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Re: Early Oculus Rift support.
Posted: Sat Mar 29, 2014 3:01 pm
by FluffyFreak
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.
Re: Early Oculus Rift support.
Posted: Tue Jul 29, 2014 10:57 am
by FluffyFreak
Re: Early Oculus Rift support.
Posted: Thu Jul 31, 2014 8:03 pm
by impaktor
Re: Early Oculus Rift support.
Posted: Sun Aug 17, 2014 4:02 am
by eloquentmess
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.
Re: Early Oculus Rift support.
Posted: Sat Aug 23, 2014 12:49 pm
by FluffyFreak
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.
Re: Early Oculus Rift support.
Posted: Thu Oct 09, 2014 8:58 pm
by impaktor
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/
Re: Early Oculus Rift support.
Posted: Fri Oct 10, 2014 12:46 pm
by FluffyFreak
Re: Early Oculus Rift support.
Posted: Sun Oct 26, 2014 6:52 am
by impaktor
"Oculus SDK 0.4.3 Beta Release Brings Unity Free and Experimental Linux Support"
http://www.roadtovr.com/oculus-sdk-0-4- ... x-support/
Re: Early Oculus Rift support.
Posted: Sun Oct 26, 2014 12:13 pm
by FluffyFreak
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?
Re: Early Oculus Rift support.
Posted: Fri Nov 20, 2015 4:49 pm
by FluffyFreak
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.