npole Posted April 6, 2014 Posted April 6, 2014 (edited) The oculus headtracking info is only available to one program at a time. Looking at the ED implementation it's unlikely you can use rift mode with FTnoIR (as tracking and warp are implemented together). You could try opening FTnoIR and disabling rift tracking and just use hydra as second tracker for translation. Not sure if the ED implementation disables translational movements when in rift mode though. In many rift games you could just disable the rift tracking, then you can use their sensors into another program. That's what i'm asking. Maybe as you suggested by opening FTnoIR before the game, the game library couldn't communicate with the sensors (already opened) and i'll be fine.. I haven't tried it yet. EDIT: i just tested it, and it works. If you open FTnoIR before DCS, DCS isn't capable of controlling the head tracking, and so FTnoIR remains active.. and 6dof works too (with the hydra). The other benefit is that you can control the curves and all the other parameters (the Rift is mapped 1:1 and you can't change it). Now i only need the IPD fix and i'll be fine. :) Edited April 6, 2014 by npole
Frusheen Posted April 6, 2014 Posted April 6, 2014 In many rift games you could just disable the rift tracking, then you can use their sensors into another program. That's what i'm asking. Maybe as you suggested by opening FTnoIR before the game, the game library couldn't communicate with the sensors (already opened) and i'll be fine.. I haven't tried it yet. EDIT: i just tested it, and it works. If you open FTnoIR before DCS, DCS isn't capable of controlling the head tracking, and so FTnoIR remains active.. and 6dof works too (with the hydra). The other benefit is that you can control the curves and all the other parameters (the Rift is mapped 1:1 and you can't change it). Now i only need the IPD fix and i'll be fine. :) Great. That's a nice bonus. I don't have hydra and couldn't get the webcam solution to work properly. __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
hannibal Posted April 6, 2014 Posted April 6, 2014 good to hear u guys are on the hamster wheel in making oculus work 100% find me on steam! username: Hannibal_A101A http://steamcommunity.com/profiles/76561197969447179
Frusheen Posted April 7, 2014 Posted April 7, 2014 If that's true, then the implementation is really bad because the Rift sends parameters like physical dimensions of the display and resolution so that the rendering can be automatically adjusted no matter the version of the Rift you have. Well, that's the theory. I agree and I'm really afraid that the implementation didn't follow the correct procedures in the SDK. I hope it's just a simple mistake in a line of code and not a botched implementation. I had hoped we would have recieved an update on the issue today. If not a fix then some explanation of the problem. __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
wasyl00 Posted April 7, 2014 Posted April 7, 2014 Don't you guys think this first implementation has been made with the HD prototype (1080p) in mind? Wags mentioned that they have HD in the office. So maybe that's the reason why you guys all struggling with Dk1. Correct me if I'm wrong. I only hope that all will be working ok on Dk2. I nervously awaiting mine! [sIGPIC][/sIGPIC] Windows 10 Pro x64, Asus PG279Q, i7-6700K, Nvidia GTX1080TI, 16GB DDR4, 1TB SSD, TM Warthog, Saitek Combat Pro Rudder Pedals, TIR5+Trackclip
bongodriver Posted April 7, 2014 Posted April 7, 2014 I think the point being made is that if implemented properly the software should use the Oculus profile, which technically should adjust everything to the correct version of the hardware.
ED Team Alex Okean Posted April 8, 2014 ED Team Posted April 8, 2014 Fixed binary ( tested on public 1.2.8 ) once again , sorry for broken weekend ( bad idea compile something on friday night )Visualizer_fixed_linkage.zip
RagnarDa Posted April 8, 2014 Posted April 8, 2014 once again ' date=' sorry for broken weekend ( bad idea compile something on friday night )[/quote'] Been there, done that. :) You should look at this blog: http://thecodinglove.com Maybe you'll find it as funny as I did... DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
SkateZilla Posted April 8, 2014 Posted April 8, 2014 I have a 10' 1440P Flexible OLED sitting in a box, I wonder if I could hook it up to a DisplayPort Controller, build a small casing w/ Lenses and use the ED Stereo/Rift settings :) Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
ReviZorro Posted April 8, 2014 Posted April 8, 2014 once again ' date=' sorry for broken weekend ( bad idea compile something on friday night )[/quote'] It almost fixed now :) Big thx! Спасибо! I9-9900K@5000, Z370, 32Gb DDR4 3200, RTX 3090, Dell UP3216q VPC MongoosT-50 CM2 Stick, Base (75+100 ext.) & Throttle, BRD KG-13B, adapted to use with Warthog connector, VKB MK20-3 Pro Pedals, 2 x Saitek Quadrant, Pimax Vision 8K Plus + 2 HTC Bases + Index Controllers + DAS A lot of 3D printed modifications for all above. Ultimaker 2+; Hardlight Sirius
Kegetys Posted April 8, 2014 Posted April 8, 2014 once again ' date=' sorry for broken weekend ( bad idea compile something on friday night )[/quote'] It runs now but it seems only slightly improved from the version in the beta; The image still does not cover the entire visible area and it looks like the render target is not scaled to the correct size. Also the IPD seemed wrong, and I tried adjusting it from the Oculus config utility but it seems to have no effect on it - I guess it is using some static IPD? As a cyborg, you will serve SHODAN well http://www.kegetys.fi
ED Team Alex Okean Posted April 8, 2014 ED Team Posted April 8, 2014 IPD is given by Rift API as warping data too
Frusheen Posted April 8, 2014 Posted April 8, 2014 I think the IPD might be correct but the images are still not filling the rift display (black borders). The presence of these borders may be causing the perceived IPD issue as the two images are not rendering on the full screen. Alex it's really close to being perfect. Warp and scale look good and only minor yaw drift on DK1. It needs tweaking to have the image fill the rift screen. Is it also pulling this info from the rift API? __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
ED Team Alex Okean Posted April 8, 2014 ED Team Posted April 8, 2014 I am not sure about what you means as "black borders" cause they will always be there because of lenses presence. May be you setup wrong lenses which does not correspond with rift settings
SkateZilla Posted April 8, 2014 Posted April 8, 2014 The First Devkits have a Different Aspect Ratio than the other Kits. Can you take a screenshot of the image, then draw a line depicting what you see and what's bordered? Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Kegetys Posted April 8, 2014 Posted April 8, 2014 (edited) The difference is visible here (DK1): http://junk.kegetys.fi/oculus_dcs.jpg (DCS beta with the new visualizer.dll) http://junk.kegetys.fi/oculus_tuscany.jpg (Oculus SDK Tuscany demo) There is a large black border in the DCS image - It looks like the required scale factor is not applied to the render target, or the warping parameters are not right. edit: I had a look with GPA and it looks like DCS is using a 1280x800 rendertarget which is not right - The needed scale factor for DK1 is something like 1.7 so it should be around 2176x1360, I guess that is the problem. Edited April 8, 2014 by Kegetys As a cyborg, you will serve SHODAN well http://www.kegetys.fi
ReviZorro Posted April 8, 2014 Posted April 8, 2014 (edited) The difference is visible here (DK1): http://junk.kegetys.fi/oculus_dcs.jpg (DCS beta with the new visualizer.dll) http://junk.kegetys.fi/oculus_tuscany.jpg (Oculus SDK Tuscany demo) There is a large black border in the DCS image - It looks like the required scale factor is not applied to the render target, or the warping parameters are not right. I have similar picture, but I don't see any borders. Strange. Upd: My Tuscany demo looks less wide - and I don't see any borders... And how to make a screenshot in DCS with OR? (standart method (SysRq) gives only a copy of desktop). Edited April 8, 2014 by ReviZorro I9-9900K@5000, Z370, 32Gb DDR4 3200, RTX 3090, Dell UP3216q VPC MongoosT-50 CM2 Stick, Base (75+100 ext.) & Throttle, BRD KG-13B, adapted to use with Warthog connector, VKB MK20-3 Pro Pedals, 2 x Saitek Quadrant, Pimax Vision 8K Plus + 2 HTC Bases + Index Controllers + DAS A lot of 3D printed modifications for all above. Ultimaker 2+; Hardlight Sirius
Kegetys Posted April 8, 2014 Posted April 8, 2014 Upd: My Tuscany demo looks less wide - and I don't see any borders.... Are you using the demo from the latest SDK version? Under samples\OculusWorldDemo\Release\OculusWorldDemo.exe. (Oculus website seems down now but I downloaded mine just a few days ago and I dont think there has been any updates to the public SDK for a while). As a cyborg, you will serve SHODAN well http://www.kegetys.fi
ED Team Alex Okean Posted April 8, 2014 ED Team Posted April 8, 2014 recomended scale factor has nothing with black borders cause borders is conected with recomended FOV , installed lenses and nose-to-screen distance . scale factor is intended for optimal pixel density in the screen center
Kegetys Posted April 8, 2014 Posted April 8, 2014 recomended scale factor has nothing with black borders cause borders is conected with recomended FOV ' date=' installed lenses and nose-to-screen distance . scale factor is intended for optimal pixel density in the screen center[/quote'] The scale factor is taken into account by the distortion shader, so if the scale factor is not applied correctly it will render a smaller area (see section 5.5.3 "Distortion scale" in the SDK docs). When you apply the scale factor correctly the image fills almost the entire screen, as also shown in the docs images (I guess it also makes the required FOV wider though?). As a cyborg, you will serve SHODAN well http://www.kegetys.fi
ED Team Alex Okean Posted April 8, 2014 ED Team Posted April 8, 2014 guys i am under NDA , but we use a slightly newer SDK than you can find , where core things are changed
ReviZorro Posted April 8, 2014 Posted April 8, 2014 Are you using the demo from the latest SDK version? Under samples\OculusWorldDemo\Release\OculusWorldDemo.exe. (Oculus website seems down now but I downloaded mine just a few days ago and I dont think there has been any updates to the public SDK for a while). You're right, I used an older version. Picture from SDK 2.5 is similar to your screenshot. What type of lenses (A, B. C) do you use? What is the distance to the OR screen (far or close)? Do you wear a glasses? (My case - lenses B, close to screen, no glasses). I9-9900K@5000, Z370, 32Gb DDR4 3200, RTX 3090, Dell UP3216q VPC MongoosT-50 CM2 Stick, Base (75+100 ext.) & Throttle, BRD KG-13B, adapted to use with Warthog connector, VKB MK20-3 Pro Pedals, 2 x Saitek Quadrant, Pimax Vision 8K Plus + 2 HTC Bases + Index Controllers + DAS A lot of 3D printed modifications for all above. Ultimaker 2+; Hardlight Sirius
ReviZorro Posted April 8, 2014 Posted April 8, 2014 (edited) BTW, it is still possible to get 6DOF with Opentrack and Razer Hydra. Edited April 8, 2014 by ReviZorro I9-9900K@5000, Z370, 32Gb DDR4 3200, RTX 3090, Dell UP3216q VPC MongoosT-50 CM2 Stick, Base (75+100 ext.) & Throttle, BRD KG-13B, adapted to use with Warthog connector, VKB MK20-3 Pro Pedals, 2 x Saitek Quadrant, Pimax Vision 8K Plus + 2 HTC Bases + Index Controllers + DAS A lot of 3D printed modifications for all above. Ultimaker 2+; Hardlight Sirius
SkateZilla Posted April 8, 2014 Posted April 8, 2014 You're right, I used an older version. Picture from SDK 2.5 is similar to your screenshot. What type of lenses (A, B. C) do you use? What is the distance to the OR screen (far or close)? Do you wear a glasses? (My case - lenses B, close to screen, no glasses). BTW, it is still possible to get 6DOF with Opentrack and Razer Hydra. I guess you missed the part where he said N...D...A... Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
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