The game I want most for the OR is something that I myself can't even believe I want as much as I do, Euro Truck Simulator 2.
I play with a USB gamepad and a pair of surround sound headphones and that game immerses me so much that I actually experience driving hypnosis, I can only imagine what it must be like with the consumer OR.
[img]http://sae.tweek.us/static/images/emoticons/emot-allears.gif[/img]
I would love to see a remake of the original System Shock that is Rift compatible.
Flying through cyberspace would be surreal.
I've played through the entire HL2 campaign with the Rift in the past few days. I'll go for the Episodes and Lost Coast too (they also have VR in their beta branches). HL2 is the best game for the OR that I've tried so far, it's like it was made with virtual reality in mind.
I just couldn't play it for more than an hour per session though, not because of nausea (got my VR legs by now), but because of how BLOODY INTENSE this game is when you're actually in it. Headcrabs gave me panic attacks. Antlions are like fucking bulldogs that can fly and hate you. Fast zombies are the stuff of nightmares.
On a lighter note, there's a Minecraft mod called [url=http://www.mtbs3d.com/phpbb/viewtopic.php?f=142&t=17489&p=126058#p126058]Minecrift[/url] that adds Rift support. Perfect headtracking. Since the last update the GUI rendering is fixed, and thus the game has become fully playable. It also gets the award for being the most fitting game for the Rift's low resolution.
That HL2 description just makes me even more excited for the consumer version/the next dev kit version. You tried Minecrift? How is Minecraft then compared to regular old screen 2D?
[QUOTE=Jojje;40642941]You tried Minecrift? How is Minecraft then compared to regular old screen 2D?[/QUOTE]
The Rift makes you realize it's a bloody waste that we've been rendering 3D graphics on a flat monitors for years.
Minecrift is pretty fun, since you can use your head to aim at what you're mining. Jumping is pretty 'abrupt' and swinging your arm in front of your face while mining is slightly annoying. Looking at the local wildlife is great. You almost want to stretch out your arm to pet them. Then beat them to death for their meat.
Is there actually developement for amnesia oculus rift wise?
Is there any ETA on when one could expect to get their devkit?
[QUOTE=HALP Cat;40446035]You need like a million fucking cameras and a huge white room to make even one of those models, I think it's gonna take a while until we can start doing that[/QUOTE]
I'm a little late to comment on this but I want to set something straight-
high detail crazy accurate scans, yeah you can do it with a lot of tech and still have to refine it for a while til it looks right.
however
I had a program probably 10 years ago now (which vanished when I finally found a use for the damn thing), that had a relatively mid-quality polygonal facial mesh. You could work with as little as two photos of your head (front/side), and simply move key point markers and lines around on it, so it understood where your features sat. It would then conform the mesh to the roughed face and generate a fully wrapped texture based on all the data given.
even better, it actually [i]rigged[/i] the face, and the program could track video (after again, you mark down key feature locations), and the 3D model would mimick it pretty accurately, right down to wiggling your tongue around
nowadays, I know [url=http://www.123dapp.com/catch]123D Catch[/url] can do this, but it isn't necessarily optimized to human features so you'll likely need a number of extra photos and it won't be rigged.
[media]http://www.youtube.com/watch?v=6aU2s85Zw3A[/media]
ultimately, with the right software you can easily create a game-ready 3D mesh of yourself without leaving the comfort of your webcam, so long as someone finds a reason to fit the technology to their product. If a game would benefit from realistic-ish models of the actual player (like placing yourself in the cinematic experience, even for something as simple as seeing yourself in a mirror while using the rift), I'm sure they'll figure it out.
You still need to do some sort of animation though. Although I suppose someone could make a few skeletal animations for most types of people.
my god i can't wait anymore, don't care for the low res, where can i order a development kit?
Article from 2010
[url]http://www.technologyreview.com/view/421293/whatever-happened-to-virtual-reality/[/url]
[quote]And most important of all, how do you develop screens tiny enough to present the same resolution as a large computer monitor, but in something like 1/400th the space? [/quote]
3 years later: 1080p 5 inch screens
[QUOTE=daijitsu;40644234]
[media]http://www.youtube.com/watch?v=6aU2s85Zw3A[/media][/QUOTE]
Autodesk is completely staffed by wizards, this I am sure of.
[QUOTE=DeEz;40644191]Is there any ETA on when one could expect to get their devkit?[/QUOTE]
On the Oculus site it states that if you'd order now, it'll probably be shipped in August.
[QUOTE=Clavus;40649348]On the Oculus site it states that if you'd order now, it'll probably be shipped in August.[/QUOTE]
I ordered back in February, but I am not sure when I should expect to get it.
Apparently Garry's Rift just shipped. Can't wait for GMod support for the VR. I'd dive right back in gamemode development.
[QUOTE=Clavus;40650197]Apparently Garry's Rift just shipped. Can't wait for GMod support for the VR. I'd dive right back in gamemode development.[/QUOTE]
hopefully he'll be more dedicated to supporting this than he was with kinect
once he had the ragdolls moving reliably he quit
[QUOTE=Bletotum;40650307]hopefully he'll be more dedicated to supporting this than he was with kinect
once he had the ragdolls moving reliably he quit[/QUOTE]
What else could he do then? He exposed the motion sensor data to the Lua environment, so developers can make their own stuff with it.
For one, the bone position information from kinect is only accessible serverside. The client returns full zeros last I checked, which doesn't make any sense.
Access to the raw depth field would be super, even if it is too slow to run every frame in the lua environment.
Sometimes when I look around the world gets a bit bendy, is that normal?
I recommend sending me your rift to relieve the symptoms
[QUOTE=Orkel;40652074]I recommend sending me your rift to relieve the symptoms[/QUOTE]I thought you already had one.
[QUOTE=RoboChimp;40652118]I thought you already had one.[/QUOTE]
But he said he only wants to relieve the symptoms :v:
Just played that part in HL2 Episode 1 where you wait for the elevator to get down. And waves of zombies come at you. And it's pitch black.
I'm going to have to lay down for a bit.
[QUOTE=Bletotum;40650641]For one, the bone position information from kinect is only accessible serverside. The client returns full zeros last I checked, which doesn't make any sense.
Access to the raw depth field would be super, even if it is too slow to run every frame in the lua environment.[/QUOTE]
Tell him that in the "Next version moaners club" subforum?
[QUOTE=Clavus;40657129]Just played that part in HL2 Episode 1 where you wait for the elevator to get down. And waves of zombies come at you. And it's pitch black.
I'm going to have to lay down for a bit.[/QUOTE]
I get immersed in games and then stressed/freaked out pretty easily, so I guess when I get the consumer version I should also buy adult diapers
[QUOTE=RoboChimp;40652057]Sometimes when I look around the world gets a bit bendy, is that normal?[/QUOTE]
your field of view might be too high, try lowering it a bit.
[QUOTE=RoboChimp;40652057]Sometimes when I look around the world gets a bit bendy, is that normal?[/QUOTE]
Try the calibration tool in TF2. It's related to the amount of distortion I think.
[QUOTE=ZenX2;40660347]I get immersed in games and then stressed/freaked out pretty easily, so I guess when I get the consumer version I should also buy adult diapers[/QUOTE]
Don't forget sick bags for Bioshock: Infinite.
[QUOTE=Clavus;40664442]Try the calibration tool in TF2. It's related to the amount of distortion I think.[/QUOTE]I had trouble with working out what they meant by "only a bit of green" how much green am I meant to see and if I look about I'll see more green?
[editline]17th May 2013[/editline]
[QUOTE=Schmaaa;40661156]your field of view might be too high, try lowering it a bit.[/QUOTE]What do you recommend because it does feel like tf2 is stretched across a bit.
[QUOTE=Clavus;40642766]I've played through the entire HL2 campaign with the Rift in the past few days. I'll go for the Episodes and Lost Coast too (they also have VR in their beta branches). HL2 is the best game for the OR that I've tried so far, it's like it was made with virtual reality in mind.
I just couldn't play it for more than an hour per session though, not because of nausea (got my VR legs by now), but because of how BLOODY INTENSE this game is when you're actually in it. Headcrabs gave me panic attacks. Antlions are like fucking bulldogs that can fly and hate you. Fast zombies are the stuff of nightmares.
On a lighter note, there's a Minecraft mod called [url=http://www.mtbs3d.com/phpbb/viewtopic.php?f=142&t=17489&p=126058#p126058]Minecrift[/url] that adds Rift support. Perfect headtracking. Since the last update the GUI rendering is fixed, and thus the game has become fully playable. It also gets the award for being the most fitting game for the Rift's low resolution.[/QUOTE]
I checked your youtube, why aren't you recording any of this!?
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