Oculus Rift testing request

Artlav

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Long story short, i'd love to have Oculus Rift support in Orbiter for the Copernicus project's simpit.

It so happened that i got a chance to test the device today.

Bad news is, i only had a few hours of warning to understand the SDK and write the support into OGLA engine, and then about 10 minutes of time to play with the actual device.
Even worse news, it only almost worked.
The worst news - i think i fixed the last problem, but at best it would be weeks before i get another shot at it.

So, if there are people here who have Oculus Rift (DK2 hopefully), could you try it out and see if it works?

Sorry for the Spaceway - OGLAClient was in too much of a disrepair, and i was short on time to fix anything.
Main test article, SW:
http://www.thespaceway.org/files/sw_rift_test_150505_1.zip

But if you feel adventurous, here are the OGLAClient builds:
http://www.thespaceway.org/files/ogla_oculus_150505_1.zip - with head tracking (look in post #3)
http://www.thespaceway.org/files/ogla_oculus_nt_150505_1.zip - without head tracking (look in post #3)

Spaceway demo should render the stereo image correctly into the device, and process head orientation correctly. Head translation is not accounted for.
If it does not process the orientation correctly, try spaceway_nt.exe for non-tracked version (use the right mouse button to rotate the view then).

OGLAClient should basically do the same things, but odds of it working are quite low, and i think it's for the now-older Orbiter version (build 100830).

If it just fails to start, then it failed to detect the device or something to that effect. The exact error should be written in the log.

To turn the Oculus mode off (and back on), do F11, A, F11, G key sequence (F7 for OGLA).
Might be useful, since there are no menus rendered in VR mode.
 
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SilverStar

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Can't wait until the Oculus Rift DK2 if fully operational for the Orbiter and FSX (steam)
When you will have the Oculus Rift + Orbiter + heavy PC on a movable rig then you are one step away from Startrek's holodeck.......
 

Artlav

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Hm...
Updated OGLAClient to the O2010P1 API, fixed most apparent bugs and slow performance.
Also, added missing DLLs.
Should be much more presentable and usable now:
http://www.thespaceway.org/files/ogla_oculus_150506_1.zip

It would start in normal mode now, press F7, O to enable/disable Oculus Rift mode.
Also now it will keep working even if OR is not present, instead of crashing.

Head tracking should work (i saw it working), even if there are problems with the image - if so, please check if the coordinate transformations are correct. That's the big one i wasn't able to really test.
 
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