OSVR closes 2015 with a total of 300 Industry Partners, Now the largest open source VR ecosystem in the industry

 SAN FRANCISCO – Organizers of Open Source Virtual Reality (OSVR), an open software and hardware platform for virtual reality, today announced the addition of 70 new partners to the OSVR network. The increase brings the total number of supporters to 300, making it the largest open source virtual reality ecosystem in the industry.

The ecosystem at a glance:

Category Number of Partners
VR Headsets 19
Game Developers 110
Cinematic Media 14
VR Input Technologies/Peripherals 62
Stores with OSVR supported content 8
Game & Simulation Engines + Middleware 36
Audio 5
Miscellaneous 46
Total 300

 

New Supporters:

3D Fantastic Reality seeks to combine the latest Virtual Reality software and hardware technology available, to be on the forefront of future trends. Current products include interactive collaborative gaming for several people to share the same virtual space experience.

Anantarupa Studios is a digital content developer based in Jakarta that creates games and applications for marketing purposes. Anantarupa Studios also produce  Intellectual Property projects, , build concepts and develop creative products.

ANTVR, a China VR company focusing on the development of HMD with distortion-free optical solution. ANTVR continues research and development of better display solution to present the best imaging for VR users.

AR&Co, The Asia’s Largest, Award Winning Augmented Reality & Innovative Technology based Company. Since 2009, AR&Co has delivered hundreds of projects across the globe including Indonesia, Singapore, Malaysia, Thailand, Hong Kong, Myanmar, Vietnam, Brunei, Spain, Germany, Nigeria, and Malta.

ARToolKit is a cross-platform SDK for creating augmented reality experiences. First shown in public in 1999, ARToolKit was acquired by DAQRI and released as a Free and Open Source project under a LGPL license in May 2015.

Aurora Gaming is a newly founded Virtual Reality Gaming Lounge based in Dubai who specialize in creating a more immersive and engaging gaming moments by transforming the current sit and stare gaming setup into something more interactive.

Beloola is a WebVR social platform which enables people or companies to easily create 3D spaces, embed in its contents from the best of breed platform (Facebook, YouTube, Spotify …) and then easily share with other people to congregate in the same space.

BinaryVR develops 3D avatar creation and real-time facial tracking technology. Users will be able to create a personalized 3D face from 2D facial photos to track and retarget their facial animations in any transformed CG character or avatar mode.

Bivrost creates complete tools enabling the production and experience of 360 videos.

Broken Window Studios is an independent developer with a focus on narrative-based and experiential gameplay. With their first two titles, Grave and Reflections, Broken Window Studios is integrating VR and advanced control systems to create more immersive experiences. Broken Window Studios has games coming out for Steam, Xbox One and Playstation 4.

Coatsink Software Ltd, developers of Esper and Gang Beasts VR, are looking at bringing a VR title to OSVR in the future.

CorvusVR is an experimental indie VR developer with a focus on Mobile VR.

Deepoon provides a professional virtual reality solution for business and consumers both on mobile platform and Windows platform. Deepoon HMD brings the users into an immersive sight with optimization of latency and large FOV, and also provides a game/video distribution platform for consumers and Deepoon SDK for developers.

Diffract Interactive is an independent game studio focusing exclusively on developing AR/VR content. Their first VR title, a first person archery game, will be released in 2016 for PC and Arcade machines.

Digital Chaotics creates music visualizations using custom software that blends human and artificial intelligence.

Digital Hollywood Univ, VR lab is developing new type of HMD design and experience that focuses not only entertainment but educational experience and social communication.

EON Reality is the World Leader in Virtual and Augmented Reality based knowledge transfer for Industry, Education, and Edutainment.

Evolution Auto Concepts will be opening a Virtual Reality Arcade and will be developing immersive walk through experiences and First Person Shooters.

Exis. LLC has developed SprintR, a wireless footpad that lets you easily walk, run, and jump in VR.

Flying Mollusk LLC developed Nevermind, an immersive biofeedback-enhanced atmospheric adventure experience that ushers users into dark and surreal worlds within the minds of psychological trauma patients.

Glowstick Games is looking to bring their VR content to OSVR and to contribute their experience to the ecosystem.

HandyGames are game developers and supporters of VR and the OSVR platform.

HubVR offers a viable commercial channel for OSVR-supporting game developers interested in creating games with a heavy reliance on these products. Additionally, HubVR will help validate the OSVR platform in a commercial setting designed from the ground-up for VR entertainment, something no other OSVR partner is attempting.

ICM – Institut Chemnitzer Maschinen- und Anlagenbau e.V is a private organization doing research and development, specializing in medical devices.

IgnisVR are an interactive VR content development company that create interactive VR experiences and VR content creation tools using Unity3D.

Incendiary Games is a startup virtual reality gaming studio focused on creating hit games.

Institute for Information Industry is a Taiwan government affiliated unit founded to execute IT related projects. They are creating a conducive environment for VR developers in Taiwan who develop HMDs, software, and hardware. They also provide technical guidance.

Innoactive Digital Realities GmbH helps companies sell their product by using VR showrooms that include VR PoS terminals.

The JR Hildebrand Education initiative is building educational content through real world applications of math and science in motorsport. IndyLabVR is an extension of proven curriculum-based content that brings VR into the classroom as a game-changing tool to reignite engagement and excitement in STEM topics, and transport users to environments never before accessible.

Koolbit is a leading mobile and social casino game developer with the largest library of slot machines for mobile.

Ionized Games developed CAT Interstellar a science fiction game that leverages the power of virtual reality to immerse the player in a new world.

Lucidscape Technologies Inc is building a new kind of massively-distributed 3D simulation engine to power the vast network of interconnected virtual worlds known as the Metaverse.

Miraisens, Inc. is the leading company for 3DHaptics Technology. Players can experience ‘the presence of objects’ as if they existed there physically in virtual reality and video games.

MMOne Company developed the MMOne virtual reality gaming chair. It delivers a full-motion, up-down-all-around experience with hard core VR-oriented games and settings.

NUIA Inc connects natural interaction sensors like 3D cameras, speech engines and eye trackers through a standardized and vendor-agnostic software platform with any device and application.

Opaque Media Group developed Earthlight, a VR game that allows players to experience the journey of becoming an astronaut. Developed in collaboration with NASA, Earthlight features the most realistic depiction of the International Space Station and Low Earth Orbit environment.

Praevidi is a boutique design group that is filling the void for peripherals and accessory products in the VR space with their first offering, the Turris.

PixArt Imaging Inc image sensors with unique proprietary image sensing technologies, resulting in low cost, low voltage, small dimensions, and improved quality. The existing products such as gesture recognition, face detection, eye-tracking sensors, multiple-object detection sensors are suitable for HMD applications.

Resolution Games is a games studio focused on the emerging virtual reality games space. The studio is composed of game industry veterans, serial entrepreneurs and thoughts leaders.

ROD USA LLC is an amusement park equipment company founded in Brazil that recently moved to the US and, in partnership with Rilix Coaster (Brazil), have begun exploring the market for VR simulators.

RymVR Studios LA develops wearable technology, including the RymVR solar panel vest that features CPU/GPU processing, WiFi, heart rate censoring, subwoofer drivers and is fully waterproof and washable.

Semi Cool Productions is building experiences for the VR Comedy Club in California as well as horror experiences with legendary horror director Tom Holland.

SCALE-1 PORTAL is a leading French company specializing in affordable projection-based virtual reality solutions. The startup focuses in providing virtual reality solutions and services to the VR industry, the Real-Estate & Construction, and Entertainment markets. The company also includes an internal development studio which handles the production of SCALE-1 PORTAL their own IP.

Scienverse is the first universal virtual world allowing for easy access to VR apps, and socializing with other people. Scienverse makes every app compatible with any operating system or VR device.

Singularity Lab is a company focused on VR and AR technologies, working on creating a full body tracking solution and a VR MMO game with unique gameplay, based on the actual physical skill of the player.

Split Reality VR is using OSVR headsets to take you down the rabbit hole. The fantastic worlds of SplitVR come alive through the lenses of OSVR headsets.

SONAR is a new kind of cinematic entertainment, striking a balance between traditional movies and interactive media. The short film is a 3D-360° computer-generated sci-fi experience for various virtual reality headsets.

Soverance Studios is a two-man indie team working to bring innovative experiences to virtual reality. Their upcoming title, Ethereal Legends, is a turn-based RPG for virtual reality built in Unreal Engine 4. With a heavy focus on strategic combat, environment puzzles, and huge boss fights, Ethereal Legends aims to bring epic high fantasy to the next generation.

Spectral Reality builds novel and affordable immersive projection systems based on off the shelf components.

Total Cinema 360 is a production house and software development company that believes in the untapped potential of 360 video and virtual reality technology to redefine the creative boundaries of audio/visual storytelling. Founded in early 2013 by New York based filmmakers, Total Cinema 360 has since produced VR content in all facets of the entertainment industry including projects for Disney, MTV, Gannett Digital, Royal Caribbean, MetLife, and DKNY. They created the Total Cinema Player to provide comprehensive distribution solutions for 360 video across all platforms and were one of the first companies to release live action 360 video content.

Vae Victis is an independent game development studio based in Italy. Vae Victis team is constantly involved in research to increase ecreativity throughout new technology of gaming and virtual reality.

VRD is a HMD that works with a lot of game formats and 3D applications. They are developing a solution to integrate multiple tracking formats, such as Oculus DK1, DK2, FreeTrack, TrackIR, Air mouse and other.

VR-Gameplay developed Flying Aces VR a flight sim/combat game set during WWI. Users experience the birth and rise of aerial combat during the Great War (1914-1918).

VRGO is an easy to use locomotion device for virtual reality. Wireless, hands free, and compact, the chair provides natural motion to the VR experience.

Viewpoint Games specializes in virtual reality content and has released VR Karts, a game on the new generation of VR hardware

Vikru develops educational virtual reality applications for schools around the world.

Virtual by Backlight provides immersive experiences based on animation, storytelling and quality graphics. They develop rides, interactive and 4D experiences, using various technologies.

Virtual Reality Concepting’s goal is to develop a framework for VR/AR experiences that is affordable and scalable for future development by working with hardware, software, and VR, AR and marketing partners. They plan to develop natural feeling and immersive content for clients by hosting and technical support on location.

VirZOOM Inc created the VirZOOM Controller to propel users through  VR games, such as powering a horse in a race, a tank in battle, a fire-breathing dragon through mountains.

Vizor is a platform for creating and sharing VR content on the web. The 3D content editor is easy to use, using the advantages of the web and can do real-time collaboration by sharing the URL.

VicoVR develops a sensor that brings Kinect-like gaming and full body avatar animation to MobileVR.

Vrse Inc is a virtual reality media and technology company that develops advanced technology for telling stories in immersive media. Vrse’s platform is available across all major VR headsets, as well as iOS and Android, and houses a curated collection of the highest quality cinematic, story-driven content available today in virtual reality.

VR Seen.Inc focuses on virtual reality and augmented reality content creation and sharing, with offices in Silicon Valley, Hangzhou and Jinhua China. They build an open VR and AR ecosystem with self-developed HMD, APPs, platform, and support 3rd party HMD, contents, and peripherals.

VRstudios provides virtual reality solutions to commercial, government, military, and entertainment clients through wireless, multi-user systems. VRstudios operates three divisions which provide virtual reality solutions to a wide range of clients. VRcade for entertainment, VRdesign for architecture, and VRsolutions for custom VR needs and deployments.

Winged Minds developed VRIS, a universal system of scripts that provides the user with real interaction in the virtual world. It is applicable to any experience with easy modifications and trying to give support to the largest number of HMD´s and motion controls.

WizDish Ltd developed the ROVR, a VR locomotion platform that allows users to walk or run in VR worlds. Nissan, Dominator Yachts and Wells Fargo are using it for experiential marketing, and it is now available for home users.

World Order Studios brings back the era of gaming that does not rely on “Early Access” sales to deliver content.

Yuvine VR GmbH is a Berlin founded startup developing visual brilliance in 3D and focused immersion in virtual reality.

ZOOV360 is one of the first developers in Brazil to produce content in virtual reality. They are working on the development of virtual reality, focusing on tourism and education.

Ziran: Passage to Nature is an on rails VR experience boat ride through nature in calm waters inspired by Taroko Gorge in Taiwan. This experience is aimed for all audiences and especially great for first time users of VR.

 

ABOUT OSVR:
OSVR™ is a software platform 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. Plug in. Play Everything.

 

For the full list of OSVR supporters go to www.osvr.org

 

Like OSVR on FB: https://www.facebook.com/OpenSourceVR.
Follow OSVR on Twitter: https://twitter.com/OpenSource_VR .


PRESS CONTACTS:

 

press@osvr.org

Open-source RenderManager, enhanced positional tracking and more

Here is a brief update on new features and major enhancements of of the OSVR software

Major additions

Open-source RenderManager plugin for Unity and Unreal

The RenderManager layer (available for download including example programs and source code for these programs from here: http://osvr.github.io/using/ ) provides a set of high-performance low-latency rendering utilities for game engines, OpenGL and Direct3D applications. These services include:
  • Support for NVIDIA GameWorks VR
  • Timewarp, updating the rendered image with the freshest predicted tracking data just before providing this image to the graphics card
  • Enable/disable direct render to switch between extended desktop and direct mode
  • Front-buffer rendering
  • Distortion correction using multiple methods including distortion mesh, parametric distortion and more.

RenderManager does this in a generalized way to support multiple HMD configurations including single- and dual-port models, HMDs that prefer portrait or landscape mode, HMDs with required distortion correction and more.

 

The RenderManager plugin for Unity (https://github.com/OSVR/OSVR-Unity-Rendering) provides an open-source Unity 5.2 and Unity 5.3 plugin that uses RenderManager. This not only provides the RenderManager functionality for Unity applications but also provides a template for integrating RenderManager into other game engines.

Support for Unreal 4.9 is also available at https://github.com/OSVR/OSVR-Unreal

Auto-calibrating positional tracking with sensor fusion

A major update to the OSVR positional tracking now includes the following:
  • Sensor fusion to combine information from IR camera and IMU into more accurate, smoother tracking information
  • Take into account distortion in IR camera
  • Auto-calibrating position. Overcomes inaccuracies in the expected position of the IR LEDs (such as those due to manufacturing tolerances, opening and closing of OSVR HDK front panel). This is implemented in the OSVR-Core VideoBasedTracker plugin. It uses the following logic:

 

Auto-calibration

Improvements to OSVR-Core

User-facing:
  • Improved parsing of the HDK angular velocity data, resulting in much improved predictive tracking.
  • Adjusted HDK predictive tracking interval for a better experience based on improved data.
  • Improved install directories on Linux and Mac

 

Developer-facing:
  • Added ClientKit API methods for “re-center” functionality. This allows maintaining a “room-to-world” transform and setting its yaw (rotation about y axis) based on the current head orientation, primarily as an aid for porting from the Oculus SDK. https://github.com/OSVR/OSVR-Core/commit/c378ce6ecbdf6d8be10ed2eb80b5f3b67f58cf6e
  • The SDK now ships with a general-purpose, high performance header-only Kalman filter/extended Kalman filter framework, using the Eigen matrix math library
  • Fixes to support the “Ninja” build tool (via CMake) on all platforms for very fast parallel compilation.
  • Optional PluginKit and ClientKit APIs added to the “Tracker” device interface class, exposing linear and angular velocity and acceleration.
  • Removed hard OpenCV dependency from Core
    • Note that if you have an imaging plugin that isn’t using the C++ wrappers, there may be some small changes you’ll want to make in order to ensure stability.
  • The device descriptor is now consulted to determine which callbacks (position, orientation, etc.) for a tracker to trigger.
  • Improved header providing math type interoperation with the Eigen linear algebra library.
  • Fixed reference counting for imaging clients.
  • Improved configure performance by refactoring the header-dependency tests.
  • Switched some internal implementation details from Boost.Fusion to the internal “TypePack” library: should improve compile time and reduce fragility.
  • Updated version of UIforETW Event Tracing code.

Improvements to OSVR-Unity

  • Added support for Unity 5.2 and Unity 5.3
  • Added FPS controller
  • Improved support for HMDs with two video inputs such as Sensics dSight
  • Log an error if no OSVR server was detected.
  • Merged support for Locomotion interface, to support omnidirectional treadmills such as Virtuix Omni
  • Added RenderManager support, but DLLs not yet added to unitypackage

Improvements to OSVR-Unreal

  • Added support for Unreal 4.9
    Added support for RenderManager
  • Use of the DisplayConfig API for improved display configuration reliability and flexibility.
  • Fixed stereo viewport issue.

Improvements to OSVR-HDK-Windows-Drivers

  • Fixed install in non-US locales.

Improvements to OSVR-Tracker-Viewer

  • Reduced size of binaries by not redistributing unused DLLs.

RenderManager

Features:
  • Adds predictive tracking to reduce perceived latency
  • Added CMakeLists.txt and instructions for compiling.
  • Added support for dSight dual-display mode in DirectMode and non
  • Adding mutex to make RenderManager more thread-safe
  • Alpha support for dual DirectMode displays (1-buffer rendering only)
  • Applications can now register the same buffer for multiple eyes
  • Client application sets the type of rendering to use, not config file
  • Added Visual Studio merge modules for CRT and MFC to installer
  • Added ability to update distortion mesh while running
  • Added configuration file to run in a non-directmode mono window
  • Added initial distortion correction for the OSVR HDK 1.3
  • Adds configuration file and white list for alpha support of Vuzix display
  • Adds support for two-window, two-display HMDs
  • Applications can now specify near and far clipping planes
  • Enabling the application to double-buffer to avoid copies in Time Warp
  • Making a separate client context for RenderManager (thread safety)
  • Per-eye timing information
  • Powers off DirectMode displays when we close them
  • Removed depth buffer clearing (and existence) from internal rendering pass
  • Removed frame delay when specifying both sync and app-block sync
  • Turns on vsync by default for the direct-mode examples to avoid tearing.
  • Using release 1.0 version of nVidia DirectMode API
Bug fixes:
  • Busy-waits rather than sleeps in demos to avoid O/S delays
  • Checks for zero-sized buffers to enable error report rather than crash
  • Failure to obtain high-priority rendering now returns PARTIAL rather than FAILURE
  • Handles window quit events from SDL
  • Includes the Visual Studio redistributable runtime and Direct3D compiler DLL.
  • Render routines check to see if the display has been opened to avoid crashing.
  • Render() callbacks not called for spaces that do not exist
  • Check for extra vsync to reduce incidence of screen tearing
  • Made the distortion mesh much finer to reduce artifacts
  • The code now reads and responds to the swap_eyes entry in display config
  • The code now responds to time warp enable in config (was not being used)

SteamVR-OSVR

  • Updates for new releases of SteamVR OpenVR API

New and Updated Interfaces

New Repositories

OSVR-Nod

 

OSVR-Compatibility-Aggregator

 

Blender-OSVR (experimental)

 

Python-binding (experimental):

 

OSVR-Unity-Rendering

 

OSVR-HDK-Windows-Drivers

 

sensics/OSVR-Emulated-Devices

 

sensics/LED_Encoding
  • Utility to calculate LED bright/dark patterns for the OSVR HDK and other devices that use the OSVR IR tracking. Shows how much instantaneous overlap there is among bright LEDs in the different patterns. Allows selecting the number of LEDs, the number of bits to encode them in, and the stride to pick for time offsets among the LEDs. Shows maximum instantaneous power draw for different strides and bit depths. https://github.com/sensics/LED_encoding

Check the diagram on http://osvr.github.io/contributing/ for frequent updates on the projects. Current diagram is:

github-overview.jpg

New utilities

Documentation improvements

Special thanks

Thank to all the outside contributors, but a special shout-out to @Armada651 and @d235j