ENG New site

Advanced search
[ New messages · Forum rules · Members ]
Oculus Rift
momaxDate: Tuesday, 01.04.2014, 08:49 | Message # 106
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!
 
SpaceEngineerDate: Tuesday, 01.04.2014, 09:07 | Message # 107
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.





 
kalelDate: Wednesday, 02.04.2014, 12:21 | Message # 108
Observer
Group: Newbies
France
Messages: 7
Status: Offline
Quote SpaceEngineer ()
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.
 
SpaceEngineerDate: Wednesday, 02.04.2014, 16:12 | Message # 109
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:)





 
SolarLinerDate: Wednesday, 02.04.2014, 17:43 | Message # 110
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 smile




custom landing page to share: http://bit.ly/spaceengine
 
midtskogenDate: Wednesday, 02.04.2014, 17:50 | Message # 111
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
 
AKoMDate: Monday, 07.04.2014, 11:33 | Message # 112
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. smile

Edited by AKoM - Monday, 07.04.2014, 11:46
 
Destructor1701Date: Monday, 07.04.2014, 15:02 | Message # 113
Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
Quote midtskogen ()
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.





 
DoctorOfSpaceDate: Saturday, 12.04.2014, 20:49 | Message # 114
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline





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
 
kalelDate: Monday, 02.06.2014, 01:02 | Message # 115
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
 
Destructor1701Date: Monday, 02.06.2014, 01:41 | Message # 116
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
 
HarbingerDawnDate: Monday, 02.06.2014, 05:50 | Message # 117
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
 
kalelDate: Monday, 02.06.2014, 13:57 | Message # 118
Observer
Group: Newbies
France
Messages: 7
Status: Offline
Quote HarbingerDawn ()

kalel, you can keep track of development progress here, and in the site's blog section.

Thx
 
IgorvachDate: Thursday, 12.06.2014, 10:27 | Message # 119
Observer
Group: Newbies
Turkey
Messages: 3
Status: Offline
That could be cool - lean to start falling through space in that direction... might be a bit weird, though.

Space Engineer, ignore my previous suggestion - get the Rift dev kit now, and if you need an updated one, we'll donate towards that too!





vrati, врати за мазета
 
AniGochDate: Monday, 16.06.2014, 15:25 | Message # 120
Observer
Group: Newbies
Romania
Messages: 3
Status: Offline
As for the story you linked, that situation is different in every way than this one. He was (allegedly) selling technology with direct military application directly to people affiliated with the Russian government, forging documents, and attempting to cover up what he'd done. The technology he was selling was also "highly controlled" for export by the USA. Rift technology is not, otherwise it would not to be available for sale to almost every country in the world, and it would be the USA, not Russia, attempting to stop shipments of it.

Added (16.06.2014, 14:25)
---------------------------------------------
Hey guys, I know I'm a little late to the discussion, but I certainly believe that this should get Oculus Rift support ASAP. I've tested one myself, and have actually ordered a development kit on its way now
While yes the graphics on it aren't exactly the greatest, what really is its high-ground is giving you the sense of scale of an environment; things feel physically present with you, and to their proper size. Minecraft blocks actually look 1 metre large, for example. Therefore, seeing planets in actual size would be, in one word, incredible




блиндирани врати, монтаж врати
 
Search: