Question & Feedback on the Module Development Kit

Discussion in 'OSVR Discussions' started by Razer|Right, Jan 22, 2015.

Share This Page

Thread Status:
Not open for further replies.
  1. ChrisMitchell

    ChrisMitchell Software Guru Staff Member

    At CES, Razer announced to the public that the Hacker Development Kit schematics & drawings are going to be made available open-source.

    We’d like to clarify some questions on the OSVR Open-Source Licenses.

    1. What Open-Source licenses are being use?

    OSVR has two separate parts that are both made available open-source:

    a) Software - The Software Development Kit License will be, like Android, under Apache 2.0.

    b) Hardware – For hardware there is no clear standard for open-source licenses, so we modelled the Module Development Kit (MDK) after Google’s Project Ara Module Development Kit.

    2. What do I need to know about the MDK?

    It is fully open-source (i.e. you can download it freely and make derivative works to it). However, any derivative work and modifications to the Hacker Development Kit and schematics are automatically licensed back to Razer who can then re-license it back to the community under the MDK.

    3. Will my own existing Intellectual Property be licensed back to Razer?

    Absolutely not. The only IP that is licensed back to Razer is any directly modified work of the Hacker Development Kit which is licensed under the MDK (i.e. derivative works). For example, if a gesture camera company downloads the CAD of the HDK and modifies the frontplate to allow for a mount for their gesture camera, the mount itself (as a derivative work of the HDK) will be licensed back to Razer (for onward licensing to the community), but the rest remains the IP of the gesture camera company.

    Integrated Gesture Camera Faceplate

    Licensed back under the MDK:

    Faceplate Mount (as derivative work to the HDK)

    Not licensed back:
    Gesture Camera

    4. Why the need to license back my work to Razer in the first place then?

    This is to prevent 3rd parties from taking advantage or control of the hardware ecosystem.

    That clause is in place so that Razer can ensure all derivative work to the HDK can be licensed back to the community via the same open-source license. This prevents any developer that creates hardware based on the MDK to create a closed off system based on work derived from the HDK. As such, this guarantees that the OSVR Hardware stays completely open while allowing any company to still protect their own IP.

    If you still have any questions or feedback, please let us know below. We’re open to feedback and will take all feedback into consideration for potential improvements/clarifications on the MDK license.
    shortpower24 and JapSeyz like this.
  2. JapSeyz

    JapSeyz Active Member

    Sounds awesome!
    Can't to get my hands on this baby.
  3. Hooray_no_id

    Hooray_no_id New Member

    Hi, I have a question.

    We are producing a VR HMD. If we just use the OSVR's optics and design the rest, then does the IP of the rest belong to Razer?

    If yes, then how should we display OSVR's and our own logo in the product?

  4. ChrisMitchell

    ChrisMitchell Software Guru Staff Member

    No, only the optics will remain open-sourced IP. The rest remains your own IP.

    No requirement to display an OSVR logo, however you can get in touch with us for a proper logo pack, if you so desire.
  5. DaedalEVE_no_id

    DaedalEVE_no_id New Member

    Is the current hardware a single 1920x1080 panel being shared between both eyes, or 2x panels (one for each eye)?
    I ask because I'm considering working with Sensics (one of your partners), to create a custom headset.
    I like what you have so far, but I see room for improvement. Mainly, if it's a single panel setup, I want to go to a dual panel build in order to increase the resolution per eye as well as overall field of view. I'm also interested in changing to a 16:10 aspect ratio (1920x1200) for each panel because it simply presents better per eye (and actually shows more of the game environment). The video feed would likely require 2x HDMI or DVI cables from the video source (one per panel), unless another solution can be found.
    Lastly I want to incorporate IR head tracking, because someone seems to have forgotten it. *cough*

    Of course you already have permission to use these changes in the next version of the OSVR.

    BTW, while 2560x1600 per eye resolutions ARE POSSIBLE, it would take 4 DVI connections for the video feed, and even the most expensive enthusiast PC would have extreme difficulty rendering games at that resolution per eye, at a playable frame rate.
  6. ChrisMitchell

    ChrisMitchell Software Guru Staff Member

    Current solution is a single panel.

    Two panels would def. be possible, but you can also get a higher-res screen in there to increase resolution.

    IR Headtracking is one of the things we're evaluating. Stay tuned for more news. We will provide some sort of positional tracking, but not confirmed what. May be multiple different ones too.

    On rendering, we're also working with hardware guys and engines to see how those things might eventually be overcome. Not next week, but eventually. Some of those things will be announced in the months to come.
  7. azazel0821_no_id

    azazel0821_no_id New Member

    I don't think this question has been answered any where...
    Is the HDK going to be compatible with steamvr and games made specifically for oculus rift? I understand that the rift is compatible with future osvr software but i would like to know about the HFK
  8. ChrisMitchell

    ChrisMitchell Software Guru Staff Member

    We're striving towards making that happen. Right now it works the other way around. Any software developed for OSVR will work on DK2 (as our platform is open).

    The other way around, we're hoping to be able to do so too, but it depends on what Valve/Oculus allow in their SDK licenses and how discussions with them go.
  9. azazel0821_no_id

    azazel0821_no_id New Member

    Thank you for your response. The vr community is quickly gathering around the osvr platform to ensure it's success. This a great idea that will receive all the support it needs with developers and enthusiasts excited to see the open source philosophy come to fruition.
  10. hittruckPuce431

    hittruckPuce431 New Member

    Maybe we can use 2 LCOS< 0.83" 2048x1536 >for each eye。
    By improving the optical design can reduce the“geometrical distortion (<13%)” , can have a try.

  11. Wondering what is the display panel used in the current MDK. Just saw the connector is AXT530124 for display. Seems like a LG 5.5" FHD panel. Any idea about the model no.?
    DaedalEVE and MystWalker like this.
  12. polyWineboard188

    polyWineboard188 New Member

    I'd like to know this as well.

    On a separate note: @Razer|Right, would it be possible to get a more complete Bill of Materials (BOM) for the MDK? I downloaded the...

    Edit: Removed a paragraph of stuff, as it was a dumb question by me. I somehow missed that the Excel file had multiple tabs. Thanks to Mulan (see the comment below) for pointing that out.
    Last edited: Mar 27, 2015
  13. @MystWalker About your questions:
    Please note that the excel file for the Bill of Material for the HDK v0.5 includes 3 tabs:
    1 - HDMI_T14I_S_December_2_2014
    This is the main board with its 136 different components down to the smallest capacitor, including information of board location, manufacturing part number etc...
    2 - Belt Box
    Includes 86 parts BOM for the cable management component.
    3 - Remark
    This is the page that you mention in your comments

    Yes, the notes are meant to be highlighting changes from the original schematics to SMT
    DaedalEVE likes this.
  14. polyWineboard188

    polyWineboard188 New Member

    Well well well, that's what I get for working on projects at 2 in the morning and not revisiting it before I ask questions. Now I just feel plain silly. :stuck_out_tongue_winking_eye:

    Thanks for the heads up.
    Inactive member 6099 likes this.
  15. RazerKush

    RazerKush New Member

    hello all,
    Can anyone tell me from where to Download all schematics, drawing and component list for the OSVR Hacker Dev Kit.
  16. DaedalEVE_no_id

    DaedalEVE_no_id New Member

    Everything is here:
    Inactive member 6099 likes this.
  17. Gamergecko26_no_id

    Gamergecko26_no_id New Member

    Can the code for the gyroscopes be uploaded to the arduino leonardo and be modified for the specific part, and if so how would i do this
  18. The OSVR SDK is being developed to support as many trackers as possible. Many key companies doing MEMs today are joining OSVR so there will be enough support within the SDK that can be modified at your will.

    Also note that the OSVR HDK board is in a sense a pumped up maker board that can be reprogrammed. Just like the Leonardo board it uses an Atmel MCU on board, which means some of the code could potentially be referenced, depending on the level of information exchanged between MCU and tracker.

    Current binaries for OSVR HDK can be found at: binaries
  19. Gamergecko26_no_id

    Gamergecko26_no_id New Member

    Do you have any coding that can be uploaded into an arduino board for example the gyroscope or do we have to wait for a while for the arduino programming to come out?
  20. Not directly, but Arduino has a strong community and a lot of online information and reference code that you can find on this topic, like this one:
    Also, don't underestimate the power of the community commits coming to your help on github.
    I'm sure you can find something that will help you better. Once you have that, you can still use the OSVR SDK for the data filtering and to allow your setup to work with our plugins, which should enable software developed for OSVR to work on your setup too.
Thread Status:
Not open for further replies.

Share This Page