closer than the near clipping plane the wrong one may occlude the other one. But it is still almost always better than near clipping.In OpenGL 3 and above, just add this at the start:glEnable(GL_DEPTH_CLAMP);In Direct3D 10 and above, set DepthClipEnable to false in the rasterizer state, for example:D3D11_RASTERIZER_DESC rs; memset(&rs, 0, sizeof(rs)); rs.AntialiasedLineEnable = true; rs.CullMode = D3D11_CULL_BACK; rs.DepthClipEnable = false; rs.FillMode = D3D11_FILL_SOLID; Rasterizer = NULL; Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());This site explains it well:http://www.arcsynthesis.org/glt
I'm not sure if this should be here or in the Unity Forums but how do people make it so that you can use ESC to exit your demo? I'm brand new to this and at the moment I have to CTRL+ALT+DEL to get out every time and it's really annoying.
Hi,I'm working on a project that involves integrating dk2 into an opengl based 3d engine and have a few questions:* On DK1, I had to translate the projection matrix to shift the output to the eye centre. However, with DK2 I'm just using the hmd->DefaultEyeFovs to generate 'skewed' projection matrices - is this correct? New docs don't mention having to translate projection matrix, and it seems to work fine as is.* Head orientation tracking seems to be a bit jerky (have noticed this on all ovrs). The internal tracking update rate is apparently 1000hz so I would have expected tracking to be as smooth as rendering, if a bit laggy. What exactly is up here? Do hardware samples need to be averaged over time or something? Is it a side effect of lag? I'm using ovrHmd_GetTrackingState( _hmd,ovr_GetTimeInSeconds() ) to read head orientation.* Has anyone got direct rendering to the front buffer going in opengl on the mac. I've tried to set glDrawBuffer to GL_FRONT, but this results in pretty s
Apologies as I know it's a subject that comes up fairly regularly, but I've not seen anything definitive so far.. Does anyone currently own a laptop that they've verified is working well with the DK2 (75Hz low persistance, low latency, no judder)?If so what make / model do you have?I know laptops are not ideal for Oculus development, and I already have a desktop system I'm using (and will continue to use) as a primary machine. However, I need a laptop capable of reasonably serious graphics work regardless, so if it's possible to choose one that plays nicely with VR it would be a major plus for travelling / giving demos.I'm currently looking at the MSI 970M/980M based laptops as they- some come without Optimus and I've yet to hear any horror stories about them. Anyone who can confirm / refute their oculus suitability? In an ideal world I'd prefer 15" over 17" but the only 15" 980M laptops I've seen are optimus based. Has anyone spotted one that isn't?Every optimus laptop I've tried so f
I use the Rift in extended mode as the secondary quite frequently. To prevent judder, I have my system set-up to change my monitor to 1280x1024 @75hz whenever the Rift is powered on so that it reverts back to 1080p @60hz when I power off the Rift.This set-up works great. There has not much issue till this morning it took more than one press to turn the Rift on and off. That worries me and made me realize the power button is most likely to fail as I use it the most. Can the configuration utility be modified to allow us to set the Rift on/off via software? This in turn could let other applications power the rift on/off whenever extended mode is used
Hi everyone,I'm a grad in a U and new to this forum. Our lab needs to do some experiments in VR. We've got a Oculus DK2.Long story short, we need to combine the VR with motion tracking cameras. The idea is, the motion tracking system can send the position info of a moving marker in the room through Ethernet in real time. What I want to do is, at this very beginning, to show that moving marker in the VR also in real time. Based what I have learned about the DK2 system so far, there is no readily usable API for what I need. The HMD does receive position information real time, but it's for locating the observer, not position of an object in VR.Anybody has any idea? It'll be appreciated.DD
Hi @all,does someone has experience with occulus rift 0.4.4-beta on windows 8.1 and visual studio 2013.Previous occulus rift 0.4.3-beta runtime worked fine for me, but installing 0.4.4-beta leadsto infinite windows reboot loop. What did change? Additionally building LibOVR_with_samples lead to the following error:Error 1 error LNK1104: cannot open file 'd3dx11.lib' Any Idea?
Ever get thirsty in VR? Your options are pretty limited -- pull off your headset or risk spilling your drink all over the place. But with Quick Switch, you can just swipe between AR and VR!We've posted a demo for Mac and Windows on our dev gallery; the full functionality will be available in our next Unity asset package. Check it out:Blog post: http://blog.leapmotion.com/new-demo-switch-vr-real-world-simple-gesture/Download: https://developer.leapmotion.com/gallery/quick-switch
Hi,I have this error when I click on "Update firmware" option in RiftConfigUtil:Exception InfoException report file: C:\xxxException minidump file: C:\xxxTime (GMT): 2014/12/05 14:43:31Time (local): 2014/12/05 15:43:31Thread name: (not available)Thread handle: 0x00000b58Thread sys id: 6528Exception instruction address: 0x75142f71 (see callstack below)Exception description: Unknown exception 0x8001010e at instruction 0x75142f71Exception location: RaiseException (72)Load file browser is visible but I didn't try to update (I don't like the idea).Any feedback?
Hello,I'm currently trying to integrate Oculus SDK into my own Program (C++ using OpenGL), I'm using VS 2013 and I've placed the libovr64.lib and libovr64d.lib in my Lib directory, the contents of the Include and Src folders in my Include directory and I've setup the Linker Input to libovr64.lib. In my code I include OVR_CAPI.h and OVR_CAPI_GL.h now I am getting 30 errors all starting with "error LNK2019: unresolved external symbol" (The file where the error occurs is always libovr64.lib) :? example:error LNK2019: unresolved external symbol __imp_timeGetTime referenced in function "public: unsigned __int64 __cdecl OVR::PerformanceTimer::GetTimeNanos(void)" (?GetTimeNanos@PerformanceTimer@OVR@@QEAA_KXZ) libovr64.lib(OVR_Timer.obj)Am I missing to import anything here? How is the proper way to integrate libOVR?I have already tried to link to libovr64d.lib instead or to copy the contents of the src folder directly into my programs source folder instead of the Include directory, no results.
I just bought this asset and it works.https://www.assetstore.unity3d.com/en/#!/content/25045Now when you press play in the editor the game goes to full screen on the Rift.Just change the settings in the x position to 1920Your rift needs to be in extended mode.I still have a little judder problem and I would like to know who does and who does not.
DK2 here with SDK 4.4.Lots of demos work fine and smooth at 75 FPS, both Unity and native stuff.Running in Direct Mode.Compiling WorldDemo (basically a static Tuscany scene), motion is smooth, and the info panel (SPACE to show it) shows a solid 75 FPS.Compiling RoomTiny, however, and it's smooth for about 8 seconds, just until the cube makes a full revolution, and then it jumps down to what looks like 37.5 FPS with noticeable motion stutter. I've seen 37.5 occasionally pop up in other demos (even the Config Utility's Demo Desk), and restarting the App usually clears it up, but for RoomTiny, it is like clockwork---happens every time after exactly the same amount of time.Looking at the code, I tried changing SDK_RENDER to 0.... and this fixes the problem.So... what is it about the SDK distortion rendering that is slowing things down after 8 seconds in this very simple demo?Any one else experiencing this?
Hi, this is my first post... I was wondering if you guys at oculus are thinking about, maybe, including that technology in your Oculus Rift. It sync the monitor’s refresh rate to the GPU’s render rate which results in smoother gameplay and sharper images through the elimination of onscreen tearing, stuttering, and latency.I dont have a rift yet but I thought that this technology could help on sickness problem by making the visual smootherWhat do you think about all this?Thank you
I recently did a quick visualization experiment to get a model from Sketchup Pro onto a Rift. Wrote a new blog post and quick video about it below. Any feedback or criticism would be greatly appreciated (either here or on the blog.) I did only spend an hour or so making the model, so its a little crude, that I am aware of. http://www.samhalperin.com/view_post?title=Sketchup-Pro,-Unity,-Oculus-Rift:-VR-Design-Visualization-Pipeline
Is anyone aware of anyone making use of the Open source of the dk1 to hack some improvments
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