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Oculus Rift Support?

Send us your requests for enhancements (RFEs)

Oculus Rift Support?

Postby FDP » Thu Apr 11, 2013 11:40 pm

Would it be possible to add an input node for the Oculus Rift sensors? Latency is an issue with headtracking, and so serving the sensor data may not be an ideal method of getting the data into TD. Looking at the Oculus SDK it seems like this could be accomplished very easily*. An output node would be very nice as well, but I think this is something relatively easy to cook up on the user side.

* https://developer.oculusvr.com/wiki/Min ... pplication

Thanks,
FDP
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Re: Oculus Rift Support?

Postby FDP » Fri Apr 26, 2013 4:13 am

Just an update to anyone else who may be interested, there is now a rift sensor server posted to the Oculus forum. Will try this out next week when I have some time.
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Re: Oculus Rift Support?

Postby matt1up » Fri Jul 12, 2013 5:33 pm

!!!!!!!!!!!

:) you just made me the happiest person ever.

Do you have a link for it and how does it work exactly?

(Guess I shouldn't be overly excited yet. ... but I'm just happy to find a post on here after searching for oculus rift period)
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Re: Oculus Rift Support?

Postby matt1up » Fri Jul 12, 2013 5:46 pm

https://github.com/ganzuul/broadcastsensor

:) damnit... now I just wanna skip out on the rest of my work day and head home. I can't wait!

I ordered the oculus rift specifically for touch designer and have never really been a gamer. I can't wait to start messing around with my kinect glsl finger tracking setup. It looks like the only other thing I'm gonna have to do now to get it going is throw together the glsl distortion shader
which looks pretty simple considering the code is already posted in the oculus rift sdk document.

https://www.youtube.com/watch?v=MfBhnY_ ... ata_player
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Re: Oculus Rift Support?

Postby matt1up » Mon Jul 15, 2013 3:31 pm

Almost. ;)
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Re: Oculus Rift Support?

Postby manoeuvre » Wed Jul 31, 2013 10:00 am

+1 for Oculus support, I have a dev kit on order would love to use it with TD.
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Re: Oculus Rift Support?

Postby rodberry » Sun Aug 11, 2013 1:32 am

++! for rift here too. My local hackerspace has one and I am going to install FTE on that machine sometime this week. :)
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Re: Oculus Rift Support?

Postby rob » Mon Aug 12, 2013 10:35 am

Out of curiosity, what were your experiences in terms of time between ordering + receiving a unit?
-Rob
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Re: Oculus Rift Support?

Postby momothemonster » Mon Aug 12, 2013 4:24 pm

rift_in_progress.jpg
rift_in_progress.jpg (148.87 KiB) Viewed 4669 times


I've made some progress on a Rift CHOP. Getting data from the sensor is very easy, as is applying the barrel distortion shader.

I've gotten stuck on getting the output to look right in the headset. I can get it pretty close by manually tweaking parameters, but that's not a real solution. Right now, I'm extracting a custom projection matrix via CHOP channels and applying those to my cameras, but something is off, lines aren't properly converging.

I could describe my problem but I think it's pointless unless someone else is working on this as well. Pipe in if you've got one and you want to hack on the problem together :)
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Re: Oculus Rift Support?

Postby momothemonster » Mon Aug 12, 2013 4:26 pm

rob - I ordered mine on April 2nd, received July 12th.
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