Linux driver progress
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Posted 9/19/2008 3:45:35 PM
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hmm... any progress?
Post #3333
Posted 9/20/2008 8:41:05 PM
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I had to send my VR920 back because the firmware was un-upgradable. I just got it back today and I'll probably start tinkering with it again soon. There hasn't actually been much progress to speak of otherwise (on my front, anyway).
Post #3337
Posted 9/21/2008 3:45:17 PM
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ok hope u keep on
Post #3341
Posted 11/29/2008 11:15:57 PM
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bump..



Recycle or die.
Post #3671
Posted 12/20/2008 6:20:39 AM
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First of all sorry about my english. So, Mal, how's it going? I would like to help you with the driver, in my free time XD. I'm about to have a VR920 so after that I'm ready.

Maybe you can give me the latest version of your driver, that would be a good beginning. Im working with ubuntu linux, by the way.

P.S. I've just created a new post but I just wanted to post a comment here.
Post #3777
Posted 12/25/2008 2:47:08 PM
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Codefire (9/4/2008)
I'm sorry if I missed the thread but you're talking mostly about getting the head tracker to work with Linux. I'm curious about getting the displays to work with Linux, tech support says there are no drivers for the displays in Linux. Has anyone come up with some?

Thanks in advance


I've been using a VR920 in stereo on linux for about 6 months. I use a Quadro 560. Stereo only works for quad buffer apps. There's no magic stereo conversion driver like on Windows. On the plus side, you can run stereo apps in a window.

I mainly play ioquake3 (cleaned up Quake3 engine) and Darkplaces (greatly enhanced Quake engine) based games and mods in stereo. These engines give you fine control over stereo seperation and z projection. I like this because you can really enhance the 3d effect or even give yourself a headache if you're so inclined. You'll need to use the console though.

Geforces and Radeons unfortunately don't support stereo in linux. Firegl cards do but I don't think they support stereo ddc output.

If you want to do this, be sure to get a Geforce 7 based Quadro or earlier (ie Quadro 560, 1500, 3500) as they are the last generation to support stereo ddc output. Quadros aren't meant for gaming but mine works well enough for my purposes.

Adjusting settings like the backlight with the VR920's built in thumbwheel will lockup the VR920 after two adjustments. You can bring it back to life by unplugging and reinserting the VR920's USB cable. This is with the latest firmware and does not happen under Windows.

I'd love to have even rudimentary headtracking. Let me know if there's something I can do the help.
Post #3826
Posted 9/12/2009 7:38:39 AM
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Mal (10/2/2007)
I think, but to work with other things you'd need to use an LD_PRELOAD library that overrides stuff in libGL.so to mess with the perspective. Something like that VRizer library did to get anaglyph 3D stereo out of most Linux games. Sadly that library is closed source and not updated anymore, so I don't have anything to go off of except for an idea of how it must be done.

It needs more work, without a doubt, but in the meantime, I'm going to go play GLTron in 3D. :]


Although Vrizer is closed source, it is quite flexible - read the README and you will find that is possible to configure it to output above/below and side/side and even generate a 3 walled cave for passive/active projection. I have been using it with e-dimensional shutterglasses in sync doubling mode and above/below for some time now. If you want any help configuring it or to maybe help me with my project for a configurator tool, check out my threads on MTBS3D:

http://www.mtbs3d.com/phpBB/viewtopic.php?f=3&t=4316 and http://www.mtbs3d.com/phpBB/viewtopic.php?f=3&t=2939&start=0&hilit=linux

If you search google you can find a hack to disable the watermark/logo too

Maybe with enough harassment/praise as appropriate the author might release the source?


There is also VRGL, which is part of caveUT. It does opengl frustum manipulations and is open source. It was designed for unreal tournament in a cave. Check out publicvr.org and planetjeff.net.
The only problem with VRGL is that is designed for you to run 2 or more instances of the game with each instance generating a separate view. That is fine if you only want to run games which support spectators in network mode. In fact, you can do dual output stereo with games which support network play with spectators and like this:

2 instances of game 1 fullscreen on each output
network game
1 player 1 spectator
write external script to capture position/orientation of player from packet capture & send offset tracking data/movement commands to the spectator.

No messing with opengl required!!
(not that i have actually tested it this way, but it appears to be the essence of how caveUT works)
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