Oculus Rift shader? Library?

Anyone ported the Oculus Rift shader yet? Or their library? I’ll give it a stab if not.

I just ordered one, very excited but won’t be until Aug that it comes I think.

Was thinking it would be cool to see who else is using it on here. Would be totally sweet to make some networked rift patches at some point…

Yep, already done both; you made me release it right now! :)
See this contribution: (forum messes up the link, no matter what I try, so shortened:) http://goo.gl/pV33V

Herbst, you da mannnn! Thanks for the workaround too, that certainly saves some banging-head-on-keyboard:

Now I just need that Rift to arrive…

Dang! That didn’t animate! Try this: headbanger2tf.gif

Cool! Thanks Herbst! And now the waiting game…

And now the waiting game… continues!

Don’t expect too much. When the initial excitement (and the accompanying motion sickness) is over, it boils down to “it’s…great, but wah, they REALLY have to increase the resolution”. Everyone who has tried it here (and I mean everyone) had it on for max. 10 minutes at the first try and spent the next 20 on the couch. But you get used to it, and it IS great to be able to freely look around in a world :).

If one of you happens to have access to a 3d printer and an Android smartphone, you could in the meantime try the open-source hardware from http://www.durovis.com/. I tried it with an Google Nexus (Full HD resolution), and it totally beats the Oculus on nearly every aspect (display latency, resolution, weight and pressure). But of course we can’t yet use vvvv on smartphones…

@herbst the Open Dive concept and setup is brilliant, thanks for the info. It would be great to try it with recent hi-res Android phones. I know the resolution and the screen door effect on the Oculus Rift is a letdown after the initial experience. Maybe the simple Open Dive setup can surpass as you say! But at least now we can try the Rift with vvvv, can’t wait…

hmm… boygroup with android device as a client. graphics- \packs\opengles ?