[QUOTE=sarge997;42840169]Oh god that's to long..
I won't make it.[/QUOTE]
Well on the plus side the longer we wait more and better games will be available at launch.
It's also very likely the consumer version will be demoed in gaming events, months before it actually releases on the market, just like the devkit was. So expect them to "reveal" it in Q2 or so.
[QUOTE=Orkel;42840327]It's also very likely the consumer version will be demoed in gaming events, months before it actually releases on the market, just like the devkit was. So expect them to "reveal" it in Q2 or so.[/QUOTE]
They've already been demoing a full HD prototype. By the time they reveal the final version it will be able to render holographic unicorns.
[QUOTE=RoboChimp;42838972]Nothing wrong with doing it that way though.[/QUOTE]
everything right with doing it that way in fact, if you have available lighting data and there's no notable motion that would change your lighting, there's zero reason you shouldn't bake it in high res.
I'm optimizing scenes right now for baking and viewing inside a VR environment, if you don't do everything you can to avoid advanced calculations like lighting simulation (especially with high fidelity or multiple sources) you can lose framerate fast, which not only breaks immersion but wrecks you hard with motion sickness
[QUOTE=sarge997;42840169]Oh god that's to long..
I won't make it.[/QUOTE]
rip
[QUOTE=Asgard;42840136]Q3/Q4 2014 somewhere.[/QUOTE]
Congrats on your Devkit, just saw it on WAYWO!
Any plans already?
[QUOTE=krix;42840741]Congrats on your Devkit, just saw it on WAYWO!
Any plans already?[/QUOTE]
Yeah! There's a competition called the SPIN Awards in the Netherlands, which I'm going to compete in. It's an innovation competition in the field of media. My college will be donating me a Leap Motion, so a current idea I'm playing with is to create a godgame like From Dust, so you can look down with the Oculus and manipulate the land using the Leap Motion.
My problems with that idea though is that it, first of all, isn't very innovative, and second of all, doesn't showcase the technology of the Oculus Rift. I'd like to think of something that can use the Oculus as a game mechanic. So if you have suggestions, feel free to tell me! :v:
[QUOTE=Clavus;42838841]Thing is, it's all baked. They're just very high resolution 3D scans, basically a 3D photograph. There are no lighting calculations being done afaik.[/QUOTE]
I haven't tried that demo myself but I'm pretty sure the lighting does change
Edit: Now that I think of it I guess it's just pre-baked once for every backdrop
You can rotate the models, the scanning technology demo is about the fidelity of data they can capture anyway.
I have the demo, The lighting is realtime.
[editline]edit[/editline]
[img]http://i.minus.com/iVY1XRRvWkRrM.gif[/img]
I kinda want it just because it looks like the graphically looking best thing for rift right now. Though i get the feeling it'll creep me out.
What's a good racing game to quickly try out with the Oculus Rift?
Euro Truck Simulator 2
ETS2 isn't working with the -oculus command
[QUOTE=alien_guy;42841751]I have the demo, The lighting is realtime.
[editline]edit[/editline]
[img]http://i.minus.com/iVY1XRRvWkRrM.gif[/img][/QUOTE]
where can we find the demo
[editline]e[/editline]
for research
[QUOTE=Asgard;42843334]ETS2 isn't working with the -oculus command[/QUOTE]
I think it's on a separate beta you have to opt-in to inside properties.
[QUOTE=daijitsu;42843612]where can we find the demo
[editline]e[/editline]
for research[/QUOTE]
Hmm, looks like the guy has removed that demo from his blog.
[QUOTE=alien_guy;42843992]Hmm, looks like the guy has removed that demo from his blog.[/QUOTE]
The fap army consumed too much bandwidth :V
[QUOTE=aftokinito;42844013]The fap army consumed too much bandwidth :V[/QUOTE]
gotta admit though, that one woman had a fine ass
[QUOTE=alien_guy;42843992]Hmm, looks like the guy has removed that demo from his blog.[/QUOTE]
you said you have it, right? Shoot it over
I'm genuinely looking into lighting solutions and photocapture stuff so this is right up my alley
probably can't run it at work though haha
[QUOTE=alien_guy;42841751]I have the demo, The lighting is realtime.
[editline]edit[/editline]
-pic-[/QUOTE]
I stand corrected.
[QUOTE=Clavus;42839524]It's fine for non-interactive environments. Imagine Google Streetview that uses 3D laser scanning. It's what those "Unlimited Detail" guys are doing nowadays:
[media]http://www.youtube.com/watch?v=Irf-HJ4fBls[/media][/QUOTE]I dont' get why this guy is putting on an English accent, he's Australian:
[video=youtube;UKUuUvDSXk4]http://www.youtube.com/watch?v=UKUuUvDSXk4[/video]
[QUOTE=RoboChimp;42848677]I dont' get why this guy is putting on an English accent, he's Australian:
[video=youtube;UKUuUvDSXk4]http://www.youtube.com/watch?v=UKUuUvDSXk4[/video][/QUOTE]
He cannot use his Australian accent or he will get 900ms of ping instantly :v:
So, I'm still sorta confused, is Unlimited Detail thingy real?
It looks pretty damn real.
the 'unlimited detail with billions upon billions of polygons' thing was a spoof but there are solutions right now that use minecraft-esque data handling to essentially build a somewhat finely detailed area out of tiny lego block atoms, even allowing for smoothing over which helps a lot.
however
fuck if it's practical in any way, shape or form than "ooh look at this tech demo where I use a tool to remove chunks of this model as I please it's like zbrush but in a game engine"
[QUOTE=daijitsu;42844183][B]you said you have it, right? Shoot it over[/B]
I'm genuinely looking into lighting solutions and photocapture stuff so this is right up my alley
probably can't run it at work though haha[/QUOTE]
My upload speed is a joke. I'm not waiting years to upload~300MB.
[QUOTE=daijitsu;42850728]the 'unlimited detail with billions upon billions of polygons' thing was a spoof but there are solutions right now that use minecraft-esque data handling to essentially build a somewhat finely detailed area out of tiny lego block atoms, even allowing for smoothing over which helps a lot.
however
fuck if it's practical in any way, shape or form than "ooh look at this tech demo where I use a tool to remove chunks of this model as I please it's like zbrush but in a game engine"[/QUOTE]
Not exactly a spoof. As I understand it, detail levels are managed by allotting one of their so-called atoms to each screen pixel. So your pc will only ever handle some two million of them at any given time, and you can literally have unlimited detail with continuous (as opposed to step-wise) detail levels. The further you zoom in, the more of the actual level of detail is displayed.
That's all nice and works perfectly for non-interactive environments, but it also means that anything outside your field of view is not taken into account by any sort of calculation. So if you want some physics-based stuff going on, I gather you're pretty much fucked. Also, how do they logically group their atoms into objects so that they can be moved and otherwise handled individually? As far as I understand it, this technology only allows you to create environments which are one single, non-interactive object as far as gameplay is concerned.
Another downside to unlimited detail is it takes a fuckload of HDD space since each "atom" or "pixel" of detail requires a spot on your HDD to access. This means if you want a scene that doesn't look like its generated by a bunch of mathematical or repeating patterns/objectives everywhere it'll require a massive amount of HDD to access all of it.
[QUOTE=KorJax;42851683]Another downside to unlimited detail is it takes a fuckload of HDD space since each "atom" or "pixel" of detail requires a spot on your HDD to access. This means if you want a scene that doesn't look like its generated by a bunch of mathematical or repeating patterns/objectives everywhere it'll require a massive amount of HDD to access all of it.[/QUOTE]
that's the worst thing about his presentation is that he's scoffing at the idea of using planes of geometry, even though planes themselves are just controlled by a set of vertices and can save a shitton of data in between. All the atoms are doing is acting as a billion dense vertices which, without a smoothing mesh, end up just becoming floating dots if you get too close anyways. The demos he was giving were comprised entirely of tons and tons of instancing which skips over the memory issue entirely
[QUOTE=daijitsu;42843612]where can we find the demo
[editline]e[/editline]
for research[/QUOTE]
your avatar doesn't make it much easier :v:
So just curious, what does calibration of the Rift look like? I can't seem to find any videos of the IPD calibration.
Sorry, you need to Log In to post a reply to this thread.