PCVR/Link Development
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For our current project, we are really interested in getting hands into VR. I really liked the Leap Motion product and was planning to purchase it until the announcement that OVR had purchased Nimble VR (http://nimblevr.com/).Now our project is a little stuck. We are happy that OVR has made the acquisition and all the positive that might bring; but what do we do today? The Leap Motion is available now, so we are considering building our application using that, and then transitioning to OVR's NimbleVR implementation when/if that becomes available. If both happen to support similar functionality, we could potentially end up supporting both as a result. Does anyone foresee any difficulties with this approach? I would prefer that we get started sooner than later, but also hate throwing away work.Thanks!
hello good morning everyone, I wanted to create this post to post any set of steps about how to run Portal 2 and other games with vireio,there are problems for the dk2(with portal 2) like , dk2 doesnt show anything(black screen on the dk2 but working on the main screen) or there isnt vertical move even if you install correctly the vireio.exe tips and steps down bellow to help the comunity
it would be awesome if you made it for the Galaxy S5 :mrgreen:
So I got a DK1 back in October and right away I hacked Morrowind to run on it with a modified DLL, but then halfway abandoned the project due to the small amount of people who played it, plus IRL stuff, and the fact that my DK1 is now obsolete and no longer exciting. I'm still planning on finishing it to some extent and it's already much better than any other Morrowind VR mod, but before, back when I was ambitious about it, I wanted to hack lots of different games the same way. Now, my problem is that I can't afford to buy another devkit (dk2) and I also can barely afford to take time out of my busy schedule to work on my hobbies, but I still REALLY want to bring some of the amazing games of the past into full 3D immersion like I did with Morrowind. Oblivion and Skyrim obviously, but imagine even things like Unreal Tournament 2004 (or UT99 even), or pretty much anything else that doesn't have and probably never will have oculus rift support natively. My question is, how do you think th
so to make the long story short.. the headset I have now vibrates like the Kor-FXthe sound quality is really good and beats the Bose QC25 overears as I have used and returned it to best buy because the bass is non existent and if you crank the bass settings it makes it distort. I prefer these over my $299 Bose QC20 inears. These beat all overears ever made. Their technology is patent-pending. I read other reviews tonight and they beat Beats by Dre. I'm not the only one who believes these are the best. Crazy thing is, it's only $99.http://www.skullcandy.com/headphones/CRUSHER.htmlthey vibrate the whole head when there is bass. It's no gimmik. It's like the Kor-FX vest. I use it together and the immersion leve has been taking to a whole nother level. Haven't used it with the Oculus yet.ok I just got out of Insurgency. I FEEL ALL THE FOOTSTEPS AND EXPLOSIONS. MUST BUY NOW
I implemented/verified this idea of mine and wrote up a slide show for the community at large.https://docs.google.com/presentation/d/19x9XDjUvkW_9gsfsMQzt3hZbRNziVsoCEHOn4AercAc/edit?usp=sharingCovers current techniques and goes a few more steps beyond to wring more performance out of the hardware, it's quite low level, and mainly for engine developers.Comments welcome.
Does anyone know of a stereo 3d preferably side by side method to create stereo 3D images with text on them?More specific is there a way to create the illusion of depth with say white text on a black background? I have found the following two methods, however they use objects in the images, and I have text:http://youtube.com/watch?v=3r4M_KHt6awhttp://youtube.com/watch?v=qO5rNUmqFO8The idea is to create an information screen or menu for a 180 degree 3D video
Hey!Title says it all, I have no exp. on the console side, but I would be using it on PC. Are there any downsides of buying the new X1 controller, is it supported by the SDK, UE4? Is it backward compatible with programs? Any info comes handy.Some say it's X1 is the new standard, others are more reserved and vote for the X360 controller on other forums. That's why I ask here, since I need OR specific experience, any reasoning comes handy tho.Thanks in advance for your answers!
Hi guys, I would like to ask, is anyone here every try to connect the visual in Oculus Rift with Arduino? Is it connected by Unidruino?I'm currently doing a project which requires to link visual (not-controllable) in Oculus Rift with some mechanisms which are linked by Arduino. However, I m lost on how to start the video and arduino simultaneously through a single button. Any experience or solution? Thank you in advance!*Sorry for my bad language*
On the PC side:Hello, we are looking into making some experiences with a mixture of 360 stero live footage and realtime rendering.This is working as long as the framesize is about full HD. Bigger sizes of our videos always come out black. Full HD in a spherical projection looks kind of bad. Anyone a solution for this dilemma?On Mobile:Really interesting is the question on how to get a spherial projection in Unity running on mobile devices. Even the Jaunt applications run pretty unstable and tend to crash even on high end mobile devices.
Hello,I'm having some issues rendering my scene in an in-house framework using the DK2, so this might make diagnosis of this issue a bit difficult, but bare with me.Problem:When rendering, only objects rendered using display lists and GLUT, more specifically glutSolidSphere(), will show up in the scene. Most other objects are drawn using glVertexPointer(), glNormalPointer(), glTexCoordPointer() which point to internal memory blocks(not GPU, not using VBOs), which are accessed by a call to glDrawElements().All of the rendering routines seem to work fine on their own, but when the oculus code is introduced, just some of the objects are not being drawn.Thanks in advance for any suggestions, comments, etc!If any more information is needed than what is mentioned below, just ask.The environment is:Windows 7C++ & VS2013LibOVR 0.4.3OpenGL 4.3 (but rendering uses various methods from many opengl versions)GLFW Window managementMulti-threaded (but I believe that all oculus/opengl/etc initial
Ok, can someone answer this with the patience and small words they'd use to explain it to a 6 year old?Does it render the scene then calculate the view angles? Or does it do it from scratch for each eye? Or does it do some other sorta weird voodoo magic?Cheers,Ace.
Hi,I'm trying to setup x64 project with Oculus in VS2012.Have following settings:C/C++: Additional Include Dir: ...\OculusSDK\LibOVR\Src ...\OculusSDK\LibOVR\IncludeLinker: Additional Library Dirs: ...\OculusSDK\LibOVR\Lib\x64\VS2012 Additional Dependencies: libovr64.lib(Building as Release x64)Including:#include "OVR_CAPI.h"On ovr_Initialize(); have following errors:1>libovr64.lib(OVR_BitStream.obj) : error LNK2001: unresolved external symbol __imp_htonl1>libovr64.lib(OVR_Win32_Socket.obj) : error LNK2001: unresolved external symbol __WSAFDIsSet1>libovr64.lib(OVR_Win32_Socket.obj) : error LNK2001: unresolved external symbol __imp_accept1>libovr64.lib(OVR_Win32_Socket.obj) : error LNK2001: unresolved external symbol __imp_bind1>libovr64.lib(OVR_Win32_Socket.obj) : error LNK2001: unresolved external symbol __imp_closesocket1>libovr64.lib(OVR_Win32_Socket.obj) : error LNK2001: unresolved external symbol __imp_connect1>libovr64.lib(OVR_Win32_
Hey everyone,Just to let you know that we’ve made available a new version of our Unity integration for mobile development that works with Unity Free! You can find the updated Unity plugin along with details on how to unzip the files at the following link.https://developer.oculus.com/downloads/#sdk=mobile Without some of the optimizations that Unity Pro provides, such as batching, it may be challenging, with Unity Free on mobile, to achieve the kind of framerate that good VR requires but this very much depends on your use case. Hoping you get the time over the holidays to build something great!All the best from the Oculus team.
Hello everyone!I'm honestly fairly new with the oculus but I have been going over the tutorials and guides and I was wondering if anyone could recommend any specific ones to read over for designing a program like google street view. Something where I just have a 360 panoramic picture that I want the viewer to be able to look around in, or use the keyboard to zoom in on whatever they are looking at. An example, say I have them in a cave with pictures on the wall and I want them to be able to look around the cave, but also be able to zoom in and focus on a specific set of cave art or to "walk" further into the cave to see everything from a new angle.I know this is probably something really stupid and easy and basic, but never having done programming before and trying to teach myself the basics like this. I was wondering if there were any specific sites, guides, or books people could recommend?Thanks in advance!
what i think Oculus should do now that Nimble is onboard, is take a hybrid approach to input, that would be a way of giving devs every tool needed for a comprehensive solution. The killer fix all for me would be two wireless palm strapped controllers (think xbox 360 controller torn in half and minimized)consisting of triggers, joysticks and three xyz buttons along the side of the right hand device. So when you close your hand on the device, your index, middle and ring finger comfortably rest on the buttons. but when you open your hand to grab something in the world, nimble sense tracks that as it should and you dont drop the controller. I think this is a solution for haptics and hand tracked world manipulation . Grabbing a gun virtually would feel natural because the hand tracked action of you grabbing it would result in the tangible feeling of it in your hand.
Without getting too much into it, I decided to try to teach myself game development back in May. I've done quite a few tutorials on Unity and I've come a long way in Blender (though I still have a loooong way to go.) Anyway, I'm hoping to someday make a 3D platformer kind of like Luckey's Tale sort of idea and I've finally gotten some assets made which I would like to throw together and see how it looks in my headset. I've done eVRryday's Baby's First VR tutorial and imported my assets into that, which is alright, but I'd really like the camera to be more like the one in Deeper, or the fly-over camera of RPG room, where everything looks like toys if you know what I mean. I've tried Googling how to do that, but haven't had any luck finding anything even remotely close. Does anyone know of a good tutorial? Better yet, is it something fairly simple that someone could just tell me? Or am I trying to do something that's probably too advanced for me at this stage of the game?
I'm having trouble calling ovrHmd_GetLastError in debug mode; it triggers an OVR_ASSERT from LibOVR\Src\Service\Service_NetClient.cpp line 614:if (!bsOut.Read(Hmd_GetLastError_Str))I don't get the assertion if I pass in 0 for the ovrHmd parameter (which according to the docs should return global errors). If I pass in the pointer returned from ovrHmd_Create I get the assert.
Hi all,I am trying to integrate DirectShow with the Oculus SDK. Basically, I want to use DirectShow to initialize Video Capture devices (eg, Cameras) and then use SampleGrabber to grab the frames. Then I want to render those grabbed frames on the Oculus Rift DK1 with the required barrel distortion. How do I make that connection between DirectShow and the Oculus SDK? I am still new to the Oculus SDK so any help would be appreciated. Thank you.RegardsDeepak
My DK2 was working fine for ages and stopped working and looking through loads of post I still cant resolve it.Although my firmware is up to date I just went to update it anyway.In the following zip file there is the exception file and the mini dumphttps://dl.dropboxusercontent.com/u/17711594/oculus/Exception%20Report%20%282014-12-20%2015.51.37%29.zip
Timewarp works incorrectly! Timewarp works correctly only in Oculus World Demo sdk 0.4.4.(at Oculus World Demo sdk 0.4.4. timewarp works even at 5 FPS. At such a FPS I see FOV's rect but the image is actual for my head's position if timewarp is switched on. Another demo and games shows double image when rotating head http://imgur.com/2gLiZcI)
Anyone know where to buy a 2nd head position unit? I would like one for my computer and one for my playseat so I can simply flop USB's instead of having to keep moving all the wiring, any suggestions welcome. Will an aftermarket work? Thanks
So JeffBail brought a couple of new functions in 0.4.3 to my attention:OVR_EXPORT ovrBool ovrHmd_StartPerfLog(ovrHmd hmd, const char* fileName, const char* userData1);OVR_EXPORT ovrBool ovrHmd_StopPerfLog(ovrHmd hmd);Did everybody know about this? Just turn it on and it dumps a 17 column row to a .csv file in C:\Users\YourUsername\AppData\Local\Oculus\ once per second.GUID,OS,OSVersion,Process,DisplayDriver,CameraDriver,GPU,Time,Interval,FPS,EndFrameExecutionTime,LatencyRender,LatencyTimewarp,LatencyPostPresent,LatencyVisionProc,LatencyVisionFrame,UserData1382884121776498979,Win64,6.1.7601.18409,32 bit,1.1.9.0,0.0.1.7,NVIDIA GeForce GTX 780 Ti ,78155.333207,1.002031,379.229672,0.001366,0.000000,0.000000,0.000000,0.000000,-92559631349317831000000000000000000000000000000000000000000000.000000,382884121776498979,Win64,6.1.7601.18409,32 bit,1.1.9.0,0.0.1.7,NVIDIA GeForce GTX 780 Ti ,78156.337177,1.001124,407.542050,0.001221,0.000000,0.000000,0.000000,0.000627,0.019096,382884121776498979,Wi
Currently available as an alpha demo, our new Arm HUD Widget demo lets you flip between two different HUD display settings -- including a clock, buttons, sliders, and text. It's basically a giant smartwatch that covers your whole forearm. Check it out!There's still lots of testing (and adding customization options) to do before it's ready to build with, but we thought we'd share it with you for the holidays. The final version will be open source and completely customizable.Full blog post about how it works, and what else we're working on: http://blog.leapmotion.com/arm-hud-widget-like-smartwatch-entire-arm/Downloads for Mac and Windows: https://developer.leapmotion.com/gallery/arm-hud-alphaButton, Slider, and Scroll Widgets that you can build with right now: https://developer.leapmotion.com/libraries/widgets
So I am close to releasing my project and have started putting together my material for the website, Kickstarter campaign, etc.I was hoping to show the Oculus Logo on some of my material to visually identify that the game is designed and built for the Rift, however upon checking with Oculus media, we are not allowed to use their logo in any materials or in-game.As my game will only work on the Oculus Rift, its a real shame they wont let me use their logo in game or on any media :( Cyber, can you have a little chat with them maybe? ;)Really what we need is an easily identified logo to show that our projects are "Designed for VR" or "VR Enabled" so that consumers know that its compatible. Maybe even 2 levels (Like the HD Ready and FULL HD logos). Maybe one logo "VR Ready" for a game that has support added and one "Designed for VR" logo for VR only titles (without a rift you cant play!).What do you guys think? Is there anything out there? Oculus, care to knock one up quickly? ;)
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