Oculus Rift Dev: Day #0

Yesterday I ordered the Oculus Rift / Oculus VR, it should take about 2 weeks to get here, I'm quite excited :D

In the meantime, I have been reading the developer guide

 http://static.oculus.com/sdk-downloads/documents/Oculus_Developer_Guide_0.4.4.pdf

And taking some notes (this is more to personal use)

  • 1920x1080 resolution (960px per eye), 75 Hz
  • Oled display
  • Positional tracking
  • Built-in latency tester
Changes:

  • HMD/Sensor interfaces into a C API
  • Two rendering approaches SDK / Client Renderer: the SDK/Client app takes care of distorsion
  • Rendering distortion in client rendered mode is now mesh based
  • Oculus SDKpredicts orientation and motion
  • Timewarp: to reduces motion-to-photon latency.
New software components:
  • Camera Device Driver: Support the machine vision based position tracking
  • Display Driver: Oculus Rift is now handled as a special display device. The user no longer sees the Rift Display as a monitor device.
  • Service Application: runtime app, simplifies plug/unplug, calibration, maintain estimate.
  • System Tray Icon: To access control panel
Compiler Settings:
  • LibOVR libraries do not require exception handling or RTTI support, can be disabled for efficiency.
Terminology:
  • Head-mounted display (HMD): VR device
  • Interpupillary distance (IPD) The distance between the eye pupils (64 mm default)
  • Aspect ratio: For each eye on the Oculus Rift DK1 is 640/800 or 0.8.
 

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