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Workout a good scale model

Open RobQuistNL opened this issue 11 years ago • 4 comments

We need a proper scale for real life measurements <-> VR measurements

So that we can calculate height, eye-seperation and all those things in a proper manner.

RobQuistNL avatar Jan 08 '14 15:01 RobQuistNL

Hi RobQuistNL,

I've been really interested in your project lately and I think its an awesome idea, I was wondering how to boot my oculus rift into the game? Dose your project support the newer Rift S or Steam? I know the project is old and the last update was from 4 years ago but I would love to know how you were able to accomplish this!

Sorry if this is a bad place to contact you.

TheRedDragon179 avatar Jan 23 '22 01:01 TheRedDragon179

Heya @TheRedDragon179 , no worries :)

This was bade back before we had that SteamVR stuff, and we pretty much had a mirrored / extended monitor in our hardware. The game window itself would be opened in full screen on that monitor.

For this to function properly we would probably have to send video output through some other handle so it ends up in the headsets.. No idea - haven't touched it in a long time.

I imagine if you want it to get started you need some OS VR API's or SteamVR implemented into GM.

RobQuistNL avatar Jan 24 '22 14:01 RobQuistNL

Hi @RobQuistNL

That's interesting to know, I had no idea that is how that worked for older headsets, but still that's awesome that you guys got that working! 

I took a look at the steamVR API (OpenVR). The API can connect data from the headset to the game and vice versa, but that's the part I can't seem to figure out how to do yet, I wonder if XR API would be better to write with. For video output there is a line of code that locks the headsets view to the games application.

Do you know the programs you used to make your RiftSharp.dll?

TheRedDragon179 avatar Jan 27 '22 18:01 TheRedDragon179

Honestly, I have no idea..

RobQuistNL avatar Jan 28 '22 01:01 RobQuistNL