This latest runtime is great. I received my DK2 after the previous runtime was out, so it was all I knew. This new one has solved issues that I didn't realize were issues, such as in some demos a weird delay before rotation tracking picks up properly, a blurriness that I didn't know I had, and a much more 'real' feel to the 3D.
[QUOTE=bitches;46682831]This latest runtime is great. I received my DK2 after the previous runtime was out, so it was all I knew. This new one has solved issues that I didn't realize were issues, such as in some demos a weird delay before rotation tracking picks up properly, a blurriness that I didn't know I had, and a much more 'real' feel to the 3D.[/QUOTE]
Seems like low-persistence wasn't working for you before.
I got the google cardboard from Valve[sp]Volvo[/sp] and now I need my dad's IPhone to try it out.
Someone made a tiny headset and mounted it on his cat to play [url=http://store.steampowered.com/app/259510/]this[/url]
[hd]http://www.youtube.com/watch?v=8EHXuUxEiEs[/hd]
[sp]If only it was real[/sp]
[url=https://t.co/HHs7wZzYtG]Well, Oculus have bought some more developers and teams for its research wing.[/url]
including [I]Nimble VR[/I], who were actually running a kickstarter for hand tracking - looks like we can imagine what the input for consumer Rift will be!
[QUOTE=Beacon;46693619][url=https://t.co/HHs7wZzYtG]Well, Oculus have bought some more developers and teams for its research wing.[/url]
including [I]Nimble VR[/I], who were actually running a kickstarter for hand tracking - looks like we can imagine what the input for consumer Rift will be![/QUOTE]
Are they going for full-dive VR now? Makes me wonder when we'll see a release...
Those of you with DK2s should give a try to Motorbike.
[url]https://share.oculus.com/app/motorbike[/url]
It's essentially Trials VR. The bike is like a little toy.
[QUOTE=Orkel;46694218]Those of you with DK2s should give a try to Motorbike.
[url]https://share.oculus.com/app/motorbike[/url]
It's essentially Trials VR. The bike is like a little toy.[/QUOTE]
I was excited, but then I saw it was extended mode only. I'm refusing to use any extended demos for the pointless headache they induce.
cheers Orkel, will try that one tomorrow!
interesting how some demos look great and others really show off the limited resolution
[QUOTE=bitches;46694765]interesting how some demos look great and others really show off the limited resolution[/QUOTE]
its aliasing
Some footage from Oculus' first party title Herobound on the GearVR:
[media]http://www.youtube.com/watch?v=KordUOzwoqo[/media]
I just saw the thread title change. Is it really that time already?
It's abusing a technicality in Oculus's wording. They mean that it can arrive as late as next christmas or so.
[editline]12th December 2014[/editline]
[QUOTE=Clavus;46697524]Some footage from Oculus' first party title Herobound on the GearVR:
[media]http://www.youtube.com/watch?v=KordUOzwoqo[/media][/QUOTE]
A lot more capable of a system than I expected mobile VR to be. The 60fps is a big no though... but does the asynchronous timewarp eliminate judder? The 60fps could be enough to enjoy it mobile in that case.
[QUOTE=bitches;46697674]A lot more capable of a system than I expected mobile VR to be. The 60fps is a big no though... but does the asynchronous timewarp eliminate judder? The 60fps could be enough to enjoy it mobile in that case.[/QUOTE]
Judder comes from mismatched frame times (so due to low fps or something causing the frames to go out of sync with the refresh rate). The GearVR still uses low-persistence even though it's at 60fps so it shouldn't be as blurry as the DK1 was (or the DK2 with low-persistence off).
Not sure if Business Insider misinterpreted something or if Iribe told them this, but according to their new article Oculus is working on finger sensors and cameras that could make reality into VR.
[quote]Iribe says Oculus is working on two of those problems already. [B]It's going to put sensors on people's hands and fingers[/B] to get them into the virtual experience. On Thursday, Oculus announced it had bought a startup that would help this development.
Iribe also said [B]people were working on cameras that would record enough of reality to reproduce it in virtual reality.[/B][/quote]
Main article is under maintenance so here's the cache from yesterday:
[url]http://webcache.googleusercontent.com/search?q=cache:XOzNE_TKMIIJ:www.businessinsider.com/oculus-is-going-to-change-everything-2014-12+&cd=1&hl=en&ct=clnk&gl=fi[/url]
I wonder what it will be in the end - optical tracking or wearable sensors?
[QUOTE=Orkel;46729550]Not sure if Business Insider misinterpreted something or if Iribe told them this, but according to their new article Oculus is working on finger sensors and cameras that could make reality into VR.
Main article is under maintenance so here's the cache from yesterday:
[url]http://webcache.googleusercontent.com/search?q=cache:XOzNE_TKMIIJ:www.businessinsider.com/oculus-is-going-to-change-everything-2014-12+&cd=1&hl=en&ct=clnk&gl=fi[/url]
I wonder what it will be in the end - optical tracking or wearable sensors?[/QUOTE]
That's a very interesting read. Especially the last piece about age and sense of self.
[url]https://twitter.com/yosp/status/545702182587072512[/url]
[quote]Bought this even though I'm not a programmer. It's a pretty good introduction for people and developers who are interested in VR or want to play around with the DK2.[/quote]
Shuhei Yoshida messing about
Xbox One developers confirm a VR kit is coming, with devkits already circulating around and software being made:
[url]http://vrfocus.com/archives/9782/developers-confirm-work-xbox-one-vr-kit/[/url]
i wonder what it will be called
[QUOTE=HybridTheroy;46749584]i wonder what it will be called[/QUOTE]
Kinect one.
[url=http://www.vrapps.co/game-1187-birdy-king-land.html]Birdy King Land[/url] is the latest Rollercoaster-esque VR experience on the block. It's like being in a French animation short. Recommended!
[editline]20th December 2014[/editline]
Trailer: [url]http://vimeo.com/112831388[/url]
My Leap Motion dk2 mount arrives today.
The know the UE4RollerCoaster demo, doesn't seem to be working anymore, I was playing it a week ago and it was fine, now it shows the oculus rift circles when im looking through the rift, like you can see what someone could see if they were watching you use one, is that a known issue?
[QUOTE=Zeb Brown;46769258]The know the UE4RollerCoaster demo, doesn't seem to be working anymore, I was playing it a week ago and it was fine, now it shows the oculus rift circles when im looking through the rift, like you can see what someone could see if they were watching you use one, is that a known issue?[/QUOTE]
I had this issue all the time when using extended mode, with tons of demos. The hassle of extended just for it to fuck up like that is why I don't support developers that don't make direct mode support in their demos.
[QUOTE=Zeb Brown;46769258]The know the UE4RollerCoaster demo, doesn't seem to be working anymore, I was playing it a week ago and it was fine, now it shows the oculus rift circles when im looking through the rift, like you can see what someone could see if they were watching you use one, is that a known issue?[/QUOTE]
did you install the broken nvidia beta drivers?
[QUOTE=Orkel;46773046]did you install the broken nvidia beta drivers?[/QUOTE]
I may of.
[url=http://martinschubert.itch.io/weightless?utm_source=Leap+Motion+Newsletter&utm_campaign=50a1774ec3-Consumer_Newsletter_Jam&utm_medium=email&utm_term=0_f0a6fbd89e-50a1774ec3-67230365]Weightless[/url] is a nice demo. Pointlessly large file size, and a slow download server, but it is interesting. Also needs more anti-aliasing.
Requires the Leap Motion, and the Leap Motion DK2 mount (or some strong tape).
The Leap Motion is horrendously inaccurate at tracking anything besides very close by hand positions (spazzes very often when making gestures). Despite this, I was playing with some glasses, accidentally bumped them away from me, and then ended up slapping my keyboard silly, trying to reach for the glasses. Immersion, woo!
[media]http://www.youtube.com/watch?v=YETSL6ES-oE[/media]
[QUOTE=bitches;46782508][url=http://martinschubert.itch.io/weightless?utm_source=Leap+Motion+Newsletter&utm_campaign=50a1774ec3-Consumer_Newsletter_Jam&utm_medium=email&utm_term=0_f0a6fbd89e-50a1774ec3-67230365]Weightless[/url] is a nice demo. Pointlessly large file size, and a slow download server, but it is interesting. Also needs more anti-aliasing.
Requires the Leap Motion, and the Leap Motion DK2 mount (or some strong tape).
The Leap Motion is horrendously inaccurate at tracking anything besides very close by hand positions (spazzes very often when making gestures). Despite this, I was playing with some glasses, accidentally bumped them away from me, and then ended up slapping my keyboard silly, trying to reach for the glasses. Immersion, woo!
[media]http://www.youtube.com/watch?v=YETSL6ES-oE[/media][/QUOTE]
I was looking at getting the leap motion, but I wasn't sure if it's worth it yet. Do you regret buying it?
I do, sadly. It is marketed as being this perfect wonder tool for hand tracking, but it really isn't. Basically, imagine if Oculus sold a product inbetween DK1 and DK2 but called it CV1.
It tracks pointer fingers really well, when the rest are in a fist. It can track pencils fine, too. But you're not going to be doing anything more complex than that or you'll be seeing tons of spazzing.
In that space demo, your hands must be extremely close to your face to work, as well as not doing anything too fancy.
I hope Oculus use a glove of some kind, or do a better job at camera based hand tracking than Leap have.
[editline]24th December 2014[/editline]
if you have the chance to get or try one free, it's still neat
would pay 30$, but not the 80$ that it costs now
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