Distortionizer tool, Imager interface, Unity improvements

Several new capabilities of OSVR are now available to the OSVR ecosystem, including new features in the core, improved Unity plugin, distortion measurement/correction tools as well as additional new resources available to the community.


A new release of OSVR core (version 0.1.652) has been deployed to access.osvr.com

The release adds several new features:
– Add display descriptor JSON files that describe display parameters such as field of view, resolution, side-by-side mode as well as distortion correction parameters. These files can be used by various applications – such as the Unity plugin – to adjust the rendering parameters to match the VR headset of choice. If you make HMDs, please take a look at the format of the JSON file and send us one for your device.
– Add automatic reconnect for OSVR HDK and Razer Hydra. This eliminates the need to restart the OSVR server if the HDK or Hydra were power cycled or otherwise disconnected from the PC. A more generic mechanism covering additional devices is coming soon.
– Allow controlling the sleep period in the main loop of the server, thus freeing up CPU resources. The osvr_server_config.json file now has a “sleep” parameter under “server”. This parameter, in milliseconds, specifies the sleep in the main loop. It can be 0 (maximum performance, maximum CPU load) or other values such as 1 (samples peripherals every 1 mSec, so 1000 times per second).

Imager Interface

This release also includes an alpha version of the new imager interface which allows routing and processing of video images inside OSVR. It is built on OpenCV, the popular open-source computer vision framework.

The imager interface includes PluginKit and ClientKit interfaces (both are designed for use with C++ though there is an underlying C API). An OpenCV camera capture plugin (with sample config file) and sample client application (displays image data from OSVR using OpenCV “highgui”) are included.

In its current incarnation, the imager interface has significant limitations with regards to image size, number of bits per channel and the efficiency of image transfer between the OSVR server and OSVR clients. These limitations will be addressed shortly. The imager interface includes a lot of infrastructure work which will be used in additional types of device interfaces.

OSVR Unity Plugin

The Unity plugin (version 59) has been improved significantly. It automatically sets the display parameters based on the display JSON files (see https://github.com/OSVR/OSVR-Unity/tree/master/OSVR-Unity/Assets/OSVRUnity/Displays for some examples)

We also created a new white paper showing how to transition Unity games to OSVR. Download it here

Distortionizer Tool

This tool provides a way to empirically determine geometric and color distortion parameters for an HMD as well as an example shader that uses these parameters to correct them. It is found in https://github.com/OSVR/distortionizer

A utility program allows interactively changing the distortion of red, green and blue using a simple cubic distortion function until the image appears best. It then stores these parameters in a JSON file and includes a demonstration program that uses them in a shader. Although the tool can be enhanced for more sophisticated functions, we believe it is useful in its present form.

What’s Next?

In the coming days, towards the close of GDC, we shall open the source code for public consumption. Until then, we are busy making some improvements and adjustments including documentation improvements, formally changing the software license to Apache 2.0. We are also working with many contributors to add plugins and other unique functionality to OSVR. Stay tuned!

Some Housekeeping

A few administrative notes:

– We will be at GDC, primarily at the Razer booth which is booth 602 in South Hall. We’ll have exciting demos from partners and will be available to discuss anything OSVR.
– The wiki pages at access.osvr.com have been updated to include several ‘getting started’ documents, so make sure to take a look from time to time.
– The Github repositories were migrated from the /sensics organization to the /osvr organization on Github
– The best email address for support is support@osvr.com

We look forward to your comments and feedback. Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!

Open Source Virtual Reality Platform Gains Traction with 13 New Partners


VR ecosystem is now supported by 38 members; Academia Support Program announced to support developers worldwide

CARLSBAD, Calif. – Razer™, a world leader in connected devices and software for gamers, and Sensics™, a leader in high-performance VR, today announced additional partners for the Open Source Virtual Reality (OSVR) ecosystem.

Since its award-winning announcement at CES 2015, OSVR has signed 13 new members, including Jaunt, a pioneering company in cinematic VR. Other companies are in talks with Razer and Sensics.

“The reception of OSVR exceeded even our own expectations and we’re working through numerous partner requests since CES,” says Min-Liang Tan, Razer co-founder and CEO. “Being able to bring together companies doing amazing work in all areas of virtual reality can accelerate consumer-ready devices and improve overall user experiences.”

OSVR aims to standardize the creation and enjoyment of content for virtual reality devices and software. Razer and Sensics will support the venture with the OSVR Hacker Dev Kit, a virtual reality device and open-source software that enables programming for any variety of VR technology.
New OSVR Supporters:
The 3DRudder is a feet-controlled 3D navigation and motion controller.  3DRudder enables users to move in VR games and worlds with their feet.

Cyberith is the creator of the Virtualizer, a locomotion device for VR that allows the user to move freely in virtual environments.

Impulsonic develops spatial audio solutions for VR and video games. Phonon, Impulsonic’s flagship product, allows the authoring of environmental audio effects like reverb, occlusion, and 3D positional audio by modeling the physics of sound.

Jaunt is the leading developer of professional full stack hardware and software solutions for capturing, editing and playing back deeply immersive, full stereoscopic, 360-degree cinematic VR.

Lucidscape is building a new 3D simulation engine to power a vast network of independent, interconnected virtual worlds.

Pixel Titans is a small team committed to making STRAFE® the most realistic shooter of 1996. By working with OSVR, Pixel Titans plans to bring a VR experience to the masses.

SoftKinetic® DepthSense® technology for VR enables natural hand interaction. The solution includes a depth-sensing 3D camera and hand-tracking middleware providing a full 3D hand mesh without the need of holding anything.

Sonic VR develops hardware and software solutions that can render full 3D object-based sound (around, above/below, with depth) for headphones. Sonic VR will offer development kits for audio peripheral solutions, along with integration support for OSVR.

Tactical Haptics is commercializing haptic game controllers to provide touch feedback that is more realistic than industry-standard rumble feedback — a critical element that is currently missing from VR.

Tammeka Games is developing Radial-G: Racing Revolved, an arcade sci-fi racer built for VR. Tammeka is launching the full version of Radial-G on Steam in May, in time for the OSVR HDK launch in June 2015.

VisiSonics is a leader in delivering perfectly positioned, spatialized 3D Audio for virtual and augmented reality in gaming and movies. VisiSonics’ RealSpace 3D Audio delivers more than 50% of the immersive experience in virtual reality today.

VR Bits is a creative content studio specializing in VR experiences. They are joining OSVR to bring knowledge in VR game design, help form best practices and provide engaging VR content.

Founded by the creators of DK1 upgrade kit, VR Union makes premium virtual reality hardware for the next-generation of VR businesses and professionals.

OSVR Academia Program:
As part of the ongoing efforts to push forward Virtual Reality, Razer also announces the OSVR Academia Program. The initiative will provide 10 free OSVR Hacker Development Kits and full access to the OSVR source code to each eligible university that has or intends to set up a full VR lab.

Applications to the OSVR Academia Program can be submitted via the “Join OSVR” tab at the top of the www.osvr.com webpage.

About OSVR:

OSVR™ is an ecosystem designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform.

For the full list of OSVR supporters and more information, go to www.osvr.com.

Like OSVR on FB: https://www.facebook.com/OpenSourceVR

Follow OSVR on Twitter: https://twitter.com/OpenSource_VR

About Razer:
Razer™ is a world leader in connected devices and software for gamers.

Razer is transforming the way people play games, engage with other gamers and identify with the gamer lifestyle. Having won the coveted “Best of CES” award consecutively for five years, the company’s leadership in product innovation continues to create new categories for the gaming community that is estimated to have over 1 billion gamers worldwide.

Razer’s award-winning design and technology include an array of user interface and systems devices, voice-over IP for gamers and a cloud platform for customizing and enhancing gaming devices.

Founded in 2005, Razer is backed by Intel Capital, IDG-Accel and Heliconia Capital Management (Heliconia), a wholly owned subsidiary of Singapore investment company Temasek. For more information visit http://www.razerzone.com/about-razer.


About Sensics:
Founded in 2003, Sensics™ is a leader in professional-grade virtual reality goggles and other near-eye devices. Sensics products and technologies are deployed worldwide for a wide spectrum of training, medical, consumer and research applications.

Through building cutting-edge VR products for over a decade, Sensics has amassed expertise in everything VR: electro-optics, ergonomics, sensors, software and mechanical design. This expertise is found at the core of both the Sensics brand as well as selected partnerships.

For additional information, visit http://www.sensics.com

Press Contacts:

 United States
Kevin Scarpati

Alain Mazer, Global Director of Public Relations

Canada/Latin America
Stefanie Vallas

Jan Horak

Germany, Austria, Swiss
Andre Ruff

Asia Pacific
Jarieul Wong

Chris Chen

Razer – For Gamers. By Gamers.™

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Improved Device Plugin Kit (v63)

A new release of OSVR core (build #63, corresponding to git commit e7e4fccbefe29792b6c6277d266a64f5df646767) has been deployed to access.osvr.com

This release makes it easier to build device plugins and includes new example programs on how to do so: one example for an analog interface (e.g. game controller) and one that combines analog, button and tracker interfaces. This is all covered under the ‘PluginKit’ area of the documentation and source code.

The release also includes numerous small improvements and bug fixes including:
– Sample analog plugin.
– Clean up samples.
– Basic setup methods for the three base interfaces.
– Improve documentation
– Add a constructor method prototype.
– Add generic deleter right to C++ interface of plugin context.
– Add prototypes for orientation reports.
– Generate and submit json in analog plugin
– Change self-contained plugin to be based on the AnalogSync example and include json.
– Doxygen groups for analog/button/tracker pluginkit.
– Update readme file.
– Change default config file to use the OSVR HDK head tracker, and rename some other configs.
– Check serial port state before opening YEI device, printing just a single readable error message.
– Move normalization logic into the serial port helper functions.

We look forward to your comments and feedback. Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!