Yeah, just about every combination on win10 breaks. Setting up 8.1 to
tinker next weekend - wish me luck!

Andy

On Tue, 12 Jan 2016 at 00:10, David Seikel <[email protected]> wrote:

> Yeah, the DK2 is a pain to get working.  Good luck on the weekend.
>
> Dunno about Windows 10, I was using 7 and 8.1.  I'd suggest backing up
> to an older SDK at first (0.6 is the sweet spot for me and my client),
> but I think Win 10 might get in the way of that.
>
> I think I might get a Google Cardboard device after I hand back the DK2
> to the client.  Could tide me over until the CV1 arrives.  There's
> actually a company in the next town that has their own Cardboard
> version, but they have been out of stock since last year.  B-(
>
> On Mon, 11 Jan 2016 23:41:50 +0000 Andrew Williams
> <[email protected]> wrote:
>
> > I honestly can't get it working :( flicks on for a few seconds then
> > off again... Tried 2 different machines - only commonality I can find
> > is win10 or the device itself... I'll try again at the weekend!
> >
> > Andy
> > On Mon, 11 Jan 2016 at 05:15, David Seikel <[email protected]> wrote:
> >
> > > How's your Rift going Andy?
> > >
> > > Around about now is when I'm expecting my client to ask me to return
> > > the DK2 I have, haven't heard from them yet.  Best guess for
> > > delivery of my CV1 is mid April, you might be on your own for a
> > > while.
> > >
> > > 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...
> > > >
> > > > 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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> > > > >
> > > > >
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