None of the things you mentioned are conceptually different from what we have now. Screens will get higher-fidelity, sensors will become wireless, Moore's Law will keep cranking on. Of course, we can refine that experience for decades to come, but the next completely novel thing will be direct neural stimulation.
None of the things you mentioned are conceptually different from what we have now. Screens will get higher-fidelity, sensors will become wireless, Moore's Law will keep cranking on. Of course, we can refine that experience for decades to come, but the next completely novel thing will be direct neural stimulation.
Likely, the best we'll get is just some method of projecting directly onto the retinas.
oculus rift teardown - taking apart the rift, for those interested
oculus rift teardown - taking apart the rift, for those interested
At 7:24 that could have scratched the LCD. I'd be pissed.oculus rift teardown - taking apart the rift, for those interested
The guy just before me played the racing game... You should definitely have chosen Hawken.Did anyone play the racing game at GDC? I think I should of chosen Hawken..
You shouldn't say such things. Maybe not in our lifetime. But that comes back to my original point of we're stuck with this basic configuration for a long-ass time, aside from incremental upgrades and screwing around with haptics. And maybe a little galvanic vestibular stimulation, if Palmer gets his way.No, I don't think that will ever be the case.
I was just thinking yesterday that I should see if it can work in a lightgun configuration, holding a single Hydra controller with both hands. I think the cord is long enough.Can't wait to get my Rift.
Will provide detail impressions (although I suspect I'll just say largely the same: fantastic experience, but a ways to go yet).
Got my Razer Hydra today. It's... pretty much as I expected; good sensors, accurate, and yet, a completely lacking experience in terms of implementation, and just a mismatch with the existing 2D display paradigm.
But it feels like a very solid, competent device for 3D motion control... and will lend itself especially well for VR.
Would've been disappointed with it if I had bought it to use with existing games. But I'm excited for its potential with VR.
I was just thinking yesterday that I should see if it can work in a lightgun configuration, holding a single Hydra controller with both hands. I think the cord is long enough.
Another option would be movement controlled with the left analog stuck, and the gun free-moving around the display with the right motion control. Are the hybrid modes mentioned by MotionCreator already doing this? I don't think I ever got them to work.
Denny Unger said:A lot of people in the industry obsess about the hardware limitations but really, once you accept those limitations and work with what you have, its easy to create compelling experiences. The technology will get better, but what we have right now on both motion control and HMD fronts is absolutely enough to start making good games. And Indie developers can take those risks to break us out of the current gaming stagnation.
Denny Unger said:Youll need to consider how you are handling your camera interactions and how to hook that up to your animation sub-tree. Accounting for little things like how your eyes travel through space with a natural neck motion and an appropriate field of view. How gscreen7much of your body you can see, what those body proportions are and how tall you are. Weve found that it can be quite jarring to embody a skinny player or a tall player if that isnt how you are in reality, so creating tools to adjust that in a pre-launch setting can be important. You want to make players feel comfortable in their virtual skin first and foremost.
Denny Unger said:General body movement is another key area. You cant get away with instant start/stop motions in VR. There needs to be subtle ease-in, ease-out and a sense of mass to the motions. Otherwise people feel like they are being violently accelerated and that can cause nausea issues.
Denny Unger said:Latency and frame rates are discussed often. Keeping your frame rate up is vital but its also true that its a bit more forgiving than what gscreen8you might think. The higher the better of course but weve found that anything in the range of 45-60 fps is workable.
Have you tried any of the UDK (with or without supersampling) stuff yet?I played around with my Rift some more -- standing up this time around, with a gamepad, and with correctly configured settings -- and experienced none of the nausea that I felt the first time around. I wish I had the time right now to do some actual development for it.
I was just thinking yesterday that I should see if it can work in a lightgun configuration, holding a single Hydra controller with both hands. I think the cord is long enough.
Another option would be movement controlled with the left analog stuck, and the gun free-moving around the display with the right motion control. Are the hybrid modes mentioned by MotionCreator already doing this? I don't think I ever got them to work.
This vid breaks down the main modes you can use Hydra in:
http://www.youtube.com/watch?v=NQkATuxo2c8
It sounds like you're describing the Mouselook mode.
Mouselook is the only mode I use. I feel it's the best for FPS games. The downside is you have to use ratcheting to disable the right wand in order to recenter your wrist. But with my mouse I use a very low sense and have to pick the mouse off of the mat anyway I kind of liken it to that.
I was just thinking yesterday that I should see if it can work in a lightgun configuration, holding a single Hydra controller with both hands. I think the cord is long enough.
Another option would be movement controlled with the left analog stuck, and the gun free-moving around the display with the right motion control. Are the hybrid modes mentioned by MotionCreator already doing this? I don't think I ever got them to work.
Isn't the nausea from the fact that you're making unnatural movements with the controller? Your body shouldn't be used to those kind of movements because that's not how it moves, so it's tricking itself, right?
Nice first-day impressions, especially of Museum of the Microstar http://www.youtube.com/watch?v=9qqH_L8H-7s
Actually, after looking through all the modes with that video, I feel like none of them offer what I was wanting to try, which is keeping the view steady and only moving the gun arm around. =P As in, your target reticule would move around the screen but the left analog stick would move the view itself.
Pretty much any content that comes out with Rift support will get my money. I'll try every third party mod that I can get my hands on as well.
I'm surprised we haven't seen any Mirror's Edge or Skyrim let's plays yet. Does anyone know where the support level is on either of those? Is there some central place that collates the status of various games?
Edit: I found a video of someone testing a video player in the Rift (just as a proof of concept I guess). What video did he show, you ask? A My Little Pony fan video set to the theme from Card Captor Sakura. Classic.
I want to know the porn implications of this; I know that video is going to look like hot garbage through the Rift until at least the consumer model (if not consumer model v2) but still.
Mirror's Edge has head tracking. I've been told it mostly works with the Rift dev kit, but the key to adjust the zoom isn't working.
Did you change the FOV settings in Skyrim - increasing the FOV to 120 really help things. The only thing that I find odd it the distortion of the image when you tilt you head side to side. Other than this it looks great and the tracking is great!!!!
A quick look at the MTBS3D forums tells me:
and
So from that, it looks like Skyrim has some solid support with a few bugs and Mirror's Edge is also almost working, but with a few bugs.
Then what are you doing with the DevKit? Bring it over to Vienna!I played around with my Rift some more -- standing up this time around, with a gamepad, and with correctly configured settings -- and experienced none of the nausea that I felt the first time around. I wish I had the time right now to do some actual development for it.
Actually, after looking through all the modes with that video, I feel like none of them offer what I was wanting to try, which is keeping the view steady and only moving the gun arm around. =P As in, your target reticule would move around the screen but the left analog stick would move the view itself.
Actually, after looking through all the modes with that video, I feel like none of them offer what I was wanting to try, which is keeping the view steady and only moving the gun arm around. =P As in, your target reticule would move around the screen but the left analog stick would move the view itself.
Anybody consider combining Oculus VR with binaural audio for a project?
this is binaural, http://www.youtube.com/watch?v=IUDTlvagjJA
now you know the answer
but the binaural question was handled in the Rift panel @ SXSW or whatever that show was called, and they concluded that it would be awesome but the computations are extremely hard and the result is very personal, i.e. what sounds natural for one person is "uncanny valley" territory for the other
I'm using Dolby Headphone right now (Xonar DGX) and quite pleased with that, but it only does horizontal surround so no heights ... Creative has a bit more advanced algorithm but only on their most expensive cards
Is there a difference between binaural and stereo?
I haven't tried surround sound processing since the early days of creative. Have they gotten any better at positional audio? I used to turn it right off in games like Unreal Tournament.
I'll bet Creative (or Dolby) charges quite a bit if you want to implement their tech in your games.
Is there a difference between binaural and stereo?
Edit: Having looked it up...no...I don't think anyone is going to go out of their way to record audio with two microphones spaced at the average distance between the human ears. I'm sure some games try to replicate this, or at least try to find a balance between generic stereo and binaural audio.
Shouldn't that stuff be super easy to code into a game? You know where the player is and where the sound is coming from, so you could calculate the time delay you need between the stereo channels.
Am interested in realtime computation of 3d sound (wave) propagation forAnybody consider combining Oculus VR with binaural audio for a project?
Man, despite all the imperfections of the kit (motion sickness, low resolution and etc) im really tempted to buy one.
anyone dare to guess how much time before the next version release ?
They have been a bit more transparent, they did an update (can't remember if it was on the kickstarter or otherwise), talked about the shipping order, international shipping, I think some of the reasons for different things they are doing, and mentioned that the delay is the factory, and they did NOT have 10k already assembled as was (if you believe them) erroneously reported.I really wonder what the shipping hold up is, why the batches are so small and why they only send out one a week, if they really have 10k units completed as has been reported. Surely negotiating a bulk shipping agreement isn't that difficult. They absolutely need to be more transparent about this.
I really wonder what the shipping hold up is, why the batches are so small and why they only send out one a week, if they really have 10k units completed as has been reported. Surely negotiating a bulk shipping agreement isn't that difficult. They absolutely need to be more transparent about this.
Right now, the main bottleneck is the number of units coming off the line at the factory. We don't have a huge stock of units sitting in our warehouse waiting to ship out. As soon as we have enough units ready to ship a large batch, they ship out the same day.