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Ask HN: Anyone tried development using an Oculus?

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Re: Ask HN: Anyone tried development using an Oculus?

#81

One headset I’ve heard of that is aimed at more office focused usage is the SimulaVR[1]. However, it’s still a work in progress and you’d have to preorder. [1]: https://simulavr.com/

Thanks for the shout-out :] It's true the Simula One is a work in progress, but we try to be transparent about our progress in the form of weekly blog updates. Our headset boards were recently assembled, so we're expecting review units within days or weeks.[1] Our software is also demoable on GitHub for HTC Vive & Valve Index platforms.[2] [1] https://simulavr.com/blog/first-batch-of-boards/ [2] https://github.com/Si…

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Re: Ask HN: Anyone tried development using an Oculus?

#82
I’m waiting for Project Cambria, aka Quest Pro, to do these kinds of experiments. It will be lighter with its pancake lenses and the color mixed reality cameras should make it more seamless to use my real keyboard and mouse. As you mentioned the Quest 2 is just too heavy for this kind of work, but I have high hopes for the Quest Pro (and perhaps Apples rumored headset for announcement in January 2023) to enable coding and work scenarios.

Re: Ask HN: Anyone tried development using an Oculus?

#83

I got an Oculus Rift CV1 In 2016 and started developing VR interactive sims using the Unity Engine and found the dev process tedious. There are many times you need to wear the HMD and take it off, look at code, then into unity UI and back to 3D modelling app etc. It's a slow repetitive pattern. As others have mentioned, the eyes / camera motion sensors and telemetry tracking HMD felt like invasion of my privacy too.…

That projector/face tracker setup sounds very cool, as another poster mentioned you should do a writeup or video on it.

Re: Ask HN: Anyone tried development using an Oculus?

#84
post #64

I am very interested in this use case since I travel frequently and would love a portable multi-monitor setup. The weight does not bother me and I have watched full movies before in comfort. 2 issues hold it back: 1. Typing and mousing require high res color passthrough cameras or high accuracy low latency hand and keyboard tracking. Neither is there yet. 2. The lenses have too much distortion and not a large enough…

Why do you need high res color pass through for the keyboard and mouse? I don’t need to see them while working with a monitor so why with VR?

I do kind of need to see them, otherwise I’m going to slam my hands into the desk or knock the mouse off the table. You are effectively blindfolded with the headset on.

Re: Ask HN: Anyone tried development using an Oculus?

#85

I got an Oculus Rift CV1 In 2016 and started developing VR interactive sims using the Unity Engine and found the dev process tedious. There are many times you need to wear the HMD and take it off, look at code, then into unity UI and back to 3D modelling app etc. It's a slow repetitive pattern. As others have mentioned, the eyes / camera motion sensors and telemetry tracking HMD felt like invasion of my privacy too.…

Couple of you asked how to set up headtracking. So here goes!

Head tracking 6DOF on compatible trackIR games. Should be able to work also with none trackIR games using joystick emulation to map to the head tracker.

So this is an entry level tracking method and will hopefully cost you nothing to try as long as you have...

A webcam or phone with a camera.

Ok next Grab this!

AiTrack Software for webcam facetracking.

https://github.com/AIRLegend/aitrack

and this!

Open Track, Headtracking Software download.

https://github.com/opentrack/opentrack/releases

That's basically it.

How to use :

Install both software follow instructions in the links provided above.

There are ways to improve the experience by using higher refresh rate cameras A cheap way is to buy a PSEYE ( old playstation camera ) for $5 - $10 Which has 120hz refresh rate for smoother tracking. You can also take it antother step forward and mod the camera by removing the IR filter lens from the camera to get superior tracking. I've personally not needed to do this with my PS Eye camera because it works ok once you've tweaked the above software settings.

You can create a more immersive experience by using a 3D display/projector and using reshade https://reshade.me/ (Just make sure to tick the 3d depth shader when installing). Now your flatscreen games are 3D with 6DOF headtracking.

Re: Ask HN: Anyone tried development using an Oculus?

#86

I got an Oculus Rift CV1 In 2016 and started developing VR interactive sims using the Unity Engine and found the dev process tedious. There are many times you need to wear the HMD and take it off, look at code, then into unity UI and back to 3D modelling app etc. It's a slow repetitive pattern. As others have mentioned, the eyes / camera motion sensors and telemetry tracking HMD felt like invasion of my privacy too.…

That projector/face tracker setup sounds very cool, as another poster mentioned you should do a writeup or video on it.

Added instructions to my parent comment.

Re: Ask HN: Anyone tried development using an Oculus?

#87

I got an Oculus Rift CV1 In 2016 and started developing VR interactive sims using the Unity Engine and found the dev process tedious. There are many times you need to wear the HMD and take it off, look at code, then into unity UI and back to 3D modelling app etc. It's a slow repetitive pattern. As others have mentioned, the eyes / camera motion sensors and telemetry tracking HMD felt like invasion of my privacy too.…

If privacy is an issue for you, there are non-Facebook/open-source-based headsets being developed out there :] > I bought a 3D projector and use face tracking camera instead so i can look around still like you do in VR and have a higher fidelity experience playing racing sims etc. Is this a custom setup? It sounds pretty cool / you should consider making a video showing it off.

Added instructions to my parent comment.
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