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8 | Getting Started with the Demos | Oculus Rift

When the image is correctly displayed inside the Rift then take a moment to look around in VR and double-

check that all of the hardware is working properly. If you’re using a DK2 then you should be able to see that

physical head translation is now also recreated in the virtual word as well as rotation.

Important: 

If you need to move the DK2 tracker for any reason after initial calibration, be sure to minimize the

movement of the HMD for a few seconds while holding it within the tracking frustum. This will give the system

chance to recalibrate the tracker pose.

If you would like to explore positional tracking in more detail, you can press the semicolon (;) key to bring the

“sea of cubes” field that we use for debugging. In this mode, cubes are displayed that allow you to easily

observe positional tracking behavior. Cubes are displayed in green when head position is being tracked and in

red when sensor fusion falls back onto the head model.

There are a number of interesting things to take note of the first time you experience OculusWorldDemo. First,

the level is designed to scale. Thus, everything appears to be roughly the same height as it would be in the

real world. The sizes for everything, including the chairs, tables, doors, and ceiling, are based on measurements

from real world objects. All of the units are measured in meters.

Depending on your actual height, you may feel shorter or taller than normal. The default eye height of the

player in OculusWorldDemo is 1.61 meters (approximately the average adult eye height), but this can be

adjusted using the using the ‘+’ and ‘-’ keys. Alternatively, you can set your height in the Oculus Configuration

Utility (accessed through the Oculus System Tray Icon).

OculusWorldDemo includes code that shows how to use values set in the player’s profile such as eye height,

IPD, and head dimensions, and how to feed them into the SDK to achieve a realistic sense of scale for a

wide range of players. The scale of the world and the player is critical to an immersive VR experience. More

information about scale is available in the Oculus Best Practices Guide.

Next Steps

After trying the OculusWorldDemo, there are other samples and tools.

Software Developers and Integration Engineers

If you’re integrating the Oculus SDK into your game engine, Oculus recommend starting with the sample

projects.

Open the following projects, build them, and experiment with the provided sample code:

• Samples/Projects/Windows/VSxxxx/Samples.sln

Содержание Rigt

Страница 1: ...Oculus Rift Getting Started Guide Version 0 8 0 0 ...

Страница 2: ...ULUS and RIFT are trademarks of Oculus VR LLC C Oculus VR LLC All rights reserved BLUETOOTH is a registered trademark of Bluetooth SIG Inc All other trademarks are the property of their respective owners Certain materials included in this publication are reprinted with the permission of the copyright holder ...

Страница 3: ...g Started with the SDK 4 Oculus Rift SDK Setup 5 Installation 5 Compiler Settings 5 Makefiles Projects and Build Solutions 5 Getting Started with the Demos 6 Getting Started 6 OculusWorldDemo Controls 6 OculusWorldDemo Usage 7 Next Steps 8 ...

Страница 4: ...4 Getting Started with the SDK Oculus Rift Getting Started with the SDK Now that your Oculus Rift is plugged in and the drivers are installed you are ready to install the SDK and try the demos ...

Страница 5: ...ave installed the Oculus Rift and Oculus runtime package Compiler Settings The LibOVR libraries do not require exception handling or RTTI support Your game or application can disable these features for efficiency Makefiles Projects and Build Solutions Developers can rebuild the samples and LibOVR using the projects and solutions in the Samples and LibOVR Projects directories Windows Solutions and ...

Страница 6: ...SDK comes with a set of full source C samples designed to help you get started quickly These include OculusWorldDemo A visually appealing scene with on screen text and controls OculusRoomTiny A minimal C sample showing sensor integration and rendering on the Rift Getting Started Oculus recommends running the pre built OculusWorldDemo to explore the SDK You can find a link to the executable file in...

Страница 7: ...reen low latency F11 Performance HUD toggle E Motion relative to head body R Reset sensor orientation Esc Cancel full screen Adjust eye height L Adjust fourth view value Tab Options Menu Spacebar Toggle debug info overlay T Reset player position Ctrl Q Quit G Cycle grid overlay mode U J Adjust second view value I K Adjust third view value Cylce rendered scenes Shift Adjust values quickly O Toggle ...

Страница 8: ...pears to be roughly the same height as it would be in the real world The sizes for everything including the chairs tables doors and ceiling are based on measurements from real world objects All of the units are measured in meters Depending on your actual height you may feel shorter or taller than normal The default eye height of the player in OculusWorldDemo is 1 61 meters approximately the averag...

Страница 9: ... target use timewarp and display settings Experimenting with these options may provide developers with insight into what the related numbers mean and how they affect things behind the scenes Beyond experimenting with the provided sample code Oculus recommends reading the rest of this guide It covers LibOVR initialization head tracking rendering for the Rift and minimizing latency Artists and Game ...

Страница 10: ...next step is to start building your own Oculus ready game or application Thousands of other developers are out building the future of virtual reality gaming To see what they are talking about go to forums oculus com To see what they are building go to share oculus com ...

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