What to do with an Oculus Rift DK1?
category: code [glöplog]
if you don't wanna pay for a semi-decent machine to doodle with other hardware, then don't get the other hardware. we're not harsh, you're just a doof. then again, the mention of the Macbook double confirms that! ;)
Bring it to your next demoparty, give it to someone who wants to write some VR code before the consumer version is out or who doesn't want to spend the money. The DK1 is not good for real VR (no positional tracking etc), but definitely as a placeholder/preview to develop some tech or content. Which is precisely its intended purpose. You'll find someone who will appreciate it.
I would love to make a demo with it, but I can't afford one. That's why I started bidding!
Quote:
if you don't wanna pay for a semi-decent machine to doodle with other hardware, then don't get the other hardware. we're not harsh, you're just a doof. then again, the mention of the Macbook double confirms that! ;)
Wow, now I'm even being called names for not having "the right hardware." Grow up. I'm too old to be offended by this shit, so I'm just gonna ignore everything you have to say from now on.
MOVING ON...
Borrowed a Thunderbolt -> DVI adapter from a friend, so now I can use the Rift on my Macbook. And it's pretty cool! Yeah the resolution is blocky and the FOV isn't great, but as soon as I get into a VR world I don't care at all. I have no doubts a DK2 would be better but this is pretty damn good. There is a BUNCH of cool stuff for Mac & Linux on https://share.oculus.com/ - lots of tech demos, less fully fleshed-out games & apps, but still fun to play around with.
Any Scene-ish stuff for this thing yet? I can't be the only one dicking around with one.
FYI developing for the DK1 would be DEAD SIMPLE - just mirror the main display and code in split screen stereo! No SDK or fancy drivers needed! I'm not any kind of coder but I wasn't kidding about trying to make something with a demotool. We'll see. :)
This is what I'm talking about! Got a link? How do I do this??
Borrowed a Thunderbolt -> DVI adapter from a friend, so now I can use the Rift on my Macbook. And it's pretty cool! Yeah the resolution is blocky and the FOV isn't great, but as soon as I get into a VR world I don't care at all. I have no doubts a DK2 would be better but this is pretty damn good. There is a BUNCH of cool stuff for Mac & Linux on https://share.oculus.com/ - lots of tech demos, less fully fleshed-out games & apps, but still fun to play around with.
Any Scene-ish stuff for this thing yet? I can't be the only one dicking around with one.
FYI developing for the DK1 would be DEAD SIMPLE - just mirror the main display and code in split screen stereo! No SDK or fancy drivers needed! I'm not any kind of coder but I wasn't kidding about trying to make something with a demotool. We'll see. :)
Quote:
If you have a webcam and place a specific shaped object (or light) on your head, then you can also get the positional tracking :-)
This is what I'm talking about! Got a link? How do I do this??
Quote:
I would love to make a demo with it, but I can't afford one. That's why I started bidding!
You can't have mine :P but considering how cheap the DK1s are going for now, there's no reason not to pick one up - it seems pretty solid for a dev system!
That said, the new Samsung-Oculus headset is supposed to retail for under $99. Will be keeping my eye on those (especially since it uses a built-in tablet instead of an external PC.)
Seriously, you're offended by what Maali said after lamenting about how you can't use this thing "on a real OS"?
While it's somewhat true, that developing for it is basically interpreting the tracker, and then rendering in stereo, in practice it's a bit more involved than that. The stereo rendering does differ (if only slightly) from how you'd do stereo rendering for a flat surface, it needs to be parallel. The SDK will also provide you with the correct values for projection, and the newer ones will do the barrel distortion for you, and even some prediction (at least on the DK2). The phone based HMDs like the freefly don't really have their own infrastructure to provide you with these values. They also rely on the less-than-fantastic tracking using the phone's sensors, and this is exactly how good VR differs from an okayish one.
Using a webcam and a light will most certainly not give you good positional tracking, as it needs to be rather precise and uninterrupted. Even DK2's camera based tracking is just barely passable as anytime you raise your hand you're likely to obscure the markers, causing a little "jump" in the tracking data.
While it's somewhat true, that developing for it is basically interpreting the tracker, and then rendering in stereo, in practice it's a bit more involved than that. The stereo rendering does differ (if only slightly) from how you'd do stereo rendering for a flat surface, it needs to be parallel. The SDK will also provide you with the correct values for projection, and the newer ones will do the barrel distortion for you, and even some prediction (at least on the DK2). The phone based HMDs like the freefly don't really have their own infrastructure to provide you with these values. They also rely on the less-than-fantastic tracking using the phone's sensors, and this is exactly how good VR differs from an okayish one.
Using a webcam and a light will most certainly not give you good positional tracking, as it needs to be rather precise and uninterrupted. Even DK2's camera based tracking is just barely passable as anytime you raise your hand you're likely to obscure the markers, causing a little "jump" in the tracking data.
Quote:
Aaaawh :) You can't have mine :P
That Samung system still needs a rather expensive phone. But I guess anything that boosts VR is a good thing.
"i found this Ferrari manifold in a skip, i don't want to buy a Ferrari so i hooked it up to my 20yo Volkswagen and it didn't work as i wanted. You all insult me for pointing out i am an imbecile! Grow up" bla bla :)