• Oculus Rift / Virtual Reality General
    4,360 replies, posted
Finally pinpointed f.lux as a source of constant framestuttering while in the Rift (freezes for a few frames every other second). Sucks that I'll have to keep it disabled from now on, but at least I'm finally rid of the stutter.
[QUOTE=Clavus;49132917]Finally pinpointed f.lux as a source of constant framestuttering while in the Rift (freezes for a few frames every other second). Sucks that I'll have to keep it disabled from now on, but at least I'm finally rid of the stutter.[/QUOTE] even when people [i]know[/i] I do art and design and photo work that all requires proper calibrated colors on my monitor, I stll get constant recommendations to use f.lux with no thought as to why that's a dumb idea even outside of color sensitive work I really don't like the concept of turning my screen slightly piss toned
[QUOTE=dai;49134206]even when people [I]know[/I] I do art and design and photo work that all requires proper calibrated colors on my monitor, I stll get constant recommendations to use f.lux with no thought as to why that's a dumb idea even outside of color sensitive work I really don't like the concept of turning my screen slightly piss toned[/QUOTE] it has an option to disable when doing color sensitive work, and it's actually very good for your eyes; it helps me sleep at night when i'm on my phone it's just a blue light filter that you can calibrate, and tell it exactly how much you want to filter. i can see if you're doing color sensitive work [I]a lot[/I] then it might be a burden anyways i digress
[url]http://www.beenoculus.com/[/url] pff
[QUOTE=Orkel;49135893][url]http://www.beenoculus.com/[/url] pff[/QUOTE] my translator seems confused [img]http://i.imgur.com/3RRH0Ao.png[/img]
[QUOTE=dai;49134206]even when people [i]know[/i] I do art and design and photo work that all requires proper calibrated colors on my monitor, I stll get constant recommendations to use f.lux with no thought as to why that's a dumb idea even outside of color sensitive work I really don't like the concept of turning my screen slightly piss toned[/QUOTE] I really don't like the concept of blasting light directly into your eyes I really don't like the concept of sitting in a rolling can for an hour every day I really don't like the concept of eating mangled cow ass I really don't like the concept of bombarding your ears with noise I really don't like the concept of owning imaginary things I really don't like the concept of banging on a hunk of wood with wires I really don't like the concept of rutting your degeneracy into your spouse I really don't like the concept of grinding animal hair into tangled cat intestines I really don't like the concept of shit-colored bread [sp]I jest[/sp]
[QUOTE=Orkel;49135893][url]http://www.beenoculus.com/[/url] pff[/QUOTE] I'm liking this epic tutorial they have: [media]http://www.youtube.com/watch?v=VyCJ9V5fw-o[/media]
[QUOTE=Orkel;49135893][url]http://www.beenoculus.com/[/url] pff[/QUOTE] the joke here is that "beenoculus" sounds like the portuguese word for "binoculars"
GRAB YOUR RIFTS [url]http://store.steampowered.com/app/412940[/url] [editline]18th November 2015[/editline] I NEED TO CHANGE PANTS.
[QUOTE=Qwerty Bastard;49118096]Installed 0.6.0.1 and so far everything's running ship-shape. Maybe I'm just unlucky with SteamVR right now but whatever works for now. [editline]14th November 2015[/editline] Also this thing is fucking cool. I was just playing Neos Universe and once I dipped my head into the virgo supercluster I was getting chills.[/QUOTE] this might be useful if you want to run anything that requires a later runtime [url]https://www.reddit.com/r/oculus/comments/3npe4g/request_runtime_switcher_05060107_windows_10_x64/[/url]
[QUOTE=waylander;49140792]this might be useful if you want to run anything that requires a later runtime [url]https://www.reddit.com/r/oculus/comments/3npe4g/request_runtime_switcher_05060107_windows_10_x64/[/url][/QUOTE] only if it works modern drivers cause a lot of incompatibility with switchers last i saw
I'm just hoping nothing releases before Februari. I'm not saying I'd fuck up my exams because of virtual reality, but... I'm guessing that the release of something as big as this could have some bad influence even though I know it fucking shouldn't.
Playing D&D in VR is now a thing [url]https://t.co/wNXE3Cx3Em[/url] [editline]19th November 2015[/editline] [url]http://www.engadget.com/2015/11/17/dungeons-and-dragons-virtual-reality-altspacevr/[/url]
So, uhm, how do I get started with Oculus? Where do I buy one even.
[QUOTE=Sensation;49144203]So, uhm, how do I get started with Oculus? Where do I buy one even.[/QUOTE] you don't. not yet
[QUOTE=*Freezorg*;49143219]Playing D&D in VR is now a thing [url]https://t.co/wNXE3Cx3Em[/url] [editline]19th November 2015[/editline] [url]http://www.engadget.com/2015/11/17/dungeons-and-dragons-virtual-reality-altspacevr/[/url][/QUOTE] Not gonna lie, I was a little disappointed when it was a virtual tabletop and not like fully rendered action fights controlled by a DM :v: Man, wouldnt that be cool? Something like Zombie Master, with a group of players facing off against one "director" who controls a bunch of AI, but where the director is also basically a DM for storytelling purposes.
Really, really interesting blog from the Oculus Story Studio team. Making good narrative VR experiences might be a lot harder than people thought: [url]https://storystudio.oculus.com/en-us/blog/the-swayze-effect/[/url] Basically, there seems to be an inverse relationship between how much the user is immersed and how much of the narrative they're able to follow. If the user is distracted by the environment, it's easy for them to lose track of the story happening around them. If the user is trying to follow the story, they feel disconnected from it. The user's presence in the scene needs to be acknowledged somehow by the virtual actors.
[QUOTE=Clavus;49144892]Basically, there seems to be an inverse relationship between how much the user is immersed and how much of the narrative they're able to follow. If the user is distracted by the environment, it's easy for them to lose track of the story happening around them. If the user is trying to follow the story, they feel disconnected from it. The user's presence in the scene needs to be acknowledged somehow by the virtual actors.[/QUOTE] Would sound like a job for HL3 if it were going to be a VR game.
So some of you may have seen this in the 3D art thread where I posted this, but I thought I'd share again incase y'all VR nuts missed it. [img]http://i.imgur.com/jgP7ceD.jpg[/img] [img]http://i.imgur.com/3WlE0eM.jpg[/img] [img]http://i.imgur.com/ibeO4v2.jpg[/img] The bloom and lens flares look really heavy but when you play with the Oculus it appears more subtle. Here's a video: [media]http://vimeo.com/145379460[/media] There's obviously a few textures missing here and there but really it was just a proof of concept, to see how to put certain elements together. I don't think I'll be adding much more to this, as I'm now trying out a few new things with the Oculus and UE4. I'll be releasing the demo soon for you to play with your own Oculus in a week or so.
[QUOTE=Timebomb575;49144693]Not gonna lie, I was a little disappointed when it was a virtual tabletop and not like fully rendered action fights controlled by a DM :v: Man, wouldnt that be cool? Something like Zombie Master, with a group of players facing off against one "director" who controls a bunch of AI, but where the director is also basically a DM for storytelling purposes.[/QUOTE] This would be amazing. Being able to construct dungeons from prefab tiles (or not, either way itd be neat) and surprising your victims with jump scares and traps and such
[QUOTE=MelonGuy;49144991]So some of you may have seen this in the 3D art thread where I posted this, but I thought I'd share again incase y'all VR nuts missed it. *content* There's obviously a few textures missing here and there but really it was just a proof of concept, to see how to put certain elements together. I don't think I'll be adding much more to this, as I'm now trying out a few new things with the Oculus and UE4. I'll be releasing the demo soon for you to play with your own Oculus in a week or so.[/QUOTE] Only little peeve - what is that fire burning with no atmosphere? Also, fire burning in microgravity would be more like an orb, or even invisible. Really like the idea though - I would play a puzzle game centered around this scenario, particularly in VR depending on how the movement worked.
Yeah was sort of hoping no one would say anything about the fire haha, I haven't really touched on particles at all, other than removing gravity from the sparks. Thanks though :)
[QUOTE=Kylel999;49145663]This would be amazing. [B]Being able to construct dungeons from prefab tiles (or not, either way itd be neat) and surprising your victims with jump scares and traps and such[/B][/QUOTE] I feel like this would be[I] so [/I]doable
We're going to see a shit ton of new ideas, new games and genres when VR takes off in a few months
I'm so hyped to get into VR development. [editline]19th November 2015[/editline] A D&D platform has been one of my ideas but that probably requires more artwork than programming
[QUOTE=Sensation;49144203]So, uhm, how do I get started with Oculus? Where do I buy one even.[/QUOTE] If you really want one, try Kijiji or Amazon. Official sales have ended. But seriously, wait for the consumer version.
[img]http://i.imgur.com/r952lb6.png[/img] [b][i]HAHAHahahahaha[/i][/b]
Don't get that one.
[QUOTE=dai;49148975][img]http://i.imgur.com/r952lb6.png[/img] [b][i]HAHAHahahahaha[/i][/b][/QUOTE] There are actually 500+ euro bids on 2nd hand DK2s on Ebay. Damn.
gotta get me a pair of them video game glasses
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