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OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!


 
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dglenn (David Glenn)
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PostPosted: Mon Nov 28, 2016 11:31 pm    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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Greetings All!
I'm just wondering what is the status for doing OpenVR or anything else VR in OSG!

I've been so tied up in the Game Engine stuff lately that I haven't given the chance to give it much thought. All I know is that some of you have been working on adding the Oculus display to OSG.

Oh! and I got a little home sick and thought I would drop buy and ask how things are coming along! Smile

Any Progress?
...

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Chris Hanson
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PostPosted: Tue Nov 29, 2016 12:02 am    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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Hey David. I'm working on a project that has both Oculus and Vive support via osgOpenVRViewer.

On Mon, Nov 28, 2016 at 5:32 PM, David Glenn < (
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Quote:
Greetings All!
I'm just wondering what is the status for doing OpenVR or anything else VR in OSG!

I've been so tied up in the Game Engine stuff lately that I haven't given the chance to give it much thought. All I know is that some of you have been working on adding the Oculus display to OSG.

Oh! and I got a little home sick and thought I would drop buy and ask how things are coming along! Smile

Any Progress?
...

------------------------
David Glenn
---------------
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com

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Jan Ciger
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PostPosted: Tue Nov 29, 2016 9:37 am    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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On Tue, Nov 29, 2016 at 1:01 AM, Chris Hanson < (
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Hey David. I'm working on a project that has both Oculus and Vive support via osgOpenVRViewer.






Any reason not to use the OSVR middleware instead of going directly to OpenVR? It would give you much wider HW support, both for controllers & HMDs. 


J.

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Chris Hanson
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PostPosted: Wed Nov 30, 2016 1:46 am    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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On Tue, Nov 29, 2016 at 4:37 AM, Jan Ciger < (
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OSVR


Wasn't my decision. Client already had Oculus support and just wanted to extend it to OpenVR via osgOpenVRViewer.


I would consider OSVR for future projects though!


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Jan Ciger
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PostPosted: Wed Nov 30, 2016 10:20 am    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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On Wed, Nov 30, 2016 at 2:46 AM, Chris Hanson < (
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Quote:

On Tue, Nov 29, 2016 at 4:37 AM, Jan Ciger < (
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Quote:
OSVR


Wasn't my decision. Client already had Oculus support and just wanted to extend it to OpenVR via osgOpenVRViewer.



Ah ok, makes sense. I have been wondering about it because osgOpenVRViewer seems to be unmaintained (https://github.com/ChrisDenham/osgopenvrviewer), so it likely wouldn't be my first choice. On the other hand, I am also a bit biased, because I am both VRPN and OSVR contributor. 


Quote:
I would consider OSVR for future projects though!



It is certainly worth the effort if you are planning to support more hw than the Vive/Rift combo - especially when it comes to tracking solutions, where a VRPN interface is a defacto industry standard. Also Unity & Unreal now include OSVR integration. 
 
Regards,


J. 

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Evelyn_Ye
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PostPosted: Tue Dec 13, 2016 3:18 am    Post subject:
Re: OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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Hi, Jan, I've used osgopenvrviewer too.
I have some troubles when I try to get a complete mirror on computer screen, not divided by left eye and right eye.Because main camera has been overwritten by the swap texture.
Do you have any ideas about this? or any better choice?
Thank you!
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Jan Ciger
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PostPosted: Tue Dec 13, 2016 9:43 am    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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Hello,

On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling < (
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Quote:
Hi, Jan, I've used osgopenvrviewer too.
I have some troubles when I try to get a complete mirror on computer screen, not divided by left eye and right eye.Because main camera has been overwritten by the swap texture.
Do you have any ideas about this? or any better choice?
Thank you!


I am not quite sure what you are trying to achieve - the HMD needs the split left/right image, so if you are mirroring that, that's what you will get. If you want a non-split image, you may have to add an extra camera. 


Otherwise, for Rift there is the https://github.com/bjornblissing/osgoculusviewer which works quite well. 


Regards,


J.

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Maxim Gammer (Maxim Gammer)
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PostPosted: Thu Dec 15, 2016 8:55 am    Post subject:
OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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https://github.com/ChrisDenham/osgopenvrviewer


2016-12-13 14:42 GMT+05:00 Jan Ciger < (
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Quote:
Hello,

On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling < (
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)> wrote:
Quote:
Hi, Jan, I've used osgopenvrviewer too.
I have some troubles when I try to get a complete mirror on computer screen, not divided by left eye and right eye.Because main camera has been overwritten by the swap texture.
Do you have any ideas about this? or any better choice?
Thank you!


I am not quite sure what you are trying to achieve - the HMD needs the split left/right image, so if you are mirroring that, that's what you will get. If you want a non-split image, you may have to add an extra camera. 


Otherwise, for Rift there is the https://github.com/bjornblissing/osgoculusviewer which works quite well. 


Regards,


J.








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dglenn (David Glenn)
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PostPosted: Fri Jan 20, 2017 8:27 pm    Post subject:
Re: OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!
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Jan Ciger wrote:
Hello,

On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi, Jan, I've used osgopenvrviewer too.
I have some troubles when I try to get a complete mirror on computer screen, not divided by left eye and right eye.Because main camera has been overwritten by the swap texture.
Do you have any ideas about this? or any better choice?
Thank you!


I am not quite sure what you are trying to achieve - the HMD needs the split left/right image, so if you are mirroring that, that's what you will get. If you want a non-split image, you may have to add an extra camera. 


Otherwise, for Rift there is the https://github.com/bjornblissing/osgoculusviewer which works quite well. 


Regards,


J.

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Hay J!
in that OSG Oculus Viewer, have they gotten the chance to try or add the Touch Controllers Yet?

Just wondering!

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