PCVR/Link Development
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Hey guys, I'm at work, so I can't check, but I had an idea pop in my head, and I'd like to know if the USB port (when wall adapter is plugged in and such) is limited to the standard 100-150ma output of a normal usb port, or if it's higher because of the wall wart?(Idea has to deal with having a dynamic temperature system for use with the rift, and would require a fan as well as a thermoelectric {Peltier} cooler, both of which require a fair amount of amperage. I don't have either on hand, so I can't test anything anyway, but the idea is bumping around, and it'd be cool to have it all work with just the usb cable of the rift.)
Hi every one ! :!: I recently discovered the oculus because I would like to create a 3d project for a museum where people can put the helmet on and se a 3d room as it was years ago. I'm currently working on a macPro 2008 but upgraded with a ATI5870 1Go.My question is : I have 2 DVI at the back of the card , so using unreal4 for 3d development, would I be able to see the result directly in the oculus from UE4 ? by creating a standalone game and set the correct plugin in it, and run it full screen on a DVI output ? :mrgreen: OR do I need to buy a PC with a 3D hdmi nvidia card ?In advance that you very much for your answers, that will help me a lot !And sorry for my bad english, I'm not english native ;o)Best regards ! :) Robin
Hi,after my failure to get SDK rendering to work I went back to client rendering and am quite happy with the result. I would like to share some thoughts.My project is a pure DirectX 11 environment compiled with Visual C++ 2013. Almost all code is written by me - some parts I have taken from the excellent book 'Introduction to 3D Game Programming with DirectX 11' from Frank D. Luna.I create my 3D objects in Blender, then export them as Collada xml files. These are then parsed by a Java based tool and written back in custom binary format. Finally this binary format is read from the C++ program on startup. (If you thing that sounds complicated you are right. It took me many months and many dead ends to come up with a working environment that didn't involve insanely expensive 3D modelling software and was fitting to my workflow.)I started to enable my engine to render to the Oculus Rift some months ago. This was before DK2 was out and I didn't even had a DK1. I decided to go along the DK1
Hi,my 3D engine renders the scene on different threads, where main thread prepares data for rendering (saves the position of objects and camera at this moment, performs view culling) and render thread renders prepared data.from Oculus Developer Guide DOC we have an example:8.4.2 Render on different threadsvoid MainThreadProcessing(){ frameIndex++; // Ask the API for the times when this frame is expected to be displayed. ovrFrameTiming frameTiming = ovrHmd_GetFrameTiming(hmd, frameIndex); // Get the corresponding predicted pose state. ovrTrackingState state = ovrHmd_GetTrackingState(hmd, frameTiming.ScanoutMidpointSeconds); ovrPosef pose = state.HeadPose.ThePose; SetFrameHMDData(frameIndex, pose); // Do render pre-processing for this frame. ...}void RenderThreadProcessing(){ int frameIndex; ovrPosef pose; GetFrameHMDData(&frameIndex, &pose); // Call begin frame and pass in frameIndex. ovrFrameTiming hmdFrameTiming = ovrHmd_BeginFrame(hmd, frameIn
I am trying to get my DK2 running with a custom engine, using OpenGL 4.1 Core Profile and SDK rendering.This is all starting to work really good on OSX, but I can't get direct mode running on windows. Is this supposed to work?At least some logs why it does not work would be nice... Does the final window have to already exist for this to work, can it change afterwards?Right now my rift just stays off and my monitor shows a black fullscreen window (which should show the game, but I am not sure that this is caused by direct mode).The change list states: "Added support for specifying OpenGL version and core profile support."How would I specify the OpenGL version and do I need to do this for core profile to work?
Question to Oculus team:Are there plans to enable non-SDK rendering using OpenGL API in RoomTinyDemo ?
Other than non-windows platforms (yet really the VR 90 hertz presence premise necessitates newest PC+GPUs), why are developers bothering with openGL. It is well known that it has certain state-change related issues that do not make it competitive with native DirectX.Are your API's too entwined with it?This google-eyes API is very shallow, when and if it gets past pre-alpha non-working state, the next step is to go for something like the NVidia game works framework. Yet I have meaningless VC 'solution' compile (not a link) error for a physX demo that no doubt is a setup sucker punch.
I have been integrating the Rift (SDK 0.4.4) with H3D open source haptics and I am almost finished. H3D uses openGL for the graphics and I understand that openGL stores textures with the origin at the bottom left of the image which is contrary to the usual top left origin. I have everything working as expected except that the eye textures become flipped in the vertical direction. Is there a simple solution for this within the oculus sdk that I could have missed? I would think that using ovrHmd_ConfigureRendering with the api set to openGL should account for this difference.
As a documentary film maker, I'm looking for anyone that has some experience shooting video specifically for OR. I've been looking at some of the stuff that's being developed in hardware terms but I'd like to hear some feedback to guage which kits have the greatest potential. I suppose it would be good to have some feedback regards stitching/editing software too. I'm used to Avid but I don't think they have any relevant plugins.Thanks
Hi Oculus Team,I have few questions regarding this two modes. My configuration:- Custom C++ engine- Extended Desktop mode- OpenGL rendering- Windows, SDK 0.4.4- I'm using 4K UP3214Q Dell monitor (through DP1.2a) and - Oculus DK2 (through HDMI) with external power.I'm observing such corruptions:- Oculus DK2 in 60Hz - while moving head, it blurs making image unclear (quickly getting headache)- Oculus DK2 in 72Hz - image is significantly brighter than in other frequencies (is it that chroma error mentioned by someone?) also bluring like in 60Hz- Oculus DK2 in 75Hz - while moving head, image is sharp (no blur) but it judders (is this a good word for it?). The fastest the angular speed of my head rotation is, the worst the effect. It looks like the image is doubled, so if I see for e.g. vertical line and I'm starting to rotate my head right, line when moving towards left edge of display is "doubled". The fastest is movement, the greater the "gap" between doubled lines is. It is hard to des
Hi everyone,I am new to the forums and am about to purchase Oculus Rift to test some sound design recording ideas I have to add to the immersion.However, I am not a programming guy as my expertise lies in the audio side of things. Just out of interest how difficult is it to integrate my own sound into a game (say team fortress) source code?Also I will be running Oculus on a 2013 imac through thunderbolt to HDMI adaptor and was wondering if anyone has had any problems with this kind of setup?Thanks in advance!Lewis
Dear all,I taking the opportunity of this section to ask for a general C++ syntax question.I am a passionate C++ programmer who is enjoying using Oculus SDK examples to learn how to develop graphics (I'm not a professional, I do it in my spare time as hobby).Reading lines of OculusRoomTiny demo (I learnt A LOT with it) I've noticed this syntax in function declarations: Shader(ID3D10Blob* s, int which_type) : numUniformInfo(0)what does the colon stands for? I know its usage for inherited classes but I've never noticed in function declarations.Also a second question: I've found a lot of structures which contains a constructor (like Shader) are they classes?Maybe these are trivial questions.. thanks in advance to all!
Hi just se it on kickstarter https://www.kickstarter.com/projects/nimblevr/nimble-sense-bring-your-hands-into-virtual-reality are it just a smaller leap motion I are not in it to point on what the big difference is I got a leap motion but also baking the nimble that it look like it more responsive but maby it just me and the videos there show what you guys think :)
Timewarp doesn't work! Timewarp works only in Oculus World Demo sdk 0.4.4. This is the cause of my double image! How to force timewarp in another demo?(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)
Such a picture I see at the Oculus DK2 when rotate my head http://imgur.com/2gLiZcI (The image splits on two or three even at 75 FPS) I've tried to change screen resolution, but nothing changed. Windows shows resolution 1920x1080x75Hz but "Oculus World Demo" shows 2364x1461 and "OculusUnityDemo" shows 2402x1461. All drivers are updated and installed without errors. I've tried all settings of GPU and Rift. DxDiag shows no errors. GPU is Radeon HD 6770.Please help me!
Dear Oculus Rift Dev and Fan!I'm a student, I study Economics at Unversity.I write this new topic to send some suggestions and see a "Perfect Oculus VR"I think Oculus Rift is the best and it will change technology...of course.OCULUS VR "The Perfect" [this is a feedback]Technical specifications (feedback):- Resolution: 4K Ultra HD 3840x2160 (also Full HD original format will be changed in a UHD vision)- 3D: Yes (also 2D original format will be changed in a 3D vision)- Screen: Super AMOLED- VR: 360° (dynamic using Oculus Cam)- Double camera: in front of Oculus VR (1 camera per eye/screen VR) for an hypotheticalAR vision (Augmented Reality) for Apps, Games, etc.- Change-focus: to adapter the vision to all eyes of people - Compatibility: All HDMI and USB devices (PC, MAC OS, Last and New Gen Consoles, TV, Hard Disk, etc.)- Cables: No/Free (Using HDMI wireless Signal integrated to Oculus VR as Receiver and a Multi-HDMI wireless Station as Sender) (Oculus VR powered by external battery; ext
Can we have any application for Oculus DK2 which is similar to that of Samsung gear VR.I mean.. a desktop app for gathering all of the other apps, oculus cinema, viewers etc.will there be any technical issue or will it be as simple as just re-compiling them for desktop application only?Please we need it
Ok, does anyone else find deving on the Mac with Oculus a major pain in the a**? If so do you have workarounds?Right now the biggest issue for me is the fact that you need to have the Oculus set as your "main" display for most things to work, but the problem is, if it's your "main" display, windows are constantly popping up on the Oculus, which means you have to put the oculus on, find your mouse somewhere in there and drag the windows back, one at a time, every time. It's such a pain that I almost don't want to dev with Oculus right now. Using Windows is not an option.Please help! Anyone have a solution for this? Oculus team, if your reading this, please add pass through support for Mac devs as soon as possible! Our eyes are dying from this process!!!
Is there a good way to programmatically set the DK2 to direct mode or extended mode? For now the only things I can think of are injecting code into the ConfigUtil and using Windows UI functions to emulate the usually required clicks...The reason for this is that I would like to write a launcher that simply runs the demos I have installed in the mode that I figured worked best. I would appreciate any COM, WinAPI functions or start params for the util etc... I don't really care if I have to write it in C++ or if I can use scripting languages like batch, vbs, js, ahk... But I would prefer the easiest way over the most efficient way. :)
Hi,i wrote month ago a test for my DIY HMD with the Irrlicht 3D engine (http://irrlicht.sourceforge.net/).I've just updated it to use the distortion formula and parameters from the Oculus SDK.As soon as receive my devkit i will try to intergrate the tracker, or if you have time and want to have fun, you can help me to improve it :DHere is the link: https://github.com/troffmo5/HMDIrrlichtHave fun!
My game starts up normally at 75fps, then after 36 seconds, it suddenly drops to 37.5fps. If I run with vsync off, it runs at ~200fps.I have no idea what could be causing this. It's always at the exact same time, and it doesn't matter what part of the world is being drawn. Is anyone else seeing this?
A quick google search did not reveal the answer, so I come here, to the encylopedians of knowledge:I'd like to make a "quick" (how quick could it be w/o any prior know-how) overlay using direct x with notices from things such as Outlook saying I have a new message or whatever. Also, it would need to have the OVR Shader and derive the IPD stuff from the config manager.- Get Rift deviceID- Get information to be displayed- Get user's information, and apply distortion shader- Display the overlay on the Rift.In the case of Outlook, I know I would have to use the outlook dependencies to get notification of email, the sender, subject line, and first line or 2 of the body, and have it displayed onto the overlay.Since it's a simple "GUI" type of element and meant to interrupt gameplay, honestly, it really doesn't even need proper tracking, just the distortion so it can be viewed correctly.
Don't know if this has been asked: Are there any plans to put a camera (or two?) out on the front so one could see 'through' the Oculus? I could see holding the middle mouse button or right click to toggle reality, but perhaps a simple voice command would be better. Or bindable so you could use a third party voice program.In case it isn't obvious why one would want this; text communication in games, reading twitch chat, checking your phone, just generally being able to keep the Oculus on your face and type with both hands.Keep up the good work, Gents.
hi!First of all , sorry for my poor english. This morning i was speaking with my friends about problem of movement in oculus.I think the solution is a band like pulsometer place in pectorals with sensors of movement. Oculus analyze movement of body with that and let hands free. Dependign of how incline your body: rear, right, left... the system produces movement in games. It will be adjust for walk or run...Best of all, it can be used in a sofa or any place and the cost of produce it´s low...And with a hearth sensor in that band, you can control when monsters appears depending of your hearth beat. For survival horror and oculus i think it´s great!What dou you think?Sorry again for my poor english ;)
I'm working on a project where I will be using a motion capture tracking system to track the HMD (Oculus DK2).Now I'm curious because I could not really find any documentation on manual drift correction and wanted to ask around what other developers are doing.In another thread, I have seen the suggestion that you should only correct yaw drift error when the HMD is rotating slowly or at a standstill.However, after reading a paper on redirection techniques (http://viscg.uni-muenster.de/publications/2009/SBHJFL09/) I made an interesting observation that applying any drift error while the HMD is not rotation is actually the worst as regards user comfort (because it is the most obvious drift correction and easily spotted by the user).Now, in the paper, it is stated that for rotations, they could compress/expand the angle by up to 10% without the users actually noticing. The following quote of the paper is remarkable:Users can be turned physically about 41% moreor 10% less than the perceived
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