Early Oculus Rift support.

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FluffyFreak
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Re: Early Oculus Rift support.

Post by FluffyFreak » Sat Mar 29, 2014 3:01 pm

Quick update, obviously lots of stuff has been going on with Oculus lately - being bought by Facebook, getting Michael Abrash (YES! MICHAEL ABRASH!!!) to join them, and announcing the 2nd developers kit (DK2).

So: I've pre-ordered the DK2, I was initially terrified/annoyed by the Facebook thing - I've calmed down now and yeah I think it might even be good in short/medium term, and MICHAEL ABRASH!!!. Carmack and Abrash back together again... employed by Facebook, crazy.

To do with the project though, well I got the position, scaling and orientation of the screen corrected so that the cross hairs - and the rest of the screen - are actually centred. It was easy, I was just being lazy & dumb before.

Other than that nothing more to report and no new videos yet.

FluffyFreak
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Re: Early Oculus Rift support.

Post by FluffyFreak » Tue Jul 29, 2014 10:57 am

DK2? Oh yes.

impaktor
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Re: Early Oculus Rift support.

Post by impaktor » Thu Jul 31, 2014 8:03 pm

Oculus Rift Development Kit 2 Teardown
https://www.ifixit.com/Teardown/Oculus+ ... down/27613

eloquentmess
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Re: Early Oculus Rift support.

Post by eloquentmess » Sun Aug 17, 2014 4:02 am

I know it's a totally different technology, but it would be nice to also implement TrackIR (or FaceTrackNoIR) support. Cheaper than Oculus Rift, and you can use it to look around you.

FluffyFreak
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Re: Early Oculus Rift support.

Post by FluffyFreak » Sat Aug 23, 2014 12:49 pm

Yeah I had a look at that but how do you do it? I couldn't find the API it uses or documentation for it.

impaktor
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Re: Early Oculus Rift support.

Post by impaktor » Thu Oct 09, 2014 8:58 pm

Holy Batoculus Batman!
"DC Entertainment Bringing ‘Batman: The Animated Series’ Experience to Gear VR and Oculus Rift"
http://www.roadtovr.com/dc-entertainmen ... g-gear-vr/

FluffyFreak
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Re: Early Oculus Rift support.

Post by FluffyFreak » Fri Oct 10, 2014 12:46 pm


impaktor
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Re: Early Oculus Rift support.

Post by impaktor » Sun Oct 26, 2014 6:52 am

"Oculus SDK 0.4.3 Beta Release Brings Unity Free and Experimental Linux Support"
http://www.roadtovr.com/oculus-sdk-0-4- ... x-support/

FluffyFreak
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Re: Early Oculus Rift support.

Post by FluffyFreak » Sun Oct 26, 2014 12:13 pm

Yeah I grabbed the latest SDK(s) yesterday, haven't had chance to try them out on OSX/Linux yet.
I'll flash my kit upto the latest and then see about resurrecting the LibOVR branch one of these days.

Does anyone else have a devkit yet?
Or is anyone planning on getting a Rift when the consumer version is finally released?

Just trying to gauge interest.

I have a DK1, the early low-res version, going spare.

EDIT: wow I just checked ebay, DK1's are still going for upto £350! Why would you spend that much when you could buy a DK2 direct from Oculus for a little bit more?

FluffyFreak
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Re: Early Oculus Rift support.

Post by FluffyFreak » Fri Nov 20, 2015 4:49 pm

There's an interesting video about "VR Interface Design Pre-Visualisation Methods" that is well worth looking at even if just to see what kind of cool stuff you can do with VR.

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