• Oculus Rift / Virtual Reality General
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[QUOTE=Firgof Umbra;47388892]Boss and I were yacking a lot today about potential projects for the Vive using the Starflare engine (the engine that powers Star Ruler 2). Personally, I think we could definitely at least make the game a spectacle by virtue of what the engine can handle in realtime. [thumb]http://i.imgur.com/taj93Uk.jpg[/thumb] Made me wonder - what exactly will the upper limits of VR be in the next 3 years if we've already come this far in two years. I'd love to play a big-ass Mount and Blade in VR. I'd pay $70 - no, $100 for just the game. What big projects are in development right now? There's gotta be more 'bombastic spectacle' than just EvE: Valkyrie coming out, right?[/QUOTE] Yes, there are metaverses in the works: [quote]At South By Southwest (SXSW) here yesterday, Jason Rubin, head of Worldwide Studios at Oculus, told VentureBeat, “Beyond any shadow of a doubt [massively multi-user experiences are] coming.” “It’s going to be this weird mix of ‘not like what you think’ and ‘exactly what you think,'” he said. “Beyond a shadow of a doubt, a lot of people working on metaverses and persistent worlds.”[/quote]
[QUOTE=Firgof Umbra;47388892]Boss and I were yacking a lot today about potential projects for the Vive using the Starflare engine (the engine that powers Star Ruler 2). Personally, I think we could definitely at least make the game a spectacle by virtue of what the engine can handle in realtime. [thumb]http://i.imgur.com/taj93Uk.jpg[/thumb] Made me wonder - what exactly will the upper limits of VR be in the next 3 years if we've already come this far in two years. I'd love to play a big-ass Mount and Blade in VR. I'd pay $70 - no, $100 for just the game. What big projects are in development right now? There's gotta be more 'bombastic spectacle' than just EvE: Valkyrie coming out, right?[/QUOTE] I'm quite confident Star Citizen will be a bombastic spectacle, eventually. I can't say I know of any other bombastic things. :p
Steven Spielberg will direct the Ready Player One movie [url]http://deadline.com/2015/03/ready-player-one-movie-steven-spielberg-ernest-cline-warner-bros-1201398299/[/url] [url]http://www.theverge.com/2015/3/25/8291109/steven-spielberg-direct-ready-player-one-movie[/url]
[QUOTE=Orkel;47394446]Steven Spielberg will direct the Ready Player One movie [url]http://deadline.com/2015/03/ready-player-one-movie-steven-spielberg-ernest-cline-warner-bros-1201398299/[/url] [url]http://www.theverge.com/2015/3/25/8291109/steven-spielberg-direct-ready-player-one-movie[/url][/QUOTE] People tend to complain RPO isn't that great of a book (I personally enjoyed it a lot, recommended for anyone interested in VR), but I think that it lends itself to a movie plot quite well. Except for the fact that the licensing costs for all the references it makes to popular culture would be insane :v:
Finally got to try the Oculus for the first time at a friend's. He has the DK2, I think. It's pretty amazing but the low resolution and grid effect really limits the immersion that VR provides.
[QUOTE=_Axel;47395086]Finally got to try the Oculus for the first time at a friend's. He has the DK2, I think. It's pretty amazing but the low resolution and grid effect really limits the immersion that VR provides.[/QUOTE] I know it was your first time and you were trying to be objective and take in all that, but I think once you're used to it and can focus on the scene rather than the pixels, the immersion kicks in ten-fold. The scene you experience can also change the experience drastically, from framerate issues to how well it aliases out jaggy lines in the meantime, I picked that book up on google play, it's like $3 right now so hey why not.
[QUOTE=dai;47395099]I know it was your first time and you were trying to be objective and take in all that, but I think once you're used to it and can focus on the scene rather than the pixels, the immersion kicks in ten-fold. The scene you experience can also change the experience drastically, from framerate issues to how well it aliases out jaggy lines in the meantime, I picked that book up on google play, it's like $3 right now so hey why not.[/QUOTE] You're probably right. I only tried it out on the Elite tutorials for a couple of minutes before we started playing other games. I'm still not sure whether it was the DK1 or DK2 anyway. Still, will the commercial version have higher resolution?
[QUOTE=_Axel;47395120]You're probably right. I only tried it out on the Elite tutorials for a couple of minutes before we started playing other games. I'm still not sure whether it was the DK1 or DK2 anyway. Still, will the commercial version have higher resolution?[/QUOTE] In Elite Dangerous? You have to get that game set just right visually to look nice in VR, at least in my DK2. Otherwise it is very pixelated and un-readable. If you get it set right with the right AA and visual settings everything becomes crystal clear and its fucking awesome. Of all my games, Elite Dangerous works the best in VR.
[QUOTE=_Axel;47395120]Still, will the commercial version have higher resolution?[/QUOTE] there's no official numbers, but I'd say on a scale of how much higher it'll be, the answer is "way". The current model being developed ('crescent bay', not released to public) is said to be far more superior to the DK2 than the 2 was to the 1, and things like the Vive are going to be 'premium' experiences compared even to that. Pretty cool time for the tech screen tech that reduces the gap between pixels can also improve the experience without having to cram too many more pixels, so remember that there's a myriad of factors that really make-or-break certain things and juding things solely by resolution could be a pitfall if there's lots of models to choose from in the consumer market. This unfortunately is an easy way to bait people into buying a product despite being inferior in other regions, as evidenced by the 'megapixel race' of cameras, that saw point-and-clicks fighting over boosting their overall photosize also yeah, elite is fun but you're going to be squinting and leaning forward to read the screens. Speaking of, it's way better in DK2 because it actually tracks your position, allowing you to lean forward to get closer looks at things. Easiest way to tell the difference in the units is the shape, dk2 is relatively square from the side, while the dk1 is a giant trapezoid expanding away from your eyes. [t]http://i.ytimg.com/vi/8gPQDHRoJ5c/maxresdefault.jpg[/t]
[QUOTE=CoilingTesla;47395206]In Elite Dangerous? You have to get that game set just right visually to look nice in VR, at least in my DK2. Otherwise it is very pixelated and un-readable. If you get it set right with the right AA and visual settings everything becomes crystal clear and its fucking awesome. Of all my games, Elite Dangerous works the best in VR.[/QUOTE] share your secrets?
[QUOTE=Beacon;47395544]share your secrets?[/QUOTE] I'll have to set it up again tonight and find the settings. I haven't used my DK2 in a while.
[url]http://wccftech.com/amd-allegedly-merge-samsung/[/url] I wonder what this would mean for VR if it somehow ended up actually happening
it means AMD would have a more interesting budget to develop VR cards with
[QUOTE=Beacon;47395544]share your secrets?[/QUOTE] I put every setting to "low" or "off" (or "medium" when that's the lowest option), SMAA, and as much supersampling as you can get with a stable FPS. I run a pretty low-spec rig w/ a 650ti, so it shouldn't be hard for others to get more than 1.0. I leave mine at 1.0 for the best balance of framerate and quality. I can read all the text just fine. I don't have to move an inch to read them either, just have to look at it.
[QUOTE=dai;47395099]I know it was your first time and you were trying to be objective and take in all that, but I think once you're used to it and can focus on the scene rather than the pixels, the immersion kicks in ten-fold. The scene you experience can also change the experience drastically, from framerate issues to how well it aliases out jaggy lines in the meantime, I picked that book up on google play, it's like $3 right now so hey why not.[/QUOTE] This is so true I was able to spend a couple of hours on demos and such at a friends house once while he slept. Make sure the thing is calibrated correctly and quickly the low res isn't an issue at all Thats why I can't wait for stuff like Vive even if it isn't the "omg 4k super res looks just like real life" version of VR. Because I know I already can get immersed in a game on my TV/monitor once I pay attention to the game and not the screen. Imagine how much better it is going to be when VR is in play. It's going to be super easy for well designed games to immerse me in them with VR. if the only thing that feels "off" from reality is things slightly looking more pixelated then it will be easy for my brain to just accept a more pixelated reality as reality.
[QUOTE=KorJax;47399290]This is so true I was able to spend a couple of hours on demos and such at a friends house once while he slept. Make sure the thing is calibrated correctly and quickly the low res isn't an issue at all Thats why I can't wait for stuff like Vive even if it isn't the "omg 4k super res looks just like real life" version of VR. Because I know I already can get immersed in a game on my TV/monitor once I pay attention to the game and not the screen. Imagine how much better it is going to be when VR is in play. It's going to be super easy for well designed games to immerse me in them with VR. if the only thing that feels "off" from reality is things slightly looking more pixelated then it will be easy for my brain to just accept a more pixelated reality as reality.[/QUOTE] the way I've come to understand, immersion isn't so much "omg it looks like real life" as it is just being able to think fluently in a 3D environment. this generation of gamers has spent a LOT of time thinking in 3D to map out environments and assess situations through a tiny window of a monitor, the only hurdle is getting over the game industry's push for hyper-realistic grit and start moving toward hyper-[I]involving[/I] scenarios
Valkyrie confirmed for this year btw.
[url]http://www.roadtovr.com/facebook-cto-oculus-rift-release-date-2015/[/url] [quote]On stage at Facebook’s F8 conference, the company’s CTO, Mike Schroepfer, may have just let slip a hint at the Oculus Rift release date. We don’t often give much care to rumors of an Oculus Rift release date, but when the CTO of Oculus’ parent company speaks up, our ears naturally perk up. On stage moments ago, Mike Schroepfer began talking about the company’s long term strategy of using Oculus’ VR technology. He first focused on explaining why VR is ready now when prior attempts in eras past have failed. To do this, he showed the undeniably impressive Eve Valkyrie trailer that debuted at Fanfest 2015 last week. [B]Following this, he noted to the audience that, “You’re gonna be able to do this this year in VR [pause] … and you’re gonna be doing it in [pause] something shipped by Oculus.”[/B] It was the curious pauses that made this stand out:[/quote] You can listen to the speech snippet in the link.
still not getting my hopes up
Update from twitter, the CTO is fixing his blunder: [img]http://horobox.reager.org/u/orkel_1427459013.png[/img]
There have been a few "corrected blunders" so far saying it's happening this year.
Actually excited for valkyrie since it looks like its straight up gonna be a full ass (possibly single player compatible) game vs just a nice small and basic multiplayer game for cheap made mostly to show off the hardware which is what I was expecting it to be
[QUOTE=Daemon White;47401463]There have been a few "corrected blunders" so far saying it's happening this year.[/QUOTE] 'For fuck sake Mike we said we weren't ready to announce anything!' we can but hope [editline]26th March 2015[/editline] [QUOTE=KorJax;47401523]Actually excited for valkyrie since it looks like its straight up gonna be a full ass (possibly single player compatible) game vs just a nice small and basic multiplayer game for cheap made mostly to show off the hardware which is what I was expecting it to be[/QUOTE] yeah, me too, I've signed up for the alpha as well, I love the EVE universe so it's awesome
[QUOTE=KorJax;47401523]Actually excited for valkyrie since it looks like its straight up gonna be a full ass (possibly single player compatible) game vs just a nice small and basic multiplayer game for cheap made mostly to show off the hardware which is what I was expecting it to be[/QUOTE] I'm excited at the prospect of an Eve game actually looking like all those staged and faked trailers that Eve is so fond of. I always watch those and wish I could play the fictional game that's in those trailers.
SDK 5.0.1 is out, new runtime version as well [url]https://developer.oculus.com/downloads/#version=pc-0.5.0.1-beta[/url] [url]https://forums.oculus.com/viewtopic.php?f=26&t=21712[/url] [quote]The Oculus SDK 0.5 has moved from static linking to a dynamic link library (DLL) model in which the DLL is installed by the Oculus runtime. Using a DLL offers several advantages: - It allows us to fix bugs and update implementation for new headset features after applications have been compiled and shipped. - It allows us to evolve the API without breaking applications through the use of side-by-side versioned DLLs.[/list] While in development kit mode, we plan to support old side-by-side DLLs for at least two months, giving developers time to update applications. After the consumer release, we will update the SDK to version 1.0 and, going forward, will support released API versions for longer periods of time. New Features Oculus SDK Updated LibOVR to rely on a runtime-installed DLL for better forward compatibility and delivery of bug fixes. Introduced a four-digit runtime versioning scheme: PRODUCT#.MAJOR.MINOR.PATCH (e.g. 0.5.0.1). The last three digits of the scheme map philosophically to Semantic Versioning. Added OpenGL support to OculusRoomTiny. Introduced OculusRoomTiny_Advanced, which supports more SDK features and toggles. Improved DK2 headset USB sleep management on Windows 8.1. Updated the Oculus Configuration Utility to display headset status and diagnostic messages. Users can now view firmware version and serial numbers by hovering over the device image. Unity Added OVRManager.eyeTextureAntiAliasing to control scene antialiasing separately from distortion antialiasing. Exposed left and right eye Cameras as properties in OVRCameraRig. Fixed virtualTextureScale for dynamic resolution scaling. Added OVRCameraRig.UpdatedAnchors event to allow immediate handling and post-processing of tracking updates. Added TrackingSpace GameObject between OVRCameraRig and eye anchors to allow custom reset and rig movement behavior. Fixed Xbox 360/Xbox One gamepad support on Mac. Replaced the Tuscany demo with a simple scene called Room to simplify the core integration download. Removed the dead OVRVisionGuide script. Made minor API cleanups to prevent invalid configurations. Made various stability improvements. API Changes Moved and renamed LibOVR/Src/OVR_CAPI.h to LibOVR/Include/OVR_CAPI_0_5_0.h. Some additional public headers such as OVR_Version.h have been moved to LibOVR/Include/. Added ovrHmdCap_DebugDevice flag to indicate that device was created with ovrHmd_CreateDebug. Renamed ovrDistortionCaps::ovrDistortionCap_ProfileNoTimewarpSpinWaits to ovrDistortionCap_ProfileNoSpinWaits. Removed ovrDistortionCap_NoTimewarpJit as Timewarp delay is disabled by default. Use ovrDistortionCap_TimewarpJitDelay to enable it. Removed ovrTrackingState::LastVisionProcessingTime and LastVisionFrameLatency. ovr_Initialize now takes a params argument that provides log callback and other arguments. See the in-code documentation for details. Added ovrQuatf playerTorsoMotion argument to ovrHmd_GetEyeTimewarpMatricesDebug. Added ovr_TraceMessage, which can be used to send a message to the log. Removed support for DX10. Deprecated DX9 support, which will be removed in a future version of the SDK. ovr_Initialize now can return false for additional reasons than previously. No API functions may be called after ovr_Shutdown except ovr_Initialize. Bug Fixes Oculus SDK Fixed a bug in which full persistence was inadvertently enabled due to device initialization races. Fixed uncommon deadlocks in the runtime service. Known Issues Unity The editor Game View goes black unless you set the aspect ratio to "Free Aspect". Rapidly starting and stopping Play Mode in the editor may cause a crash. The editor preview does not render to the Rift in Direct Display mode; be sure to use Extended Mode. Mac Rotating the display through System Preferences requires a restart of the service[/quote] [editline]27th March 2015[/editline] also lmao, best timing for experience release ever [url]https://share.oculus.com/app/air-accident-experience[/url]
Honestly, it's either this year or next year. We're already through March. This year's a quarter over. That's not a long wait.
[QUOTE=bitches;47384375]supermarket scanners use the lasers to determine simple patterns infront of them, and lighthouse does not, and does not use cameras they are completely different it is not at all like a scanner[/QUOTE] My misconception then, but do we really know how the sensor works or what it's capable of?
[quote]"Unity The editor Game View goes black unless you set the aspect ratio to "Free Aspect". Rapidly starting and stopping Play Mode in the editor may cause a crash. [B]The editor preview does not render to the Rift in Direct Display mode; be sure to use Extended Mode.[/B]"[/quote] ew [editline]27th March 2015[/editline] they also haven't updated to unity 5... [editline]27th March 2015[/editline] no tuscany demo to try the new sound with??!?
[QUOTE=Orkel;47403075]SDK 5.0.1 is out, new runtime version as well [url]https://developer.oculus.com/downloads/#version=pc-0.5.0.1-beta[/url] [url]https://forums.oculus.com/viewtopic.php?f=26&t=21712[/url] [editline]27th March 2015[/editline] also lmao, best timing for experience release ever [url]https://share.oculus.com/app/air-accident-experience[/url][/QUOTE] I am so trying that demo
Did you guys see that Michael Abrash video about the visual illusion?
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