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. > > > > > > > > > > > > > > > > > > > > > > > ------------------------------------------------------------------------------ > > > > > > > _______________________________________________ > > > > > > > enlightenment-devel mailing list > > > > > > > [email protected] > > > > > > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > > > > > > > > > > > > > > > > > > > > ------------------------------------------------------------------------------ > > > > > > _______________________________________________ > > > > > > enlightenment-devel mailing list > > > > > > [email protected] > > > > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > > > > > > > > > > > > > -- > > > > > A big old stinking pile of genius that no one wants > > > > > coz there are too many silver coated monkeys in the world. > > > > > > > > > > > > > > ------------------------------------------------------------------------------ > > > > > _______________________________________________ > > > > > enlightenment-devel mailing list > > > > > [email protected] > > > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > > > > > > > > > > > ------------------------------------------------------------------------------ > > > > _______________________________________________ > > > > enlightenment-devel mailing list > > > > [email protected] > > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > > > > > > > -- > > > A big old stinking pile of genius that no one wants > > > coz there are too many silver coated monkeys in the world. > > > > > > > ------------------------------------------------------------------------------ > > > Site24x7 APM Insight: Get Deep Visibility into Application > > > Performance APM + Mobile APM + RUM: Monitor 3 App instances at just > > > $35/Month Monitor end-to-end web transactions and take corrective > > > actions now Troubleshoot faster and improve end-user experience. > > > Signup Now! > > > http://pubads.g.doubleclick.net/gampad/clk?id=267308311&iu=/4140 > > > _______________________________________________ enlightenment-devel > > > mailing list [email protected] > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > > > > ------------------------------------------------------------------------------ > > Site24x7 APM Insight: Get Deep Visibility into Application Performance > > APM + Mobile APM + RUM: Monitor 3 App instances at just $35/Month > > Monitor end-to-end web transactions and take corrective actions now > > Troubleshoot faster and improve end-user experience. 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