How's your Rift going Andy?

Around about now is when I'm expecting my client to ask me to return
the DK2 I have, haven't heard from them yet.  Best guess for delivery
of my CV1 is mid April, you might be on your own for a while.

On Wed, 06 Jan 2016 08:45:00 +0000 Andrew Williams
<a...@andywilliams.me> wrote:

> Yup that's right. Actually I've yet to find out if it works on my Mac
> Pro...
> 
> Andy
> On Wed, 6 Jan 2016 at 01:48, David Seikel <onef...@gmail.com> wrote:
> 
> > On Tue, 05 Jan 2016 23:56:21 +0000 Andrew Williams
> > <a...@andywilliams.me> wrote:
> >
> > > Exciting stuff! Just unboxing my rift - will be happy to help test
> > > where I can :-D
> >
> > Cool. I'm guessing you got a second hand Dk2?  The pre orders for
> > the CV1 only open up in 14 hours.
> >
> > > Andy
> > > On Tue, 5 Jan 2016 at 21:45, David Seikel <onef...@gmail.com>
> > > wrote:
> > >
> > > > On Tue, 5 Jan 2016 11:47:09 -0800 Cedric BAIL
> > > > <cedric.b...@free.fr> wrote:
> > > > > >> >> So basically, get the mode info and check the "flags"
> > > > > >> >> of the mode struct for supported layouts. Possible
> > > > > >> >> values on "flags":
> > > > > >> >>
> > > > > >> >> #define DRM_MODE_FLAG_3D_MASK
> > > > > >> >> (0x1f<<14) #define
> > > > > >> >> DRM_MODE_FLAG_3D_NONE                     (0<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_FRAME_PACKING
> > > > > >> >> (1<<14) #define
> > > > > >> >> DRM_MODE_FLAG_3D_FIELD_ALTERNATIVE        (2<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_LINE_ALTERNATIVE (3<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_SIDE_BY_SIDE_FULL
> > > > > >> >> (4<<14) #define DRM_MODE_FLAG_3D_L_DEPTH
> > > > > >> >> (5<<14) #define
> > > > > >> >> DRM_MODE_FLAG_3D_L_DEPTH_GFX_GFX_DEPTH    (6<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_TOP_AND_BOTTOM   (7<<14)
> > > > > >> >> #define DRM_MODE_FLAG_3D_SIDE_BY_SIDE_HALF
> > > > > >> >> (8<<14)
> > > > > >> >>
> > > > > >> >> This would/should actually be quite simple to detect in
> > > > > >> >> the ecore_drm code as we already fetch mode info for
> > > > > >> >> crtcs. Would just be a matter of checking for these
> > > > > >> >> flags.
> > > > > >> >
> > > > > >> > Not quite so correct.  Sure this probably works fine
> > > > > >> > under DRM / Wayland, but I mentioned Mac OS X and
> > > > > >> > Windows as well as Linux.
> > > > > >>
> > > > > >> Sure. I defer to your wisdom in those areas ;) I was mearly
> > > > > >> stating that (as far as code goes), it would be fairly
> > > > > >> simple (wrt libdrm) to add these pieces to ecore_drm.
> > > > > >
> > > > > > Yep, looks simple enough.  Still wont be useful for Mac and
> > > > > > Windows support, but at least that's Linux catered for in
> > > > > > the "detect a HMD that wants to be a monitor" stakes.  As I
> > > > > > pointed out, not all HMDs present themselves as monitors.
> > > > >
> > > > > Or Android. Also... it is not that useful on Linux as there
> > > > > is no support for HMD at the moment and Occulus Rift doesn't
> > > > > seems to interested by that.
> > > >
> > > > Oculus did initially support Linux and Mac, but "paused"
> > > > support for them.  Older SDKs still work.  Also, see the bottom
> > > > of this email. HTC Vive is a Steam thing, and Steam tries to be
> > > > cross platform more or less, but I've not checked that out
> > > > yet.  I did create a Steam account to see what I could find
> > > > there to run on the DK2 I have, and found stuff that worked
> > > > fine under Windows at least. Google Cardboard is obviously an
> > > > Android thing, but there's software that uses that protocol at
> > > > the end of a network link, driven from Windows.
> > > >
> > > > > Also the situation is more complex that I think it would be.
> > > > > There is actually 2 differents content that are streamed to an
> > > > > HMD. 360 view (either spherical or cylinder mapped) and
> > > > > stereoscopic view. Of course, some HMD support one or the
> > > > > other or both, enjoy !
> > > >
> > > > It's way worse than that.  VR movies are all over the place as
> > > > far as formats are concerned.  Each of those DRM_MODE_FLAGS DH
> > > > mentioned before, plus a few more, have been used to make
> > > > movies.  Movie players have a dozen or more complex controls to
> > > > try to sort out what to do for any particular movie.  Some
> > > > movies bypass the entire problem and come embedded inside their
> > > > own viewer, or rather three of them to support the major HMDs.
> > > >
> > > > > But that's only the beginning of the trouble, each HMD has
> > > > > different lense which means they need different transformation
> > > > > (and I have not gotten the confirmation that you could write
> > > > > one filter that cover every HMD).
> > > >
> > > > I doubt if you could get a generic filter.  One of the big
> > > > issues is support for people that have to wear glasses, I'm one
> > > > of those. There's various options for dealing with that used by
> > > > various manufacturers.  This includes providing standard frames
> > > > for optometrists to fit prescription lenses into.  Each
> > > > individuals lenses can be custom!
> > > >
> > > > The Oculus Rift DK1 came with three different pairs of lenses to
> > > > help the glasses wearers, the DK2 cut that down to two.  Some
> > > > allow similar dioptric adjustment as is in top end camera
> > > > viewfinders.  I think the CV1 just goes with "give 'em a bit
> > > > more room for their specs", and maybe a standardised frame?
> > > > Hopefully I'll have mine shortly after my birthday, and then go
> > > > visit my eye doctor.
> > > >
> > > > > Now, my understanding is that there is also no common API on
> > > > > Windows or Mac at this stage, but each HMD provide their own
> > > > > SDK. Of course on Linux situation is even worse as there is
> > > > > not even a SDK.
> > > >
> > > > There are the older Oculus SDKs for Linux that still work fine
> > > > with the released developer kits.  I think the Linux and Mac
> > > > support where "paused" at about the same time.
> > > >
> > > > > I am not to sure of the course of action that should be taken
> > > > > as making Occulus Rift or Gear VR work on Linux is going to
> > > > > be a massive under taking. I am thinking that the most easy
> > > > > target for development would be Mac as we are close to have
> > > > > 100% EFL working there already and you would add a new
> > > > > backend there for each HMD (at least at this stage).
> > > >
> > > > Well, I have separate Linux, Mac, and Windows development
> > > > workstations now, though I have to upgrade the Linux one to suit
> > > > HMD development. Linux is my preferred development environment,
> > > > I have the other two coz in the virtual world area, users want
> > > > their Mac and Windows support. Oddly enough, Second Life
> > > > supports Solaris as well, I think their developers started off
> > > > using Solaris workstations, so the viewer had to work there to.
> > > >
> > > > > > In the end though, I expect the existing generic HMD
> > > > > > libraries deal with that for us, if they don't, I can send
> > > > > > patches. That's where HMD device detection and
> > > > > > configuration should live.
> > > > >
> > > > > Does that already exist ? If it does, that should
> > > > > definitively be the layer we work on top of.
> > > >
> > > > Yes.  I mentioned two open source cross platform library
> > > > efforts in my initial post (OpenHMD and libvr), and a port of
> > > > the Oculus SDK to open source C (libovr_nsb).  I have since
> > > > found one more open source generic HMD library - (OpenVR, have
> > > > yet to find a web site).  There maybe more. I've read through
> > > > some of the reverse engineering process that has been used by
> > > > the first two libraries, so I'm up to speed with their problems
> > > > and progress.  These libraries generally support Linux, Mac,
> > > > and Windows, as well as trying to target the major HMDs.
> > > >
> > > > On the controller front, there has long been an open source
> > > > effort to generically support all sorts of oddball input
> > > > devices that would be useful in HMD / VR work.  I can't recall
> > > > the name off the top of my head, but I've got notes on it
> > > > somewhere.  I plan on trying it out in my SledjHamr project
> > > > eventually.
> > > >
> > > > So a lot of the massive work we can skip, others have done a
> > > > lot of it already, and are working on the rest.  Best leave it
> > > > to them, but I hope there's some consolidation of effort there
> > > > sooner rather than later.  We might have to try to predict the
> > > > winner, and hope we don't get that wrong.
> > > >
> > > > Reminds me, one more thing I should have mentioned about
> > > > controllers. A lot of the Oculus Rift software these days is
> > > > written with the XBox One controller in mind, as that's what
> > > > will come with the initial release of the CV1.  I don't have
> > > > one of those, but I do have a Sony sixaxis controller that I
> > > > got with my PS3.  After finding drivers for it under Windows,
> > > > it worked fine for Rift use on that software, they all think
> > > > I'm using an XBox gamepad.  I also use it for Android games,
> > > > and I recall it worked under Linux as well.  This sort of
> > > > compatibility issue has been around for a while, they get
> > > > solved.  B-)
> > > >
> > > > --
> > > > A big old stinking pile of genius that no one wants
> > > > coz there are too many silver coated monkeys in the world.
> > > >
> > > >
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> > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
> > > >
> > >
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> >
> >
> > --
> > A big old stinking pile of genius that no one wants
> > coz there are too many silver coated monkeys in the world.
> >
> > ------------------------------------------------------------------------------
> > _______________________________________________
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> >
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-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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