PCVR/Link Development
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So a question, specifically for anyone familiar with lcd/led/oled display manufacturing.How feasible would it be for a display manufacturer to develop a screen with a non uniform pixel density?So i thought while discussing with a friend of mine methods to basically fix the drawbacks of current VR tech, and I came to the conclusion that if it were possible to create a panel that had non uniform pixel density, it would increase the perceived straight line resolution, reduce wasted pixel space and essentially remove the need for the source image to be distorted, because displaying the image on a non uniform display would do the distortion by nature.Really rough example of how i mean: http://i.imgur.com/Bz8nS0i.jpgThe other obvious benefit being that you would be getting a higher perceived resolution without actually increasing the resolution of the source image.
Hello,I have a simple cube I am rendering using OpenGL,GLM, Qt (5.3), and the DK1.Simply put, the left eye is off but the right eye renders fine.I hope the image and code below makes sense; essentially the left eye's rotation/position is all over the place while the right eye renders correctly.What am I doing wrong?Thank you for your time:void QTOculusRiftWindow::drawOculusRift() { ovrFrameTiming Current_Frame = ovrHmd_BeginFrame(Main_HMD, Main_HMD_FrameIndex); static ovrPosef Main_HMD_eyeRenderPose[2]; static ovrMatrix4f OculusRiftProjection[2]; static ovrMatrix4f OculusRiftView[2]; static OVR::Vector3f Main_HMD_HeadPos(0.0f, 1.6f, -5.0f); static ovrTrackingState HmdState; ovrVector3f hmdToEyeViewOffset[2] = { Main_EyeRenderDesc[0].HmdToEyeViewOffset, Main_EyeRenderDesc[1].HmdToEyeViewOffset }; ovrHmd_GetEyePoses(Main_HMD, Main_HMD_FrameIndex, hmdToEyeViewOffset, Main_HMD_eyeRenderPose, &HmdState); Main_HMD_HeadPos.y = ovrHmd_GetFloat(Main_HMD, OVR_KEY_EYE_HEIGHT, Main_HMD_HeadPos
im not sure and was curious if it woud be possible to take, say, samsungs galaxy note cameras and make something along those lines, i dont have the technical knowledge or skills to do it myself but wanted to see what anyone could add to this thought, since the cameras are capable of 1080p@120 hz and 4k@30hz, please add thoughts and opinions that could helpalso i just thought it might be something likely since they work with samsung on the gear vr and the screen is made from samsung phone that they could pull this off themself if they really wanted to
Hi Guys, Does anyone know of an Oculus Rift compatible 3D model viewer? Something that could view an .OBJ file or similar? I have written some stuff in unity to view some things specifically but that's a real chore when I want to just flip through a few models. Does anyone know of something like Meshlab that is Oculus ready?Thanks,
(dx11 custom engine)I just ran into an issue where my compute shader particles where not performing as well in direct mode as they do in extended mode which led me to think i was in windowed mode. sure enough direct mode seems to force directx into windowed mode. when i alt+enter it seems to go into fullscreen mode but my mouse acts like app doesn't have focus and spinns the camera around. if using "ovrHmdCap_NoMirrorToWindow()" and going into fullscreen (alt+enter) performance drops to 1 frame a second spins like i explained earlier.is direct mode really windowed mode? why do compute shader seem to perform badly? is it me and i have missed a setting I followed tiny room and everything else is working well.will keep looking to make sure I havn't missed anything, but everything runs fine in extended mode to the rift.
I was under the thinking that the default refresh rate for direct mode was 75hz, but I put the rift into extended mode changed it to 60hz then switched to direct mode and run my app and sure enough low persistance was off and it was still set to 60hz. Is this the desired effect or is it supposed to be always for 75hz for direct mode just trying to make sure I understand how it is supposed to work.
Is it possible to boot/restart a mac with de BK2 connected?When I try to restart my mac when de oculus is connected OS-X will not boot. The problem is de USB not the HDMI. It is for an exposition and I want that the whole system starts automatically.Knows anyone a solution of isn't possible.thans already!
I was watching some videos from SIGGRAPH 2014 and saw something that kind of blew me away.https://www.youtube.com/watch?v=kohAV1SJbyYSomething that small that gives the sensation of direction of force.It seems to work through oscillation and I believe it may be one of the missing pieces for input.Does anyone have any more info on this device Traxion?
Is anyone else having an issue where the DK2 will show the RGB *Red Green Blue* around edges? I'm in the Falcon demo and walking around and there is a a shift of these three colors. Hope I'm making sense, I get these colors seperated. Is there a way to calibrate the display?Thanks
Hi all, I'm currently working on a project much like Swat 4 and Rainbow Six 3. I'd like the aiming system to be a challenge in itself so the hope is for no reticle. The issue I have is that the sights are too close to the cameras so you can only see the red dot in one eye. If I change the IPD to zero I can now see it but pulling the eyes closer together makes everything huge. Anyone trying this or if you have some insight into this should chime in.
Hi,I'm interested in making video content for the Oculus. Can anyone list the specs that will give the best video playback on the Oculus? Res? Any details are appreciated. Has the resolution of the upcoming consumer model been announced?
I thought oculus would have had it all figured out, but the more i read this section of the thread the more i doubt that oculus haven't figured out an input device.This is what you do, you use the best technology in vr gloves, you have 10 fingers, everytime you lower your finger or pretend like you're pressing a button, the oculus reads it as an input. 10 fingers, 10 buttons.The rest is aiming with your hand and to move forward you jog on the spot. What else? Turning/ camera angle is obviously done with head tracking.
I've managed to get direct mode working with OpenGL on Windows using the SDK / C++. But how can you exit direct mode back to normal mono display in the application?The application I'm working on starts up in mono display and the user can toggle in and out of VR display mode at will. This works well with the Rift configured to use extended mode, but with direct mode there seems to be no way to do the opposite of ovr_attachToWindow(). For example, doing ovrHmd_Destroy() and ovr_Shutdown() just leaves the application window a solid black.
I'm working with JOGL, JOVR, SDK based rendering.In my OpenGL gl init method I added some pretty standard lighting. What I've found though is that the lighting of my scene adjusts as I move my head! Like using the rift isnt freaky enough already :) I'm guessing that is because I am transforming the whole scene rather than the camera. I've done some OpenGL long ago using gluLookAt. But I was hoping to find a modern example of how to do this that I can play around with to understand. The only Rift style example I found, and that I have been trying to get working is below. I'm OpenGL 2.1 based btw.My math is bad, and it's the sort of code I got working once a long time ago, and never touched again, so please be patient with me. I'm having a read of my RED book, and I get the impression I might need a two step approach. So that I apply a model transform, do all my drawing, and then apply the view transform? Related to this issue. I tried to render just a floor underneath. I did a
The simple idea to improve image stability for low FPS:1) Enlarge texture for rendering (a little bit) if it is possible. 2) Use following rendering algorithm:1. Get tracking state (Yaw, Pitch, Roll).2. Render the scene to FOV texture(s) as usual (user’s application).3. Get tracking state again (Yaw2, Pitch2, Roll2).4. Calculate dYaw = Yaw2 - Yaw, dPitch = Pitch2 - Pitch, dRoll = Roll2 - Roll.5. Calculate dX = D * tan( dYaw ), dY = D * tan( dPitch ), alpha = - dRoll (where D is FOV distance).6. Use (dX, dY, alpha) for rendering part of FOV texture to Oculus screen or rotate FOV triangles by (dYaw, dPitch, dRoll).For more details see this picture: http://imgur.com/smfGL7uTo my mind this simple idea can help to improve image stability for low FPS. Low FPS leads to lagging; rendered picture not corresponds to real head position after rendering scene to FOV texture. This algorithm required small changes in Oculus software.
Has oculus thought about wireless power..It would be very convenient, I mean I don't know much about the technology, but aware of it.
Just want to share this incredible website if you want to learn stereocopic 3dhttps://www.lhup.edu/~dsimanek/3d/3dpage.htmhttps://www.lhup.edu/~dsimanek/3d/stereo/3dgallery.htm
Hi GuysIs there a documentation for the access to the DK2 camera data?How good is that thing?Would it be possible to get Information about hand and body position or would the camera also have to have 2 lenses?Is it only infrared?And would it be possible to add different colored LEDs to ellbows and hands to get the tracking information?Questions after questions! I am pretty sure that you could do some awesome stuff with it and improve the user experience.Simon
Just pontificating here.... but since the DK2 screen is technically just a Samsung note 3 screen, wouldn't it stand to reason that once the note 4 is released, it could be possible to swap out the screens with a replacement note 4 panel?This of course is operating under the assumption that the panel size remains the same. (That IS rumored to be the case.)So barring the display connector changing location or the proprietary connector changing design.... it seems within the realm of possibility, does it not?Since the panel is rumored to have a resolution of 2560 x 1440, that would be quite a nice bump.The HDMI circuitry in the DK2 is said to be capable of 4k at 60p according to the manufacturer.
I see from Tuscany demo redcubescene and bluecubescene. And what is the difference of these from main scene?I'd appreciate the answer. Scene MainScene; Scene LoadingScene; Scene SmallGreenCube;Scene OculusCubesScene;Scene RedCubesScene;Scene BlueCubesScene;Thanks,
When using Desktop Duplication APIhttp://msdn.microsoft.com/en-us/library/windows/desktop/hh404487(v=vs.85).aspxDxgiOutput1->DuplicateOutput//throwing exception when in Direct HMD Modeovr_InitializeRenderingShim(); //or ovr_Initialize(); //were called beforeEverything is ok without Direct HMD, and also data can be aquired when ovr_Initialize(); is called after d3d-init. Grafix is nVidia Geforce 470gtx. Behaviour was observed in own Engines, but also with just integrating OVR-SDK in the Sample provided by Microsoft:http://code.msdn.microsoft.com/windowsapps/Desktop-Duplication-Sample-da4c696a
Hello,After downloading and attempting to use the new Oculus SDK 0.4.4 I now receive the following errors when attempting to compile:Within OVR_CAPI_GL.H (line 65):static_assert(offsetof(ovrGLTextureData, TexId) == offsetof(ovrTexture, PlatformData), "Mismatch of structs that are presumed binary equivalents.");This line gives me the following error: 206 IntelliSense: this operator is not allowed in a constant expression ...LibOVR\Src\OVR_CAPI_GL.hIn addition, in the same file, on this line (line 37):HWND Window;I get the following errors: Error 27 error C2146: syntax error : missing ';' before identifier 'Window' ...LibOVR\Src\OVR_CAPI_GL.h Error 28 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int ...LibOVR\Src\OVR_CAPI_GL.hIs there a new include file I am missing?I didn't have these problems in the Oculus SDK 0.4.3.Thank you for your time.
Hey guys, I was wondering if someone else had some input on this issue I have been having.I generally work in linear color space in unity. I never had issues with my workflow with the DK1 SDK, but I have been having issues with the DK2 SDK. Apparently it takes my linear color space render and brings it down to gamma space. Strange thing is that I have been able to bypass this problem by forcing the oculus hud menu to stay on. So I just keep it blank and wrote a bit of code to keep the menu up. This is not perfect as it doesn't really fix the issue.Other issues have been popping up because of this hacky fix, so I have been trying to pinpoint the issue. I think I have pinpointed where the problem is. It has to do with the chromatic aberration correction. I disabled the post render texture filters one by one under the _distortionCaps function and problem disappears when I disabled the chromatic aberration. SDK 0.4.2 had a comment in the script that said that it was assuming that you are
Underlying Issue: When a person walks-in-place for any length of time wearing a closed bezel HMD (or with their eyes closed) they tend to drift off center. If the user is not re-centered he may move out of tracking range, or bump or trip on a physical obstruction.I will confine this discussion to walking-in-place virtual locomotion controls because other techniques, like sliding the feet against the floor, impose their own set of requirements.General CriteriaIdeally we want something that does not introduce sensory or cognitive distractions, or disrupts the user from what he’s doing in VR, while constantly keeping the user from moving off center. Distractions include having to pay attention to additional sensory cues and simply having to remain aware of where you are in the real world. Having to perform adjustments on an ongoing basis that you would not do in the real world is a background disruption. A foreground disruption is an interruption: having to stop what you’re doing and p
Hi Oculus developers,I've a question about the Sir Paul McCartney Preview of Jaunt.First of all, I still have to read through the Oculus Developer Guide, but I have a couple of questions beforehand.In essence it's only a S3D 360 degree video which they could publish to watch with one of the many VR players.However, they made a really nice experience in my opinion with a Splash screen (Jaunt logo), 'Menu' screen (with title of the video, explanation about the controls etc), the ability to pause and resume the video and finishing with the Credits screen.For Windows there is a nice .exe and for Mac a .dmg, which make the experience complete and more user friendly. I know the video is being streamed, not everybody likes this, but the overal experience is way beter than only publishing a .mp4/.mov/.xyz file.My question is, how would I be able to do the same if I had a video file? I mean can someone point me in the right direction to read about in the SDK.
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