Oculus Rift
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kalel | Date: Tuesday, 01.04.2014, 01:23 | Message # 106 |
Observer
Group: Newbies
France
Messages: 7
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| I suppose because, SDK will be available soon, months before Dk2 release (july), here.
Edit :
From the faq of dk2 :
Quote Yes, your VR content developed with the original Oculus Rift Development Kit is compatible with the Oculus Rift Development Kit 2. You may need to make some changes to your content to take advantage of the new features of the Oculus Rift Development Kit 2. If you view your modified project in the original Oculus Rift Development Kit, it can be viewed at a lower resolution and positional tracking will be switched off.
Edited by kalel - Tuesday, 01.04.2014, 01:28 |
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momax | Date: Tuesday, 01.04.2014, 08:49 | Message # 107 |
![momax](https://3810197102.uid.me/avatar.jpg) Space Tourist
Group: Users
France
Messages: 23
Status: Offline
| It is surprising that Oculus VR didn't include backward compatibility...
In my humble opinion, and without having tried SE with a Rift, the work of SpaceEngineer on DK1 compatibility doesn't sound useless: UI has to be adapted anyway, and hooks placed at relevant places in the code. I just hope that he won't lose too much of his dev time adapting it for DK2.
In a way, positional tracking is a must for a software like SE: it could allow the user to turn around a planet/star or lean forward to take a closer look. Imagine throwing your face into a nebula!
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SpaceEngineer | Date: Tuesday, 01.04.2014, 09:07 | Message # 108 |
![SpaceEngineer](/avatar/00/00/00229145.jpg) Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| I didn't implement "God eyes": you can't throw your face into a nebula. 3D depth is realistic, based on your IPD measured by Oculus utility. Changing IPD to parsecs is very confusing and make huge motion sickness. The main advantage of Oculus in SE is field of view and sense of scale. You can distinguish distance to objects only within few kilometers. And you an rotate your head to look on a gas giant and rings in the sky. Positional tracking adds only few centimeters shift, which is negligible in SE now.
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momax | Date: Tuesday, 01.04.2014, 11:37 | Message # 109 |
![momax](https://3810197102.uid.me/avatar.jpg) Space Tourist
Group: Users
France
Messages: 23
Status: Offline
| Hi SpaceEngineer,
thanks for the update!
How did you try positional tracking? With Razer Hydra?
Edit : sorry i misunderstood your post, i thought you already tried implementing positional tracking... Thanks again for the update. Can't wait to try it out!
Edited by momax - Tuesday, 01.04.2014, 11:53 |
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kalel | Date: Wednesday, 02.04.2014, 12:21 | Message # 110 |
Observer
Group: Newbies
France
Messages: 7
Status: Offline
| Quote SpaceEngineer ( ![Link to the quoted text](http://en.spaceengine.org/button/lastpost.gif) ) Positional tracking adds only few centimeters shift, which is negligible in SE now.
If i understand, you're saying that just the freedom of the dk1 is necessary for SE experience ? You just need 3 rotations of the head and not the translations (new mouvements of the dk2).
If my understanding is correct, i must say that you forgot something. The new dk2 has, as we know, less motion sickness. apparently it's coming from the better screen (contrast, color, resolution, low persistence), and the 6 DOF (degre of freedom). The 3 translations are a part of that, if you take away these mouvements, maybe you will cause more discomfort.
Anyway, thank you for your work, i'll wait till june to test your adaptation if it is available.
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SpaceEngineer | Date: Wednesday, 02.04.2014, 16:12 | Message # 111 |
![SpaceEngineer](/avatar/00/00/00229145.jpg) Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| You may notice head translations only if you trying to look in the face of astronaut from Odyssey 2001 mod. Or if you fly close to ship radiator to look on its texture bluriness. All other scenes (99.99%) are take place in space or at high altitude above a planet, where you can't notice parallax caused by 10 cm movements of your head.
But anyway, taking DK2 would be good:)
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SolarLiner | Date: Wednesday, 02.04.2014, 17:43 | Message # 112 |
![SolarLiner](/avatar/37/888759.jpg) Explorer
Group: Users
France
Messages: 267
Status: Offline
| I understand "God eyes" are not needed for Oculus, but what about other 3D methods? They won't be worth it 99% of the time if God eyes are not implemented there, and see a 3D starry space while flying at several times of c is awesome
custom landing page to share: http://bit.ly/spaceengine
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midtskogen | Date: Wednesday, 02.04.2014, 17:50 | Message # 113 |
![midtskogen](/avatar/27/937502.jpg) Star Engineer
Group: Users
Norway
Messages: 1674
Status: Offline
| Even without "God's eyes" 3D vision should still give an immersive effect since it allows you to see the stars at infinity as opposed to a screen half a meter in front of you.
NIL DIFFICILE VOLENTI
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AKoM | Date: Monday, 07.04.2014, 11:33 | Message # 114 |
Observer
Group: Newbies
Norway
Messages: 1
Status: Offline
| If you haven't seen in the "Funding and Donations" section. The first goal at $300 is OR support. So it has been thought of for a while.
Edited by AKoM - Monday, 07.04.2014, 11:46 |
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Destructor1701 | Date: Monday, 07.04.2014, 15:02 | Message # 115 |
Pioneer
Group: Users
Ireland
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Status: Offline
| Quote midtskogen ( ![Link to the quoted text](http://en.spaceengine.org/button/lastpost.gif) ) Even without "God's eyes" 3D vision should still give an immersive effect since it allows you to see the stars at infinity as opposed to a screen half a meter in front of you.
I'm not sure if you were replying directly to SolarLiner, because SL acknowledged that, and was talking about other 3D applications, like 3D monitors, where that aspect doesn't (usually) apply.
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DoctorOfSpace | Date: Saturday, 12.04.2014, 20:49 | Message # 116 |
![DoctorOfSpace](/avatar/38/869249.gif) Galaxy Architect
Group: Global Moderators
Pirate
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Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
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kalel | Date: Monday, 02.06.2014, 01:02 | Message # 117 |
Observer
Group: Newbies
France
Messages: 7
Status: Offline
| Hi, it's been 2 month since this discussion. Is there news ? I'm wondering if the release of the oculus compatibility will be in June or July ?
I'm curious because i'm waiting for this experience since a long time, my father will be impressed, i would love to see his reaction to this.
Anyway, keep the work and thx for all, you're doing such a amazing job.
Edited by kalel - Monday, 02.06.2014, 01:08 |
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Destructor1701 | Date: Monday, 02.06.2014, 01:41 | Message # 118 |
Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
| Dev Kit two has rolled out, and there has been a trickle of info about Consumer Version One, but nothing concrete, as far as I'm aware. It's likely to share the latest Samsung Galaxy phone's 1440p screen, as DK2 uses the S3's 1080p screen.
I'd say the announcement of the CV1 release date - which is really all we're after - will be at one of the next few big tech trade shows.
Edited by Destructor1701 - Monday, 02.06.2014, 01:41 |
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HarbingerDawn | Date: Monday, 02.06.2014, 05:50 | Message # 119 |
![HarbingerDawn](/avatar/18/008786.png) Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| kalel, you can keep track of development progress here, and in the site's blog section.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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kalel | Date: Monday, 02.06.2014, 13:57 | Message # 120 |
Observer
Group: Newbies
France
Messages: 7
Status: Offline
| Quote HarbingerDawn ( ![Link to the quoted text](http://en.spaceengine.org/button/lastpost.gif) ) kalel, you can keep track of development progress here, and in the site's blog section. Thx
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