2 paycheques this week coming in. Bring it, Oculus.
I'm so damn excited for VR. I can't wait to show my family. This is one of those things you just simply can't explain, you just gotta try it. And I'm hoping it's as awesome as I think it is.
[QUOTE=sarge997;48944709]I'm so damn excited for VR. I can't wait to show my family. This is one of those things you just simply can't explain, you just gotta try it. And I'm hoping it's as awesome as I think it is.[/QUOTE]
All of the non-techy people I've shown the Google Cardboard to were absolutely blown away by it (even on my shitty S4), so I'm pretty excited to show of whatever HMD I end up buying.
People are receiving their EVE Valkyrie alpha invites it seems. Selection is based on specs and random factor. More invites to come later apparently so don't lose hope if you haven't been selected yet (if you signed up that is).
[media]https://www.youtube.com/watch?v=kw0-JRa9n94&feature=youtu.be[/media]
their tech is still a mystery to me, I heard about light fields and that's it. If the hololens looks good, it looks like that, the presentations from MS were only with tracking.
Here's to hoping the FoV is more than ~35 degrees.
[QUOTE=Orkel;48954349]Here's to hoping the FoV is more than ~35 degrees.[/QUOTE]
Given that it uses retinal projection, I have to imagine it does, right?
It's weird that these guys are getting so close to the manufacturing stage but we know so little about the product.
All of Magic Leap's videos and marketing to date looks incredibly fake. I really hope they have something, but they've given me no reason to believe them.
[QUOTE=Why485;48954371]All of Magic Leap's videos and marketing to date looks incredibly fake. I really hope they have something, but they've given me no reason to believe them.[/QUOTE]
Especially suspicious considering how quiet they've been on how the thing actually works.
Then again they have generated a lot of interest from really big companies (google) so maybe they are onto something?
Anyone know how to get the DK1 to work in Windows 10 currently?
A few ways I tried ended up with endless booting.
[QUOTE=Why485;48954371]All of Magic Leap's videos and marketing to date looks incredibly fake. I really hope they have something, but they've given me no reason to believe them.[/QUOTE]
[QUOTE=Timebomb575;48954389]Especially suspicious considering how quiet they've been on how the thing actually works.
Then again they have generated a lot of interest from really big companies (google) so maybe they are onto something?[/QUOTE]
at least they're way the hell discreet compared to 3D head if they are fake
[video=youtube;XjhIOgh10JA]http://www.youtube.com/watch?v=XjhIOgh10JA[/video]
[video=youtube;8SyD9phcids]http://www.youtube.com/watch?v=8SyD9phcids[/video]
[QUOTE=J!NX;48956048]at least they're way the hell discreet compared to 3D head if they are fake
[video=youtube;XjhIOgh10JA]http://www.youtube.com/watch?v=XjhIOgh10JA[/video][/QUOTE]
It's physically painful hearing him stumble through a minute long explanation of head tracking and following up with what is clearly a bunch of bullshit
[QUOTE=Elspin;48957151]It's physically painful hearing him stumble through a minute long explanation of head tracking and following up with what is clearly a bunch of bullshit[/QUOTE]
when you have to get paid...
Oculus SDK 0.8.0 has been released.
[url]https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/[/url]
[quote]New Features
The following are new features for the Oculus SDK and runtime:
Improved support for Windows 10.
Added ovr_GetSessionStatus, which returns whether the headset is present and whether it has VR focus and can render to the headset.
Added ovr_Detect to OVR_CAPI_Util.h , which enables you to detect the presence of a headset without initializing LibOVR. This can be useful when a game has VR and non-VR modes.
Added HandStatusFlags to ovrTrackingState, which specifies whether the the Oculus Touch controllers are being tracked. Status includes orientation and position.
Added SensorSampleTime to ovrLayerEyeFov, which specifies when the render pose was calculated. This is useful for measuring application tracking latency.
Added ovr_GetTrackingCaps to get the tracking capabilities of the device.
Usage of ovr_ConfigureTracking is no longer needed unless you want to disable tracking features. By default, ovr_Create enables the full tracking capabilities supported by any given device.
Added ovrLayerHudMode, which enables the headset user to see information about a layer.
Added ovrControllerType_None and ovrControllerType_XBox to ovrControllerType.
The Oculus Debug Tool was added to simplify troubleshooting. For more information see Oculus Debug Tool.
Runtime Changes
Changes include:
If you have an NVIDIA GPU, make sure to upgrade to the 358.70 driver or later. To get the driver, go to [url]https://developer.nvidia.com/gameworks-vr-driver-support[/url] .
If you have an AMD GPU, we recommend the Catalyst 15.10 Beta or later. To get the driver, go to [url]http://support.amd.com/en-us/kb-articles/Pages/latest-catalyst-windows-beta.aspx[/url] .
API Changes
This release represents a major revision of the API. Changes to the API include:
Applications no longer need to call ovr_ConfigureTracking. ovr_Create automatically enables the full tracking capabilities supported by any given device.
Replaced ovr_GetFrameTiming with ovr_GetPredictedDisplayTime.
Added latencyMarker to ovrTrackingState. When set to ovrTrue, this indicates that it will be used in the rendering loop and will be used to calculate latency.
To emphasize the session model, renamed ovrHmd to ovrSession and hmd to session.
ovrLayerType_QuadInWorld and ovrLayerType_QuadHeadLocked were renamed to ovrLayerType_Quad and are now differentiated by the ovrLayerFlag_HeadLocked flag.
Added ovrMaxLayerCount, which sets the maximum number of layers to 32.
Removed ovrInit_ServerOptional. If you use this to detect whether the OVRService is available, periodically call ovr_Initialize or poll ovr_Detect instead.
Removed ovrTrackingCap_Idle from ovrTrackingCaps.
Known Issues
The following are known issues:
The Oculus service might crash when gathering Diagnostic Logs from the Oculus Config Util. If this happens, the service automatically restarts and the logs will not be lost.[/quote]
Updating your graphics card drivers to the latest betas is required.
considering how fun I'm finding the steam controller gyro I can't wait to use a gyro based controller for VR
omg it's just FUN
Nice video from Owlchemy Labs on designing roomscale VR:
[media]https://www.youtube.com/watch?v=U8mku0JvuLI[/media]
[editline]22nd October 2015[/editline]
Really interesting how just making the hand invisible when you grab something seems to be a good solution to the 'how to visualize you're holding something'. Players don't really seem to notice their hand disappearing, as long as something is tracked 1:1 on the hand position.
Magic Leap's newest patents hint at a 80 degree FoV, which would be perfectly fine for an AR system imo, as the real world prevents black bars at the sides + it's large enough so you can see stuff without clipping.
[quote][0248] As was discussed above in relation to FIGS. 8L, 8M, and 8N, a changeable diffraction configuration allows for scanning in one axis, somewhat akin to a scanning light display. FIG. 21A illustrates a waveguide (698) having an embedded (i.e., sandwiched within) DOE (700) with a linear grating term that may be changed to alter the exit angle of exiting light (702) from the waveguide, as shown. [B]A high-frequency switching DOE material such as lithium niobate may be utilized. In one embodiment, such a scanning configuration may be used as the sole mechanism for scanning a beam in one axis; in another embodiment, the scanning configuration may be combined with other scanning axes, and may be used to create a larger field of view (i.e., if a normal field of view is 40 degrees, and by changing the linear diffraction pitch one can steer over another 40 degrees, the effective usable field of view for the system is 80 degrees).[/B][/quote]
Here's another thing to be insanely excited for. At least for me.
[media]https://www.youtube.com/watch?v=4sKl_2XYMFs[/media]
That's neat, but I'd hope he could implement some notation reading. It'd be pretty simple to implement an xml reader, and you could import that shit from every composing program available now.
Apparently [url=https://youtu.be/1nUzf7Xjg_Q?t=6m3s]this HTC rep here[/url] is saying December 8th is the time they'll reveal the Vive stuff.
[img]https://pbs.twimg.com/media/CR86rqrUwAAEts4.png:large[/img]
(from /r/oculus)
Not technically VR but seeing as they're the only mobile devices tested and approved for being able to run VR, has anyone been able to obtain a release date or price on any of the laptops packing desktop 970/980 cards in them? I'm most excited (and want to get) the GX700 from Asus with liquid cooling but I haven't been able to find much information for any of them, really.
[QUOTE=Elspin;48964067]Not technically VR but seeing as they're the only mobile devices tested and approved for being able to run VR, has anyone been able to obtain a release date or price on any of the laptops packing desktop 970/980 cards in them? I'm most excited (and want to get) the GX700 from Asus with liquid cooling but I haven't been able to find much information for any of them, really.[/QUOTE]
be careful to get information on whether the laptop you buy has "nvidia optimus" or not, which would hardware lock hdmi output to 60fps
[video=youtube;wEazj_iLAuM]https://www.youtube.com/watch?v=wEazj_iLAuM[/video]
The cycle of Will making weird faces with a headset on continues.
[QUOTE=Jvs;48965756][video=youtube;wEazj_iLAuM]https://www.youtube.com/watch?v=wEazj_iLAuM[/video]
The cycle of Will making weird faces with a headset on continues.[/QUOTE]
heeeyy, chunks was the first feature
nice job Ziks!
[QUOTE=bitches;48964075]be careful to get information on whether the laptop you buy has "nvidia optimus" or not, which would hardware lock hdmi output to 60fps[/QUOTE]
Like I said, they're being tested and advertised for their ability to play VR on a laptop. Most of the demos they're doing with them involve the rift, so they should be fine.
I'd pay good money for VR Time Crisis :fap:
Oh man, this is the time for those light gun franchises to shine!
i'd pay 100$ for VR shadow of the colossus because fanboyism
[editline]23rd October 2015[/editline]
[QUOTE=xalener;48967817]Oh man, this is the time for those light gun franchises to shine![/QUOTE]
receiver would do well with these hand tracking vr products
[QUOTE=bitches;48967818]i'd pay 100$ for VR shadow of the colossus because fanboyism[/QUOTE]
That's an interesting idea. I still haven't played any third person style games in VR, so I wonder how well they would work in VR. Part of what makes Shadow of the Colossus work so great is because its camera is extremely complex in its motion and placement. I don't know how well that would translate into VR or the appropriate way to do it.
If nothing else though, in VR you would have a much better sense of scale than ever before.
[QUOTE=xalener;48967817]Oh man, this is the time for those light gun franchises to shine![/QUOTE]
[QUOTE=bitches;48967818]receiver would do well with these hand tracking vr products[/QUOTE]
I am going to need a fucking gun, with a big fat motor or some shit to give it a nice kick as well!
.... Would it be theoretically possible to actually make some new device just like that? Like, drill a few holes in a plastic gun, put in a handful of IR LEDS, and just hook it up up, or would it need alot more extensive programming / adapting for that?
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