Here's a demo of a novel use I wanted for the rift: using the
accelerometer to detect taps on the headset itself.It's a quick demo for
navigating menus via taps, nothing too exciting but makes my point that
it's possible to control the rift with just...
Working on some demos with the rift again now that we have raw
acceleration data (thanks 0.2.5!) but I'm getting capped with
orientation at 60hz. Is there a way to uncap that if I build a custom
version of LibOVR? I've looked around a bit in the proj...
Just got my rift yesterday and I'm still trying to set up my development
environment to my satisfaction.I'm developing on a mac and it's a bit of
a pain to switch to low-res for both screens (mirroring) before I can
run stuff on the rift. What's the ...
"jherico" wrote:A friend of mine sent me the link to the techcrunch
article on your work. I didn't initially make the connection until I
came back here and saw the link to the same video on the other
thread.Sorry, that's not me! I'm http://nickoneill...
"benpurdy" wrote:Hey there, thanks for the pull request, just wanted to
post here to say I've merged your code into the Oculus Bridge
repo.Thanks Ben! Combining the update data into one message makes more
sense too.I made a short video about the proj...
"Peejle" wrote:Obvious question, but have you noticed any loosening of
parts, etc. from the knocking?Nah, you don't knock it that hard and
everything is pretty securely fastened on the rift.
Yes, sorry, I didn't mean to suggest that SensorFusion sends data - I'm
requesting it with getAcceleration.I'm not actually rendering the data
directly, I'm updating a websockets bridge to deliver data elsewhere. I
didn't make the original project
(h...
Thanks! This info is handy.Just to be clear: are you saying that using
SensorFusion will never send data at more than 60hz with
GetAcceleration? This makes sense as a main Oculus guideline is "run
your games at 60fps" and matches with what I've seen ...