New interfaces, SteamVR and more

It’s been a busy month of OSVR development, and we wanted to update you about some of the new and improved capabilities

  • ndk-build compatible Android builds
  • SteamVR plugin
  • “Reset yaw” and other OSVR core improvements
  • New eye tracker and other interfaces
  • Windows installer
  • Additional improvements

Improved Android builds

ndk-build compatible Android builds of OSVR now being built – see https://github.com/OSVR/OSVR-Android-SDK

SteamVR plugin (alpha)

This is a SteamVR driver for allowing applications written against that API to work with hardware and software running with the OSVR software framework. See https://github.com/OSVR/SteamVR-OSVR

Note that despite similar goals, the internal models of the two systems are not the same (in most cases, OSVR has a more flexible, descriptive model), so if you’re writing an application from scratch, be sure to evaluate that. This driver exists primarily for compatibility reasons, so existing software using the SteamVR system can run on OSVR.

There are still some issues with this plugin – see https://github.com/OSVR/SteamVR-OSVR/issues/5 and we would appreciate the community’s help in getting this to the finish line

OSVR Core improvements

Key improvements include:

  • “Reset yaw” tool added, allowing to set the yaw direction of the head tracker to a desired ‘0’ position
  • Initial support for updated OSVR HDK tracker firmware, providing higher reporting rate and angular velocity reports

New Interfaces

Interfaces – pipes of data – provide an abstraction layer for VR devices and peripherals so that a game developer does not need to hardcode support for particular hardware. Instead, just like a Windows application prints to the Windows print services, the game developer connects to the OSVR abstraction layer. If a new VR goggle was introduced in 2016, an OSVR-based game published in 2015 could support this new goggle as soon as the goggle had an OSVR driver. 

New interfaces that have been completed or are imminent are:

  • Eye tracking
  • Locomotion – supporting omnidirectional treadmills
  • Gesture
  • Skeleton – for body and finger tracking

See the interface definition section https://github.com/OSVR/OSVR-Specs-and-Proposals

Windows Installer

The Windows installer, provides a simple way to install the OSVR server. See https://github.com/OSVR/OSVR-win-installer#readme

Additional improvements

  • OSVR-Devel mailing/discussion list now fully up and running, now including searchable web archives and a web interface courtesy of Gmane – see http://osvr.github.io/mailing-lists/
  • Managed-OSVR (used by OSVR-Unity and OSVR-Monogame):
    • Improved method of pre-loading native libraries
    • Wrappers for the State API (in addition to the existing Callback API)
    • Wrappers for Eye tracker, Direction, and Position2D device interface classes added
  • OSVR-Unity: see also https://github.com/OSVR/OSVR-Unity/blob/master/OSVR-Unity/CHANGES.md
    • Switched to using externally-built Managed-OSVR, for improved reliability, quicker development, and multiplatform (including 64-bit) support
    • Tagged version 0.2 following this migration.
    • Made the ClientKit prefab a persistent singleton, preventing duplication and instability in multi-scene projects.
    • Updated way of making custom code access OSVR callbacks and state (RequiresAnalogInterface, etc)
    • Updated examples, code to use new Managed-OSVR InterfaceAdapter functionality.

As always, the OSVR team with the support of the community is continuously  adding smaller features and addressing known issues. You can see all of these on Github such as in this link for OSVR Core

Interested in contributing? Start here: http://osvr.github.io/contributing/

Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!

OSVR Launches Research Portal In Collaboration With Academic Partners To Aid In Industry Development

Academia program continues to grow with the addition of 13 new universities and research institutes


SAN FRANCISCO, Calif. – Organizers of Open Source Virtual Reality (OSVR), a platform designed to set an open standard for virtual reality devices, today announced the launch of a research portal on the OSVR Website. Led by OSVR’s academic partners, the research can be accessed by developers, enthusiasts and anyone with an interest in virtual reality.

“Creating an open platform to exchange knowledge and learnings of both commercial and academic partners will drive the entire industry forward with an open knowledge base through which the exchange of crucial learnings can be done,” says Christopher Mitchell, senior product marketing manager at Razer. “We are still in somewhat unchartered territory with virtual reality, and it is through collaboration that we can solve problems and push the envelope of virtual reality technology to make it a mass market success.”

The resources available at the portal’s launch will cover the following categories with more anticipated:

  • Virtual Reality – General VR design principles and technology
  • Augmented Reality – Effective real world application of AR
  • Game Design – Observations and insights into effective game design for VR/AR
  • Peripheral Optimization – Guidelines and best practices when designing interaction and interfaces around industry peripherals
  • Algorithms – Optimizing the design and logic of VR/AR software technology.
  • VR in Education – Enhancing education with virtual reality

Contribute research

Anybody interested in contributing can submit his or her whitepaper for publishing on the VR research portal. If selected, you will have the opportunity to tap on the entire OSVR base of 155 partners covering aspects of the industry ranging from VR peripherals, content production, simulation engines, consultation, technology providing and academia to further your research.

To explore all currently available whitepapers or submit research, interested parties may visit: www.osvr.com/research

NEW ACADEMIA PARTNERS:

The 13 latest additions to the overall count of 49 academia supporters:

Arizona Laboratory for Immersive Visualization Environments, University of Arizona, has a 4-sided CAVE which utilizes the Unity game engine as their main display software in the immersive environment. They are exploring OSVR as a means to provide single users a way to collaborate and share the immersive CAVE experience from remote locations using their own head mounted displays.

COSMIAC (The Configurable Space Microsystems Innovations and Applications Center promotes STEM education (Science, Technology, Engineering, and Mathematics) and uses OSVR  for educational purposes as it spans multiple engineering disciplines for both software and hardware modification.

JCU Singapore (registered as James Cook Australia Institute of Higher Learning in Singapore) is fully owned by James Cook University Australia and is ranked in the top 4% of universities in the world. JCU Singapore is also the host of the first permanent museum entirely dedicated to the history of video and computer games in South East Asia.

Keio-NUS CUTE (Connective Ubiquitous Technology for Embodiments) center is a joint collaboration between National University of Singapore (NUS) and Keio University, Japan. It is partially funded by a grant from the National Research Foundation (NRF) administrated through the Media Development Authority (MDA) of Singapore. Operations of the Center commenced on 1 April 2009. The main objective of setting up the center is to collaborate on fundamental research in the general area of Interactive Digital Media targeted at addressing the future of interactive, social and communication media. They use OSVR in their medical training and simulations and in their scientific studies on the role of physical movement and learning.

Multi-Platform Game Innovation Centre (MAGIC) in Nanyang Technological University (NTU) aims to champion games technology and related research to translate scientific ideas into technological products and services for the Studios of the Future in the media and entertainment industry.

Poznań Supercomputing and Networking Center focuses on providing computing power, networking services, research and development facilities for next generation computer networks, modern applications, portals, parallel and distributed computing as well as network and system security, integration and implementation of scientific research results via developing services for public administration, healthcare, education and other social areas.

SRH University Heidelberg is one of the oldest and largest private campus universities in Germany. For four decades, the SRH University Heidelberg has been among the most renowned German universities, with a close network of businesses and institutes of higher education worldwide. By establishing a unique study course focusing on virtual worlds and end-user application of “Virtual Realities” already in 2010, the SRH University Heidelberg anticipated current trends ahead of time.

Stefan cel Mare, University of Suceava develops new technologies that can be used worldwide by other universities or companies. They see the potential in virtual reality and like that OSVR is a big community and are pleased to be a part of it.

The Virtual Reality Laboratory of SeAMK – Seinäjoki University of Applied Sciences – is a laboratory of the School of Technology, reserved for the research, project works and final theses of engineering students of Automation, Information Technology, Construction and Mechanical Engineering. The VR lab is equipped with state of the art technology in Virtual Reality. The aim of adaptation of OSVR is to enhance and broaden the technology research field of the lab. Future OSVR projects will be mainly targeted in architecture, construction, robotics, factory automation, 3D design and 3D gaming technologies

University of Bologna, Italy facilitated the development of GLOVR a hand interface specifically designed for VR applications. The idea behind it is to free players from the constraints imposed by traditional controllers. GLOVR features a dynamic gesture detection unit and a natural language interface to allow the user to communicate with an AI system. OSVR provides expanded compatibility allowing GLOVR to be tested with a wide range of software and accompanying peripherals.

University of Georgia is the oldest state-chartered university in the United States, and recently launch the youngest College of Engineering in the United States.

University of Kentucky is a land-grant institution with over 20,000 resident and commuter students on our main campus. The Department of Electrical Engineering has over 200 undergraduate and graduate students.

Virtual Neuroscience lab in the University of Tartu, Estonia aims to combine computational neuroscience and experimental psychology with virtual reality to enhance experiences. OSVR helps to contribute to their research by being open source allowing them to share their work.

 

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.com.

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

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


PRESS CONTACTS:

 press@osvr.org

OSVR Now Supports Android For VR Product Cross-Platform Compatibility; Hacker Development Kit v1.2 Released

OSVR now supports android for VR PRODUCT cross-platform compatibility; HACKER development kit v 1.2 released

New software addition opens doors to VR on the go; Latest Hacker Dev Kit with positional tracking shipping to selected developers now

 For Release on June 16, 2015:

LOS ANGELES (E3 2015) – Organizers of Open Source Virtual Reality (OSVR), a platform designed to set an open standard for virtual reality devices, today announced that OSVR software now accommodates Android devices, further enabling mobile VR development and adding to existing distribution for Windows and Linux.

Additionally, The Hacker Development Kit version 1.2 has been approved for distribution and is now shipping to selected developers. The next version of the virtual reality headset includes the addition of IR positional tracking.

Recently, 22 new partners joined the ranks of OSVR, bringing the platform’s total combined number of contributing members to 144, further solidifying the group’s position as the largest organization of VR developers in the world.

Specifications, Pricing & Availability:

 Component  Description  HDK V1.1  IR Upgrade Kit  HDK V1.2
HMD Module Integrated accelerometer, gyroscope and compass for precise head tracking. External USB 3.0 connection for additional accessories.  x  x
Display 5.5 in. FHD OLED low-persistence display with 401ppi.  x  x
Optics Module  Independent adjustable optics for additional eye pressure relief with <13% geometrical distortion for a clearer picture.  x  x
Facemask Bamboo charcoal microfiber foam layer for additional comfort.  x  x
Belt Box Easier cable management and ergonomics with additional USB 3.0 connectivity and surround sound audio codec integration.  x  x
Positional Tracking Module 360 degree positional tracking providing positional information at 100 Hz. Also includes an IR camera.  x  x
Pricing & Availability  –  $/€199  $/€129.99July 2015  $/€299

Shipping free to developers now

 Support For Future Upgrades:

OSVR also announced several definite and experimental hardware upgrades to the Hacker Development Kit. These upgrades will act to support prototyping efforts of developers who want to test their OSVR-supported content with multiple technologies.

OSVR Faceplate with Leap Motion has embedded Leap Motion technology. This upgrade module supports natural interaction through the OSVR software platform.

Ultra Wide Field of View module features Wearality’s ultra-wide 150-degree field of view eyepieces.

Mobile Faceplate allows the use of a wide range of mobile phones with the OSVR optics. This faceplate, coupled with newly-released Android distribution for OSVR lets developers test their OSVR hardware on Android devices.

Developers will be able to detach and replace their default HDK faceplate with any of the above depending on their usage preferences. The Wearality lenses can also be used in combination with the other upgrades.

*The Ultra Wide FOV lenses and Mobile faceplate designs will be made available on the osvr.com website.

Software Updates:

Android support for mobile VR enabling cross compatibility between hardware and mobile content integrated with OSVR. A Unity demo, “Palace,” is available for viewing at osvr.github.io.

Direct support of external VRPN servers is now available for easier integration and support of external and distributed VRPN input servers.

Windows Installer update has been made with one-click installation of run-time resources for supporting any OSVR game or application.

Additional support documentation have also been produced to make porting for Unity and Unreal Engine 4 content even easier.

 NEW OSVR SUPPORTERS:

 The latest additions to the overall count of 144 supporters who are integrated within OSVR:

Alchemy Learning, founded in 2012, is a Baltimore-based education technology company whose products have been featured on industry best-of lists for three years running.  Alchemy VR is the first platform designed to allow schools to adopt virtual reality-based educational programming.

A-Volute is bringing advanced 3D sound technologies from military projects into the OSVR project. Our high end audio precision technologies will take your Virtual Reality application to a real immersive sound scene thanks to this free trial plugin!

 Big Bonsai Games are game design students at the Hochschule Macromedia University of applied sciences. Their vision is the development of games in the most innovative ways with the latest technology while still honoring the basic rules of good game design.

 Cineveo’s – Virtual Reality Cinema lets users simulate their own fully functional movie theater in virtual reality, with an improved unprecedented level of detail and sense of immersion. Grab some popcorn, it’s movie time!

Corelabs is an accelerator program that helps core game development startups get to market effectively. More info can be found at their website.

Coretronic Corporation, as an innovative display solution provider in advanced LCD, digital laser/LED/lamp projector and LED/LCD backlight technology, now steps into world of virtual image via acting as professional system integrator of OSVR. Thorough R&D, innovative efforts and optical expertise, Coretronic furnishes premium customized design and manufacturing service for virtual/augmented reality business opportunities.

Dolphin is an emulator for two recent Nintendo video game consoles: the GameCube and the Wii. It allows PC gamers to enjoy games for these two consoles in full HD (1080p) with several enhancements including soon to be released VR support!

Ghost Machine, located in Austin TX, on the Austin Film Studios Backlot, is a dedicated VR production studio that bridges the gap between real time 3D technologies and traditional narrative filmmaking to produce one-of-a-kind immersive entertainment experiences that have to be seen to be believed.

Kermdinger Studios, Inc. is building Boondogl, the world’s first platform agnostic video game marketplace.  The private alpha can be accessed at their website.

MAG Studios is a small talented indie developer studio with a focus on gameplay and utilizing the latest technology to get the most from their games.  They specialize in Sci-fi games and have worked hard on two Ghostship titles over the last two years as well as and are really excited about their new title CDF Starfighter.

Manus Machina is developer of The Manus, the first consumer data-glove specifically designed for virtual reality. It tracks hand movement using a combination of high-tech sensors all contained inside the glove.

MergeVR, a San Antonio, Texas-based startup focuses on mobile virtual reality and immersive entertainment and was founded at the end of 2013. Compatible with iOS and Android devices, the MergeVR Goggles, wireless handheld VR Controller, and Merge Start app are built to be accessible, affordable, portable, durable and easy to use.

MureVR are the creators of Breakroom, a virtual reality workspace environment that allows you to work in an alternative workspace made to help you relax and gain focus.

NeuroDigital Technologies provides stunning Software and Hardware solutions for Fun & Serious games using Virtual Reality. We have developed Gloveone, a wireless haptic feedback device that lets Touch & Feel virtual reality!

NivalVR is a new business unit from game developer Nival. They developed InCell, an educational game with strategy and racing elements designed for VR devices. Players will experience an exciting journey into a patient’s cell to observe a fascinating microworld within the human body and fight in a never-ending war against destructive viruses.

Perception Neuron, produced by Noitom Ltd is the world’s smallest, most adaptive, versatile and affordable motion capture system. Perception Neuron is designed to deliver professional results right out of the box and can be used for various applications including game development, VFX, sports and analysis, rehabilitation, virtual reality, performance and scientific research. Perception Neuron’s motion capture system can be used for big studio projects or independent productions alike.

Virt is on a mission to make the world a closer place using virtual reality. They’re developing a patent-pending way to create virtual copies of real-world spaces using 360-degree videos., and working with OSVR means more people will be able to explore these virtual environments with any device!

Virtulify develops solutions using virtual and augmented reality for individuals and SMEs, for various sectors where the VR/AR can help people. Furthermore, they have an active community of VR enthusiasts (Lille Virtuality Meetup has more than 100 people) in Lille, France and they provide headset test sessions for all interested people.

VimersiV is a VR software development firm who created the VR Player. The VR Player is a powerful media player designed specifically to watch immersive content with a HMD – on PC and mobile platforms.

Wearality provides the best in class optics for the mobile and VR markets based on intellectual property invented for use in military flight simulators.  Wearality’s first product, the Wearality Sky™, offers a 150-degree field-of-view, is in focus throughout with little chromatic distortion, works with any 5-in. or larger smartphone, requires no adjustment prior to use, and fits in your pocket. Additionally, Wearality is making its optics available to others as a component for use in their products.

Voxelnauts is a VR Sandbox MMO, heavily inspired by Ready Player One, and a multitude of games. We’re creating the Metaverse, where players can explore our official planets, or venture out to player made planets, lush with content, unique buildings, and so much more.

3DiVi Company is a leading 3D intelligence company focused on development of 3D computer vision solutions for applications in the new generation of gaming platforms. They are developers of Nuitrack Sensor, a game changing Bluetooth peripheral that brings Kinect-like full body tracking and gesture recognition to mobile virtual reality. Neither PC, nor wearables required.

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.com.

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

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

PRESS CONTACTS:

press@osvr.org

OSVR platform updates, Android distro and more

We wanted to update you about several new capabilities of OSVR:

  • OSVR Android build and example program
  • New developer discussion list
  • Support for additional HMDs
  • New imager interface
  • New MonoGame engine integration

Android Distribution for OSVR

OSVR remains committed to providing multi-platform, multi-engine, multi-device support. We have now released an initial Android OSVR distribution (fully open-sourced, of course) and also a simple Unity demo (“OSVR Palace” which also works on Windows) to go with it. Visit osvr.github.io, your gateway to the OSVR source code or the OSVR-Android Github project directly at https://github.com/OSVR/OSVR-Android-Build

New developer discussion list and archive

This new list allows you to directly communicate with other members of the OSVR community as well as to review archives of previous discussions. You can manage your subscription, view message archives as well as view our etiquette guidelines  at http://lists.getosvr.org/listinfo.cgi/osvr-devel-getosvr.org

If you are receiving this OSVR update, it does not mean that you are automatically subscribed to the OSVR mailing list, so please register to the developer discussion list if you are interested.

Support for additional HMDs

We added JSON device descriptors for several HMDs including those from Vuzix, Oculus, VRVana and Sensics. These provide support for various resolutions, various number of video inputs (where supported) and distortion correction coefficients. By selecting the device descriptor, an OSVR application can automatically (without re-compiling) adapt to new HMDs. This continues our drive to support an ever-growing list of peripherals and displays. Adding a display descriptor is easy and we welcome submissions for additional models.

New Imager Interface

The imager interface allows receiving video streams from connected cameras, both locally and over the network. Multiple OSVR applications can subscribe to the same video stream. Images are sent using an OpenCV format, allowing immediate access to the the de-facto open-source standard for computer vision and image processing. Imagers are useful for a wide range of applications: augmented reality, SLAM, face recognition and more. Devices such as Leap Motion also provide an imaging interface. The imager interface also includes sample programs.

MonoGame plugin

MonoGame is a free software used by game developers to make their Windows and Windows Phone games run on other systems. It currently supports Mac OS, Linux, iOS, Android, PlayStation Mobile, and the OUYA console. It implements the Microsoft XNA 4 Application programming interface.

The OSVR plugin for MonoGame (thanks @JeroMiya !) connects OSVR to MonoGame and allows MonoGame apps to run on OSVR-supported HMDs and hardware. See an introductory video here

Additional game engine integrations are coming!

As always, the OSVR team with the support of the community is continously adding smaller features and addressing known issues. You can see all of these on Github such as in this linkfor OSVR Core

OSVR Expands Content Range and Adds 15 New Partners

OSVR EXPANDS CONTENT RANGE AND ADDS 15 NEW PARTNERS

Virtual reality platform grows with integration of OpenVR; new game developer and technology partners announced

 Released on May 18, 2015:

SAN JOSE, Calif. (SILICON VALLEY VIRTUAL REALITY 2015) –  Razer™, a world leader in connected devices and software for gamers, and Sensics™, a leader in high-performance VR, today announced upcoming support for a number of new platforms, bringing OSVR closer to becoming a universal standard for integrating virtual reality content.

Valve’s OpenVR, MonoGame, VorpX and the Unigine engine are among the latest technologies to be supported by OSVR. All four platforms will be compatible with products within the OSVR ecosystem, including the OSVR HDK expected to ship in July 2015.

OpenVR is a virtual reality platform developed by Valve to create a pathway for VR hardware to support Steam and other leading platforms. It currently supports many games such as “Assetto Corsa”, “Slender: The Arrival,” “Strike Suit Zero” and “Hawken”.

MonoGame, an open source port of the XNA 4.0 framework, allows developers to easily adapt their Windows, Xbox 360 or WindowsPhone games and contents and publish them on other platforms such as iOS, Android, Linux and Mac OS X and Windows Metro.

VorpX is a stereoscopic 3D driver that allows DirectX 9-11 games to utilize virtual reality hardware such as head-mounted displays. VorpX recently launched support for “Grand Theft Auto 5,” bringing the total count of supported titles to 162.

Unigine is a proprietary cross-platform game engine used for virtual reality systems, serious games and visualization. The engine’s strongest feature is its advanced renderer which currently supports Open GL 4.0 and Direct X 11.

“Further solidifying its commitment to the world’s most exciting, cutting-edge technologies, Unigine is announcing its support for the OSVR platform,” says Denis Shergin, CEO of UNIGINE Corp. “Unigine supports OSVR’s vision to unify the global VR space and establish a community that can push the boundaries. Through this collaboration we will establish compatibility with an extended range of HMDs, as well as various input and output devices.”

OSVR continues to receive numerous sign-ups, including eleven new game developers who are interested in the extended hardware compatibility. Developers can sign-up at www.osvr.com/join.html.

“OSVR saves hardware and software developers much of the effort required to create engine-specific plugins,” says Yuval Boger, CEO of Sensics, the founding contributor to OSVR. “With a single OSVR plugin, developers gain access to free and optimized and industry proven engines like Unity, Unreal, SteamVR, Unigine and MonoGame. OSVR makes it easy for developers to create high quality content which is then supported by a wide range of devices through a standardized interface.”

OSVR GAME DEVELOPERS GET PRIORITY ACCESS TO FREE DEV KITS:

VR game or content developers can sign-up to become an OSVR partner. Partners have access to the following benefits:

  • Priority access to selected developers for OSVR Developer Kits shipping in June ahead of public release in July
  • Access to the OSVR network of supporters for collaborative and technical support
  • Access to the OSVR support portal to help with integration
  • Promotional and marketing support for their products

Developers who join now will automatically be eligible to participate in an upcoming OSVR Dev Jam. Details on the Jam will be released at a later date.

 NEW OSVR SUPPORTERS:

 The latest additions to the overall count of 118 supporters who are integrated with OSVR includes the following:

 Descendent Studios specializes in first-person vehicular combat and is currently working on Descent: Underground, the modern day reboot of classic six degrees of freedom shooter Descent – with full VR support!

Honor Code, Inc. are the developers of Narcosis. a survival story set at the sunless depths of the Pacific Ocean. Stranded on the seafloor with little light and few tools, an industrial diver takes desperate steps to surface before his oxygen — and sanity — give out.

The Andronauts are creators of the highly praised Mental Torment series of VR horror games. The game was built using Unreal Engine 4.

Sigtrap Games is a small company from the UK working on their debut game. Sublevel Zero is a 6-degree-of-freedom shooter with procedurally generated levels, looting and crafting set in a low-fi universe.

Incandescent Imaging is responsible for Caffeine, a much lauded, quirky first person psychological horror game with environmental puzzles.

Titans of Space, developed by DrashVR LLC, gives players a short guided tour of space. It gives players a sense of how large the Solar System is and a view of the planets up close. Titans of Space has been labeled as one of the best demos for the Oculus Rift to date.”

Digital Happiness is an independent 3D games studio based in Bandung, Indonesia. Digital Happiness are the creators of Dreadout, one of the must play horror games of 2014.

Kôna Games are developing Kôna, an episodic and narrative-driven interactive tale in which the player must find missing persons in a wintry rural environment in the year 1970. From driving to shooting to scene-searching, the game combines the atmosphere and immersion of a modern survival title with the deep storytelling and puzzle-solving aspects of traditional adventure game.

Gattai Games is a Singapore based indie development studio focused on creating unique game experiences that bring people together and meld virtual with reality. Our flagship title, Stifled, will transport you into a horrific world where the very sounds you make that let you see the world also reveals you to monsters lurking in the darkness.

GALACTaViSION  is a culture, music and info-hub for Virtual Reality. They create Virtual Reality experiences and bring Immersion Rigs to public spaces to share all things VR with everyone. They are currently developing the VR game Kyberiv Knights, a future-retro jousting adventure set in The Realm.

Mechabit is a small 3 person indie studio based in Liverpool. They have developed several VR games for competitions including Chicken Walk, ElementL and Neuralgia. Currently they are working on a RTS game called Kaiju Panic due for release this Summer on Xbox and Steam.

UNIGINE Corp. developers of the Unigine Engine are committed to developing the most photo-realistic, cutting-edge 3D real-time graphics for various professional industries like Simulation & Training, Visualization, CAD, and VR. The upcoming UNIGINE 2 release is further targeted towards these specialized industries by focusing on the latest input and output devices to provide additional interactivity and immersion.

Aurasoft UK are creators of the Skyline game engine which is designed for mainstream adoption. The Commercial Indie Edition (Beta) available now allows users to export and sell all games powered by the engine commercially with no royalties or restrictions.

Xilinx is the world’s leading provider of All Programmable FPGAs, SoCs and 3D ICs. Currently supporting the OSVR HMD with their Spartan®-6 FPGA, Xilinx has committed to deliver great technological advancements to members of the OSVR community and the virtual reality gaming community.

V is the first universal app store for VR, in VR. Our beautiful interface makes playing games and experiencing VR simpler than ever. Just click to download and click to play—all without taking off your headset.

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.com

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

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


PRESS CONTACTS:

press@osvr.org

New OSVR Resources and Platform Updates

We wanted to update you regarding three news items regarding OSVR:

  • Availability of new repository for interface definitions
  • New instructional resources for OSVR
  • Config files for additional devices

OSVR interface specs and device integration proposals

A new Github repository is made public covering interface specs and device integration proposals. An interface – a pipe of data – is an important concept in OSVR. The repository includes specific types of interfaces such as:

  • Eye tracking
  • Locomotion (such as an “omnidirectional treadmill”)
  • Skeleton
  • Enhanced tracker
  • Imaging
  • Analog
  • Buttons

It includes discussions on how to factor vendor-specific devices into OSVR interfaces as well as graphML diagrams of the proposals.

We decided it’s best to have these discussions in the open to allow all the interested developers to follow and contribute to the formation of the OSVR interfaces. Contributions and comments are most welcome!


New instructional resources for OSVR:

  • New SlideShare presentation and speaker notes regarding path trees. OSVR maintains a “path tree” – similar to a URL or file system path – in which all the sensing and rendering data is made available. Aliases are configured in the server to essentially redirect from a semantic path (a path with a meaningful name) all the way back to the system-specific hardware details. Thus, while direct device access by name is possible, we recommend accessing semantic paths. Just like a game allows mapping of various buttons to various game actions, OSVR allows defining the connection between interfaces, analysis plugins and actions. The connection between interfaces can be pre-loaded or can be changed dynamically. This presentation covers this important OSVR concept.
  • New SlideShare presentation and speaker notes providing introduction to OSVR hardware and software.
  • New 5-minute video showing how to integrate OSVR with Unity.

We welcome any requests for additional instructional material.


Configuration files for additional devices

Now that we have made it easy to import VRPN devices into OSVR, we’ve created OSVR config files for several of them, including:

  • Xbox controller S
  • Xbox Controller 360
  • Sidewinder
  • Sidewinder 2
  • Afterglow AX1
  • Saitek ST290
  • Logitech Extrem 3D Pro mouse
  • Futaba InterLink Elite
  • Griffin PowerMate
  • ART Dtrack flystick

These files can be found under bin/external-devices in the binary snapshots.
 

New OSVR Core features: path tree updates

Here is an update on some important OSVR improvements:

OSVR Core:

This relates to version v0.2-1-g0f15a69

This release is an extensive update: fully-configurable path tree, use of device descriptors for auto-routing, and more.

Path tree refresher

Path trees are an important concept in OSVR and perhaps worth a quick reminder. OSVR maintains a “path tree” – similar to a URL or file system path – in which all the sensing and rendering data is made available. Aliases are configured in the server to essentially redirect from a semantic path (a path with a meaningful name) all the way back to the system-specific hardware details. Thus, while direct device access by name is possible, it is not recommended: instead, we recommend accessing semantic paths. This accommodates use cases where the hardware is not immediately available at startup or is changed during operation without any impact to the application developer. Some examples:

  • A path capable of position, orientation, or pose (position and orientation) callbacks or state access, associated with the left hand: /me/hands/left
  • Position of the “0” controller of the Hydra, directly accessed in the namespace of the com.osvr.Multiserver plugin: /com_osvr_Multiserver/RazerHydra0/tracker/0
  • Output of the first smoothing filter in a hypothetical org.example.smoothing plugin: /org_example_smoothing/smooth_filter/0

Just like a game allows mapping of various buttons to various game actions, OSVR allows defining the connection between interfaces, analysis plugins and actions. For instance:

  • /joystick/button/1 → /actions/fire maps the first joystick button into a fire action. While the game could choose to access /joystick/button/1 directly, it is recommended to access /actions/fire in this example because this allows changing the flow of information from the hardware through the OSVR layers without changing the game itself.
  • /com_osvr_Multiserver/RazerHydra0/tracker/0 → /org_example_smoothing/smooth_filter/0 → /me/hands/left specifies that the position of the first Hydra controller goes through a smoothing filter and then is mapped to the left hand.

The connection between interfaces can be pre-loaded or can be changed dynamically.

Key changes:

  • Updated server and client internal data structures, for:
    • Fully-configurable path tree, with support for single or multi-level aliases for semantic name use with no additional performance hit. For instance, this allows a game-friendly path such as /me/hands/left to be dynamically mapped to a path in the plugin /com_osvr_Multiserver/RazerHydra0/semantic/left which in turn is mapped to the physical path /com_osvr_Multiserver/RazerHydra0/tracker/0. All these mappings are resolved up-front so they do not create a performance hit at runtime.
    • More efficient data transfer.
  • Partial to complete auto-configuration of aliases based on JSON device descriptor data embedded in plugins.
  • Full access to external (local or remote) VRPN servers/devices with Tracker, Button, and Analog interfaces. (Previously, only experimental support for Tracker devices) See the updated osvr_server_config.externalvrpn.sample.json
  • Attributes of display now controlled and configurable by the server: see osvr_server_config.dSight.json for config info. This allows switching between various HMDs (or other displays) without recompiling the application.
  • Display descriptor files added for a wide range of HMDs and display modes. See the OSVR HDK descriptor as an example

Breaking changes:

  • To support the data structure updates, some internal messages were changed, so v0.2+ client libraries can only communicate with v0.2+ servers: v0.1 and v0.2 do not interoperate. (However, client ABI or overall client API did not change, so you should be able to just replace the DLLs without recompiling your client application.)
  • If your device driver was not submitting a JSON device descriptor, it will be mostly inaccessible as that is used to populate the path tree. See the example on how these work.
  • The method of configuring access to external VRPN servers has changed, so if you’re using that functionality, see the updated sample config files.
  • Plugins have been renamed, and many configuration files were able to be simplified greatly. See the updated sample config files.

Additional changes:

  • New tools: There are new tools: osvr_print_tree displays the contents of the path tree (try -h for help with command line arguments), and PathTreeExport exports path tree structure to DOT format – see the documentation for usage
  • Support for auto-detecting a USB serial port name by VID/PID.
  • More efficient data transfer
  • The contents of the osvrTransform and osvrRouting shared libraries (.dll files) have been folded into osvrCommon and thus those files are now no longer produced by the build, nor need to be distributed. This is internal API only, so no changes to apps expected.

Definition of OSVR interfaces:

We are working to define and enhance additional OSVR interfaces such as eye tracking, locomotion (for devices like those from Cyberith and Virtuix) as well as support additional devices. If you are interested in participating in this process, please let us know.

Additional updates:

1. The OSVR waffle.io board contains an overview of issues currently in GitHub issue trackers for all OSVR framework projects. It summarizes the issues in a number of lists:

  • Those under “Contributions Wanted” are likely to be the easiest entry points into contributing, though in some cases they may simply be tasks that require skills that existing contributors do not have.
  • Those under “Ready” are not blocked by any other issues and are approved for development for integration.
  • Those under “In Progress” should typically show a user who is working on them – if you want to take on a task, move it here and assign yourself.
  • The “Done” list should be self-explanatory – it contains closed issues from the past 7 days (automatically removed).
  • All issues not otherwise assigned to a list end up in “Backlog”. You’re welcome to work on these (whether through verification, triage, or development), though please use the issue thread to communicate your plans and progress.

Of course, the issue lists are not all-encompassing: if you’ve got a contribution you’d like to make, we’d love to see it! Filing an issue on the right project would be a great first step.

2. Follow OSVR on Twitter @OpenSource_VR

These latest updates also include contribution from the OSVR community, for which we are very thankful.

Interested in contributing? Start here: http://osvr.github.io/contributing/

Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!

Unity plugin improvements, .Net bindings and new projects

Dear OSVR developers,

We wanted to briefly update you on several OSVR improvements:

Unity plugin:

Refers to version: 0.1.71-ga184206

Key changes (see CHANGES.md file for complete list):

  • Updated plugin to be compatible with Unity 5.
  • Increased frequency of OSVR client updates for reduced latency as well as additional performance improvements
  • Dynamically sets display parameters (field of view, resolution, side by side mode) based on JSON display descriptor. This allows the same Unity app to run well with multiple different OSVR-supported HMDs

We recommend that existing users of OSVR Unity plugin re-build their project with this new plugin. The performance and usability improvements are worth it.

Additional updates:

  • Improved locating of DLLs in both the editor and built players, and improved locating of the (temporary, game-local) json file in built players. Previously, some Unity projects ran fine inside the editor but had to have files copied over to run standalone. With this fix, it is no longer necessary to move the built executable to the project root.
  • Modified DisplayInterface to look for json in _Data folder at runtime.     If it’s not there, load json from Unity scene as usual.
  • Moved DLLSearchPathFixer.fix() to Awake().     Removed constructor.
  • Created static DeviceDescriptor.Parse method and moved code from DisplayInterface.GetDeviceDescription over to to this static method.
  • Untabified changes to DeviceDescriptor and DisplayInterface.

This version does not yet include support for Unity 5 64-bit – that is in progress and being tested, expected soon. https://github.com/OSVR/OSVR-Unity/issues/19

Vuzix plugin:

Version v0.1-18-g7758a1c

  • Resolved issues with orientation and zero-point.

 

.NET bindings:

The base .NET bindings for OSVR have been extracted from the OSVR-Unity plugin into a separate repo – https://github.com/OSVR/Managed-OSVR – for optimal re-usability, and are being actively improved by us and the community. This separate version currently includes support for 32 and 64 bit native libraries, have a fully MSBuild-based build system, and builds assemblies for both .NET 2.0 and 4.5 framework versions. A NuGet package is coming soon https://github.com/OSVR/Managed-OSVR/issues/2

New projects on osvr.github.io:

  • OSVR HDK: includes production file for the OSVR Hacker Developer Kit
  • sensics/Latency-test: includes code and instructions for Arduino-based latency tester

 

Definition of OSVR interfaces:

We are working to define and enhance additional OSVR interfaces such as eye tracking, locomotion (for devices like those from Cyberith and Virtuix) as well as support additional devices. If you are interested in participating in this process, please let us know.

Additional updates:

1. We have updated a couple of white papers on the OSVR site:

2. We are providing additional suggestions for OSVR roadmap on our Wiki page
3. The OSVR waffle.io board contains an overview of issues currently in GitHub issue trackers for all OSVR framework projects. It summarizes the issues in a number of lists:

  • Those under “Contributions Wanted” are likely to be the easiest entry points into contributing, though in some cases they may simply be tasks that require skills that existing contributors do not have.
  • Those under “Ready” are not blocked by any other issues and are approved for development for integration.
  • Those under “In Progress” should typically show a user who is working on them – if you want to take on a task, move it here and assign yourself.
  • The “Done” list should be self-explanatory – it contains closed issues from the past 7 days (automatically removed).
  • All issues not otherwise assigned to a list end up in “Backlog”. You’re welcome to work on these (whether through verification, triage, or development), though please use the issue thread to communicate your plans and progress.

Of course, the issue lists are not all-encompassing: if you’ve got a contribution you’d like to make, we’d love to see it! Filing an issue on the right project would be a great first step.
These latest updates also include contribution from the OSVR community, for which we are very thankful.

Interested in contributing? Start here: http://osvr.github.io/contributing/

Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!

 

OSVR Opens Development Roadmap and Releases HDK Production Files

OSVR OPENS DEVELOPMENT ROADMAP AND RELEASES HDK PRODUCTION FILES

Community to help drive Open Source Virtual Reality software development; additional partners and universities announced

 

LAVAL, FRANCE (LAVAL VIRTUAL 2015) – Organizers of Open Source Virtual Reality (OSVR), a software platform designed to set an open standard for virtual reality devices, today released the OSVR Hacker Developer Kit (HDK) production file and the OSVR development roadmap.

The OSVR HDK is a hackable head-mounted display offering high-quality optics that work to reduce distortion in virtual environments. Any user can view production files of the OSVR HDK and the developer roadmap, streamlining the efforts of those that want to make their own hardware based on its design.

“With the release of the OSVR development roadmap, the process for creating new VR hardware and software on the platform can be accelerated significantly,” says Michael Lee, VP of software at Razer. “We welcome the support of VR enthusiasts everywhere.”

Additionally, OSVR partners announced eight new supporting partners and seven additional universities joining the coalition. OSVR has now grown to over 90 supporting companies and research institutes since its launch in January.

“OSVR offers variety and choice in peripherals, programming models and now hardware designs, all fueled by our diverse partner base and the ingenuity in the open-source community,” says Yuval Boger, CEO at Sensics, a founding contributor to OSVR. “We look forward to working with the community to provide additional game engine plugins, hardware interfaces, and intelligent real-time analysis capabilities.”

Interested developers can learn more at http://osvr.github.io/contributing/.

New OSVR Supporters:
3rd Planet is a new media company that provides the travel and tourism industry an interactive 3D platform to show travel destinations of the world. They are embarking on a wonders of the world project to showcase some of the best destinations of 2015.

About Face VR is dedicated to enhancing user comfort in virtual reality by creating premium ergonomic accessories for head mounted displays.

Aurora Gaming is a gaming lounge entirely dedicated to VR, showcasing new and upcoming VR software and hardware to a wide audience.

Avnet provides customers around the world with the electronic components, enterprise computer solutions, services and embedded technology they need to grow their businesses.

CSRV provides 3D virtual reality application development to multimedia content production staffs, including communication and marketing, design, training and scientific research. The technology allows its users to navigate the virtual environment in real-time. 

Kinoki360 creates entertainment content and experiences based upon 360° photography and video for agencies or clients in a photorealistic approach.

Media Ventures owns leading premium online video channels spanning four continents. Covering Hollywood, entertainment and global news, its in-house producers interview the world’s top celebrities and newsmakers.

Sparc Interactive is using virtual reality technology on numerous projects including recreation of historical events, interactive vacation touring, and creating VR cinema with VFX studio partners.  

TwoBigEars focuses on improving implementation and design of VR audio by providing access to real-time tools using spatial audio, geometry based reflections, environmental modelling and occlusion.

Vertigo Games is currently working on two VR projects: World of Diving, a VR-enabled online diving adventure exploration game.; and Skyworld, which brings back the basic, gameplay reminiscent of classics in a groundbreaking VR experience.

VirtualRealPorn is at the forefront of the new frontier of virtual reality pornography that is revolutionizing and reinventing the adult film industry. With vast experience creating stereoscopic adult entertainment for virtual reality technology in the adult film industry.

ZeroLatencyVR creates free-roam, wireless VR experiences by using wearable technology and motion capture to allow players to explore virtual spaces like they do real life.

Additional universities joining the OSVR academic program:
Aalborg University, Denmark
Clemson University, USA
Columbia University, USA
Oklahoma State University, USA
University College Cork, Ireland
University of Maryland Baltimore County, USA
Worcester Polytechnic Institute, USA

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.

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

 

Press Contacts:
OSVR
press@osvr.com

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Leading Universities Worldwide Join OSVR

LEADING UNIVERSITIES WORLDWIDE JOIN OSVR

Open Source Virtual Reality hardware dev kits to be given to more than 20 higher education labs and research facilities

SAN FRANCISCO – Organizers of the Open Source Virtual Reality, a software platform designed to set an open standard for virtual reality input devices, today announced more than 20 research institutions are joining the OSVR development community as part of the OSVR™ Academia program.

The OSVR Academia program provides hardware development kits (HDKs) and related support to partnering universities and their research labs.

“The technologies that drive virtual reality are changing quickly, and a standardized platform like OSVR enables technology to adapt to that shift more quickly than ever before,” says Aaron Westre from the Virtual Reality Design Lab at the University of Minnesota. “We need to integrate new hardware devices and software techniques as soon as they’re available. The modular architecture of OSVR offers us an efficient platform to increase our agility and invent new VR experiences for users.”

OSVR includes an open-source hardware design and software framework. The HDK provides a high-fidelity, wide visual field and onboard video processing in an expandable, hackable form factor. The software provides a standardized way to discover, configure and operate a multitude of VR devices, as well as to add smart processing functions such as gesture engines, SLAM algorithms and more.

Both the hardware designs and software are now available to be downloaded at no-charge at www.OSVR.com.

“The inability to alter software to serve the research objectives of higher education is a roadblock that we’re now able to overcome,” says Nir Keren, Associate Professor at the Virtual Reality Application Center at Iowa State University. “OSVR empowers researchers, game designers and software developers to chart the landscape of virtual reality, gaming, and visualization in the most effective manner.”

OSVR is also currently being exhibited at the IEEE VR conference in Arles, France. OSVR HDKs are on display at the Sensics/Razer booth there. OSVR is also being showcased in the “VR middleware” technical session and will be discussed in “The Resurgence of Open-Source Frameworks for VR” panel.

“OSVR is an important piece of the emerging consumer VR ecosystem,” says Eric Hodgson, Director, Smale Interactive Visualization Center at Miami University. “The ability to make so many devices and software interfaces standardized, interoperable, compatible, and interchangeable has the potential to change the way people interact with their hardware and software.”

Additional universities are still being added to the OSVR Academia program. Applications are being accepted at www.osvr.com/join.html.

List of Universities:
Cracow University of Technology, Poland
Desert Research Institute, USA
Hamburg University of Applied Sciences, Germany
Iowa State University, USA
Istituto Auxologico Italiano, Italy
Johns Hopkins University, USA
Nara Institute of Science and Technology, USA
North Dakota State University, USA
Ohio University, USA
Rensselaer Polytechnic Institute, USA
Ryerson University, Canada
The Art Institute of Vancouver, Canada
Università Cattolica del Sacro Cuore, Italy
Universitat de Barcelona, Spain
University College London, UK
University of California, Berkeley, USA
University of California, Riverside, USA
University of California, San Diego, USA
University of Central Florida, USA
University of Minnesota, USA
University of New Mexico, USA
University of North Carolina at Chapel Hill, USA
University of Portsmouth, UK
University of Texas at Dallas, USA
Vienna University of Technology, Austria
Virginia Tech, USA
Wichita State University, USA
York University, Canada, USA

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.

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

 

Images (HDK):
Black Background:
http://www2.razerzone.com/resource/downloads/resc/Rzr_OSVR/Rzr_OSVR_BlackBG.zip

White Background:
http://www2.razerzone.com/resource/downloads/resc/Rzr_OSVR/Rzr_OSVR_WhiteBG.zip

Transparent Background:
http://www2.razerzone.com/resource/downloads/resc/Rzr_OSVR/Rzr_OSVR_PNG.zip

Video:
http://youtu.be/dxeQVBwyh8Y 

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

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

 

Press Contacts:
OSVR
press@osvr.org

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