[QUOTE=Talishmar;41310432]Isn't that technically impossible? Any change of angle would require a new set of pictures because eyeballs change position as head rotates.[/QUOTE]
You won't see any depth in the picture. It's displayed like you're on the inside of a textured sphere, with the camera(s) in the centre.
[QUOTE=Clavus;41311209]You won't see any depth in the picture. It's displayed like you're on the inside of a textured sphere, with the camera(s) in the centre.[/QUOTE]
There is depth.
[QUOTE=Orkel;41311245]There is depth.[/QUOTE]
I mean the streetview picture itself, not your perception of the sphere.
My rift is out for delivery today :) yay! havent even received the shipping email yet, but i just checked ups.com for funsies and to my suprise it said out for delivery.. :dance:
[QUOTE=colsaber;41311459]My rift is out for delivery today :) yay! havent even received the shipping email yet, but i just checked ups.com for funsies and to my suprise it said out for delivery.. :dance:[/QUOTE]
[img]http://i.imgur.com/Ekys45L.png[/img]
3 business days T_T
[img]https://dl.dropboxusercontent.com/u/7333627/ShareX/2013-07/2013-07-04_14-41-21.png[/img]
[QUOTE=daijitsu;41303590]movies would have to be built in a game style environment for it to work right, otherwise it's only as good as a 3D monitor. [/QUOTE]
I'd be thrilled to have a $300 1080p 3d monitor.
[QUOTE=Baboo00;41315894]I'd be thrilled to have a $300 1080p 3d monitor.[/QUOTE]
Plus a TrackIR basically...
Got around to uploading my Twitch stream footage to Youtube. 1h 30m of HL2 Ep2 in the Rift:
[media]http://www.youtube.com/watch?v=B0UPGrjWn50[/media]
[editline]5th July 2013[/editline]
See if you can spot the small panic moments.
How do you get of the chemical smell? It's what's giving me a headache.
Spray it with more chemicals that smell better.
Always works.
[QUOTE=Raijin;41303801]i'm not sure what you mean by "movies would have to be built in a game style environment"[/QUOTE]
this is the entire point of the rift- the ability to look around and immerse yourself. The problem with movies involving real camera footage is that it's taken with a camera rig, even for 3D movies.
There are zero ways you can physically rig up a system of cameras to produce a seamless, stereoscopic view in any direction other than 'forward' because you require 'parallax' to percieve depth- in short, two eyes separated by a distance. Turning 90 degrees to the right or the left completely changes the origin points of parallax, which is where we have problems- your eyes cannot be in any more than two spots.
[img]http://i.imgur.com/h9ZvbQ4.png[/img]
There is no way for your eyes to be in those two positions at once.
"But what about google street view? they already allow 360 degree views of real things, and you said that would work fine"
The answer to this is that it's not in 3D, so you have a single camera point in the center, thus the viewpoint does not change
[img]http://i.imgur.com/q3YtUiD.png[/img]
The way you'd view google maps with oculus is if you were looking at a giant 2D image projected onto a sphere around yourself. It'd be nice to look around but it won't be immersive like you'd expect from rift tech.
So in short, the only way to use oculus to view movies is to either:
A: display a normal 3D movie formatted to the screen, which is a god awful thing to do because you have zero control over your head movement
B: throw it onto the movie screen inside that movie theater simulator, which honestly would be pretty cool if it displayed the parallax of 3D movies as if they were a 3D movie on the screen, but we're getting kind of meta here
[QUOTE=daijitsu;41327655]this is the entire point of the rift- the ability to look around and immerse yourself. The problem with movies involving real camera footage is that it's taken with a camera rig, even for 3D movies. There are zero ways you can physically rig up a system of cameras to produce a seamless, stereoscopic view in any direction other than 'forward' because you require 'parallax' to percieve depth- in short, two eyes separated by a distance. Turning 90 degrees to the right or the left completely changes the origin points of parallax, which is where we have problems- your eyes cannot be in any more than two spots.[IMG]http://i.imgur.com/h9ZvbQ4.png[/IMG]There is no way for your eyes to be in those two positions at once."But what about google street view? they already allow 360 degree views of real things, and you said that would work fine"The answer to this is that it's not in 3D, so you have a single camera point in the center, thus the viewpoint does not change[IMG]http://i.imgur.com/q3YtUiD.png[/IMG]The way you'd view google maps with oculus is if you were looking at a giant 2D image projected onto a sphere around yourself. It'd be nice to look around but it won't be immersive like you'd expect from rift tech.So in short, the only way to use oculus to view movies is to either:A: display a normal 3D movie formatted to the screen, which is a god awful thing to do because you have zero control over your head movementB: throw it onto the movie screen inside that movie theater simulator, which honestly would be pretty cool if it displayed the parallax of 3D movies as if they were a 3D movie on the screen, but we're getting kind of meta here[/QUOTE] [IMG]http://filesmelt.com/dl/patent_this_lol1.png[/IMG]
what about this
Your eyes' turning axis isn't in the middle of your nose as your image depicts, it's in your neck aint it
ergo, by connecting 4+ cameras using the idea above, you could connect those images and look around the scene with oculus rift.
[QUOTE=EcksDee;41327913][IMG]http://filesmelt.com/dl/patent_this_lol1.png[/IMG]
what about this
Your eyes' turning axis isn't in the middle of your nose as your image depicts, it's in your neck aint it
ergo, by connecting 4+ cameras using the idea above, you could connect those images and look around the scene with oculus rift.[/QUOTE]
that's exactly the same issue demonstrated in my red/blue image.
the left eye cannot remain in the same location, so it needs to move within a 3D space to face a new environment. If you're working with fixed cameras, even if some can view off to the side, your vision will do this until you can reach the new view-
[img]http://i.imgur.com/fMSWsK6.png[/img]
and there will be no proper parallax control for the edge where the two image sets meet edge to edge, so if you were to look over there you'd have barrel distortion from the cameras and no way to join the scenes smoothly. It'd look like space time is folding up along that crease, more or less
The only way viewing a 360 degree environment is possible is if you [i]have[/i] a physical environment to move within, meaning that the movie would have to be made out of 3D models and played out in a game engine or sorts. Basically it'd be one big cutscene where you're just some guys standing around, watching things happen like a bystander. It would be really hard to make something like that engaging like traditional screenplays
The major issue here is how your eyes view an environment. If you were to set up cameras looking in different directions, you'd only be able to compensate for looking [i]exactly[/i] in the directions one pair of cameras is facing, meaning your view is locked into position and you'd be jumping between views, not 'looking around'. staring at a static view with no head control will wreck your orientation hard, it isn't worth making any kind of camera-shot movie for the oculus because that completely destroys the principals of the device
[QUOTE=daijitsu;41330500]that's exactly the same issue demonstrated in my red/blue image.
the left eye cannot remain in the same location, so it needs to move within a 3D space to face a new environment. If you're working with fixed cameras, even if some can view off to the side, your vision will do this until you can reach the new view-
[img]http://i.imgur.com/fMSWsK6.png[/img]
and there will be no proper parallax control for the edge where the two image sets meet edge to edge, so if you were to look over there you'd have barrel distortion from the cameras and no way to join the scenes smoothly. It'd look like space time is folding up along that crease, more or less
The only way viewing a 360 degree environment is possible is if you [i]have[/i] a physical environment to move within, meaning that the movie would have to be made out of 3D models and played out in a game engine or sorts. Basically it'd be one big cutscene where you're just some guys standing around, watching things happen like a bystander. It would be really hard to make something like that engaging like traditional screenplays
The major issue here is how your eyes view an environment. If you were to set up cameras looking in different directions, you'd only be able to compensate for looking [i]exactly[/i] in the directions one pair of cameras is facing, meaning your view is locked into position and you'd be jumping between views, not 'looking around'. staring at a static view with no head control will wreck your orientation hard, it isn't worth making any kind of camera-shot movie for the oculus because that completely destroys the principals of the device[/QUOTE]
I already see the future of LPers. One giant 2hour interactive movie/cutscene, main antagonist being the LPer and everyone else is flying in spectator mode.
Or maybe even coop movie? Something along the lines of Heat, played like Payday 1/2, and a few hundred spectators.
[QUOTE=maqzek;41331567]I already see the future of LPers. One giant 2hour interactive movie/cutscene, main antagonist being the LPer and everyone else is flying in spectator mode.
Or maybe even coop movie? Something along the lines of Heat, played like Payday 1/2, and a few hundred spectators.[/QUOTE]
what you're describing is called a video game :P
So how come there claims to be Streetview with anaglyph/OR?
[QUOTE=Talishmar;41333256]So how come there claims to be Streetview with anaglyph/OR?[/QUOTE]
that utilizes the basic 3D understanding of building placement, you'll notice if you mouse around in street view that it'll make a square float along its shape-
[img]http://i.imgur.com/Hyqwm8f.png[/img]
however things like the street lamp are flatly glued to the surface of the building, something that would be painfully noticeable viewing via OR, but not so much when you're using anaglyphic R/B glasses- You see the depth and go "whoa cool it's 3D" then take the shades off because the gimmick is done and you have a headache
[url]http://www.economist.com/blogs/schumpeter/2013/07/oculus-rift[/url]
[quote]The cash injection will certainly help avoid such a fate. Brendan Iribe, Oculus's chief executive, says that his firm is focused on producing a Rift “as close to a consumer product as possible.” A high-definition version for personal-computers, a prototype of which was shown at E3, a video game exhibition, [B]will reach gamers in months[/B], he says.[/quote]
hmmmmmmmm?
[QUOTE=Orkel;41346822][url]http://www.economist.com/blogs/schumpeter/2013/07/oculus-rift[/url]
hmmmmmmmm?[/QUOTE]
Could just be a new dev kit, but hopefully not!
months could still be <a year which isn't unreasonable
[QUOTE=TheKnife;41347042]Could just be a new dev kit, but hopefully not![/QUOTE]
Apparently it's for "Gamers," implying that it will be for an average consumer.
[QUOTE=Clavus;41326125]Got around to uploading my Twitch stream footage to Youtube. 1h 30m of HL2 Ep2 in the Rift:
[media]http://www.youtube.com/watch?v=B0UPGrjWn50[/media]
[editline]5th July 2013[/editline]
See if you can spot the small panic moments.[/QUOTE]
How do you manage such a long play time... some demos (like tuscany) i can do fine for like 20 minutes. But somehow Half-life 2 and tf2 make me nauseous withing 5 minutes.
I will wait for the commie version with higher resolution and fixed bugs.
[QUOTE=colsaber;41347105]How do you manage such a long play time... some demos (like tuscany) i can do fine for like 20 minutes. But somehow Half-life 2 and tf2 make me nauseous withing 5 minutes.[/QUOTE]
you can build up a resistance to the effects after playing with it so much. He does a loooot of playtime. After doing some demos and getting my 'sea legs', I played HL2 for roughly 45 minutes on my first attempt, but I -did- take it slow and the effects started hitting me after more action required lots of movement
I have some friends that get sick right away, but I've been able to play for hours straight, I haven't felt sick once.
I'd imagine that things like Ravenholm and Antlion Guard fights would be terrifying.
Wonder what Antichamber would feel like.
I think Prey would be one of the worst. It's the only game I've ever played that made me nauseous.
[QUOTE=SGTNAPALM;41348218]I'd imagine that things like Ravenholm and Antlion Guard fights would be terrifying.[/QUOTE]
Playing it through in SMOD: Tactical would be tense as FUCK
[QUOTE=StickyNade;41356046]Playing it through in SMOD: Tactical would be tense as FUCK[/QUOTE]
And totally absurd and funny too :V
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