New Oculus SDK Adds Experimental Linux Support and Unity Free For Rift Headset
An anonymous reader writes: Oculus, creator of the Rift VR headset, has released a new version of their SDK which brings with it long sought-after support for Linux, which the company says is "experimental." Linux support was previously unavailable since the launch of the company's second development kit, the DK2. The latest SDK update also adds support for Unity Free, the non-commercial version of the popular game authoring engine. Previously, Unity developers needed the Pro version—costing $1,500 or $75/month—to create experiences for the Oculus Rift.
For quite a long time now we've been promised affordable, realistic virtual reality devices. Sadly still, no ice and no dice. I at least won't be drawing any conclusions until we receive some insight from resident mathematician and algorithm extraordinaire Bennett Haselton. His insight over the years has proved invaluable over the years on Slashdot. Let's hear from Bennett, frequent contributor.
this is the year of the linux VR.
Be seeing you...
Is this the tipping point we've been waiting for?
This is slightly old news. I spent a chunk of yesterday setting up Unity free, and creating some test environments with the Oculus camera rig and player controls in them. I can confirm that so far it works great, and is extremely easy to do, even for a complete Unity noob like me.
As I understand it, the DK2 hardware interacts with the host computer at three points: there's an HDMI video in, which feeds the two screens(presented as a 1920x1080 monitor; but physically split into two 960x1080 panels), a USB interface for the in-device sensors and housekeeping purposes(accelerrometer, magnetometer, gyroscope, firmware updates, latency testing device), and a USB connected IR camera for head-tracking based on the IR LEDs on the head-mounted portion of the device).
How much OS-specific work needs to happen, and how is it distributed?
I'm assuming that the HDMI-in is fairly normal, unless they really broke the EDID/DDC or something(but obviously not going to be very pleasant unless the application drawing to the '1920x1080 monitor' knows that each of my eyes is only getting half of it).
Barring very good reasons(probably involving latency), I'd assume that the camera is just a UVC device; but that actually using it as anything but an expensive webcam requires the OR-specific head-tracking software to have access to it (the meat of which is presumably cross-platform; but DirectShow vs. V4L2 and other interacting-with-the-system stuff won't be).
The headset's USB interface presumably needs a specific driver, since 'read the outputs of a bunch of sensors and also firmware update' isn't exactly a USB Device Class; but would presumably be a comparatively lightweight 'wrap the sensor outputs and get them to the host as quickly as possible' thing, with the bulk of the motion and position tracking logic being mostly OS independent except for the layers it has to interact with to get headset and camera data.
Is this largely the extent of it (2 mostly standard interface, one device specific driver, plus having the motion and position tracking software running on Linux and interacting with the OS-specific interfaces to the drivers)? Do I fundamentally misunderstand how work is broken up within the Oculus system? Do I basically understand it; but it turns out that latency demands are so stringent that a variety of brutal modifications to the typical OS graphics system and GPU drivers are also required?
Will we start seeing more apps for it too? Its a bit more affordable for the 'common man' . you can get a plastic version for under 30 bucks, and everyone has a smartphone these days.. With built in sensors, etc..
The Unix on the Desktop War is over, Apple won with Mac OS X.
Motion sickness, now with linux support.
It would be nice if I could get the damn thing to work, with the DK1 at least it worked reliably. With all the new drivers (camera and oculus) and services on windows interacting with buggy video drivers and buggy rift drivers it's a mess and you really cannot use it the old way DK1 because the display orientation is different. I wish they would spend the next SDK release just getting the thing to run reliably on all machines not just the ones they have in the development lab at Oculus. There should not be a service to restart the service that is crashing or hanging. The direct to rift thing is a cool idea but the current video drivers are not ready for it. With the current release today I am getting a "Rift is using GPU:ffffffff and application is using GPU:0" error with the Tuscany demo at least that's better than not running at all and not giving any information as was the case prior. The only thing that seems work reliably on my setup is the demo desk simulator scene in the rift config tool and that only works once and then I need to kill all the tasks and restart them. Also with the latest SDK even desk simulator now has a movement jitter that was not present in previous releases. This thing has to be completely plug and play for the masses to adopt it. And don't tell me to remove everything and insert each device to find a combination that works or reboot, or reinstall the driver after removing. I've had this thing since July and there have been three releases since then to work out the kinks. I'm a frustrated DK1 and DK2 owner.
From the summary,
This isn't quite true: version 0.3 of the SDK was available, which supports the inertial tracker in the headset, but not the infrared camera that provides positional tracking. Version 0.4 added support for the positional tracker, but was only available for Windows and Mac through version 0.4.2. 0.4.3 adds "experimental" support for Linux. All of these versions are listed as "beta".
Will hell actually freeze over before Oculus (Facebook) ship a product?
The world is missing hardware that can invade your privacy directly from your face.
Bandung merupakan kota metropolitan di Jawa Barat, cukup banyak pembangunan perumahan baru di Bandung, Property Bandung salah satunya perumahan di daerah bandung utara yang dapat dijadikan referensi bagi Anda yang sedang mencari property hunian ataupun untuk dijadikan sarana berinvestasi. Harga tanah di Bandung cenderung meningkat, cocok bila dijadikan investasi untuk masa depan. Kunjungi kami di Harga Rumah Bandung
Harga Murah Mobil Bandung adalah Update harga tebaru dari berbagai macam merk mobil di indonesia khususnya Bandung / Jawa Barat. Data harga mobil ini, merupakan indikasi harga mobil baru (On The Road) berdasarkan Price List dari Dealer. Harga tidak mengikat, dan dapat berubah sewaktu-waktu. Kunjungi kami di : Harga Mobil Honda Bandung
Honda Mobilio Low Multi Purpose Vehicle ini siap bersaing dengan model sejenis yang telah lama beredar saat ini. Meskipun pemain baru di kelas ini, Honda Mobilio siap menarik para keluarga Indonesia untuk memilikinya dengan berbagai fitur dan fasilitas yang canggih juga teknologi yang sama dengan mobil kelas atas, dengan harga yang terjangkau, tetap memberikan kenyamanan dan keamanan lebih bagi penggunanya. Kunjungi kami di : Harga Honda Mobilio Bandung
Bandung Outbound Adventure adalah perusahaan yang berdomisili di Bandung dan bergerak dibidang pelatihan sumber daya manusia terutama di alam terbuka dengan menggunakan alam sebagai medianya serta kami juga Penyedia Jasa/Provider Outbound Wisata Outbound Bandung, untuk kegiatan – kegiatan yang sifatnya menantang dan petualangan Adventure seperti : Spider Web, Two Line Bridge, Hanging Bridge, Flying Fox, Arung Jeram, Amazing Race, Paintball, Airsoft Gun, Fun Off Road, ATV, Paralayang, Joyflight With Trike Tandem. Kunjungi kami di : Outbound Bandung