On Wed, 06 Jan 2016 08:45:00 +0000 Andrew Williams
<[email protected]> wrote:

> Yup that's right. Actually I've yet to find out if it works on my Mac
> Pro...

Good luck, the DK2 can be tricky to get going the first time.
Especially the one I was using, second hand, no manual in the box.  On
the other hand, it's a development kit, I wasn't expecting a manual.
Only found it on the web after I figured things out.

I have a Mac Mini that the DK2 should work on in theory, but I would
need a mini DisplayPort to HDMI adapter to find out.  The company
supplying me with the DK2 wanted me to concentrate on Windows, so I
never bothered testing on Mac.  I will with my CV1, that's what it is
for, cross platform HMD development.  That's what the Mac Mini is for,
cross platform virtual world development.

Hope you get your VR legs quick.  Keep someone nearby to help out and
point you at the bucket until you get used to it.  Unless you have iron
guts like me, then just be careful you don't manage to wrap the cable
around your neck.  A proper Unix beard like mine helps, I think that's
what they are for, and why we spend decades growing a decent neck
protector, to be ready for HMDs.

Welcome to VR Andy.  Don't hit the monsters too hard, or they'll shatter
like glass, and you'll suddenly find you need a new monitor.  Not to
mention the blood all over your keyboard.  Hint, it's yours, not the
monsters, you may need medical attention if this happens.  Have lots of
fun.  B-)

> Andy
> On Wed, 6 Jan 2016 at 01:48, David Seikel <[email protected]> wrote:
> 
> > On Tue, 05 Jan 2016 23:56:21 +0000 Andrew Williams
> > <[email protected]> wrote:
> >
> > > Exciting stuff! Just unboxing my rift - will be happy to help test
> > > where I can :-D
> >
> > Cool. I'm guessing you got a second hand Dk2?  The pre orders for
> > the CV1 only open up in 14 hours.
> >
> > > Andy
> > > On Tue, 5 Jan 2016 at 21:45, David Seikel <[email protected]>
> > > wrote:
> > >
> > > > On Tue, 5 Jan 2016 11:47:09 -0800 Cedric BAIL
> > > > <[email protected]> wrote:
> > > > > >> >> So basically, get the mode info and check the "flags"
> > > > > >> >> of the mode struct for supported layouts. Possible
> > > > > >> >> values on "flags":
> > > > > >> >>
> > > > > >> >> #define DRM_MODE_FLAG_3D_MASK
> > > > > >> >> (0x1f<<14) #define
> > > > > >> >> DRM_MODE_FLAG_3D_NONE                     (0<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_FRAME_PACKING
> > > > > >> >> (1<<14) #define
> > > > > >> >> DRM_MODE_FLAG_3D_FIELD_ALTERNATIVE        (2<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_LINE_ALTERNATIVE (3<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_SIDE_BY_SIDE_FULL
> > > > > >> >> (4<<14) #define DRM_MODE_FLAG_3D_L_DEPTH
> > > > > >> >> (5<<14) #define
> > > > > >> >> DRM_MODE_FLAG_3D_L_DEPTH_GFX_GFX_DEPTH    (6<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_TOP_AND_BOTTOM   (7<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_SIDE_BY_SIDE_HALF
> > > > > >> >> (8<<14)
> > > > > >> >>
> > > > > >> >> This would/should actually be quite simple to detect in
> > > > > >> >> the ecore_drm code as we already fetch mode info for
> > > > > >> >> crtcs. Would just be a matter of checking for these
> > > > > >> >> flags.
> > > > > >> >
> > > > > >> > Not quite so correct.  Sure this probably works fine
> > > > > >> > under DRM / Wayland, but I mentioned Mac OS X and
> > > > > >> > Windows as well as Linux.
> > > > > >>
> > > > > >> Sure. I defer to your wisdom in those areas ;) I was mearly
> > > > > >> stating that (as far as code goes), it would be fairly
> > > > > >> simple (wrt libdrm) to add these pieces to ecore_drm.
> > > > > >
> > > > > > Yep, looks simple enough.  Still wont be useful for Mac and
> > > > > > Windows support, but at least that's Linux catered for in
> > > > > > the "detect a HMD that wants to be a monitor" stakes.  As I
> > > > > > pointed out, not all HMDs present themselves as monitors.
> > > > >
> > > > > Or Android. Also... it is not that useful on Linux as there
> > > > > is no support for HMD at the moment and Occulus Rift doesn't
> > > > > seems to interested by that.
> > > >
> > > > Oculus did initially support Linux and Mac, but "paused"
> > > > support for them.  Older SDKs still work.  Also, see the bottom
> > > > of this email. HTC Vive is a Steam thing, and Steam tries to be
> > > > cross platform more or less, but I've not checked that out
> > > > yet.  I did create a Steam account to see what I could find
> > > > there to run on the DK2 I have, and found stuff that worked
> > > > fine under Windows at least. Google Cardboard is obviously an
> > > > Android thing, but there's software that uses that protocol at
> > > > the end of a network link, driven from Windows.
> > > >
> > > > > Also the situation is more complex that I think it would be.
> > > > > There is actually 2 differents content that are streamed to an
> > > > > HMD. 360 view (either spherical or cylinder mapped) and
> > > > > stereoscopic view. Of course, some HMD support one or the
> > > > > other or both, enjoy !
> > > >
> > > > It's way worse than that.  VR movies are all over the place as
> > > > far as formats are concerned.  Each of those DRM_MODE_FLAGS DH
> > > > mentioned before, plus a few more, have been used to make
> > > > movies.  Movie players have a dozen or more complex controls to
> > > > try to sort out what to do for any particular movie.  Some
> > > > movies bypass the entire problem and come embedded inside their
> > > > own viewer, or rather three of them to support the major HMDs.
> > > >
> > > > > But that's only the beginning of the trouble, each HMD has
> > > > > different lense which means they need different transformation
> > > > > (and I have not gotten the confirmation that you could write
> > > > > one filter that cover every HMD).
> > > >
> > > > I doubt if you could get a generic filter.  One of the big
> > > > issues is support for people that have to wear glasses, I'm one
> > > > of those. There's various options for dealing with that used by
> > > > various manufacturers.  This includes providing standard frames
> > > > for optometrists to fit prescription lenses into.  Each
> > > > individuals lenses can be custom!
> > > >
> > > > The Oculus Rift DK1 came with three different pairs of lenses to
> > > > help the glasses wearers, the DK2 cut that down to two.  Some
> > > > allow similar dioptric adjustment as is in top end camera
> > > > viewfinders.  I think the CV1 just goes with "give 'em a bit
> > > > more room for their specs", and maybe a standardised frame?
> > > > Hopefully I'll have mine shortly after my birthday, and then go
> > > > visit my eye doctor.
> > > >
> > > > > Now, my understanding is that there is also no common API on
> > > > > Windows or Mac at this stage, but each HMD provide their own
> > > > > SDK. Of course on Linux situation is even worse as there is
> > > > > not even a SDK.
> > > >
> > > > There are the older Oculus SDKs for Linux that still work fine
> > > > with the released developer kits.  I think the Linux and Mac
> > > > support where "paused" at about the same time.
> > > >
> > > > > I am not to sure of the course of action that should be taken
> > > > > as making Occulus Rift or Gear VR work on Linux is going to
> > > > > be a massive under taking. I am thinking that the most easy
> > > > > target for development would be Mac as we are close to have
> > > > > 100% EFL working there already and you would add a new
> > > > > backend there for each HMD (at least at this stage).
> > > >
> > > > Well, I have separate Linux, Mac, and Windows development
> > > > workstations now, though I have to upgrade the Linux one to suit
> > > > HMD development. Linux is my preferred development environment,
> > > > I have the other two coz in the virtual world area, users want
> > > > their Mac and Windows support. Oddly enough, Second Life
> > > > supports Solaris as well, I think their developers started off
> > > > using Solaris workstations, so the viewer had to work there to.
> > > >
> > > > > > In the end though, I expect the existing generic HMD
> > > > > > libraries deal with that for us, if they don't, I can send
> > > > > > patches. That's where HMD device detection and
> > > > > > configuration should live.
> > > > >
> > > > > Does that already exist ? If it does, that should
> > > > > definitively be the layer we work on top of.
> > > >
> > > > Yes.  I mentioned two open source cross platform library
> > > > efforts in my initial post (OpenHMD and libvr), and a port of
> > > > the Oculus SDK to open source C (libovr_nsb).  I have since
> > > > found one more open source generic HMD library - (OpenVR, have
> > > > yet to find a web site).  There maybe more. I've read through
> > > > some of the reverse engineering process that has been used by
> > > > the first two libraries, so I'm up to speed with their problems
> > > > and progress.  These libraries generally support Linux, Mac,
> > > > and Windows, as well as trying to target the major HMDs.
> > > >
> > > > On the controller front, there has long been an open source
> > > > effort to generically support all sorts of oddball input
> > > > devices that would be useful in HMD / VR work.  I can't recall
> > > > the name off the top of my head, but I've got notes on it
> > > > somewhere.  I plan on trying it out in my SledjHamr project
> > > > eventually.
> > > >
> > > > So a lot of the massive work we can skip, others have done a
> > > > lot of it already, and are working on the rest.  Best leave it
> > > > to them, but I hope there's some consolidation of effort there
> > > > sooner rather than later.  We might have to try to predict the
> > > > winner, and hope we don't get that wrong.
> > > >
> > > > Reminds me, one more thing I should have mentioned about
> > > > controllers. A lot of the Oculus Rift software these days is
> > > > written with the XBox One controller in mind, as that's what
> > > > will come with the initial release of the CV1.  I don't have
> > > > one of those, but I do have a Sony sixaxis controller that I
> > > > got with my PS3.  After finding drivers for it under Windows,
> > > > it worked fine for Rift use on that software, they all think
> > > > I'm using an XBox gamepad.  I also use it for Android games,
> > > > and I recall it worked under Linux as well.  This sort of
> > > > compatibility issue has been around for a while, they get
> > > > solved.  B-)
> > > >
> > > > --
> > > > A big old stinking pile of genius that no one wants
> > > > coz there are too many silver coated monkeys in the world.
> > > >
> > > >
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> > A big old stinking pile of genius that no one wants
> > coz there are too many silver coated monkeys in the world.
> >
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-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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