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Oculus Rift DK2 and the SDK

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    #16
    Currently, we don't have support for Oculus on Linux builds, but I'll add that as something to investigate! Since the SDK is supported on Linux, I don't see why not! Thanks for the suggestion!

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      #17
      DK2 implementation is of high importance to me. We're displaying our UE4 based VR product at a big expo at the end of August with it's own booth and such. We're expecting to receive about six DK2 kits in July.

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        #18
        Question: Does anyone have an idea how the DK2 positional tracking will work in regards to the First-Person-Template project? More specifically: Will the positional tracking side-step the character a few centimeters or will the character stay put even if your head position changes?

        I would presume it's the former even though the natural / desired action is the latter. I would prefer not to write code on day one of receiving the DK2.

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          #19
          I'd say it just moves the camera and not the character, enabling peaking around corners and such. Probably the easiest implementation too.

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            #20
            That is correct. We use the position to move just the camera to avoid issues with blocked character movement. It's certainly possible to move the character based on the positional tracking data, but the default implementation just offsets the camera and not the player.

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              #21
              Originally posted by Nick Whiting View Post
              Thanks! Timewarp isn't that far off. We just wanted to make sure that the integration was easy to maintain going forward with the engine! They've pushed much more rendering into their SDK, and it's the first time we've had to provide those hooks in the engine, so we want to make sure it's done right.
              Hi Nick,

              I was wondering if you could confirm if re-projection (AKA timewarp) will also be supported for Project Morpheus. I believe on PS4 it would need to be handled on the UE4 rendering side.

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                #22
                Fantastic to see you guys implementing the DK2 functionality! Is there anywhere specific we should be looking at to see progress? For example, the Unreal engine's wiki page for the Rift, this section of the forum, blog posts on the unreal engine website, github, etc.

                I assume the developer will have to set up things like neck modeling, or is that no longer needed due to positional tracking?

                Still on track to release the couchknights demo with the launch of DK2?

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                  #23
                  Originally posted by sluisi View Post
                  Hi Nick,

                  I was wondering if you could confirm if re-projection (AKA timewarp) will also be supported for Project Morpheus. I believe on PS4 it would need to be handled on the UE4 rendering side.
                  Project Morpheus approaches things a bit differently right now from what I can tell from interviews (timewarp is a John Carmack deved feature that's part of the Oculus SDK). Developers make sure their games run at 1080p @60h and an external box with dedicated chipset (part of Morpheus devkit) re-projects every rendered image exactly once based on motion data (creating 120hz movement). Motionflow if you want. Sony have talked about moving this process to the GPU (for cost's sake).
                  Last edited by Wollan; 07-03-2014, 05:39 PM.

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                    #24
                    Yea I can't wait for the DK2 coming in, going to be working on project with friend over the summer with it,

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                      #25
                      Originally posted by Nick Whiting View Post
                      Currently, we don't have support for Oculus on Linux builds, but I'll add that as something to investigate! Since the SDK is supported on Linux, I don't see why not! Thanks for the suggestion!
                      Any update? It's been almost 8 months and there is still no support.

                      Epic advertises Oculus Rift support.
                      Epic advertises Linux support.
                      Oculus advertises Linux support.

                      You're not alone, by the way: Oculus' support for Unity on linux exists, but is too buggy and performs too badly to use.

                      Please, bother Oculus about this, if necessary. There's no reason for such a long hold up.

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