The entire world of FPV flying (drones, planes, helis and even cars) is
using ultra fast cameras, almost all of them send an analogue signal
which is then forwarded into VR-like goggles.Such a setup can easily
cost 1000 bucks in higher quality and 40...
I've restarted PC, updated drivers, kept everything down to minimum.No
matter what I do, as soon as I make any lateral movements with my head
the environment jitters strongly.I am kinda at max spec, is this missing
support for Oculus HMDs ?`Anyone an...
According to the official 3 sensor guide 2 sensors need to be USB-3
connected and one
USB-2https://scontent.xx.fbcdn.net/t39.2365-6/15363893_1774761836111478_5342883442994446336_n.pdfNow
I tried both:If I connect 3 sensors on USB 3 then 2 of them sho...
I've been searching the net for hours, there is almost nothing at all
for Oculus SDK and C++.A few opengl examples and the two examples from
Oculus.The Tinyroom one is not really a small example, it's a 3D game
engine with masses of complex structure...
That would not work, FPV goggles have a video latency of 20-50ms.The
capture card would come at a magnitude higher than that.The wifi link
would add another 20+msThe virtual desktop another 50-200msIt really is
painful to see how much hardware there ...
Thanks CyberrealityThat will probably come too late for me but sounds
like a great steap ahead for new developers if you can get that done I
did not want to downplay the work done on the TinyRoomDemo, it's clearly
done by a talented developer but it...
I have seen your examples yesterday, they are exactly what I would have
expected from Oculus. Small code covering one feature/task and not a
thousand at once.Sadly I need it in DX11 and as a "beginner" in DX
development it's difficult to get it conve...
Update:I'd actually be glad for any Oculus enabled DX11 c++ source code.
If anyone has any old test projects demos around .. Would be great to
get them shared!