It's alive! Got the DK2 on win8.1 - testing some games today.
Next I'm working on inspiration for what it could be used for :)

Thanks for the help,
Andy
On Mon, 18 Jan 2016 at 00:03, David Seikel <[email protected]> wrote:

> On Sun, 17 Jan 2016 22:07:10 +0000 Andrew Williams
> <[email protected]> wrote:
>
> > Yeah, just about every combination on win10 breaks. Setting up 8.1 to
> > tinker next weekend - wish me luck!
>
> Good luck!
>
> >
> > Andy
> >
> > On Tue, 12 Jan 2016 at 00:10, David Seikel <[email protected]> wrote:
> >
> > > Yeah, the DK2 is a pain to get working.  Good luck on the weekend.
> > >
> > > Dunno about Windows 10, I was using 7 and 8.1.  I'd suggest backing
> > > up to an older SDK at first (0.6 is the sweet spot for me and my
> > > client), but I think Win 10 might get in the way of that.
> > >
> > > I think I might get a Google Cardboard device after I hand back the
> > > DK2 to the client.  Could tide me over until the CV1 arrives.
> > > There's actually a company in the next town that has their own
> > > Cardboard version, but they have been out of stock since last
> > > year.  B-(
> > >
> > > On Mon, 11 Jan 2016 23:41:50 +0000 Andrew Williams
> > > <[email protected]> wrote:
> > >
> > > > I honestly can't get it working :( flicks on for a few seconds
> > > > then off again... Tried 2 different machines - only commonality I
> > > > can find is win10 or the device itself... I'll try again at the
> > > > weekend!
> > > >
> > > > Andy
> > > > On Mon, 11 Jan 2016 at 05:15, David Seikel <[email protected]>
> > > > wrote:
> > > >
> > > > > 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
> > > > > <[email protected]> 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 <[email protected]>
> > > > > > wrote:
> > > > > >
> > > > > > > On Tue, 05 Jan 2016 23:56:21 +0000 Andrew Williams
> > > > > > > <[email protected]> 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
> > > > > > > > <[email protected]> wrote:
> > > > > > > >
> > > > > > > > > On Tue, 5 Jan 2016 11:47:09 -0800 Cedric BAIL
> > > > > > > > > <[email protected]> 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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> > > > > > > --
> > > > > > > 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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> > > > >
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