Oculus Rift support

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

Oculus Rift support

Postby marbas » Thu Aug 16, 2012 3:54 pm

Hi!

Any chance to implement support for the upcoming Oculus Rift HMD featured on kickstarter?

Info:
kickstarter: http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game

Barrel distortion (fisheye) source code thread:
mtbs3d forum: http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=15086

Thanks.
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Re: Oculus Rift support

Postby hybrid » Thu Aug 16, 2012 4:07 pm

Well, last time I used such a device, the driver did all the job. Good old NVidia stereo drivers... But all of this can be build without any change in the engine, you simply have to create the camera controller and render both views as required. If anyone contributes such modules, we could put them into the engine of course.
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Re: Oculus Rift support

Postby troffmo5 » Thu Sep 20, 2012 8:53 pm

This is a test i made for my HMD prototype i built waiting for the Oculus Rift.
I have no experience with Irrlicht and therefore i probably didn't all the things right.
You can try it from:
git://github.com/troffmo5/HMDIrrlicht.git
and if someone wants to integrate it to Irrlicht is welcome :D
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Re: Oculus Rift support

Postby troffmo5 » Sat Apr 13, 2013 12:48 pm

I updated the demo using the distortion formula and parameters from the Oculus SDK.
Tracker support is still lacking, but as soon as i get the devkit i will try to integrate it.
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Re: Oculus Rift support

Postby Brainsaw » Tue Apr 16, 2013 9:30 am

That's great. I have to try it once I get home (though I don't yet have the Rift DevKit either ... and I got an order number around 20000, so I guess I'll have to wait some more time :( ).
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