Outerra forum

Outerra Engine => Ideas & Suggestions & Questions => Topic started by: Jonathan on April 06, 2013, 06:40:30 am

Title: Suggestion for Occulus Rift
Post by: Jonathan on April 06, 2013, 06:40:30 am
Support with the Occulus Rift would be cool.. For those of you who don't know what the "Rift" is check out the website @ http://www.oculusvr.com/ (http://www.oculusvr.com/) or does anyone know if the Outerra Engine will support it?
Title: Re: Suggestion for Occulus Rift
Post by: cameni on April 06, 2013, 07:09:18 am
I've got one dev kit going my way, definitely will be adding support for it once it arrives.

There was also a discussion thread back when Kickstarter started here: http://www.outerra.com/forum/index.php?topic=1081.0 (http://www.outerra.com/forum/index.php?topic=1081.0)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 08, 2013, 11:21:42 pm
I've got one dev kit going my way, definitely will be adding support for it once it arrives.

There was also a discussion thread back when Kickstarter started here: http://www.outerra.com/forum/index.php?topic=1081.0 (http://www.outerra.com/forum/index.php?topic=1081.0)

Can I have your Team Fortress 2 VR headset item code? :3
Title: Re: Suggestion for Occulus Rift
Post by: cameni on April 12, 2013, 03:55:07 am
What's it with that TF code? Received a couple of request from random people already ???
Title: Re: Suggestion for Occulus Rift
Post by: ZeosPantera on April 12, 2013, 11:35:03 am
Somehow it seems Oculus is giving people with dev kits a code to get a hat in TF2.. Damn you steam trying to raise awareness.. Though it would be cool to see characters in TF2 wearing Rifts..
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 12, 2013, 05:16:56 pm
Team Fortress 2
http://www.teamfortress.com/post.php?id=10148 (http://www.teamfortress.com/post.php?id=10148)
I've played nearly every day for 5 years...
Must.... have.....  :P
(http://www.teamfortress.com/images/posts/tf2_vr_2.jpg)

http://wiki.teamfortress.com/wiki/TF2VRH (http://wiki.teamfortress.com/wiki/TF2VRH)
Quote
The TF2VRH was issued in Genuine quality to players who redeemed the code obtained by preordering an Oculus Rift development kit from the official developer website before April 1, 2013.

Here's an awesome 44 min video of the Oculus Rift guys demonstrating it in TF2.
http://youtu.be/P50fvL_EWYY (http://youtu.be/P50fvL_EWYY)
Title: Re: Suggestion for Occulus Rift
Post by: Matt6767 on April 12, 2013, 07:58:57 pm
That Rift hat code will probably sell for $50 by itself. Maybe even more since players there can't think clearly enough to determine when you should just buy the kit itself rather than pay $100 for the code.
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 15, 2013, 12:42:32 am
90 year old grandmother trying Oculus Rift
This is great.  She takes it really well.   ;D
My 90 year old grandmother tries the Oculus Rift. (http://www.youtube.com/watch?v=pAC5SeNH8jw#ws)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 15, 2013, 07:27:42 pm
And here's Mirrors Edge
Cymatic Bruce's Rift Requests Ep 5 - Mirror's Edge + Rift Gameplay (http://www.youtube.com/watch?v=t9TwZ3jpPoA#)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 16, 2013, 12:08:41 am
Quote
As long as you ordered by April 1st -- Oculus mentioned on Twitter that you will get the steam code as soon as your order switches to processing.
Source:
https://twitter.com/Oculus3D/status/320036272917848064 (https://twitter.com/Oculus3D/status/320036272917848064)

Quote
BTW they just gave out the codes. If you ordered your Oculus by the deadline just go here to get your orders details with the option to claim your steam code for the Rift "hat":
https://www.oculusvr.com/sales (https://www.oculusvr.com/sales)
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on April 17, 2013, 03:22:45 pm
Oculus Rift for this game would be amazing.  I really hope to see it added if possible! :)
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on April 18, 2013, 03:50:53 pm
I just was able to try it, like 5 min ago... so damn cool and weird. 

It really felt like I was in another place.  If Outerra had this, it would be ridiculous.
It's hard to really explain it, without seeing for yourself.  But I really do think this is the future.  It takes immersion to a whole new level.
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 18, 2013, 05:31:48 pm
What did you use it in?
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on April 18, 2013, 06:22:07 pm
I got to test the Tuscany Demo.

GDC 2013 Oculus Rift Tuscany Razer Hydra Demo Hands-on (http://www.youtube.com/watch?v=07IwxUD8N8E#ws)

But I didn't get to use Wiimotes.  Used a 360 controller.  But when I went up the stairs, I got weak in the knees. Felt weird.  Felt like I should be walking/moving.  But I think if u were using this and flying or driving in a game, it would feel almost real.
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 19, 2013, 06:11:00 pm
Now this is how you play TF2!
http://www.youtube.com/watch?feature=player_embedded&v=qpHWJMytx5I# (http://www.youtube.com/watch?feature=player_embedded&v=qpHWJMytx5I#)!

Naa... Too exhausting.  :P

(Somebody needs a better computer or better recording software.   ::))
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on April 19, 2013, 07:13:40 pm
Wow. Haha. That's badass.  Well when you wear that thing. Your body wants to move sometimes. Since it really does feel like you're in the game and not looking at something on a screen.
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 22, 2013, 12:42:49 am
And, finally, here's Skyrim with the Occulus rift
(which obviously wasn't designed for it - lol look at the shadows on the 2 views.)
http://www.youtube.com/watch?feature=player_embedded&v=1JGoBYCNH7k# (http://www.youtube.com/watch?feature=player_embedded&v=1JGoBYCNH7k#)!
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on April 22, 2013, 12:53:25 am
Even still, I wanna see it myself. Could still be badass.
I'm very tempted to pre order my own kit.
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on April 30, 2013, 06:21:50 pm
Head and arm motion using the Oculus Rift and the Razer Hydra controllers.

That motion Portal 2 DLC was originally made for the Hydra controllers quite a while before they came to the Playstation Move.

After 1:00 he shows the view through the Rift.
https://www.youtube.com/watch?feature=player_embedded&v=HWn8Hn-XCds# (https://www.youtube.com/watch?feature=player_embedded&v=HWn8Hn-XCds#)!
Title: Re: Suggestion for Occulus Rift
Post by: raggsokken on April 30, 2013, 07:06:07 pm
I have no idea how much work it would be, but do you plan to add a option to use the razer hydra for positional-tracking? I can see that there will be no use for it in the final engine, but i believe it would add a great deal to the immersion.

Anyways, when do you expect your rift to arrive?
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 01, 2013, 01:20:32 am
Current estimate is in the first half of May.
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on May 01, 2013, 09:52:19 am
YES!
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on May 02, 2013, 12:32:11 am
Kotaku trying out the Tuscany demo and TF2 in Oculus Rift
http://kotaku.com/kotaku-takes-the-oculus-rift-for-a-spin-486679107 (http://kotaku.com/kotaku-takes-the-oculus-rift-for-a-spin-486679107)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on May 06, 2013, 06:53:33 pm
Guillotine simulator
Disunion - The guillotine simulator on Vimeo (http://vimeo.com/65510054)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on May 07, 2013, 05:51:13 pm
Portal 2
https://www.youtube.com/watch?feature=player_embedded&v=ff6ojzy_e_8 (https://www.youtube.com/watch?feature=player_embedded&v=ff6ojzy_e_8)
Title: Re: Suggestion for Occulus Rift
Post by: ZeosPantera on May 07, 2013, 11:19:49 pm
Portal was the game I was waiting for. Looks like a ball.
Title: Re: Suggestion for Occulus Rift
Post by: jeremiah on May 13, 2013, 11:32:57 pm
I've been blown away by the reactions to the Occulus Rift.  Its great to see the Outerra developers embracing it.  One common impression I've heard is the impressive sense of scale you get while wearing it.  Players have reported feeling physically shaken by the harrowing jumps in games.  Many feel as though combat is too intense, and they prefer exploration.

When I see videos of the majestic mountains of Outerra, I can't help but visualize how perfect a mountain climbing simulation could be paired with Outerra and the Occulus Rift.  Climbing tools, adverse weather conditions, setting up camp, are examples of gameplay mechanics that could be represented.  I can only imagine the sense of vertigo you would get with a to-scale representation of a mountain with the Rift on.  Game concepts that seemed impractical before now seem possible with the Rift.
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 14, 2013, 04:26:40 pm
Received my Oculus Rift devkit today. Here are the first impressions after testing the Tuscany demo.

The Tuscany demo doesn't do it the justice at all. Resolution of its textures is in places even lower than the low resolution of the Rift. Grass is just a blurry texture and the world outside of the containment yard is blurry and rough like hell. And of course we are completely unused to be constrained and unable to go wherever we want.

This sooo needs Outerra world.

I'm going to work on optimized stereoscopic rendering mode, and depending on what the resulting performance will be there may be also a faster mode (but with some artifacts), since getting and keeping 60 fps seems to be quite important for the overall experience.
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on May 14, 2013, 05:40:40 pm
YES!!!
Title: Re: Suggestion for Occulus Rift
Post by: OttoPus on May 14, 2013, 06:16:41 pm

  • Flying white fluffy things add a lot to the experience, must add some to OT
;D ;D ;D
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on May 14, 2013, 07:49:32 pm
Can't wait to see a video
Title: Re: Suggestion for Occulus Rift
Post by: ZeosPantera on May 14, 2013, 10:39:23 pm
When you get it up and running to your liking.. Send a message on youtube to Cymatic Bruce.. http://www.youtube.com/user/HapPProductions/videos?view=0 (http://www.youtube.com/user/HapPProductions/videos?view=0)  He has been doing these playthrough's for a while and has a ton of views.
Title: Re: Suggestion for Occulus Rift
Post by: booz on May 15, 2013, 01:56:37 am
Hello! received my development kit today too... ;D ;D ;D ! Have you any idea how long it will take to make Outerra compatible with rift?
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 15, 2013, 04:59:15 am
Hoping it will be just a couple of days. But we need to optimize the rendering for it, as OT eats enough resources as it is.
Title: Re: Suggestion for Occulus Rift
Post by: booz on May 15, 2013, 05:27:05 am
thank ! very impatient  :)
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on May 15, 2013, 09:14:40 am
Damn, wishing I had a Dev Kit now.... but maybe best to wait for the consumer version, whenever that is :(
Title: Re: Suggestion for Occulus Rift
Post by: deathevor on May 15, 2013, 09:48:12 am
Consumer version definitely - the resolution should be a bit higher there:

"The resolution is 1280×800...   Oculus is aiming for at least 1920×1080 (960×1080 per eye) for the consumer version" - wiki

Was interested in VR for very long time (since 1995) and always wandered that some obvious features were missing.
Oculus kind of made most of them. However, sad that resolution is still low. Especially looking at some existing screens that  give FullHD quality on 5 inches.

Know that would bring the cost up, as well as size of device a little bit, but still it looks like it is possible in our days make a perfect VR helmet.
Title: Re: Suggestion for Occulus Rift
Post by: PytonPago on May 15, 2013, 11:58:30 am
  • It's a bit nauseating, depending on what you are doing. Hopefully it will go away with training. It actually got me wondering why it happens - it clearly is a psychic reaction, but why the brain starts poking the stomach? I learned that it's likely an evolutionary adaptation, a defense mechanism against neurotoxins, when brain induces vomiting when it detects a conflict between vision and balance and concludes that one of the organs hallucinates due to poison ingestion. Who would have thought.
... well, brain has its way for tuning its world-perception. Take some drunk-glasses and the brain has a lot to do to try figuring out the right movement/distance ratio from its vision. Giving it a not matching way of fine head movements (has a need to play a lot whyte tracking response setup) and a different quality image in all of its sight is a real deal for our gray cells  --  is not much good actually, ( :-\) the organism response to your stomach is only one of the more perceived changes. It is possible to get used to it, but its necessary to get some pre-response for the brain (something saying him: well, now we get to oculus mode), just to make it get used to it more easily and not to let the brain trying to "reprogram" its perception ways if used a lot. ... there was a brain-psychological thought somewhere about the needs to get the perception on such complex VR simulations right to reality, otherwise, there is a possibility of physiological dis-balance getting chronical (possibly even on external signals - like seeing a screen whyte the same characteristics the used system has) and even an odd response to split the two ways of perception like another kind of "dreaming", reality, opening a way to maybe splitting ones personality. Motorics are a neat thing at it too, in moments of unconsciousness getting over it may get things messed up (trying to get the response needs of VR to do the same in reality - the hand just not getting so far and fast to get the flying ball, hawing an odd feeling of being left-handed to get hit by it anyways  ;D). 


 ... so, a lot of tweaking and not much usage advised. :)
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 19, 2013, 04:25:29 pm
First test of Oculus Rift integration with Outerra. Some clipping issues, lowered grass density, needs further tweaking.

Outerra + Oculus Rift Test 1 (http://www.youtube.com/watch?v=Dfy9Ho10o6g#ws)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on May 19, 2013, 04:40:08 pm
aaaaah That is so cool!  Especially when walking around.  ;D
Title: Re: Suggestion for Occulus Rift
Post by: ZeosPantera on May 19, 2013, 04:53:38 pm
Nice.
Title: Re: Suggestion for Occulus Rift
Post by: Ozybolairy on May 19, 2013, 04:56:06 pm
Those of us at home with holes in our pockets and no occupies rifts stapled to our head can get the just of the experience by crossing your eyes whilst watching the video!

A few questions:
Is the field of view as warped when you're wearing the oculus? Looks really warped in the vid?
I presume the immersion is better because you can turn your head and the view changes accordingly?
What's the resolution like?
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 19, 2013, 05:49:52 pm
That warping is there to compensate for the warping of lenses, so in the end it looks (almost) ok. I think the compensation isn't optimal yet, but I think I have also an issue with the FOV there.

Immersion is better mainly because the stereoscopic view and the large FOV gives a great sense of scale. When you approach the truck and look at the tires, they are massive as they are in real life, which isn't really conveyed via a monitor.

Turning the head isn't the primary immersion factor actually. I mean, you will do it naturally when the immersion feeling is already there, but you can relatively easily get used to not turning the head and turn with the mouse instead. The latter is also a bit less nauseating, but I guess it's a matter of training.

The resolution is low, if you focus you can see the individual RGB stripes. But the brain gets used to it a bit later and starts filtering it - especially when you start to be captivated by the scale of things and the world.
Title: Re: Suggestion for Occulus Rift
Post by: mLichy on May 19, 2013, 05:55:45 pm
So cool!  Glad to see it working so fast!
Title: Re: Suggestion for Occulus Rift
Post by: Steve.Wilson on May 19, 2013, 09:03:07 pm
How does this device work for those of us that need reading glasses?
Title: Re: Suggestion for Occulus Rift
Post by: WormSlayer on May 19, 2013, 09:18:05 pm
@Steve.Wilson: They supply a couple of different lenses you can swap out for more or less near-sighted users.

@cameni: If you need any help testing that early integration, I have a Rift devkit here XD
Title: Re: Suggestion for Occulus Rift
Post by: zaelu on May 20, 2013, 03:34:16 am
I can't wait for headtracking to be implemented in Outerra... I have no nausea effects... long time freetrack user here :P .

@Cameni. What is the resolution in Oculus Rift? Is it true the screen looks to be very close to eyes?
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 20, 2013, 05:37:04 am
The resolution of the developer kit is 640x800 per eye, which is quite low for the 90° horizontal FOV. The first consumer version is supposed to have 960x1080, but I can't wait the day when a retina-like display is used for it.

The screen - if you are talking how close it is physically - the lens are relatively close to the eyes, but there are 2 more lenses included that should allow for use with glasses.
Title: Re: Suggestion for Occulus Rift
Post by: PytonPago on May 20, 2013, 06:27:25 am
... but I can't wait the day when a retina-like display is used for it.

 ... contact lens-displays going to be a great deal indeed. Imagine a industrial work-space imaging tech. like that, spec.-pilot external camera feed for precise steady work or medical/mechatronic device control in places way beyond hands reach ... or just a mobile navigation display-tool. Would just need to get the imaging-data wirelessly and an internal bio-induced power source. (doe, making it so small and low-energy consuming - induced el. would be doing too, but what a waste of worlds brilliant minds that way would be  ;D). Maybe just based on altering of already entering light trough it (just like a lot of miniature rainbow glass-triangles (dont know the technical therm for those in ENG) changing theyr angles properly - just, in reality as a molecule-based technology, changing their alignment trough small voltage change as the LCDs doing it --- maybe even recrystallizing at a proper angle (those volumes are very small, shouldnt be a much more problem then) ... an well, there are intra-retinal visualization technologies for blind people, getting it brain/nerve connected, maybe some way of controlling some stuff whyte a two way feed would be able further in neural-sciences development ...  ... maybe would be nice to implement it to your antenworld vision story. Just think, captain has to go off-bridge, still hawing the live-feed anywhere he goes, maintaining control. A real and usable future-tech (i really think that could be developed in a decade for the first gen.) as it can be.

P.S.: We definitely need this in any window in the 3. decade of  21s century !!!! There you have that Sony transparent OLED glass tech going to be wimped by the more physics-chemistry appealing way !! ;) ;)  :D


P.P.S.: Shouldn't the sun be reflected twice too, or do the eyes have an duplicate-way of processing very bright light sources to both images in brains for ocullus-like systems ? (the offset cross section seems to be wide enough to be fitted there)   ... and i just mentioned how frequently you hear a wolf in the woods. :D
Title: Re: Suggestion for Occulus Rift
Post by: rocketpanda on May 21, 2013, 11:42:09 am
@cameni Yep I've got a Rift dev kit and the alpha of Anteworld if you need any help testing / feedback!
Title: Re: Suggestion for Occulus Rift
Post by: zaelu on May 21, 2013, 01:57:56 pm
The screen - if you are talking how close it is physically - the lens are relatively close to the eyes, but there are 2 more lenses included that should allow for use with glasses.

I was meaning the sensation of the "visible" screen. They say it looks very close and you forget about boundaries but on Youtube you can't see that :) .

You mean "retina" as in high resolution screens of some Apple products?
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 21, 2013, 03:53:37 pm
The visible screen is projected at infinity, it doesn't feel close at all.
Yes, I meant resolution like of those retina displays :)

Btw I corrected the FOV issue (was too low) and tested the MiG with the Oculus - it's fantastic. Completely forgot about the low resolution, the immersion compensates for that. I haven't got the tracker working yet, and there are still some minor issues in the rendering.
Title: Re: Suggestion for Occulus Rift
Post by: zaelu on May 22, 2013, 03:59:28 am
So basically the sensation is the same as with other VR devices? That you are looking at a screen some distance away from you... say few meters away?

I was hoping that those lenses to make it feel like you are near of a glass wall from an aquarium or something similar.

I wait for your tracker implementation :D . I tried using freetrack as a mouse and it works but has no centering point and drifts. I hope the tracker interface for Oculus will support also freetrack/facetracknoir/TIR.

Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 22, 2013, 04:36:59 am
I haven't tried other VR devices, but there's no "screen at a distance" effect here. It really feels as if you were in the world, just wearing some ski-glasses that limit your field of view a bit, compared to the normal vision, but otherwise it feels real. That's what makes it great, immerses you in, despite the low resolution.
Title: Re: Suggestion for Occulus Rift
Post by: zaelu on May 22, 2013, 02:09:16 pm
That is so great to hear! (read :) )

The other VR solutions just gave a sensation of a now "normal" 3D Television set at a distance... no immersion.
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on May 22, 2013, 05:11:24 pm
inb4 "You die in Outerra, you die for real."  ;D
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 22, 2013, 06:16:59 pm
Dat feeling ...

Outerra + Oculus Rift Test 2 - MiG 29 flight (http://www.youtube.com/watch?v=2LPPdV2Md1c#)
Title: Re: Suggestion for Occulus Rift
Post by: Jagerbomber on May 22, 2013, 06:26:51 pm
NEEEEEEEEEEEEEEEEEEEEEEEEED
 8) 8) 8) 8) 8)
Title: Re: Suggestion for Occulus Rift
Post by: adriaan on May 22, 2013, 07:42:28 pm
shut up and take my money
Title: Re: Suggestion for Occulus Rift
Post by: Malfate on May 23, 2013, 01:00:42 am
well cameni, you got my money! Mainly cause of rift support. Although the game is progressing and looks quite amazing and the game elements are coming along. Do you think we will be seeing any type of online anytime soon? I would love to do more sandboxing with some basic primitives in an online mode (even if it is rather basic limited number of players). Multiplayer mincraft is what makes the game minecraft. i think even basic sharing/online experience would convince my many people to buy... then everything else usually comes along
Title: Re: Suggestion for Occulus Rift
Post by: ZeosPantera on May 23, 2013, 01:40:27 am
I wonder if I remove my eyes from their sockets if the hardware can be made more perfect...
Title: Re: Suggestion for Occulus Rift
Post by: Clavus on May 23, 2013, 05:06:17 pm
Hey, I bought Outerra after I saw the MIG Rift video. Can't wait to try with my own dev kit. Is the Rift already supported in the current alpha build? Because I can't seem to find any options for it.
Title: Re: Suggestion for Occulus Rift
Post by: cameni on May 24, 2013, 01:23:21 am
Not yet, still working on it and merging other stuff into the release. A few days.
Title: Re: Suggestion for Occulus Rift
Post by: defactoman on May 24, 2013, 11:02:31 pm
Been following the progress of Outerra along with a few other similar procedural generation type environments.   I just bought the pre-alpha due to your interest in the Oculus Rift.  I think these two will do great together,  keep up the good work :)
Title: Re: Suggestion for Occulus Rift
Post by: aWac9 on May 25, 2013, 10:07:49 am
absolute positioning
Occulus Rift + Hydra
http://youtu.be/8qTpix9T0wg (http://youtu.be/8qTpix9T0wg)
Dirt3 6DOF Oculus Rift + Virieo + Hydra
http://youtu.be/RQ6iX2Tqwx8 (http://youtu.be/RQ6iX2Tqwx8)
Gloves:
http://youtu.be/aLkfx6QxLfg (http://youtu.be/aLkfx6QxLfg)
Title: Re: Suggestion for Occulus Rift
Post by: Nedo on May 26, 2013, 07:27:42 am
Hi! I'm new to Outerra, bought it because will get my Rift in a few weeks ;)
I have a question, is there a real walking mode ? With the WASD and Mouse you
allways end up flying at some point, no gravity?

R
Nedo
Title: Re: Suggestion for Occulus Rift
Post by: SpaceFlight on May 26, 2013, 07:50:45 am
Yes, with the number 8 key. There is no character body there yet though.
Title: Re: Suggestion for Occulus Rift
Post by: Sunnyyello on May 26, 2013, 11:43:09 am
I wonder if I remove my eyes from their sockets if the hardware can be made more perfect...

Yeah, then you can change your name to Batou!!!  ;)
Title: Re: Suggestion for Occulus Rift
Post by: rocketpanda on June 01, 2013, 09:10:00 am
@cameni I tried Anteworld with the Rift yesterday (I think you saw my tweet) and mate, it is totally amazing! Flying superman style all over the place (theme music highly recommended) is great fun but then the vehicles are a next level of fun again. The mig feels great though internally it feels slightly too small in scale - like it needs to be 1 or 2% larger. Perhaps the camera is slightly too far back against the chair? When you look over either shoulder the interior angle / scale feels slightly incorrect somehow.

Being able to fly and look around in the Rift is mind blowing. Barrel roll upside down and looking around is wicked. I know the TrackIR guys are saying they've been able to do this for ages but it's an entirely different experience. Great work on adding the body and all the cockpit controls moving - adds a lot of much needed immersion.

Not tried the Apache yet but will soon. Is there a plain physics based 'walk' mode (ie not flying) that I'm missing? I think just walking around through a forest would be incredible - I can see a list of GPS co-ords for the best spots becoming a thing :)

Also I set the res at 1280x800 and it looks quite grainy - I realise you're still playing with render settings - are you doing upscaling for the rift at all? Is it worth trying it at 2560x1600 - I'll give it some more time tomorrow.

Great work and completely surprised that you got support in there so fast, great work sir!
Title: Re: Suggestion for Occulus Rift
Post by: cameni on June 01, 2013, 10:27:19 am
Not sure about the cockpit size - I can't compare. I trust ddenn made it accurate :)
Walk mode is on key 8.

I have enabled higher resolutions for use with the Rift in our internal build, and it helps a lot with the aliasing. Will be out soon - just need to check it with a few different GPUs.
Title: Re: Suggestion for Occulus Rift
Post by: PytonPago on June 01, 2013, 10:43:05 am
Not sure about the cockpit size - I can't compare. I trust ddenn made it accurate :)
Walk mode is on key 8.

well, in LoMac they used to have a FOV setting in angles ... maybe it would be some improvement to narrow that a little for aircraft use ...
Title: Re: Suggestion for Occulus Rift
Post by: rocketpanda on June 01, 2013, 11:13:41 am
Not sure about the cockpit size - I can't compare. I trust ddenn made it accurate :)
From my own experimentation I'd say the aircraft is likely in the correct scale ratio, just that it needs to be slightly scaled up. It's very interesting how strong the psychological response is to virtual space being 'the right size'.

Walk mode is on key 8.
Awesome, will try that out :)

I have enabled higher resolutions for use with the Rift in our internal build, and it helps a lot with the aliasing. Will be out soon - just need to check it with a few different GPUs.
Really looking forward to that, as you mentioned earlier even with the res being so low it really fades to the background with the impact of the experience being so visceral. Higher res will just make it that much more beautiful.
Title: Re: Suggestion for Occulus Rift
Post by: WormSlayer on June 10, 2013, 01:33:28 am
On the subject of scale, the default heroguy model? Either he's about 7 foot tall, or the player's view height is too short... VR games are going to need customisable biometric data like IPD, height, arm length, etc. Is there a height setting, or is it hard-coded?
Title: Re: Suggestion for Occulus Rift
Post by: aWac9 on June 12, 2013, 02:54:44 pm
Oculus Rift 960 x 1080
http://www.theverge.com/2013/6/11/4419802/oculus-rift-goes-hd-virtual-reality-cinema (http://www.theverge.com/2013/6/11/4419802/oculus-rift-goes-hd-virtual-reality-cinema)

http://www.oculusvr.com/blog/oculus-at-e3-2013/ (http://www.oculusvr.com/blog/oculus-at-e3-2013/)
Title: Re: Suggestion for Occulus Rift
Post by: aWac9 on May 26, 2014, 05:05:53 pm
absolute positioning of oculus rift. turns and not lose it.
this was recorded with a Zoom Q4 camcorder and a 3Dio Freespace Pro binaural microphone

http://youtu.be/8MpYyGKAka8 (http://youtu.be/8MpYyGKAka8)