OpenVR | KitGuru https://www.kitguru.net KitGuru.net - Tech News | Hardware News | Hardware Reviews | IOS | Mobile | Gaming | Graphics Cards Wed, 08 Feb 2017 21:10:07 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://www.kitguru.net/wp-content/uploads/2021/06/cropped-KITGURU-Light-Background-SQUARE2-32x32.png OpenVR | KitGuru https://www.kitguru.net 32 32 OpenVR brings advanced super sampling and more to SteamVR https://www.kitguru.net/components/vr/matthew-wilson/openvr-brings-advanced-super-sampling-and-more-to-steamvr/ https://www.kitguru.net/components/vr/matthew-wilson/openvr-brings-advanced-super-sampling-and-more-to-steamvr/#comments Wed, 08 Feb 2017 21:09:51 +0000 http://www.kitguru.net/?p=321247 As much as we like the Oculus Rift and HTC Vive here at KitGuru, it is clear that both headsets could do with being a bit sharper in the visual department. Having 1080p per eye does result in some pixelation and plenty of jaggies. However, OpenVR Advanced Settings wants to help alleviate that a bit, …

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As much as we like the Oculus Rift and HTC Vive here at KitGuru, it is clear that both headsets could do with being a bit sharper in the visual department. Having 1080p per eye does result in some pixelation and plenty of jaggies. However, OpenVR Advanced Settings wants to help alleviate that a bit, offering a tool for Supersampling in VR.

There are ways to activate supersampling in some VR titles as long as your rig is up to the task but with OpenVR Advanced Settings you will be able to adjust it from within SteamVR, making it a global setting for games.

Most games are limited to 2x supersampling too, whereas OpenVR will let you push beyond that, which should help eliminate some of the aliasing issues currently present in a lot of VR use cases.

Aside from super sampling, this plugin also gives you access to a number of other tools including asynchronous reprojection, floor height fixes and audio controls.

KitGuru Says: As much as I enjoy VR in its current form, some nicer visuals wouldn't hurt in some cases. I might have to give this plugin a go at some point. 

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HTC Vive trackers used to create real-world companion cube https://www.kitguru.net/tech-news/jon-martindale/htc-vive-trackers-used-to-create-real-world-companion-cube/ https://www.kitguru.net/tech-news/jon-martindale/htc-vive-trackers-used-to-create-real-world-companion-cube/#respond Mon, 23 Jan 2017 12:43:11 +0000 http://www.kitguru.net/?p=318388 Virtual reality hardware can be used to modify the real world too. Two artists have made use of a HTC Vive's tracked controllers for realtime projection mapping on real world objects, letting them create customisable projection screens on any surface, 3D models and even a movable companion cube. Traditionally the HTC Vive's controllers are used …

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Virtual reality hardware can be used to modify the real world too. Two artists have made use of a HTC Vive's tracked controllers for realtime projection mapping on real world objects, letting them create customisable projection screens on any surface, 3D models and even a movable companion cube.

Traditionally the HTC Vive's controllers are used to track gestures and allow interaction within the virtual world for those wearing a HTC Vive headset. However the controllers utilise a similar tracking system to the tracking puck accessories HTC recently announced. That means that when placed on a surface, APIs like OpenVR know exactly where they are. When combined with some clever software and an artist's ingenuity, some interesting projects emerge.

Harvey Moon posted a Youtube video of what he and a colleague were able to do with that technology and the results are impressive (thanks Redditor friendshipcastle).

[yframe url='http://www.youtube.com/watch?v=2gkidC6hTlY']

The controllers can be used to manually control a PC-connected projector, changing colours and the size of the projection, but it's the automated projection mapping that is so impressive. In one example it is used to create a companion cube and another, a 3D model of the Statue of Liberty.

Moon hasn't detailed exactly how this was achieved but said that it was quite simple and used: “some rubber bands and a calibrated projector,” which lets the controller “allow physical interaction with projected surfaces.” He also told Redditors that they used the Valve developed, open source API, OpenVR, to translate tracking data into something that the projector could understand and react to.

Right now the artists don't have a standalone tracking puck the likes of which HTC and Valve will release later this year, but they hope Valve will send them one in the near future. Perhaps after seeing this project in action.

Discuss on our Facebook page, HERE.

KitGuru Says: I was already excited by the possibilities of extra trackers in VR, but it seems like they can have some use outside of it too.

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Redditor breaks Oculus game exclusivity with quick fix https://www.kitguru.net/gaming/jon-martindale/redditor-breaks-oculus-game-exclusivity-with-quick-fix/ https://www.kitguru.net/gaming/jon-martindale/redditor-breaks-oculus-game-exclusivity-with-quick-fix/#comments Thu, 14 Apr 2016 08:02:57 +0000 http://www.kitguru.net/?p=289589 One of the least tasteful aspects of the launch of commercial virtual reality headsets, was when Oculus VR announced that it would be restricting some of its games to its store, making them Oculus exclusives. However just two weeks after the initial hardware launch, someone has already developed a patch to circumvent the Oculus Store …

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One of the least tasteful aspects of the launch of commercial virtual reality headsets, was when Oculus VR announced that it would be restricting some of its games to its store, making them Oculus exclusives. However just two weeks after the initial hardware launch, someone has already developed a patch to circumvent the Oculus Store DRM.

Operating a little like Origin, UPlay and Battle.net launchers, Oculus' Store acts as a closed garden for its games and is required to play them. However to play them through the store you need an Oculus Rift, so although the games are technically store exclusives, for now they're hardware exclusives too. That is at least, unless you apply the patch from Redditor CrossVR.

luckystale

The patch itself is available on Github and acts like a “proof of concept compatibility layer between the Odulus SDK and OpenVR.” All you need to do to get it working is download it, install a compatible experience (only Lucky's Tale and Oculus Dreamdeck are officially confirmed as working just yet), extract the patch in that folder and start it from the .exe with VR running.

Reports so far suggest that the patching system works well on these two particular games/experiences. Better yet, others have managed to use these patches to get other games like Chronos working on the Vive too.

They even work with the Chaperone system.

The best part of this whole thing though, is that people still need to buy the games from the Oculus Store to make it work. That means that there isn't a piratical excuse for Oculus to clamp down on it. It may just encourage it to speed up its partnering with HTC/Valve to get the Vive officially working on its store.

Discuss on our Facebook page, HERE.

KitGuru Says: This is impressive to see so soon after launch. It was expected but not this fast. Which Oculus games would you like to play on the Vive?

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