On Sun, 24 Jan 2016 12:09:21 +0000 Andrew Williams
<[email protected]> wrote:

> It's alive! Got the DK2 on win8.1 - testing some games today.
> Next I'm working on inspiration for what it could be used for :)
> 
> Thanks for the help,

Cool, and you are welcome.  The client not only hasn't told me where to
send the one I have, plus he has a few last minute fixes.  So I still
have a DK2, but I'm too busy doing what I'm paid to do with it to do
much else.

As for inspiration, you could always look at SledjHamr.  B-)

> Andy
> On Mon, 18 Jan 2016 at 00:03, David Seikel <[email protected]> wrote:
> 
> > On Sun, 17 Jan 2016 22:07:10 +0000 Andrew Williams
> > <[email protected]> wrote:
> >
> > > Yeah, just about every combination on win10 breaks. Setting up
> > > 8.1 to tinker next weekend - wish me luck!
> >
> > Good 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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> > > > > > > > > > enlightenment-devel mailing list
> > > > > > > > > > [email protected]
> > > > > > > > > >
> > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
> > > > > > > > > >
> > > > > > > > >
> > > > > > > >
> > > > > >
> > > >
> > ------------------------------------------------------------------------------
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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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> > > >
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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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