Hi all,
Has anyone in the community tested the Oculus CV1 with Bjorn integration? Any
issues noticed/reported?
Regarding Oculus SDK 1.6 everything I tested so far is fine with a DK2.
Cheers,
Bruno
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Hi,
So the first "stable" version of the Oculus SDK have been publicly released. I
am happy to report that I got the OpenSceneGraph integration up and running.
Although there is a bit more work to get it completely stable.
Oculus have now launched what they call Oculus Home, which is their
Chris Hanson wrote:
> Is the additional performance penalty for OGL apps (versus DX) from context
> sharing still an issue?
Well, I still see some frame drops in the OpenGL example compared to the
DirectX version, which is running without any drops at all. But it's much
better compared to
NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released.
Find a change log here:
https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/
Christian
2015-09-29 21:24 GMT+02:00 Jan Ciger :
> -BEGIN PGP SIGNED MESSAGE-
>
cbuchner1 wrote:
> NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released.
>
> Christian
Hi Christian,
I have already made the (minor) changes needed. And these commits have been
pushed to the master branch at GitHub.
Best regards
Björn
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Read this
Is the additional performance penalty for OGL apps (versus DX) from context
sharing still an issue?
On Thu, Oct 22, 2015 at 4:59 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly)
> released.
>
> Find a change log
Hi,
Please tell me if you prefer me to post my issue in another thread to keep this
one clean.
I'm starting with openscenegraph and the oculus. I compiled the viewer and I
can load the basic example (cow, plane).
But I have an error when I try to load one of my own .osgb.
The viewer returns
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Hello,
On 29/09/15 12:22, Antoine Galluet wrote:
> Hi,
>
> Please tell me if you prefer me to post my issue in another thread
> to keep this one clean.
>
Please, don't hijack threads with unrelated issues. Make a new
thread/topic.
> I'm starting
Hi Björn and all,
I'd like to test an application on the Oculus with some post-process effect.
On the Oculus side, the only recommendation I've read (
https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_intro/
)
is to apply the post effect to both eyes independently (taking
Riccardo Corsi wrote:
> thanks Björn for the MSAA pointer - it was not the cause of the issue but the
> explanation on the 75Hz helped me solve the problem:
> I had to remove the V-sync setting from the driver configuration.
>
Ok, I guess you had your V-sync setting to "Force on". Otherwise
Hi Björn,
first of all thank you for keeping up to date the Oculus integration!
I have just updated to SDK 0.7 + osgOculus head and the viewer works, but:
1. while the provided Oculus demos are really smooth with respect to
motion,
the osg viewer example results quite jerky, especially the
Hi Ricky,
We have recently added support for MSAA in the OsgOculus integration (credits
to Chris Denham). Rendering with MSAA enabled will require some extra GPU horse
power and is probably the reason you see the stuttering in the rendering. If
you look at the performance HUD (by pressing '2'
hmm..
make sure a) SLI is disabled (if you have two or more cards linked)
b) you're running the latest nVidia developer drivers from here
https://developer.nvidia.com/gameworks-vr-driver-support
I have no such artifacts. Running the OSG 3.2 branch here.
2015-09-25 10:52 GMT+02:00 Riccardo
Hi all,
thanks Björn for the MSAA pointer - it was not the cause of the issue but
the explanation on the 75Hz helped me solve the problem:
I had to remove the V-sync setting from the driver configuration.
Works like a charm now :)
So to keep a smooth experience the osg application must be able
Hi,
I just fixed a performance related bug.
Due to misuse of an enum I had accidentally disabled all culling. (This bug
would probably been avoided if strongly typed enum a'la C++11 were used).
This bug only affects users using Oculus SDK 0.6 and 0.7. I urge all users of
these versions of
On Mon, Sep 7, 2015 at 9:37 PM, Björn Blissing wrote:
>
> Jan Ciger wrote:
>> That blog post I remember, but the conclusion there seems to be that
>> positional timewarp introduces occlusion artifacts and a lot of extra
>> complexity. I didn't sound like something they
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On 08/09/15 19:48, Björn Blissing wrote:
> I concur with your conclusion that it is highly likely that Oculus
> are in fact using the asynchronous solution in the SDK0.6 and 0.7,
> BUT they have not stated officially that the are using this. In
>
Jan Ciger wrote:
>
> Oh careful there.
>
Not my words, I was only quoting the author of the videos.
Jan Ciger wrote:
> What he is actually showing is the effect of the asynchronous timewarp - if
> you can't hit the framerate, you reproject/warp the previous frame. That's a
> fairly new
On Tue, Sep 8, 2015 at 4:26 PM, Björn Blissing wrote:
> In the "Oculus Rift Developer Guide" you will not find a word about
> asynchronous time warp. They are only saying that the compositing framework
> is handling distortion, timewarp, and GPU synchronization, whatever
Jan Ciger wrote:
> It is described in this post (that you have mentioned too):
> https://developer.oculus.com/blog/asynchronous-timewarp-examined/
> It was one of the reasons they had to go to Nvidia (the other being
> the direct mode support), because it is not possible to implement it
> without
wow, thank you.
did I understand correctly that the time warping feature cannot be
disabled, as it is a built-in feature of the Oculus SDK?
2015-09-07 13:16 GMT+02:00 Björn Blissing :
>
> cbuchner1 wrote:
> > let me use this thread to suggest a new feature. I would like
cbuchner1 wrote:
>
> did I understand correctly that the time warping feature cannot be disabled,
> as it is a built-in feature of the Oculus SDK?
>
My understanding is that time warp is enabled by default. And I have not found
a simple way of disabling it. I have posed a question on the
On Sun, Sep 6, 2015 at 7:34 PM, Björn Blissing wrote:
> Hi Jan,
>
> Since SDK 0.6 Oculus have implemented both rotational AND positional
> timewarp. The positional time warp require you to submit both a image texture
> as well as a depth texture. This depth texture is
cbuchner1 wrote:
> let me use this thread to suggest a new feature. I would like the positional
> tracking of the osgoculusviewer to be optional, possibly by calling a member
> function oculusDevice->setPositionTracking(false);
>
Hi Christian,
I have now added the feature to toggle the
Jan Ciger wrote:
>
> Hum, alright. I was searching the documentation and the changelogs for
> this but haven't seen it mentioned anywhere.
Hi Jan,
You will find it on page 22 in the 0.7 developer guide. It is a bit hidden
inside the ovrLayerType_EyeFov description, the section about
Hi,
On Mon, Sep 7, 2015 at 2:52 PM, Björn Blissing wrote:
> Hi Jan,
>
> You will find it on page 22 in the 0.7 developer guide. It is a bit hidden
> inside the ovrLayerType_EyeFov description, the section about DepthTexture:
>
> "Provides depth data for the EyeFovDepth
Jan Ciger wrote:
> That blog post I remember, but the conclusion there seems to be that
> positional timewarp introduces occlusion artifacts and a lot of extra
> complexity. I didn't sound like something they are intending to implement at
> the time.
>
Hi Jan,
One reddit user made two
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Hello,
On 05/09/15 21:59, Björn Blissing wrote:
> Hi Christian,
>
> Well, the simplest way of disabling the positional tracking is
> just to physically cover the lens of the Oculus Camera. ;)
>
> I could make an option to disregard the positional
Hi Jan,
Since SDK 0.6 Oculus have implemented both rotational AND positional timewarp.
The positional time warp require you to submit both a image texture as well as
a depth texture. This depth texture is then used to calculate the tiny parallax
effect due to movement between render and
Hi Christian,
Well, the simplest way of disabling the positional tracking is just to
physically cover the lens of the Oculus Camera. ;)
I could make an option to disregard the positional information from the Oculus
SDK. But since the new compositor framework introduced in Oculus SDK 0.6 the
Hi Björn,
let me use this thread to suggest a new feature. I would like the
positional tracking of the osgoculusviewer to be optional, possibly by
calling a member function oculusDevice->setPositionTracking(false);
If you remember my use case, there is a camera strapped to a person's head,
which
Trying to build the current osgoculus master branch against Oculus SDK
0.7.0.0 using OSG 3.2.1
the following code from oculusdevice.cpp is making trouble. For OSG 3.2
the variable "ctx" is undefined.
void OculusTextureBuffer::setRenderSurface(const osg::State& state)
{
A followup: inserting the following line into both #else branches fixes it
const unsigned int ctx = state.getContextID();
2015-09-02 11:06 GMT+02:00 Christian Buchner :
>
> Trying to build the current osgoculus master branch against Oculus SDK
> 0.7.0.0 using OSG
cbuchner1 wrote:
> Trying to build the current osgoculus master branch against Oculus SDK
> 0.7.0.0 using OSG 3.2.1
>
>
> the following code from oculusdevice.cpp is making trouble. For OSG 3.2 the
> variable "ctx" is undefined.
>
> void OculusTextureBuffer::setRenderSurface(const
On Tue, Sep 1, 2015 at 11:15 AM, Christian Buchner
wrote:
>
> Can you make any statements regarding latency improvements upgrading from
> the 0.6 SDK to 0.7 for osgoculusviewer based applications?
>
> Our current use case is currently, attaching an Intel RealSense
Can you make any statements regarding latency improvements upgrading from
the 0.6 SDK to 0.7 for osgoculusviewer based applications?
Our current use case is currently, attaching an Intel RealSense camera to
the front of the Oculus DK2 and streaming a live image into the viewer's
eyes. Our latency
cbuchner1 wrote:
> Can you make any statements regarding latency improvements upgrading from the
> 0.6 SDK to 0.7 for osgoculusviewer based applications?
Hi Christian,
I have not had time to do any measurements regarding latency differences
between 0.6 and 0.7 yet. Sorry.
cbuchner1 wrote:
In this case I am using a slightly modified DirectShow OSG plug-in, running
the osgviewer in single threaded mode. The plug-in provides an
osg::ImageStream and updates a texture that is displayed in the OSG scene.
The camera is an USB 3.0 model, and I would expect it to be one of the
fastest "web
On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner
wrote:
>
> In this case I am using a slightly modified DirectShow OSG plug-in, running
> the osgviewer in single threaded mode. The plug-in provides an
> osg::ImageStream and updates a texture that is displayed in the
tian.buch...@gmail.com>
Skickat: den 1 september 2015 14:57
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Oculus+OSG
In this case I am using a slightly modified DirectShow OSG plug-in, running the
osgviewer in single threaded mode. The plug-in provides an osg::ImageStream and
updat
Hi,
I am happy to report that support for Oculus SDK 0.7.0.0 is added and merged
into the master branch.
The latest Oculus SDK v0.6 development has been merged back into the 0.6 branch:
https://github.com/bjornblissing/osgoculusviewer/tree/sdk-v0.6
Best regards
Björn
--
Read
Hi,
I am happy to report that support for Oculus SDK 0.6.0.1 is now complete. This
has now been merged into the master branch at GitHub.
The Oculus SDK v0.5, which is the last version supporting MacOS and Linux has
been branched to:
Hi Christian,
I have not seen this error before, but I have had similar errors. These can
vary with Platform (Windows/Linux/MacOS), OS version (Win7/Win8 etc.), Oculus
SDK version, Oculus Runtime version, Graphic card (Nvidia/AMD), Graphic Card
Driver version and monitor setup. It is
Hi,
Great work on the OSG oculus support! It built and ran beautifully, for the
most part.
The OculusViewerSDK example continuously gives the following error message
while running. There are no observable graphics issues though - the sample
runs fine it appears.
Warning: detected OpenGL error
Hi,
On Thu, May 21, 2015 at 2:20 AM, Björn Blissing bjorn.bliss...@vti.se
wrote:
Hi again,
I have finally been able to solve the last piece of the puzzle. This means
that for Oculus SDK v0.5.0.1 the examples can do both client- and SDK based
distortion rendering.
The v0.5.0.1 version of
On Thu, May 21, 2015 at 3:55 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:
The head of the master branch is currently supporting the v0.5.0.1 of
Oculus SDK. The work with v0.6.0.0 is currently located in a separate
branch. I have not decided yet on how to proceed with the branches. I
Jan Ciger wrote:
Could you branch/tag the new Windows-only code into a separate branch,
please? It would make life easier for the folks like me who have the older
DK1/DK2 HMDs and need it to work on Linux/Mac for example.
The head of the master branch is currently supporting the v0.5.0.1
Hi again,
I have finally been able to solve the last piece of the puzzle. This means that
for Oculus SDK v0.5.0.1 the examples can do both client- and SDK based
distortion rendering.
The v0.5.0.1 version of the Oculus SDK is also the last version with support
for Linux and Mac, due to the
PhoenixBF wrote:
Just a question:
are there significant differences in performance on the long run / scaling up
to complex models
when using the composite viewer approach (compositeviewerexample) rather than
view config (viewconfigexample) or basic viewerexample?
Bruno Fanini
3D
it took a little digging on their web site, but here's the list of editions
and their specific features.
http://www.worldviz.com/products/vizard#Editions
it seems the Light Edition will annoy you with a persistent watermark and
there are restrictions regarding packaging and distributing your
This Vizard product looks neat - and it's based on OpenSceneGraph. Wow.
Would anyone know the specific limitations of the Vizard Lite Edition?
2015-02-26 10:14 GMT+01:00 Robert Osfield robert.osfi...@gmail.com:
Hi Max,
On 25 February 2015 at 19:26, Max Maslov maxmaslov.k...@gmail.com wrote:
Hi osgusers and Bjorn,
Very good work indeed! I tested latest svn on a Windows 8 PC and it works
fine so far.
I confirm it works without judder on Direct Mode, also with positional
tracking
I had no paricular issue into integrating the oculus viewer with our walk
manipulator.
Just a question:
are
Hi Max,
On 25 February 2015 at 19:26, Max Maslov maxmaslov.k...@gmail.com wrote:
Is there any OSG apps with Oculus support?
I am not sure the status of range of publicly available OSG apps that have
Oculus support but there are several OSG users discussing work with it.
One package that has
Is there any OSG apps with Oculus support?
And looking forward to supporting Samsung Gear VR. 8)
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On Tue, Feb 17, 2015 at 11:21 AM, Björn Blissing bjorn.bliss...@vti.se wrote:
* Direct mode works well, but sometimes you will have to perform a bit of an
odd procedure to get the Rift to work in Direct mode (this applies to all
Oculus Apps, not just the OpenSceneGraph integration): IF the
Hi Björn,
Yesterday I tried out building the osgoculusviewer under Kubnutu 14.10,
against OSG-svn/trunk and ovr_sdk_linux_0.4.4 and found quite a few
warnings generated from OSG headers so I've cleaned these up where I can
and have just checked these fixes into svn/trunk.
I couldn't get
Hi,
Anders and I had a off-list discussion where we managed to solve these Windows
issues. And the examples now performs on par with Oculus own examples.
Some bullet points which may help others:
* I have implemented a function to automatically disable desktop composition
when running in
Hi Robert,
I think I have been able to fix the error you saw and the warnings inside the
code I can control.
Regarding the warnings from the Oculus SDK. I really don't know the best way of
handling the reporting of errors in the SDK.
Oculus have a support forum, but it is sadly a huge mess.
Hi Anders et al,
Since I am the main author of the OsgOculusViewer I will try to answer some of
your questions.
First of all, you are not the first user which seem to experience these types
of problems. The judder you are seeing have been reported by many Oculus users
for all kinds of
Hi again,
Just a follow up on my last post. I tried running OsgOculusViewer with the
following variations of settings:
* Extended Mode + Desktop Composition On = Serious Judder
* Extended Mode + Desktop Composition On + Single Threaded = Serious Judder
* Extended Mode + Desktop Composition
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Hello Anders,
I haven't touched this in a long while, but perhaps I could help you.
Which Rift and SDK version are you using? I am not sure the DK2 is
actually supported. I think Bjorn did some work on it later, but no
idea about the state of the
It's a Dk2. Windows osg 3.2 64 bit.
Oculus sdk 0.4.4
I believe it is generally working. I get tracking, stereo just fine. The
difference is in picture stability. The sample apps from oculus are dead
stable, with very little latency. The osg oculus viewer with a very tiny
model on the other hand
On Sun, Feb 8, 2015 at 5:17 PM, si...@mungewell.org wrote:
I also believe that oculusosgviewer uses it's own rendering code, and does
not take advantage of Oculus' optimized code and/or timewarping.
AFAIK, you can do both, but integrating the Oculus rendering is a
fairly big PITA, because of
Hi Anders,
To get down latency for the osg viewer to run single threaded - this will
reduce the latency by a frame. Another thing you could do is use
svn/trunk
version of the OSG as this add a sync option that uses swap buffer sync
that ensures the main loop doesn't get too far ahead of
Hi Anders,
To get down latency for the osg viewer to run single threaded - this will
reduce the latency by a frame. Another thing you could do is use svn/trunk
version of the OSG as this add a sync option that uses swap buffer sync
that ensures the main loop doesn't get too far ahead of the swap
Hi all.
I notice that when I use the
https://github.com/bjornblissing/osgoculusviewer samples I get really jumpy
rendering compared to all the Oculus SDK samples...
Seems there is a lot of work to get this working.
I'm using the Extend Desktop to HMD display mode with all the samples.
But with
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