bloodydrake
Cool Smoke Luke
How bout a few more stacks of kindling for this here fire...
For those with Vives dl here
Haven't tried it myself yet but seems like it may be promising.
that looks awesome! Cant wait to try this
How bout a few more stacks of kindling for this here fire...
For those with Vives dl here
Haven't tried it myself yet but seems like it may be promising.
RIPmotion: VR running in place locomotion
Anyone seen this? This seems really better compared to teleportation movement!
RIPmotion: VR running in place locomotion
Anyone seen this? This seems really better compared to teleportation movement!
Does it solve any of the motion sickness issues though? Because you are still not really moving so I would assume this solves nothing.
Yeah might as well use the trackpad. At best this doesn't create as huge a disconnect from standing while moving to walking around, but it won't help against sickness much.
No but I do have a number of peer reviewed articles on cybersickness to my name.
Which admittedly says little more than I'm not a total dunce on the subject, but still.
How bout a few more stacks of kindling for this here fire...
For those with Vives dl here
Haven't tried it myself yet but seems like it may be promising.
Anyone have a good solution for the breakout box not getting dragged around.
Anyone have a good solution for the breakout box not getting dragged around.
Except youre not dissecting anything. Youre just spouting nonsense and demonstrating your fundamental misunderstanding of VR. For exampleI have concerns that I would like to see you try to address. The more you go on, the more I can dissect all the faults in your thinking. Are you scared to go down the rabbit hole?
https://youtu.be/godnB5PhoDU?t=4m30sTeleporting doesn't make me nauseous" is proof that teleporting doesn't make a person nauseous.
"Ratcheting sounds ridiculous" is NOT proof that ratcheting doesn't make people nauseous
If I pushed off a wall that wasn't there in VR, I wouldn't FEEL my body going in the opposite direction. I'd just SEE it going in the opposite direction. Seeing locomotion without feeling it is the #1 cause of nausea in VR.
I still cant find the specific video* where he refers directly to camera control, so hopefully this will do. Its specifically about ratcheting again, but he talks about similarly violent camera movement.See, this is why people are hostile towards your idea. You're pulling these claims straight out of your ass, with no direct experience with your proposed locomotion technique. I can tell you right now that any VR head movement that you don't physically feel IN YOUR HEAD, will cause nausea. You can't just shift that feeling to your hand and expect your brain to just magically rewire.
Except your brain doesnt consider the results to be "false," because those results are a direct product of the instructions being sent to the hand. Your brain thinks, Id like to be closer to tha <Burns>Excellent.</Burns> Your brain is actually quite comfortable with the idea of producing results with the hands. Most of your brain is devoted to it, in fact.Again, nausea isn't caused by the disconnect between when you touch with your hands- it's caused by your pesky inner ear detecting false movement.
Dig those tiny feet.
Yeah, my bad; I was watching it while I was doing something else and mostly just noticed that he spent a lot of time in the CB, but I guess he was demoing, so whatever. Anyway, it would be a lot more efficient if a button tap would cast rays from the helmet to find the far end of the CB, and simply snap-rotate the VE so the chest then lies along that path. Then the fairy dust can appear to tell the user which way to turn to relocate their loot without strangling themselves. Thatd be faster, and probably less disruptive.Ive told you before Walkabout doesn't require you to reverse to gain open space- you simply pivot to face a spacious direction in your room, while in-game you're still facing the chest. The long-winded essay that you continued to write has just been voided. *frowny_face
Much like stars, actually, the comparatively small IR markers get lost easily, especially at longer ranges where they fill less of the cameras view. So they use widely spaced arrangements of markers with a fair bit of redundancy, so when individual stars inevitably twinkle out of sight, they can still recognize the constellation by the stars which are visible tonight err, visible this frame. So there might be a dozen LEDs on the front of the mask because during any given frame, theyre only gonna be able to see a random selection of six or ten of them. But, thats enough for them to say, Nah, thats definitely Orion, cuz theres the belt yeah and see Betelgeuse and Bellatrix up above? Hence the name.Just answer the question :/ What is the reason you claim that a Move sphere can track better than a theoretical Move-sphere-sized Touch constellation pattern?
Specific in what way? It would basically just serve as an auto-run function. Or instead of skates-on-ice, make it socks-on-linoleum and peter out after a short distance, but still allowing them to cover twelve paces with three good pushes, for example. Really, any kid of momentum you tack on at the end will help hint to the player that theyre moving through the environment. But as long as the user is setting the velocity manually and it then drops off at a predictable rate even 0 that should be pretty comfortable, I suspect.Regarding the glide idea, I think it would rely on pretty specific game conditions to be useful, so it's probably not a good general fit, but could still be fun as a novel input method for a game built around it.
Well, like I said, we can constrain the users movements arbitrarily. We just need to be reasonably predicable, like introducing appropriate planar restrictions. You have 6DOF control in the pool, but if youre holding on to the wall at the ice rink, you can really only change your x, y, and yaw. See what I mean?Edit: just saw the one you linked, https://youtu.be/MtY12ziHuII?t=2m38s - good example. I think it would be pretty difficult to move without accidentally causing motion sickness if the grip applied to full 6DOF movement like that. Problem stems from the relative ease of moving your lightweight hand without having a real body mass behind it. It would be sensitive to pretty fine hand movements which would make your vision tremble. Would wind up needing to have some smoothing applied I think, which could introduce latency.
I actually found a video where Rick Marks and Doc_Ok were talking about how awesome and useful ratcheting was, and how sad it was that nobody would even give it a chance. Well, it was more like Rick mentioned ratcheting is a thing, and Doc_Ok immediately started gushing about it (after politely waiting for Rick to finish). He was describing a little more freedom than youd probably want to give players in a typical game situation, but like I said, he was pretty excited someone else finally brought it up. Doc concludes with, Everybody frowns upon it, but once they try it, everybody loves it. Its just the most natural thing.The grip idea would work well for rotating a 3D model while working on it with your other hand in a VR editor. Just could get a bit unpleasant if that extended to direct control over moving your whole universe in the same way. Comfort should be fine with 2D surface movement though.
Well, whats nice about it is that as Doc_Ok points out, the technique itself allows for some crazy and useful possibilities in the abstract, and I think we can simply allow/disallow certain techniques at certain times so that player locomotion is only allowed in non-game-breaking-yet-predictable ways. For example, we could allow players to simply fling themselves in to the air like Thor, or we can make it so that gravity still affects them and they plop right back to Earth as soon as they release the button. I think the flexibility there may be one of its greatest strengths, really.Worth acknowledging as an input concept, and there are some applications where it has a place. Just don't try to stretch it too far, I'd say.
Sure, but like I said, skates are a thing too. And once everyone is used to skating around everywhere, they wont even care if their toons actually have wheels on their feet or not. Theyll be buying ankle-wing mods and shit like that instead.Best application I can think of would be a game where you work in zero-G and can push through a space station - that lets you get the glide periods in to give your arms a break.
I think ratcheting could certainly evolve into a valid choice for many game designs, either in addition to[/b] or as the sole means of locomotion / movement (in as much as there is a 'toggle' for the ratcheting function.) Being new to the concept, I'd have to play something with a strong action/arcade element to see how well it could be done simultaneously with aiming and interacting (it seems like ratcheting could be achieved in a limited way with a single arm, with the other used for aiming or environment interaction/manipulation). In a twin stick shooter you use one stick for movement and the other for aiming and it gets to be second nature - almost.
5ms! No, most of the headsets are ~18ms, I think, which is good enough, apparently. I suspect we wont hit 5ms any time soon though.On a semi-unrelated note, the input lag in that move video (yes I know it's PS3 era move) is so bad, I really really hope that PSVR can keep input latency in the sub 5 ms window, or it will make any locomotion/interaction scheme look bad.
That's clever. Anyone know why he can't just use the headset to detect the movement? Too much stabilization done by the rest of your body to get a good read from there? Regardless, sticking the wand in his belt is clearly just a proof of concept. Seems like you should be able to get all of the needed data from a Bluetooth IMU clipped to your belt. He's basically just using the wand as a networked pedometer so he knows when to move the avatar forward. Just the jostling in your head should help minimize sickness though.RIPmotion: VR running in place locomotion
Anyone seen this? This seems really better compared to teleportation movement!
Yeah, I was thinking it might be nicer using more subtle movements, but you might need an "appropriate" amount of jostling in your ears based on how fast you're moving. You could probably train yourself to be comfortable with less jostling and/or more speed though, I'd imagine.This would get so tiring so quick. Seriously, just test it it out by jogging in place for intermittently for 15-20 minutes. Then imagine that with a Vive on your head/face.That said, it could be great for a work out app.
This is kind of amazing.
Assetto Corsa GT3 Oculus Rift "Mixed Reality"
https://www.youtube.com/watch?v=LlFKjWGxZqk
Your hands and brain communicate alot. That doesn't mean that your head will re-map those signals with no qualms.Except your brain doesn’t consider the results to be "false," because those results are a direct product of the instructions being sent to the hand. Your brain thinks, “I’d like to be closer to tha… <Burns>Excellent.</Burns>” Your brain is actually quite comfortable with the idea of producing results with the hands. Most of your brain is devoted to it, in fact.
A constructive idea.Anyway, it would be a lot more efficient if a button tap would cast rays from the helmet to find “the far end” of the CB, and simply snap-rotate the VE so the chest then lies along that path.
Who's to say the cameras aren't high-res enough to differentiate smaller clusters of IR led's?Much like stars, actually, the comparatively small IR markers get lost easily, especially at longer ranges where they fill less of the camera’s view. So they use widely spaced arrangements of markers with a fair bit of redundancy, so when individual stars inevitably twinkle out of sight, they can still recognize the constellation by the stars which are visible tonight… err, visible this frame. So there might be a dozen LEDs on the front of the mask because during any given frame, they’re only gonna be able to see a random selection of six or ten of them. But, that’s enough for them to say, “Nah, that’s definitely Orion, cuz there’s the belt… yeah… and see Betelgeuse and Bellatrix up above?” Hence the name.
Show me a QR code, and I'll have no idea what it leads to. Show it to a phone, and it will decypher it instantly. So I don't find your example all that relatable.As for why Move is "better," do you generally find it easier to spot Orion or an internally lit blimp of similar diameter in the night sky? "Easier to spot" is "better" when we're talking about trying to spot stuff.
I can't find the post, but I believe it was a Hover Junkers developer who claimed that walking in place on the Virtuix Omni still causes motion sickness, because even though your head is bobbing up and down and your legs are moving, there's still no horizontal movement for your inner ear to agree with what's happening in the virtual world. Bobbing up and down in place would therefore fail the same test.(Running in place is) clever... snip... Just the jostling in your head should help minimize sickness though.
This was on gamestop.com/vr
"PERSISTENCE - Just a few years ago, if you were to put on an Oculus Rift developer kit, turning your head would result in the image smearing. This "screen door" effect was created by images lingering too long on the screen. Over the years, Oculus and others working on consumer virtual reality have reduced image persistence to minimize the lingering after effects."
I'm sort of new to VR Stuff (I have a Gear VR and plan on getting a Vive)
Isn't the screen door effect the "grid"/lines you see between the pixels, and not what they said in this?
Just got done playing Vanishing Realms.. Jesus... I think besides Audioshield, this is the killer app for Vive. The battle system is real nice. For nearly an hour I literally had presence only broken when I hit a box or my treadmill in the basement.
For anyone with a Vive, you guys owe it to yourselves to get Vanishing Realms. This is the future of dungeon crawling and my gosh, I cannot wait for an MMORPG with these mechanics. Seriously, it would be fucking glorious.
Ha, I really enjoyed what I've played of it so far. I'm such a wuss, tho. That first skellie almost gave me a heart attack.
Insomniac Games, the studio known for series such as Ratchet & Clank and Spyro the Dragon, today announced an Oculus Touch exclusive that promises to have you throwing fire balls and wielding magic of all sorts. Its called The Unspoken.
The Unspoken is slated to arrive during holiday season of 2016
Oculus exclusivity bullshit continues:
http://www.roadtovr.com/insomniac-a...en-oculus-touch-exclusive/?platform=hootsuite
Oculus exclusivity bullshit continues:
http://www.roadtovr.com/insomniac-a...en-oculus-touch-exclusive/?platform=hootsuite
Oculus exclusivity bullshit continues:
http://www.roadtovr.com/insomniac-a...en-oculus-touch-exclusive/?platform=hootsuite
Jesus, just grow up.
I wonder if we'll start to see "can only be played on Logitech Keyboards" deals sometime down the road. Exclusivity to peripherals is a new and scary thing to the PC-space.
Oculus exclusivity bullshit continues:
http://www.roadtovr.com/insomniac-a...en-oculus-touch-exclusive/?platform=hootsuite
So I just got to try out The Lab and a couple of other things using my Razer Hydras, which I literally had to dust off. Tracking clearly isn't 1:1 but I've got them pretty well set up and they work okay for maybe half of the experiences in the lab. The catapult works fine. The bullet hell thing worked really well. I tried the demo of The Brookhaven Experiment too.
They twitch more and more the further from the base station they get with the current implementation, but it's nice being able to get a sense of these things without waiting for my friend's Vive or the Touch controllers.
Plus, as janky as the current implementation is, it's also nice to use my Hydra's again for something. I'm not sure why they're so twitchy as they never were before. Hopefully they can get them working better.
It's impressive how fun something as simple as Brookhaven is, even with super twitchy guns that aren't motion tracked that well. As twitchy as they get, it doesn't seem to effect the aiming much. Maybe some autoaim is happening?
Unfortunately the twitchiness really prevents you from enjoying the Longbow game in the Lab. I was hoping that one would be plenty playable, but the tracking isn't nearly good enough for it.
I can't get the budget cuts demo to install unfortunately. I'll mess around with that tomorrow. Anyways, time for some Pinball FX 2 before I hit the sack. It's still my favorite VR game.
Keyboards aren't cutting edge technology, they all use standards set in stone ages ago, so no.
VR is new and these things will smooth out as time goes on. That's after both Oculus and Valve are done with the cockfighting and VR API development goes under a consortium instead of a single company with their own interests.
These are funded by Oculus. It's basically the same situation as first party console games.
http://ca.ign.com/articles/2015/07/13/oculus-luckey-offers-explanation-for-exclusive-rift-games
A universal VR API will require some third party with enough clout to step and force it. I don't see Valve and Oculus getting along on that front if left to their own devices given they have rather opposing ideals. The best we're likely going to see in the near to mid term are the most used engines (Unreal, Cryengine, Unity) supporting both and unifying their implementation from a dev's standpoint.
It takes time but I'm sure it'll happen at some point as more HMD manufacturers are entering the market.
Valve might license OpenVR openly but it could be stressing them too being the sole developer.
Could also be that the consortium developed API will come completely from somewhere else (Google?).
Looking at the past at (somewhat comparable situation) SGI was the only developer of IRIS GL, 3D graphics API until they said fuck it in 1992 and formed a consortium to develop and maintain what's called now OpenGL.
Should be noted that despite it DirectX (Microsoft developed) is still alive and kicking. Doesn't mean VR has to go the same road, though.
Short of Microsoft rolling a VR API into the traditional stack of DirectX/Xinput/DirectInput, or the Khronos Group doing something similar, I only see OpenVR as having a real shot at being a universal API - assuming they partner up with other major players. Oculus wants to completely tie the API to their store which is a nonstarter. OSVR just doesn't have the support needed in general to gain critical mass. Google is too focused on their own platforms to care much about the PC, and frankly they're too fickle of a company to rely on for an industry standard.
Anyhow, a VR API to rule them all will happen eventually, somehow, but that's probably years away. In the interim things are going to be a bit rocky.
Oculus exclusivity bullshit continues:
http://www.roadtovr.com/insomniac-a...en-oculus-touch-exclusive/?platform=hootsuite
looks interesting. I'm sure Insomniac will deliver!
The community will break land speed records getting this game working on the Rift. I think this sort of game has a lot of promise; drawing out weapons and shields n shit.
Except youre not dissecting anything. Youre just spouting nonsense and demonstrating your fundamental misunderstanding of VR.
Adhesive velcro strips? Alternatively a plastic variant would provide even more holding power.
The thing you bolded and underlined as an example of his "fundamental misunderstanding" is 100% true. What do you believe is the #1 cause of nausea in VR? (aside from using a shitty non-Sony Playstation® VR system)
All of silver surfers posts point towards the PSVR being the optimal device. This is why PJ made such a comment.Huh?
People are sure getting mad about VR. Should call it Virtual Rage.
OSVR just doesn't have the support needed in general to gain critical mass.
Huh?
So I got my 1.4 a few days earlier than it was actually supposed to ship. Awesome. Thanks Razer!
NOTE: I actually noticed that the teardown reference material I have is for a HDK 1.2, so I can't offer a direct hardware comparison between 1.3 and 1.4. This is based off of just my experience with the 1.3, not a teardown of. If you have teardown images of a 1.3, please contribute to the conversation! Pop the face plate off and give us a picture so we can compare notes.
After spending an evening looking over my 1.4, what has really changed and what's the same? Not much except the screen diffuser, and rubbery nose bit it appears.
Behold! The HDK 1.4 rubbery nose bit. For me, it does nothing for comfort but does protect against outside light quite well. Also take note of the still very thin foam padding. Wasn't there supposed to be more of this stuff?
https://goo.gl/photos/3r9bgPiZdquLChxMA
First, of course, everyone wants to see the new screen diffuser and know what it does. What it does, is a great job of virtually eliminating the screen door affect. What you pay for with that luxury is a slight pearlescence on whites and a slight texture to the image. Kind of like rear-projection, actually. Check out the pics below. No tricks of the camera, that's what you see.
This change alone makes this HMD more attractive, I think, because the image is markedly more pleasant to look at. I sure am a fan of it.
All images taken with a Galaxy S5 jammed in to the eye-cup until it looked centred, naturally distorted, and focused to the phone display. I encourage you to view the full resolution images as they show off the affect of the diffuser well.
https://goo.gl/photos/JSnkrUQB1oPEaxTNA
https://goo.gl/photos/1oZhcvzcWAWiDWaq9
https://goo.gl/photos/1DCygFzsphRTH9Nr6
https://goo.gl/photos/qSqTnc2o5Kjcz6Wx7 (Source content: http://fallout.wikia.com/wiki/Fallout_4)
Now, 1.4 doesn't come without its downsides, and the biggest one that I and a number of other 1.4 owners seem to have is a weird bubble/fish-eye affect centred in the middle of the FOV It distorts everything around it like you are literally viewing the image through a drop of water. It isn't being displayed. This very fish-eyed distortion makes viewing moderately straining as you see the image 'roll' around the edges.
Another downside seems to be the newest OLED firmware, or its interaction with the device, which appears to have trouble retaining settings following a reboot or a disconnect/reconnect (which I do frequently). For two whole days I've tried to get the headset to stop reverting back to desktop SBS mode and away from 60Hz 10% persistence. 1.92 has issue. 1.91 seems better. COM connections seem much more difficult to successfully open.
Distortion
Ignore any horizontal distortion seen at the top or bottom. That is just due to the position of the camera and is not present when wearing the headset. Instead, note the spherical distortion right in the middle of the image. For the forum page it's quite obvious. For the file listing, look right at the file listing for 5802 and 5807 which are basically at the center of the 'bubble'.
https://goo.gl/photos/uRAwdN2ZirofALGG6
https://goo.gl/photos/wt4VBYyagSPwBgse7
I've removed hardware comparisons as the only reference material I have is for a 1.2 and I don't think it's fair to point out hardware differences while missing a generation to compare against. Instead, I'll just post the images below and let you take a look. I checked under the board as well and there was nothing remarkable.
[Headset images]
https://goo.gl/photos/VL14pibdtCn7ZrQVA
https://goo.gl/photos/UYBWV2cxYqjBHkdk6
https://goo.gl/photos/KeBwzgXjzuFmezrq5
https://goo.gl/photos/vPUEAzgQFpfnyJyg7
https://goo.gl/photos/d1KhPATsCRm83Nm79
Apr 17,2016
It's been a long time coming, but I finally have come so far as to be able to commit an initial version of a native OSVR integration3.
It's very basic so far, only extended mode, and hard-coded distortion due to that. More features will be added in the coming weeks, and hopefully direct rendering too.
In parallel I'm working on the stand-alone JNI project3 (this is where most of the work has been put, by far).
Why would anyone be interested in this when OSVR can be used in jMonkeyVR (which is also way more feature-rich) via the Steam plugin?
I can think of two scenarios:
You don't need Steam installed. I guess most gamers have it already, but for some types of (especially non-game) applications, you may not want to have to install Steam.
You are targeting OSVR for one reason or another. OSVR is entirely open-source and also has plugins for Vive and Oculus, so it may eventually be a viable option. It's still quite early in development, though.