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Cymatic Bruce Plays Portal 2 on Oculus Rift with Vireio Perception

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Greetings Road To VR Readership!

In partnership with Road To VR, I present Cymatic Bruce’s Video Breakdowns! For those that do not know me, I am a VR Vlogger that has been producing Oculus Rift gameplay videos and VR Development observations. You can check out what I have been up to on my YouTube channel. Nice to meet you!

These segments will be a space for me to dive a little deeper and expand upon my experiences with the Oculus Rift Development Kit. I almost always find something useful after I post a video, or one of my viewers may pass on information to make an experience better. Unfortunately, these nuggets of knowledge often get lost in the comments section never to be seen again. That all changes here! Let’s dive right in with a closer look at my latest experience, Portal 2.

Vireio and Head Tracking

Portal 2 is on the short list of games that work with Vireio Perception, an open source program that forces a game to recognize the Rift’s headtracking, play in stereoscopic 3D, and warp the screen properly for Rift viewing. Perception is an exciting tool, because the games we already love to play can be “retro-fitted” for VR. However, some tweaking will be needed to achieve a comfortable experience in the Rift. One of the easiest tweaks is head tracking.

Perception assigns pitch (nodding your head up and down) and yaw (turning your head side to side) to the in-game mouse control. By
head tracking and 6 dofadjusting the mouse sensitivity, you can control the relationship between the distance you turn your head and the distance the in-game camera moves. In the case of Portal 2, turning the mouse sensitivity all the way down results in an approximate 2:1 relationship
. Turn your head 90 degrees, then in-game camera turns about 45. Turn sensitivity all the way up for an approximate 1:7 ratio. Turn your head 90 degrees, and the game turns 630!

The desired setting will depend on personal preference. Some will prefer tracking 1:1, close to real life. I tried out the lowest setting, and found it very comfortable. I was able to use my head for precise aiming very easily. I will say that higher settings seem to increase the chance of mouse drift.

A strange side effect of having head tracking in a game that was not designed for it is “shadow crawl”, where real-time shadows and reflections shift around when you roll your head. I did the quick and dirty solution: disable the real-time shadows. To do so, type the following into the console:

r_shadows 0

FOV is Key

One of the most important adjustments to make in Portal 2 is to change the field of view, or FOV. This is accomplished by typing the following commands into the console:

sv_cheats 1

cl_fov 110

The FOV of Portal 2 will not go beyond 90 degrees unless cheats are activated.

Changing the FOV is a necessity in almost every game compatible with Perception. Most games have a standard FOV of 90 degrees, which is actually the same horizontal FOV of the Rift. However, you have to consider how little of the screen you see. Below is a rough estimate of what I see on screen, using the C lens cups. As you can see, my in-game horizontal vision is rather limited.

Oculus Rift FOV Diagram

If you leave this alone, the entire game will look entirely too close to your face. It may make your eyes feel funny too – at least it did for me. Setting the FOV to 110 works in most games for me, give or take a few degrees. Depending on the lens cups you use and your level of comfort, this number may vary.

Why No Hydra?

Portal 2 is one of the few AAA titles that feature full Razer Hydra integration. Given how well the Hydra and the Rift work together, it is natural to assume that Hydra + Portal 2 + Rift is going to be the ultimate experience. Unfortunately, its not quite there yet. When the Hydra is in use, the mouse is deactivated along with the head tracking. You suddenly find yourself riding the movement of your right hand, which is a recipe for wooziness! Perhaps down the line we will see a proper implementation of VR into Portal 2, and be able to enjoy this stellar combination of peripherals!

Motion Sickness and Eye Strain

Portal is a franchise famous for its acrobatics and death defying drops. Experiencing these feats first hand in VR is not recommended for Rift rookies! I have been playing with the Rift for at least a few hours every day for the past 2 weeks, and even I almost fell out of my chair. Fortunately, I never felt queasy during gameplay, just had a pleasant tingly feeling that one might have after riding a really awesome roller coaster.

After 2 weeks of daily Rift use, I have no issues with eye strain or discomfort.  When the IPD (Inter Pupilary Distance or distance between your virtual eyes) and convergence settings are right, your eyes will focus in the Rift similar to how they focus in real life. Thankfully, the latest build of the Vireio Perception includes a calibration tool that will ensure a pleasant viewing experience!

Thank you so much for reading and watching my humble content! If you have any questions, please feel free to post them to the VR Forum, or in the comments below.

Until the Next VR Experiment,

–Cymatic Bruce, http://cymaticsoftware.wordpress.com/

The post Cymatic Bruce Plays Portal 2 on Oculus Rift with Vireio Perception appeared first on Road To Virtual Reality.


10 Tips for Safety and Success When Demoing the Oculus Rift to the Public

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10 oculus rift reactions from gdc 2013

Christer-Andrew (aka Namielus) shares his 10 step illustrated guide on how to demo your Oculus Rift safely and effectively to your friends, family, colleagues or customers. Originally started as a post on the MTBS3D forums, this expanded and now illustrated version should ensure you’re well prepared for any possible Rift-demo-based scenario.

How to Showcase your Oculus Rift: 10 Tips for Safety and Success

1) Keep babywipes handy for each and every person so you can encourage them to wipe their faces before donning the Rift. Mainly for sanitary reasons, to protect your Rift and to ensure that the next person in line doesn’t suffer too much. Believe me, strangers can be dirty/sweaty and the last thing you want to do is single people out.

rift-demo-guide-1

2) Tell the user to put the Rift straight onto his face first, then pull the strap over his head. Most users will start by putting the strap at the back of their head pulling the rift down in front. This will result in them smearing the lenses on their foreheads; greasing it up and even scratching it. Before you know it you’ll have tanning lotion, grease and all kinds of gunk in your Rift.

It’s tricky to explain, but have them hold the part of the rift that is attached to the foam-rim. Pushing and pulling the Rifts front section will violently rip it around its adjustments.

rift-demo-guide-2

3) Pay attention to new users at all times if they are standing up (which can significantly enhance the experience in the Razer Hydra Tuscany demo). It may seem like they are in balance, but I had a person fall badly and faceplant while walking up virtual stairs in the Tuscany Hydra Demo smashing her head (and my Rift) straight into a wall beam. It’s not common, but if you are going to showcase it publicly  do keep this in mind.

rift-demo-guide-3

4) Explain to the user how important it is that the unit’s optics are as close to their eyes as possible. Use a coin to adjust one side at a time, and tell them to listen for the clicks and let you know when it’s too close. Then adjust one click back to ensure comfort.

5) Heavily downplay the Rifts resolution and motion blur issues before you show it to each person whilst also explaining that this will  certainly improve in the consumer version. In my experience this will make them go at it with a positive angle, not the opposite

6) If you are using Sixense‘s Razer Hydra Tuscany demo, line the hydra up with the wires out the back of the base station (wires away from the user) and have the user straight in front of it, but far enough so he wont hit his hands on the table if he reaches down for something. I put a x-cross on the floor for people to stand on.

rift-demo-guide-4

7) If you want to cater for the near-sighted, bring a large clear plastic bag. Never under any circumstance must you replace the lenses outside this bag. To replace the lenses, first put the rift inside the bag and twist the lenses off while holding it safely inside. Then put the new lenses on and make sure they are tightly fastened. Finally, put the previous lenses in a smaller plastic container and only remove the rift when the lenses are secured.

If you fail to do this, you will get dust inside the unit and onto the LCD panel inside. Unless you’re inside an Intel manufacturing plant – there is no place on earth without dust.

rift-demo-guide-5

If you only have one rift, it’s a good idea to group the near-sighted people together to save time. This of course only applies if you are showcasing on a larger scale.

8) Remind people that if they are wearing lenses that correct their vision, they should not count themselves in the near-sighted group.
This might seem obvious, but I encountered this problem several times.

9) Regarding the Razer Hydra Tuscany demo, it’s important that you explain that the right thumbstick controls body rotation and where you are looking is not the direction in which you walk.

Enabling the cross-hairs helps, and it’s also a cool demo in itself. Users hit the “pointy finger button”, and push the menu inside the game with a real life motion. Having the cross-hairs on also seem to help reduce motion sickness.

10) When reaching for objects in the game, do not bend towards it. Tell people to keep their head at the same height where possible. Walking closer, stretching your arms as far as you can and slightly bending your knees minimizes any potential issues caused by the Rift Development Kits lack of positional tracking.

rift-demo-guide-6

A huge thanks to Christer-Andre for extending and illustrating this guide for us. You can catch up with some of his projects over on his YouTube channel and read our article on his extremely promising Virtual Cinema / Lounge project here.

The post 10 Tips for Safety and Success When Demoing the Oculus Rift to the Public appeared first on Road To Virtual Reality.

Oculus Rift SDK Updated to v0.2.1, Initial Magnetometer Drift Correction and More

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oculus rift diagram

Oculus VR. Inc has just announced that the Oculus Rift SDK has been updated to v0.2.1. Changes to the SDK include initial magnetometer-based drift correction, support for chromatic abberation correction, Mac OSX comaptibility for the c++ OculusWorldDemo and Unity integration, and more.

You can find the latest SDK download at the official Oculus Developer Center.

The initial magnetometer yaw drift support is likely to make developers happy. The Oculus Rift IMU/head tracker shipped with a built in magnetometer — a device that measures the Earth’s magnetic fields — but it has been inactive until now. The function of the magnetometer is to correct for yaw drift.

Drift happens when small errors in the tracker build up and eventually the unit thinks that it is pointing one direction when it reality it has ‘drifted’ elsewhere.

For example: you put on the Rift with virtual North and real North aligned, spin around for a little while, then return looking at virtual North. If the IMU has drifted, virtual North and real North will no longer be aligned. In use this might mean that you are facing your desk in real life but the virtual ‘forward’ direction may have drifted, which is problematic for obvious reasons.

The magnetometer uses the Earth’s magnetic field as a frame of reference to correct for IMU drift. It’s unclear at this point why Oculus didn’t have drift correction enabled in the first place, but now that it’s here developers can start using it in their programs.

The full patch notes are as follows:

New Features

  • Added initial magnetometer-based yaw drift correction. Press ‘X’ and ‘Z’ keys to calibrate in OculusWorldDemo.
  • Added support for chromatic aberration correction.
  • Added Mac OSX support to C++ OculusWorldDemo and Unity integration.
  • Redesigned SDK internals to make use of portable HID abstraction layer.
  • Added motion prediction to OculusWorldDemo app, it can be toggled with ‘P’ key.

Unity

  • Exposed new properties in OVRCameraController to toggle prediction, chromatic aberration, etc.
  • Added 64-bit Windows support.
  • Fixed deferred rendering shadow issues with Rift integration.

Bux Fixes

  • Modified StereoConfig to adjust projection center based on lens centers instead of IPD; this approach is correct considering collimated light.
  • Fixed renderer crash triggered on HD3000 when mip-maps were dropped.
  • Fixed occasional USB re-opening issues when USB connector is plugged back in.
  • Adjusted reported distance between lens centers to 63.5 mm.

See All Oculus Rift News

The post Oculus Rift SDK Updated to v0.2.1, Initial Magnetometer Drift Correction and More appeared first on Road To Virtual Reality.

Second Life Developers Confirm Oculus Rift Support is on the Way

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second life oculus rift support mmorpg virtual reality

Second Life will soon be added to the list of Oculus Rift games, according to a report from New World Notes. A spokesman from Linden Labs, developer of Second Life, has confirmed Oculus Rift integration and promises “strong support” for the VR headset.

Second Life (2003) is a free massively multiplayer role playing game (MMORPG) where players create virtual avatars to inhabit the world. Players can create homes, clothes, buildings, and more; a virtual economy provides ways for players to sell and trade such goods. Second Life has around 33 million registered users.

New World Notes reportsthat Linden Labs has unveiled its plans to support the Oculus Rift VR headset in an official manner.

“Yes, we plan to strongly support Oculus Rift. That means code, client, and server-side, to make the Oculus Rift experience excellent in Second Life”, NWN quotes Peter Gray, PR manager at Linden Labs. Gray didn’t offer a timeline for Second Life Oculus Rift support just yet – but judging by his words, the virtual reality studio is very interested in the device.

NWN is speculating that the first Second Life demos with Rift support could be released this year, with a full-fledged integration following when the consumer version hits the market. According to Oculus VR Inc’s own predictions, the Oculus Rift release should happen in Q3 2014 – so Linden Labs has lots of time to integrate a proper Oculus Rift mode into their version of the Metaverse.

In addition to the official information, several members of the development studios have unofficially pledged their support for the VR headset. Supposedly, there’s “lots of interest” and many Linden Labs developers are waiting for their private Oculus Rift dev kits. It will be interesting to see how well the Second Life integration for the Rift will work once it’s finished.

A New Challenger

Second Life is not the only MMORPG interested in VR — a possible competitor is already waiting around the corner; Philip Rosedale, original inventor of Second Life, has founded a new company called High Fidelity and wants to create “a new kind of virtual reality platform.”

Is it just a coincidence that his project has unveiled a few weeks after the first Oculus Rift developer kits shipped, or will High Fidelity’s VR platform support Rift as well? We’ll update you as new information pops up.

With support for these types of games on the way for the Oculus Rift, the acronym may grow comically longer — VRMMORPG.

See More Oculus Rift Games

The post Second Life Developers Confirm Oculus Rift Support is on the Way appeared first on Road To Virtual Reality.

Jamie Hyneman of the MythBusters Tries on the Oculus Rift [video]

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Tested.com got Jamie Hyneman of MythBusters fame into the Oculus Rift. Hyneman, who has past experience in VR, seems pleasantly surprised.

In his field of work, Hyneman spends a lot of time with remote controlled robots — whether it be cars, rovers, or his famous 7UP bot.

Sometimes the thing he’s controlling is either very far away or out of line of sight. This is where telepresence becomes necessary. Hyneman immediately sees the benefit of the Oculus Rift for such situations thanks to the high field of view.

See All Oculus Rift News

The post Jamie Hyneman of the MythBusters Tries on the Oculus Rift [video] appeared first on Road To Virtual Reality.

Android/iOS Infinite Runner Game Adapted to Oculus Rift — Works Surprisingly Well

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Developer Marcelo Oliveira, Kickstarter backer #117, is working on an ‘infinite runner’ game for the Oculus Rift — the genre seems to fit surprisingly well! Oliveira hopes to release the game for free in the near future.


In the ‘infinite runner’ genre, the player runs along a forever long expanse, usually dodging obstacles and collecting coins or powerups. In this particular game, you play a ninja who runs, jumps, rolls, and throwing-stars his way down the course.

Oliveira, lead programmer at Top Free Games in Brazil, told me that he hopes to release this game for free in the future as a promotional tool for the upcoming Android/iOS version which doesn’t currently support the Rift.

Thanks to being already built in Unity, Oliveira says it took him just an hour to get initial third-person gameplay working where the camera floats behind the character and the user can look around the scene as the character runs:

“It looked cool but I knew I had to try a first-person version…” said Oliveira. Another hour and he had a working first-person prototype which he has been working on polishing.

After showing it off to friends he said that “every single one was quite impressed, the most common phrase was ‘I lost the interest in playing games in a normal monitor again’.”

I’m surprised to see how intense first-person running is; I wouldn’t have thought right away that the infinite runner genre would be a good fit for VR. However, it actually looks frightening as you barely dodge obstacles. While keyboard and/or mouse are likely the means of input, having the Razer Hydra to toss the throwing stars would surely be a hoot! For exercise, just add the Virtuix Omni!

I was curious to hear how Oliveira got interested enough in VR to be Kickstarter backer #117:

I was kind of always interested in VR, every conference I went that had any kind of HMD I gave it a try but never had the opportunity to own one, the experience wasn’t what I expected and they were expensive and with limited support. Then I saw the Carmack’s E3 video last year and started to lurk the MTBS forums, as soon as the Kickstarted launched I backed it, early this month I received my kit here in Brazil (had to pay 100% of taxes).
100% taxes? That’s dedication!

The post Android/iOS Infinite Runner Game Adapted to Oculus Rift — Works Surprisingly Well appeared first on Road To Virtual Reality.

EVR Oculus Rift Demo Steals Thunder at Eve Online Fanfest [Video]

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oculus rift eve online support ccp games evr demo

Photo courtesy Digital Trends

EVE Online Oculus Rift support is a dream for many players of the space MMORPG epic. That dream might soon be realized; CCP Games was one of the earliest backers of the Rift Kickstarter and has shown strong support for the virtual reality headset at EVE Fanfest 2013 by unveiling EVR, a 6 vs. 6 space dogfighting game that was made exclusively for the Oculus Rift.

CCP Games is the Icelandic publisher and developer of Eve Online (2003), the space MMORPG that has been running for a whole decade and still entices thousands of players. What’s more interesting for us here at Road to VR: they were one of the earliest and biggest backers of the Oculus Rift Kickstarter and have shown the possibilities of the Rift at EVE Fanfest 2013 with their secret internal project, EVR. It’s a space dogfighting game in the EVE Online universe that supports the Rift’s head-tracking, so you can see other spaceships flying by your cockpit and even shoot missiles at them by locking onto them with your head. EVR was developed in Unity very quickly, using assets from the EVE Online universe.

EVR: One of the Best Demos for the Oculus Rift

Unfortunately, there are currently no plans to release EVR as a standalone game, it’s just a quick demo to show off the possibilities of virtual reality in the space game genre. Nevertheless, the quality of the game seems to be very high. According to most of the testers, EVR is one of the best showcases for the Oculus Rift and even videogames in general. “The rush of being launched out of a Minmatar carrier’s hanger into a vast black expanse filled with asteroids, floating spaceship wreckage, and enemy fighters coming at you at high speed is unlike anything I’ve experienced in other space shooters.” writes PCGamesN.com’s Julian Benson. Even higher praise comes from Pamela Horton, Playboy’s ‘Miss of October’ 2012 and avid gamer:

“It is seriously one of the funniest and most immersive games I’ve ever played, and it was only a three-minute demo! (…) I cannot even begin to express how fun and immersive this game is. I sincerely hope the Rift consumer version comes out soon with EVR as a full-scale game. I have never had a demo draw me in so fast!”

The game was built in just seven weeks, according to an EVR background article at digitaltrends.com. A small team of around 10 Rift-enthusiastic developers at CCP coded the game completely during their free time.

“In one week we had something running, and from that point onward the game changed every day, every two days”, says Sigurdur ‘Siggy’ Gunnarsson, a Senior Web Developer at CCP Games. “We just met after work and we had loads of ideas, and then the prototype was working later that night. So it just went really, really fast.”

EVE Online Oculus Rift Support Coming?

To be clear, CCP Games has not announced EVE Online Oculus Rift support in any way yet – and there aren’t any plans to release EVR right now (nevertheless, there’s a petition to release it to the public). However, it’s not too far out to think it could become a reality. EVR is a demo that shows how quickly you can develop for the Oculus Rift. Also, it’s CCP Games’ push to get more publicity for Oculus Rift support in games.

“That’s why we’re doing this,” Gunnarsson said. “We want this done. We want this to become a reality for ourselves, as gamers.” The excitement seems to be palpable at CCP Games, which is further supported by the fact that they were one of the earliest and largest backers of the Oculus Rift Kickstarter. This information comes out of a video interview with Nate Mitchell, VP of Product at Oculus VR Inc, who was at EVE Fanfest to see how well EVR would be received.

With all the Rift enthusiasm at CCP Games and the outstanding reception of EVR, we at Road to VR sure hope that there’ll be full EVE Online Oculus Rift support in the future. If not, there’s always still Star Citizen to cling to. Would you like to fly around in space with the Oculus Rift? Or do you think that other genres would be more fitting? Discuss with us in the comments!

See our Oculus Rift Games List

The post EVR Oculus Rift Demo Steals Thunder at Eve Online Fanfest [Video] appeared first on Road To Virtual Reality.

Oculus Rift News Bits: 3,700 Units Shipped, Oculus Visits DICE, VR Roller Coaster Reactions, and More!

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oculus rift poster and tee shirt shipping
battlefield 3 oculus rift support
michael antonov oculus rift gdc 2013 - running the vr guantlet
epic citadel roller coaster reaction oculus rift udk

Time again for another segment of Oculus Rift News Bits! What’s happened lately? Oculus says they’ve officially shipped 3,700 units. VP of Product Nate Mitchell was seen in Stockholm, Sweden visiting Battlefield 3 developer, DICE. And we’ve got a few funny videos showing reactions of folks riding the Epic Citadel VR Roller Coaster!

Oculus Rift Shipments

Official confirmation that Oculus has shipped 3,700 units comes from Oculus VR Inc’s latest blog update. The company says they’ve now manufacturing around 1,250 dev kits per week. They’ve also completed setup at fulfillment centers in Europe and Asia which they expect to reduce shipment/processing time to those regions. Here’s the breakdown of where units have shipped so far:

  • 500 to Asia and Oceania
  • 700 to Europe
  • 2,500 to North America

Given this data, we can make a rough projection of future shipment dates:

Unit # Shipment Date
3,700 – 4950 May 1- 7
4951 – 6201 May 8 – 14
6202 – 7452 May 15 – 21
7453 –  8703 May 22 – 28
8704 – 9954 May 29 – June 4
9955 – 11205 June 5 – 11
11206 - 12456 June 12 – 18

Oculus has previously said that they anticipate their production rate to increase up to 1,500 units per week, so it’s possible that this schedule will accelerate by a few days as time goes on.

Palmer and Brendan sign Kickstarter posters

Palmer and Brendan sign Kickstarter posters

Furthermore, Oculus says they’re finally sending out posters and shirts for those who got them through the Kickstarter.

Micahel Antonov’s Oculus Rift Presentation at GDC 2013

Also part of their latest blog update, Oculus has now published Michael Antonov’s Oculus Rift GDC talk for your viewing pleasure. Antonov is Oculus VR Inc’s Chief Software Architect and co-founder of Oculus.

The video is part of Oculus’ ‘Running the VR Gauntlet — VR Ready, Are You?’ session at GDC 2013 in March. Here’s the official description:

Virtual reality may be poised to revolutionize the way we play our favorite games, but creating a great VR game is surprisingly challenging. Developers have to carefully consider latency, user input, rendering performance, UI design, and overall user experience. We’ll discuss what developers need to know about supporting the Oculus Rift, how to tackle the major technical hurdles associated with truly immersive virtual reality, and what we’ve learned so far from building a new platform for VR games.

Oculus’ VP of Product, Nate Mitchell, also spoke during this presentation, but Oculus hasn’t yet published his section.

Oculus Visits Battlefield 3 Developer, DICE

battlefield 3 oculus rift support

Nate Mitchell recently took a trip to Sweden to meet up with DICE, developers of Battlefield 3 (2011) and other big titles like Mirror’s Edge (2008).

A few months ago we caught wind of a DICE job posting looking for someone to “investigate and implement support for Occulus Rift SDK in the Frostbite Engine.” All signs point to DICE being quite serious about the Rift — the official Battlefield twitter account also made mention of Mitchell’s visit. Oculus Rift Frostbite support could mean integration with past and future titles, like the forthcoming Battlefield 4. Currently, Oculus Rift users can play Mirror’s Edge with unofficial support from the Vireio drivers (see the ‘Third-Party’ tab on our Oculus Rift Games list for other Vireio supported titles).

Epic Citadel VR Roller Coaster Reactions

User boone188 from the MTBS3D forums build a roller coaster inside the Epic Citadel level (a test level for Unreal Development Kit). I’ve had a chance to test it out; it’s quite a bit of fun and a great way to tour the Citadel grounds! Here’s a few funny reaction videos of people riding the virtual reality roller coaster:

And the last one is a great collection of reactions from Norwegian site DBTV, see it here!

The post Oculus Rift News Bits: 3,700 Units Shipped, Oculus Visits DICE, VR Roller Coaster Reactions, and More! appeared first on Road To Virtual Reality.


Experimental VR Interfaces in Dave Buchhofer’s Oculus Rift Playground [video]

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oculus rift playground dave buchhofer virtual reality interface ui

Recently I had a chance to meet with Dave Buchhofer, a 3D artist and developer, who has been working to find intuitive VR control schemes. Part of this requires a functional user interface, and I got to see some of Buchhofer’s early work on that front.

Dave Buchhofer works for a large architecture firm. He sees virtual reality as a great way to show clients what the firm’s work will look like before they commit to a design. For that to work, such a VR architecture visualization system has to be extremely easy to use — anyone should be able to pick it up and navigate a virtual space, not just those familiar with video games.

To that end, Buchhofer has been experimenting with various control schemes and interfaces with the Razer Hydra in his Oculus Rift playground test environment which is built in Unity. For his early interface experiments he’s using a middleware UI plugin called NGUI. From there he integrated Razer Hydra support.

I got to step into Buchhofer’s Oculus Rift playground to try out the early interface for myself. It felt extremely fluid and easy to use — probably because having your hands in the game with the Razer Hydra is so natural.

Just reach out to the button you want and it’s there. It felt faster and easier than repeatedly tapping a control stick or arrow key to cycle through until reaching the option you want. Contextual menus were attached to your wrist and would pop up when holding an object; it feel like using a futuristic holographic interface-on-a-glove, a la Dead Space.

I briefly played with the line-drawing function which was way more fun than I thought it would be. There’s just something about being able to draw a floating object from the tip of your finger, while running around, that taps into your inner 10 year-old.

Then I got to try surfing/flying — what an experience! I stepped onto the board, grabbed it with my hand, and lifted upward to ascend. I immediately got the feeling that I was rocketing up into the air as I saw the environment diminish below me. When I made myself fall back toward the ground I felt like I was falling! It did make me a bit queasy, but it was so fun that I kept at it for a bit longer than my body seemed to like. It felt just like flying in a dream.

If you have a Rift and a Hydra, you can try the latest version of Buchhofer’s Oculus Rift playground here.

I’m looking forward to seeing more of Buchhofer’s work, and when I do, I’ll be sure to share it here!

The post Experimental VR Interfaces in Dave Buchhofer’s Oculus Rift Playground [video] appeared first on Road To Virtual Reality.

Exclusive: Zombies on the Holodeck Trailer, Alpha Download Now Available [Gameplay Video]

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zombies on the holodeck oculus rift razer hydra demo download

The latest game out of Project Holodeck is Zombies on the Holodeck, a noir-styled zombie game for the Oculus Rift and Razer Hydra. In addition to an exclusive trailer, we’ve links to the alpha so that you can try it yourself!

Project Holodeck is system in the works by a team of students at the University of Southern California. The Holodeck itself is a portable multiplayer virtual reality environment with, full body tracking, which makes use of the Oculus Rift and Razer Hydra.

The first time we stepped into the Holodeck we saw Wild Skies. The latest game the team is working on is Zombies on the Holodeck, a multiplayer zombie shooter.

The Holodeck team created the game to work with a myriad input devices. It can be played on the full Project Holodeck setup, with just the Oculus Rift and Razer Hydra, with the Hydra alone, or even with a mouse and keyboard.

Download Zombies on the Holodeck Alpha Demo

Note: you must have Microsoft .NET 3.5 or above installed (installed included in download)

Be sure to check the included readme for controls, troubleshooting, etc.

Today’s release marks an early prototype version of the game. Project Holodeck’s Producer, James Iliff, tells me that, with enough interest from the community, they’re considering taking the game to Kickstarter to raise funding for a fully polished version of the game — something we’d love to see.

Inside Zombies on the Holodeck

Paul has put together some hands-on gameplay footage of the game using the Rift and the Hydra (see below):

This is what he had to say on his experience:

Zombies on the Holodeck is the first game I’ve played which attempts to implement realistic physicality into its gunplay. The requirement to pick up, aim and reload with actions analogous to real-life heightens the tension you feel when faced with armies of marauding undead. It also magnifies the satisfaction of taking them down, giving real weight to the action.

The Project Holodeck team continue to blaze a trail in this new world of VR gaming. Conceptualising the mechanics required to make VR games ‘work’ is no easy feat but what they’re coming up with will doubtless be built upon and refined by them and others as VR gaming develops. Early days then, but ZOTH is already looking extremely promising.

Inside the game world you find yourself on the streets 1920s-themed Chicago, apparently at the epicenter of the zombie outbreak. Never ending waves of brain-hungry undead will come for you. It’s your job to survive.

Holstered on your left and right legs are two pistols. On your left shoulder there’s also a clip which you can grab and put into your pistol to reload. On the right shoulder you’ll also find a flashlight to light up the darker areas of the map. All must be reached for and grabbed with the Hydra’s trigger. Bumpers on either hand are used to shoot weapons.

I’ve been waiting patiently for someone to to make an Oculus Rift + Razer Hydra game where you can cock a shotgun — it’s finally here — and it’s every bit as fun as I hoped it would be!

In addition to the shotgun there’s also a Thompson, and a sniper rifle which you actually have to hold up to your face to look through the scope.

Cymatic Bruce on Zombies on the Holodeck

zombies on the holodeck concept art

We dropped Cymatic Bruce into Zombies so see what he thought about the experience:

Zombies on the Holodeck was intense. I didn’t expect it to be so – I had read about it beforehand, and thought that the old-timey music and film tropes would make it kind of hokey. That was not the case at all.

I plopped into the world and checked out the huge 30′s style movie title as it zoomed toward my face. I picked up the Razer Hydra and took a look at my hands, which seemed a bit cartoony but cool. Then things got real. The foreboding music, combined with the lack of color and the occasional lighting flashes, set a spookier scene that I anticipated. I walked around, looking for a place to go, and then I heard it. The grunt and mumble of a zombie.

I whipped my head around and there he was – a spiky haired, shuffling monstrosity. I ran into a building and up some stairs, finding a room with a sniper rifle. I grabbed it with one hand, but was unable to get my other hand on it in my panic. By that time, the zombie and a few of his friends had caught up. So I did what anyone would do: I attempted to beat them senseless with the sniper rifle! That’s when I knocked my cereal bowl and several other items to the floor in real life.

Zombies on the Holodeck sets out to place the player in a radically different version of reality, and I would say that its executes this well. I am finding through my VR experiences that a consistent universe, no matter how stylized, is more important than photo-realism. ZOTH is a wonderful example that supports this idea!

I shared a similar experience of panic. While exploring the level I wasn’t paying attention to the zombies creeping up around me. As I turned around I found myself with my back to a dead-end and a horde of zombies in front of me. I frantically reached for my clip to reload my pistol — but it was too late. Experiences like that simply can’t be had when all you need to do to reload is ‘Press X’.

The post Exclusive: Zombies on the Holodeck Trailer, Alpha Download Now Available [Gameplay Video] appeared first on Road To Virtual Reality.

Fancy an Execution? Step in a Virtual Reality Guillotine with Disunion

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Disunion is an experimental Oculus Rift game which puts the player through a first-person execution via the infamous Guillotine.

The game was created by Erkki Trummal, André Berlemont, and Morten Brunbjerg in two days as part of the Exile Game Jam in Denmark which ran from May 1st – 5th.

Download the Oculus Rift Guillotine Simulator

In the video above (mind a few NSFW words), several people get to experience their own simulated execution by Guillotine thanks to Disunion. The reactions seem pretty intense — especially with an unexpected whack on the neck from a ‘friend’.

While I haven’t yet been able to step into the Guillotine myself (I never thought I’d write that sentence!), I have a strong feeling that realistic audio will be key to a visceral reaction. A proper binaural recording could make the experience sound incredibly realistic and frightening.

The Penny Arcade Report’s Ben Kuchera called Disunion “deeply disturbing,” and noted:

I’ve spent the past few weeks inside virtual reality doing things I have never dreamed I’d get a chance to do in real life. I’ve been in space. I’ve driven all sorts of interesting vehicles. I suppose it was only a short amount of time before a team wanted to show us how it would feel to die. You don’t fail at a task before losing your head, being killed is the entire point of the game. This was an interesting experiment, and I’m glad I was given a chance to try it, but it’s nothing I want to go through again.

Perhaps this could become part of a high-school lesson on the famous beheading of Marie Antoinette — I doubt students would soon forget it!

While We’re at It… Some Interesting Guillotine Facts

While a popular myth purports the Joseph-Ignace Guillotin, co-creator of the device, was killed by his own invention, Guillotin was actually opposed to the death penalty and died of natural causes in Paris at the ripe age of 75. An unrelated man bearing his family name, J.M.V. Guillotin, was executed via Guillotine, possibly contributing to the myth.

Though the evidence about life after beheading is inconclusive, a doctor by the name Beaurieux penned an illuminating account of his experimentation with the head of a condemned prisoner on 28 June, 1905:

Here, then, is what I was able to note immediately after the decapitation: the eyelids and lips of the guillotined man worked in irregularly rhythmic contractions for about five or six seconds. This phenomenon has been remarked by all those finding themselves in the same conditions as myself for observing what happens after the severing of the neck …

I waited for several seconds. The spasmodic movements ceased. [...] It was then that I called in a strong, sharp voice: “Languille!” I saw the eyelids slowly lift up, without any spasmodic contractions – I insist advisedly on this peculiarity – but with an even movement, quite distinct and normal, such as happens in everyday life, with people awakened or torn from their thoughts.

Next Languille’s eyes very definitely fixed themselves on mine and the pupils focused themselves. I was not, then, dealing with the sort of vague dull look without any expression, that can be observed any day in dying people to whom one speaks: I was dealing with undeniably living eyes which were looking at me. After several seconds, the eyelids closed again [...].

It was at that point that I called out again and, once more, without any spasm, slowly, the eyelids lifted and undeniably living eyes fixed themselves on mine with perhaps even more penetration than the first time. Then there was a further closing of the eyelids, but now less complete. I attempted the effect of a third call; there was no further movement – and the eyes took on the glazed look which they have in the dead.

Other Names for the Guillotine:

  • The Regretful Climb
  • The National Razor
  • The Fanlight
  • The Widow
  • The Silent Mill
  • Madame La Guillotine
  • The Machine
  • The Cutter
  • The Patriotic Shortener
  • The Half-Moon
  • Wooden Justice
  • Charlot’s Rocking-chair
  • The Goncourt Prize for Murderers

The post Fancy an Execution? Step in a Virtual Reality Guillotine with Disunion appeared first on Road To Virtual Reality.

Unofficial Mod Adds Oculus Rift Support to Minecraft

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An update on something I’ve been eagerly looking forward to — Oculus Rift Minecraft support. While the game’s creators have hinted at official support, one modder is taking things into his own hands and has released an early mod.

In an MTBS3D thread, started by Jademalo, user StellaArtois has been making steady progress on a mod for Minecraft Oculus Rift support.

One of the reasons this has taken so long is that Minecraft uses the OpenGL API rather than DirectX (which already has several mods for Rift support). Over at the thread, it was suggested that there might be an avenue to Oculus Rift Minecraft support with the use of GLSL which can give developers more control over rendering.

In it’s current state, StellaArtois’ Oculus Rift Minecraft mod is still very much a work in progress. That said, warping and headtracking are working, though there’s more tuning to be done. StellaArtois doesn’t have access to the Oculus Rift yet and is tweaking the mod based on feedback from other Rift users.

The mod for Oculus Rift Minecraft support is being updated regularly with tweaks and is not yet an easy install. While I’d love to link you directly to an installer, a better route will be to read up on the thread for the latest developments and builds.

Official Minecraft Oculus Rift Support?

Mojang is clearly interested in virtual reality as they were one of the biggest backers of the Oculus Rift Kickstarter, and one of the earliest to receive their developer kits.

mojang minecraft notch oculus rift virtual reality

Markus “Notch” Persson and Jens “Jeb” Bergensten pose with Oculus Rift developer kits.

We’ve been following Mojang closely to see if Minecraft will ever get official Oculus Rift support. We know that Markus “Notch” Persson, creator of Minecraft, has promised Oculus Rift support for his next game, ox10c.

In an interview with The Verge at the end of March, Notch said that the Oculus Rift was one of the things he was most excited about for the future of gaming. When asked about Minecraft Oculus Rift support, Notch said that it wasn’t his call. Notch handed the Minecraft development Reins over to Jens “Jeb” Bergensten back in December, 2011. So far, Jeb seems to be silent on the matter.

Earlier today, another Minecraft developer, Nathan “Dinnerbone” Adams tweeted:

It would be great to see an official implementation, but with Mojang promising a modding API years ago and still having not delivered one, I won’t hold my breath.

The post Unofficial Mod Adds Oculus Rift Support to Minecraft appeared first on Road To Virtual Reality.

Reach for the Skies with the Oculus Rift in Unassisted Flight — Developer Interview and Hands-on Gameplay [video]

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Have you ever dreamt of flying? Kelly Weaver certainly has. He’s the developer behind a new sandbox flying ‘experience’ using the immersive power of the Oculus Rift and the motion precision of the Razer Hydra to make that dream an interactive VR experience. Kelly takes time out to talk to us and let’s us take a spin in an impressive early build.

Learning to Fly…

unassisted-flight-superman-featured

It’s an innately human desire, to fly. From the earliest age we wonder and dream of what soaring unaided across the sky might be like. It’s embodied in our art, our literature and our games. I’ve been an avid gamer all my life, but stepping into Unassisted Flight is by far the closest I’ve come to experiencing what I’d imagined might be like.

Kelly had warned me beforehand that what I was playing was an early pre-alpha demo, he’d only just got the controls remotely resembling what he personally felt he was trying to achieve. I fired up the demo with some trepidation, but was soon surrounded by a detailed landscape with soaring cliffs and a majestic castle in the distance, the sense of place and scale was already convincing. And I was still grounded.

First there’s the two-step calibration process which adjusts the in-game avatar to your arm-length and position relative to the Hydra base station. Then (typically for me not having RTFM’ed before) I mashed at some of the Razer Hydra‘s buttons and was launched, somewhat unceremoniously into the sky.

I flailed initially, but remembering what Kelly had told me and taking cues from his earlier developer video, I adopted what can only be described as the ‘Superman pose’ — arms straight out in front of me, with a Hydra controller in each hand angled at 90 degrees towards each other.  Raising both hands upwards simultaneously caused you to climb, downwards to dive, and raising arms asymmetrically (one arm up and one down) a touch cause you to bank left or right. And that’s essentially it. So simple, yet incredibly effective and completely intuitive.

With the messy launch behind me and the controls in place, it all melted away almost immediately and I was lost in the feeling. The Rift’s enormous field of view was built for this kind of panoramic experience. The sense of scale and height was superb while climbing and looking around .

At present the game has zero physics or inertia whatsoever, yet the visuals alone sold the illusion to my brain. And despite the expected alpha glitches and viewing through the Oculus Rift‘s screendoor on reality I was hooked. Looking down I saw my avatar’s arms and shoulders, exactly where they should be in the virtual world, right there in front of me and they moved exactly as I was moving.

This is incredibly early work, there are some glitches, you can’t walk, there’s nothing in particular to ‘do’ in the world, but it barely matters. It’s an immensely promising start for what I sincerely hope is developed into a fully-fledged flying experience. Regrettably, the demo can’t be distributed as it’s built with a trial Unity license. But with any luck, and some positive feedback from the community, the developer may consider crowdfunding to develop the title.

The Interview

Unassisted Flight developer Kelly Weaver kindly agreed to talk to us about himself, his past and his future development plans.

Road to VR: Can you tell us about yourself?

Kelly: My name’s Kelly Weaver, and I am an aspiring independent game developer from Athens, GA. I’ve been a gamer for as long as I can remember, and about three years ago I decided to try my hand at actually making some.

Road to VR: What’s your professional background? What was it that lead you to develop for the Oculus Rift?

Kelly: Professionally, I write software for the financial sector. Nothing game related at all. I backed the Rift Kickstarter on its very first day, though at the time I was too excited about it to really think about any sort of development ideas. But as time went on, I asked myself what fundamental thing did I think everyone would want to try once they got their Rift. Flight seemed like the most natural choice.

Road to VR: Would you consider yourself a VR enthusiast? What is it that excites you about the concept?

Kelly: Honestly, before I got my Rift, no. That’s odd, because I had all the similar trappings of a VR enthusiast it seems — I remember playing Dactyl Nightmare in a Dave and Busters some 20 odd years ago; I owned and LOVED my Virtual Boy; I’m one of those people who will argue that S3D is not a gimmick, but rather really adds to immersing yourself in a game. For some reason, though, VR was never really on my radar until the Rift. To be completely honest, I sort of feel like I’m some kind of sham! One minute, I’m not really thinking about VR, then the next I’m trying to program my own VR game.

What excites me the most is probably what I imagine excites most everyone else as well — the new opportunities that this will provide. For example, those of you that have tried the Hydra Tuscany Demo know just as I do that the level of immersion that can be achieved with the Rift and Hydra is beyond explanation. It’s really something that must be experienced. I literally laughed with joy as I picked up a baseball in the demo, tossed it into the air with one hand, and caught it with the other. My girlfriend, who is not a gamer, played the demo and I watched as she tried (and was partially successful) at dribbling a virtual basketball.

And these are experiences that are being done in the very early days of consumer level VR. This stuff is the Super Mario Bros of virtual reality. I can’t even begin to imagine what ten or even twenty years from now will hold, but I know I’m very excited for it.

Road to VR: What games do you admire? Are there any in particular that influenced Unassisted Flight?

Kelly: I play almost all games. I’m fond of everything from retro 2D platformers, to FPSes, to puzzle games, to whatever you can just about imagine.

No game in particular really influenced Unassisted Flight, though I did briefly consider making it a homage to that terrible Superman 64 game for the N64. I may still put in some rings to fly through.

I have drawn a lot of influence from comics, though. While I started out with Superman like controls, I’ve lately been working on making them more Iron Man like. Basically, I want to work with the idea that boosters that fire from your palms will allow you to steer and move about, but it’s still to be seen if this really works in a fun and exciting way.

Road to VR: How did you settle on the concept for the project?

Kelly: I think just about everyone dreams of flying. I know I’ve had a small handful of dreams in my life in which I could fly, and they were all amazing. So, making a flight game seemed like a n0-brainer.

I knew most people — myself included — would simply load up TF2 or Unreal Engine’s Epic Citadel and turn on no clip mode, but I wanted more than that. FPSes don’t allow you to do barrel rolls or loop the loops, and frankly, those are key components of any sort of daredevil flying. Since I already knew my way around Unity, I decided I would sit down and write something that would allow that as I was eagerly awaiting my Rift’s arrival.

Road to VR: What drew you to the Razer Hydra as primary controller for the Project? How have you find developing for it?

Kelly: After I sat down and wrote the preliminary controls for my game, I decided to just post it to the MTBS forums and see if anyone else was interested. The Hydras weren’t even really on my radar at the time. The very first reply I got was how cool it would be to use the Hydras for Superman-like controls, and instantly my brain went crazy with ideas. I ordered a pair right then.

I’m extremely impressed with Hydra development. They are amazingly accurate. Programming for motions takes a little more thoughtfulness than simply programming joysticks and buttons, and there have been a number of times in which I’ve had to draw myself diagrams in order to organize my ideas, but that’s more of a lack of experience with motion controls on my part than any fault of the Hydras. They really are an amazing piece of kit, and they’re a perfect fit for VR. Again, going back to my non-gaming girlfriend, she doesn’t particularly like the XBox controller because she doesn’t like there being so many buttons. But with the Hydras, she was getting around easily and naturally.

Road to VR: Have you found any limitations in working with either the Rift or the Hydra?

Kelly: With the Hydras, calibration was one of those things that became a real head scratcher for me. Finding a good way to write a general purpose method for determining if a player’s hands are fully extended turned out to be something I attempted several different ways, most of which I was unhappy with. Again, this may simply be because of my inexperience in dealing with such problems, but it was certainly something that seemed to be easy enough, but proved otherwise.

The Rift limitations are already well documented — the low resolution and the motion blur are probably my two biggest complaints, but they are small ones.

Being tethered to your computer is another issue. Playing with the Hydras, I’ve hit my hands on my desk a few times as I’ve reached for a virtual item. And brushing up against a cord is a small way to remind yourself that you’re just in a game. But again, for what you’re gaining, these are very minor complaints (though I could see these becoming bigger ones, once people start using the Virtuix Omni Treadmill).

Road to VR: Tell us about the technology under the hood. What game engine are you using?

Kelly: I’m using Unity to make my project, namely because it’s what I have the most experience with. Unity is a very versatile and easy to use game engine. Implementing both the Rift and the Hydra in Unity was a breeze — it’s simply a matter of including the packages. With the Rift, you just drag and drop the pre-defined camera setup into your scene. You don’t even need to code anything. The Hydras do require you to roll your own code to interpret the movement and rotations and stuff, but that’s to be expected. Both work amazingly inside of Unity.

Road to VR: Do you intend to pursue crowdfunding via Kickstarter or IndieGogo to extend and develop the project as a commercial venture?

Kelly: I’ve been encouraged to take my prototype to Kickstarter, and I’m considering it. A number of people are interested in trying it, but because I don’t own a Unity Pro license, I’m not allowed to distribute it. I’m uncertain if I want to make it into a full game or just leave it as a free roaming/flying sandbox demo. Probably the latter.

Road to VR:  What features are missing currently that you’d most like to add?

Kelly: The controls really need to be made razor sharp, which I’m constantly working on. At the moment, I’m adding in a virtual avatar, so that instead of you being a pair of disembodied eyes floating around, you have arms and legs. And most importantly, you can more easily keep track of which direction you’re flying, thanks to your arms. It also adds a crazy level of immersion — there’s just something about looking down at your hands as you rotate them in a virtual world that has failed to get old to me.

I’d like to add multiplayer, so that you and your friends can get together and fly around. Along those lines, my ideas typically take off in the direction of making a flying racing game, or maybe a flying stunt game, but I don’t know that I’ll be able to devote that amount of time to it.

Road to VR:  Have you had any problems with nausea or dizziness? Have you any tips to counter these reactions?

Kelly: Yes, which was odd considering I’ve never had issues with motion sickness. I partially blame my computer, which is getting a little long in the tooth, and can’t produce the frame rate that is probably best for VR experiences. This is also going to sound weird, but part of my problem also dealt with the smell of the headset. It had a very faint sort of petroleum like smell to it, that when combined with the other motion sickness causing effects, really made me feel uncomfortable. I was actually worried at first that I was going to develop a Pavlovian response to playing in VR, and it was going to put me off of it forever. But the smell has faded now, and I can spend long periods of time in the Rift with no feelings of discomfort.

The only real advice I can provide is to just stick with it. Eventually, you’ll get your VR legs, and the queasy feelings will all be long gone as you excitedly explore your new virtual worlds.

Road to VR: Be honest, have you donned tights and a cape whilst play-testing this?

Kelly: No. But I have honestly looked at a number of human sized gyroscopes for sale and done a lot of dreaming. Anything in order to get that experience of flight just that much more realistic.

A huge thanks to Kelly for sharing his early work with us and sharing his thoughts. You can find out more about Kelly and Polymath Games at the website.

See Also: How Virtual Reality Can Teach You to Fly

The post Reach for the Skies with the Oculus Rift in Unassisted Flight — Developer Interview and Hands-on Gameplay [video] appeared first on Road To Virtual Reality.

Oculus Rift on the Cover of This Month’s Edge Magazine

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edge oculus rift cover virtual reality

We’re happy to see the Rift on the front of one of the world’s biggest gaming magazines. Congratulations to Oculus VR Inc!

There were some nice insights into Oculus VR’s journey; from Brendan Iribe [CEO Oculus:

When we launched the kickstarter, I got hundreds of emails from these top-tier developers saying “we want to step inside of our game”  … ” and literally these are developers of some of the biggest IPs in the world. They were emailing saying “we want to do this, and we want to be part of this from the beginning”

And a small nugget of info on forthcoming hardware revisions:

Latency and field of view will be improved in forthcoming dev kits, the resolution will be improved in the consumer model and positional tracking may be supported further down the line. Looking even further ahead, Luckey talks about the possibility of a wireless headset and motions controllers. But even now, the Rift delights just about everyone who uses it.

 

“On the cover is a story we first covered way back in issue 3 – the rise of virtual reality. After twenty years of VR misfires, Oculus VR’s creator Palmer Luckey explains why Rift changes everything and how it opens the door to a world of new design challenges,” writes the Edge blog.

The new Edge is available now in print and on iPad.

Hat tip to sYko_de4d for pointing this out!

The post Oculus Rift on the Cover of This Month’s Edge Magazine appeared first on Road To Virtual Reality.

Cliff Bleszinski on the Oculus Rift: “..they’re porting Skyrim..”

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cliff-bleszinski-featured

Skyrim in VR

In an interview with Engadget’s Billy Steele, Cliff Bleszinski (aka Cliffy B) seems to confirm that Bethesda’s hugely successful RPG ‘The Elder Scrolls V: Skyrim’ is indeed receiving official Oculus Rift support.

The fact of the matter is they’re porting Team Fortress, they’re porting Skyrim and they’re finding it kind of works.

We don’t yet know if Bethesda themselves are carrying out the VR retrofitting or indeed how long it might take to surface, but it’s heartening to know it is at least on its way. This does also seem to tie in with leaked images from a ‘closed door’ presentation exposed in a PC Per article in April, containing a slide with, amongst others, the Skyrim logo.

oculus-leaked-slide-skyrim

Bleszinski is candid too on his involvement with Oculus at a financial level:

Full disclosure that I am an investor in the Oculus Rift. So I have an agenda, but I wouldn’t have put my money in it if I didn’t believe in it.

There’s no doubt that the enormously popular RPG would be viewed as a Kill App for the Virtual Reality HMD, but Cliff tempers that view with his opinion on how development of the best titles to take advantage of the Rift should be approached:

But the best experiences for that product will be made for it. It’s the one that excites me the most because I believe in the vision of VR. I think it could be really amazing once you start getting haptic feedback gloves and things like that.

The post Cliff Bleszinski on the Oculus Rift: “..they’re porting Skyrim..” appeared first on Road To Virtual Reality.


Half Life 2 Gets Early Official Oculus Rift Support

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hl2logo-featured

Gordon Goes Virtual

Oculus have just announced via their Developer forums, that they’ve ‘shipped’ support for Half Life 2 in beta form at least. The update can be obtained via Steam, and you need to follow the below instructions in order to activate the new VR support:

To get it, open the properties for HL2 in Steam, set your command line to “-vr”, and opt-in to the SteamPipe beta. This should ship to everybody in a few weeks.

This is an early beta for VR support, as such the list of known issues are as follows:

The zoom UI shows up in a quad in the middle of the screen instead of on the edges of the screen.
The HUD is dim and hard to read.

It’s exciting to see official support for AAA titles (albeit older ones) starting to appear, certainly having an excuse to re-play this particlar classic, this time in VR is most welcome to this gamer.

We’ll try to get some representative gameplay footage online as soon as we can.

The post Half Life 2 Gets Early Official Oculus Rift Support appeared first on Road To Virtual Reality.

How to Configure Half-Life 2 Beta for your Oculus Rift

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hl2-oculus-1

A couple of days ago, Oculus announced that Half-Life 2 now has official support for the Oculus Rift, albeit in an early beta form. Compared with unofficial mods and hacks, the experience (once working correctly) is incredibly compelling and impressive. However, getting the game working optimally is currently a minor challenge, for those of you unwilling to pour time into config tweaking we run through the basics.

Freeman gets Rifted

We posted earlier the basic steps supplied by Oculus on how to at least activate the experimental VR mode in Half-Life 2. For easy reference we’ve summarised these steps as part of the article.

Note: At present I have been unable to get Episode one of the story to work properly, Episode 2 and beyond seem to display as expected however.

This guide, like this experimental mode, is very much a work in progress. Please do let me know if there any errors or anything you think should be in the guide.

Activating VR Mode

HL2 with Rift support is supplied as part of the SteamPipe beta branch and as such you’ll have to ‘opt in’ to receive this new version. To do so:

1) Open Steam and ensure you’re not in ‘Offline mode’.

2) Go to your game library and right click the ‘Half-Life 2′ entry then select ‘Properties’

3) Click the ‘Betas’ tab and select ‘Beta – SteamPipe beta’ from the dropdown list.

4) Click the ‘General’ tab and then the ‘Set launch options’ button. Add ‘-vr’ (without single quotes) to the text box and click ‘OK’.

5) I now recommend closing Steam and reopening again to initiate any downloads and updates activating the beta has triggered.

6) Start ‘Half-Life 2′, you should now find it running in stereo 3d with the familiar pre-warping for each eye present.

*** If the game complains about a particular Direct X mode, add: Just add ‘-dxlevel 90′ to your launch options (without single quotes) ** Credit to vesper73 from /r/oculus for that.

Initial Run check and Enabling the Developer Console

1) Go to ‘Options’ from the main menu, select the ‘Keyboard’ then click the ‘Advanced’ button.

2) Make sure the ‘Enable Developer Console’ checkbox is ticked and click ‘OK’.

3) Exit from the game.

Calibrating Team Fortress 2 to generate the right Config

Note: Some of you may already have run through the TF2 calibration process, however some reports state that recent updates may have zeroed that calibration data so it’s worth running through this process once again.

1) Start TF2 from steam and if you haven’t already, enable the Developer Console using the same steps as for HL2 above

2) Press the tilde key (¬ on US / UK keyboards – top left key usually) to bring down the developer console.

3) Type: vr_calibration and hit enter

4) This will launch the TF2 IPD (Inter Pupillary Distance) calibration tool to gather the right eye distance for you.

5) Run through the steps as detailed onscreen (broadly speaking, run through moving green lines to the edge of your vision for each eyes with the cursor keys and clicking OK or hitting enter until all steps are complete). Once complete, hit ‘OK’.

6) Exit Team Fortress 2

Importing your new Config variabled into Half-Life 2

Note: If you’re running Windows 7 / 8 you may need to launch your text editor as Administrator in order to write changes to the config files. Right-click your text editor’s icon and select ‘Run as Administrator’

1) Open your text editor of choice (notepad is not recommended as it’ll not format the files correctly – wordpad should be fine as a minimum). Open your Team Fortress 2 config file from:

<path to steam>\steamapps\common\Team Fortress 2\tf\cfg\config.cfg

..so for reference, my full path was:

C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg\config.cfg

..I suspect for most it’ll be the same.

2) Select and copy all variables beginning with ‘vr_’ – I ended up with the following variables to copy:

vr_moveaim_mode “3″
vr_moveaim_mode_zoom “3″
vr_moveaim_reticle_yaw_limit “10″
vr_moveaim_reticle_pitch_limit “30″
vr_moveaim_reticle_yaw_limit_zoom “0″
vr_moveaim_reticle_pitch_limit_zoom “-1″
vr_zoom_multiplier “2.0″
vr_separation_user_inches “2.5″
vr_separation_toein_pixels “2″
vr_hud_max_fov “60″
vr_hud_forward “500″
vr_hud_display_ratio “0.95″
vr_hud_axis_lock_to_world “0″
vr_neckmodel_up “6.5″
vr_neckmodel_forwards “4″
vr_ipdtest_left_t “260″
vr_ipdtest_left_b “530″
vr_ipdtest_left_i “550″
vr_ipdtest_left_o “200″
vr_ipdtest_right_t “260″
vr_ipdtest_right_b “530″
vr_ipdtest_right_i “550″
vr_ipdtest_right_o “200″
oculus_lens_type “A”

..note the last line with specifies which Oculus Lense type you use in your dev kit. You’ll need to alter this letter to correspond to whichever you use (A, B or C).

3) Now that those variables are copied to your clipboard, open your Half-Life 2 config file. Again, for me that was:

C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\cfg

..but may differ for you.

4) Find the corresponding variables listed above in this config file and delete. Then simply paste the variables on your clipboard to the bottom of the config file. Save. ** Note: You may want to backup this file before editing just in case

5) Launch Half-Life 2 through Steam as normal and enjoy your newly calibrated VR experience. :)

Additional notes

- One variable of note: vr_separation_toein_pixels “2″  ..is worth playing with. Value is 0-2 and can decrease eye-strain at lower settings by sacrificing stereo separation.

- ”I had a really weird warping issue from FOV not being set up correctly – in the game options I turned down the FOV to 75 and it all looked much better.” from JKCH on /r/oculus

Thanks to peeps from the /r/oculus in particular EntroperZero for his sterling work.

The post How to Configure Half-Life 2 Beta for your Oculus Rift appeared first on Road To Virtual Reality.

Oculus Rift Shipping Update — All Kickstarter Orders Delivered by End of May

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oculus rift diagram

Palmer Luckey, creator of the Rift and founder of Oculus VR Inc, stopped by reddit the other day to give an update on Oculus Rift shipping. According to Luckey, the company is on track to deliver all Kickstarter orders before the end of May.

Luckey said in a post on reddit that, ”production is going well and getting faster as we go along.” Recently the company said that they had shipped 3,700 units and were sending out around 1,250 per month. As production continues to increase, the company hopes they’ll be able to ship out more units weekly.

Luckey wrote that, ”we’re on track to deliver all the Kickstarter orders before the end of May.” The Kickstarter, which ran during August, 2012, raised 2.4 million dollars — 974% of its stated goal. 7,408 Oculus Rift VR headsets were ordered through the Kickstarter.

Oculus VR Inc opened pre-orders for the Oculus Rift on their website at the end of September, 2012. Around 10,000 total units are estimated to have been ordered through the Kickstarter and online pre-ordering before the Rift started to ship at the end of March, 2013.

“We’ll start fulfilling website pre-orders in late May / early June,” wrote Luckey. “It’s impossible to give exact dates/numbers when we’re dealing with so many moving parts, but if you ordered in 2012, we expect you’ll have your kit in June.”

With the VR headset popping up all over the web and in mainstream media, pre-orders continue to flow in through the site. “Our order rate keeps going up, we had a lot more orders last month than previous months,” Luckey wrote. If you are ordering today, Oculus says you should expect your developer kit to ship in August.

Based on the available info, we recently put together this estimated Oculus Rift shipping schedule:

Unit # Shipment Date
3,700 – 4950 May 1- 7
4951 – 6201 May 8 – 14
6202 – 7452 May 15 – 21
7453 –  8703 May 22 – 28
8704 – 9954 May 29 – June 4
9955 – 11205 June 5 – 11
11206 - 12456 June 12 – 18

After 10,000 orders, the company changed their order number schema — if your order number is over 20,000, subtract 10,000 from it to find your unit number.

You can check on your Oculus Rift shipment status here.

See All Oculus Rift News

The post Oculus Rift Shipping Update — All Kickstarter Orders Delivered by End of May appeared first on Road To Virtual Reality.

Ibex Oculus Rift VR Desktop Environment Beta Download for Windows and Mac

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ibex virtual reality desktop oculus rift

We’ve been watching Ibex, a virtual reality desktop environmental for Oculus Rift, closely over the last few months. The latest beta features full head tracking, video playback, and is now available for Windows and Mac.

Ibex is a virtual reality desktop environment (let’s call it a VRDE for short), currently configured for the Oculus Rift. The idea is to surround yourself in a virtual space where you could have any number of virtual monitors around you. This would allow you to have a huge virtual workspace even if confined to a tiny physical space.

We first wrote about Ibex back in September of 2012. Hesham Wahba, a developer based in New York, has been developing the VRDE since long before the Rift began shipping. After getting his Rift on March 29th (his was a pre-Kickstarter order!), he quickly fixed up Ibex with proper stereo and warping.

“Turns out that rendering in SBS stereo is different than rendering in 3D for a monitor. Oddly, because everything is focused at infinity, you don’t need to shift the rendered images to adjust for the IPD but rather just adjust the IPD purely in the camera translation,” Wahba wrote at his Ibex development blog.

ibex mac oculus rift virtual reality desktop envrionment

Since then, Wahba has added head tracking on Windows and Mac versions, preliminary Razer Hydra support (for navigation with the thumb sticks), and stereo video playback with a basic interface (video sound may not yet work correctly).

Prior to having the Oculus Rift, it was unclear whether or not Ibex would actually be usable with the VR headset’s 1280×800 (640×800 effective) resolution. Fortunately, Wahba writes, “Surprisingly I found that the desktop was completely usable comfortably at 1280×800 on the actual virtualized desktop and you can use it to browse the web or get work done. The best part is that as the Rift gets better this will only get sharper and better as well!”

Wahba is working on implementing further Hydra support, the Bullet Physics Engine, and is also considering Leap Motion support — stay tuned to his dev blog to keep up to date.

Ibex is still rough around the edges, but if you’re the kind that likes to play with unpolished work, Wahba has made installable beta versions available for both Windows and Mac:

Download Ibex Beta (Windows) Download Ibex Beta (Mac)bullet

Note: Windows users will need the x86 (32-bit) VC++ 2012 Redistributable 

See this thread to share feedback on Ibex.

Launch (only works on Mac)
Default simple renderer: ./ibex
Fancy Irrlicht renderer with Quake 3 level: ./ibex -i
Simple Ogre3D renderer demo: ./ibex -o
Disable SBS rendering: -m (for mono view not stereo)

Controls
Toggle Control Desktop/Move Around World: CTRL+SHIFT+G (Windows) / CTRL+SHIFT+Y (Linux) / Fn+Shift+F1 (Mac)
Look: Move Mouse
Move Forward: W
Move Backwards: S
Walk Sideways Left (Strafe Left): A/Q
Walk Sideways Right (Strafe Right): D/E
Jump: SPACE (irrlicht renderer only)
Show FPS and Information Dialog: / (Mac Only)
Choose movies: Show info dialog with ‘/‘ then press 1 or 2 for regular or stereo movies, then navigate using arrow keys and enter to select a movie
Adjust IPD for Rift Stereo: -/+

Toggle Barrel Lens Distort: B
Toggle Ground Layer: G

The post Ibex Oculus Rift VR Desktop Environment Beta Download for Windows and Mac appeared first on Road To Virtual Reality.

The Tantalizing Possibilities of an Oculus Rift Mounted Camera

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It’s one of the more obvious mods for the Oculus Rift, but also potentially the most useful. Strapping a camera to the Rift let’s you see the outside world, which could be used for much more than just finding your way to WASD.

Before the Oculus Rift shipped, it had been thought (perhaps wishfully) that a forward-facing camera was placed inside Oculus VR Inc’s eye logo on the from of the Rift. It’s hard to fault anyone who might have thought this, some of the earliest manufacturing prototypes looked quite convincing:

oculus rift webcam mod

While that didn’t pan out, interest in a front mounted camera hasn’t waned. Anton Belev over at the 3D Vision Blog has produced a very simple mod for adding a camera to the Oculus Rift.

He took a basic 640×480 30FPS webcam, replaced the standard lens with one that has a wider angle, and affixed the front of the Oculus Rift with velcro. The result? Easily see the outside world right through the head mounted display.

See his article to learn more about how he is playing back the video into the Rift.

Augmented Reality Possibilities with the Oculus Rift

While this certainly makes it easier to find WASD on the keyboard or to pick up and put down the Razer Hydra, a webcam on the front of the Rift opens up augmented reality possibilities. By intercepting and modifying the video coming into the Rift before it hits your eyes, you can do some interesting stuff.

One thing that has been proposed is using a camera for drift correction. Data combined from the Oculus Rift’s internal tracker and images coming in from the webcam could be used to eliminate head tracking drift.

With the right algorithm, a camera might even be the key to adding much desired positional tracking to the Oculus Rift.

At Tokyo Game Show 2012, Sony used a prototype of their HMZ-T2 HMD to create an experience that had viewers questioning what was fake and what was real by switching between the real outside world and a pre-recorded scene that appeared to be the outside world:

3D Depth Cameras

3d printing oculus rift kinect mount diy

After standard webcams, the next step is to add 3D and depth. To add 3D you just need a second camera, with the two properly spaced according to your IPD.

Adding depth sensing to the equation, like with the Kinect or Creative Gesture Camera, would be another useful stream of data that would be able to sense your hands in front of you and the environment around you. At this point you’d easily be able to have augmented info actually interact with objects around you.

Such a camera could even be used to map the world around you to have it become part of the game space.

Just imagine with me… you hit Start in a new game that you’ve never played. Your view in the HMD switches to the outside camera and you look around your room as usual; everything seems normal. You won’t notice it, but the Rift could be mapping the room around you as you go. You stand up to open the door, expecting to see your hallway, but because the room has been mapped and it has been identified that this is your door, you open it to find a dark and gloomy chamber. You catch a faint pair of glowing eyes peering at you from the darkness and slam your door shut… oh the fun that could be had with AR!

For those interested the photo above is the MxR Lab’s 3D-printed sensor mount for Oculus Rift which you can download here.

Consumer Oculus Rift Could Have 3d Depth Camera Built In

oculus rift consumer version prototype 3d depth cameraOculus knows that having 3D depth cameras on the Rift would be useful. The only concept of the consumer Oculus Rift yet seen shows a unit similar to the developer kit with a 3D depth camera built right in. I’d love to see this direct integration  these devices will add lots of gameplay opportunities for developers and players!

The post The Tantalizing Possibilities of an Oculus Rift Mounted Camera appeared first on Road To Virtual Reality.

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