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 Different engines, Developing For the Rift etc. 
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I have been thinking all the technical info on how to develop games properly for the rift is spread all over.
There are lots of things I remember seeing but cannot locate by searching/browsing through threads.

I would like to have a updated thread, shared wiki or similar that we just keep putting information into as it becomes available.
Any details on how to, and how much barrel distortion the image needs etc. Maybe a chicken-wire like pattern, an opposite of what Dycus posted
here http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=15417
and how Emerson made third party support
here https://github.com/josh-lieberman/Biclo%20...%20r/Scene.fx
(tip from 2EyeGuy)
Information about how to set proper fov/stereo-3D
Yaw, pitch and roll, possibly prepare for absolute head tracking etc.
Also, different settings/optimizations in udk, unity and whatever engine.
Gather stuff from the do's and dont's thread etc.

There are people who can express and define these things much better than me, since I am not a professional programmer/developer.
I am getting help from a udk-developer to make a proof-of-concept playable demo of my virtual cinema project for instance.
So far everything is working, except for the distortion. I would like to have that natively.

Can somebody provide me some insight on how that distortion can be implemented directly in UDK?

There is lots of information available, but its spread, and it all should be gathered in a more concise, accessible and comprehensible way.
That way more people can get the information they need to start early development before the rift sdk arrives.

any thoughts?

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Last edited by Namielus on Tue Oct 09, 2012 9:42 am, edited 2 times in total.



Tue Oct 09, 2012 9:28 am
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Here's how Emerson did the distortion in a pixel shader:
https://github.com/josh-lieberman/Biclo ... r/Scene.fx
But I have no idea how to apply that to UDK.


Tue Oct 09, 2012 9:33 am
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Thanks! I will send it over to the udk-guy and see if it makes sense to him.
I will also update my thread to put it there.

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Tue Oct 09, 2012 9:40 am
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For the warp you just need to use a full screen pixel shader. How you can do this is create a render target the same size as the back buffer and then map that texture onto a full-screen quad. When you render it, though, you pass it through a pixel shader that does whatever you need to do, in your case warp the image. This is similar to how they do most post-process full-screen effects so maybe you can find one of those for UDK or whatever engine you are using and modify the shader code. Hope that helps.

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Tue Oct 09, 2012 10:34 pm
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Thanks! I am really hoping to get it natively.
If my helper can't make it work, I can still put up an demo of the work so far with 3 video included video files. Then maybe your driver can do the distortion?

PS: A bigger challenge is supporting a larger amount of different video texture formats. So far on all the forums I've been contacting are saying it has to be done from scratch.

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Wed Oct 10, 2012 4:52 am
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Namielus wrote:
PS: A bigger challenge is supporting a larger amount of different video texture formats. So far on all the forums I've been contacting are saying it has to be done from scratch.


Have you considered using a webserver and rendering the video content via an in engine web browser?

I know at least one Unity game with a web browser that can play flash video's, and there are a tonne of web server apps that will play just about any video file, at least via local streaming.

Might be an idea to try. video > web page > texture > screen?

Also there is that guy with the Virtual Desktop for the Rify/other HMD's...the Ibex Virtual Desktop http://hwahba.com/ibex/

Might be worth having a look at that, too.


Wed Oct 10, 2012 7:24 am
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BTW, my link works, but your link doesn't (unless you prefer Star Wars to holodecks and warp drives). You need to copy the link address rather than the text, sorry.

There's a third example of applying distortion with pixel shaders in the zip file here, made by MaterialDefender:
viewtopic.php?f=140&t=15473

His is a lot more complicated, partly because he is also doing the doubling in the same shader.


Wed Oct 10, 2012 10:06 am
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Ibex does the distortion in GLSL for its own renderer and for Irrlicht. It allows Irrlicht to do the SBS rendering. I'm working on getting it done for the OGRE engine as well. I don't know how I should clean it up to allow for integration back into the main projects so I don't have to maintain it but I probably should offer.

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Wed Oct 10, 2012 1:20 pm
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And the "Oculus Google Street Viewer" does the warping in WebGL like this:
http://oculusstreetview.eu.pn/js/OculusEffect.js


Thu Oct 11, 2012 8:09 pm
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