Oculus 1.3

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CyberVillain
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Oculus 1.3

Post by CyberVillain »

Can someone with a consumer headset test if this dll works?
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DOCa Cola
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Re: Oculus 1.3

Post by DOCa Cola »

I don't have a CV yet, but i tested with a DK2 and 1.3 and it seems to work just fine.
CyberVillain
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Re: Oculus 1.3

Post by CyberVillain »

Were do i find the 1.3 runtime? I only find the SDK
DOCa Cola
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Re: Oculus 1.3

Post by DOCa Cola »

CyberVillain
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Re: Oculus 1.3

Post by CyberVillain »

funny the old place is what you get when you google download runtime 1.3 :D Thanks
Tril
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Re: Oculus 1.3

Post by Tril »

Did you get your CV1 and were you able to test if your april 4 commit to add 1.3 support works ? If it's tested and it works, it would be nice to make a release so that anyone get easily download it without having to compile themselves.

I haven't received my preorder (9 to 19 shipping estimate) so I can't test it right now.
CPU : Intel i7-7700K
RAM : 32 GB ram
Video card : GeForce GTX 980 Ti
OS : Windows 10
Display : Samsung UN40JU7500 Curved 40-Inch UHD TV with shutter glasses
HMD : Oculus Rift

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CyberVillain
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Re: Oculus 1.3

Post by CyberVillain »

Yepp, high time for a release, just want the psmove done first
konstantin_lozev
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Re: Oculus 1.3

Post by konstantin_lozev »

CyberVillain wrote:Yepp, high time for a release, just want the psmove done first
Any news on the PS Move release?
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zelmon64
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Re: Oculus 1.3

Post by zelmon64 »

konstantin_lozev wrote:
CyberVillain wrote:Yepp, high time for a release, just want the psmove done first
Any news on the PS Move release?
Things became complicated because a new contender called PSMoveService entered the scene. This is currently under rapid development. As soon as a cs wrapper is made for it the FreePIE plugin can be finished off. It is more beneficial to use this new method because it has advantages such as multi-cam support and a much more comprehensive configuration tool.
pixelpup
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Re: Oculus 1.3

Post by pixelpup »

Using the latest FreePie, I was able to get a script to work that would translate head movements into mouse position. I have a project where I am trying to get this head tracking information and translate it into MIDI data to send into another program. Probably not the most elegant solution but I more of a proof of concept idea. I have been able to get MIDI notes sent out of FreePie as well. What I am looking for is a way to see what kind of data the oculus tracking is giving. I know it is a float of some kind, but is there a quick way to see in the console or something what kind of values I am getting? Then I could theoretically use some math functions to transcribe this into MIDI notes 127 vertical and 127 horizontal, assuming you can't look behind you.
Any thoughts on this?

This is the script I am using to translate the oculus data into mouse data.

def update():
global yaw
global roll
global pitch
yaw = oculusVR.yaw + math.pi
roll = oculusVR.roll
pitch = oculusVR.pitch

if starting:
yaw = 0
roll = 0
pitch = 0
enabled = False
oculusVR.update += update

deltaYaw = -1*filters.delta(yaw)
deltaPitch = -1*filters.delta(pitch)
deltaRoll = filters.delta(roll)

if (enabled):
deltaYaw = -1*filters.delta(yaw)
deltaPitch = -1*filters.delta(pitch)
deltaRoll = filters.delta(roll)

mouse.deltaX = deltaYaw*-600
mouse.deltaY = deltaPitch*-1000

diagnostics.watch(yaw)
diagnostics.watch(roll)
diagnostics.watch(pitch)
diagnostics.watch(deltaYaw)
diagnostics.watch(deltaPitch)


I am looking for a way to displat the "diagnostics.watch(roll)" so I can see what the min and max values I am getting.

Thanks so much!
pixelpup
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Re: Oculus 1.3

Post by pixelpup »

OK, so I think I solved it, it is in the watch tab...
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