Work progress - 0.9.7.2
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Crashman1390 | Date: Friday, 14.03.2014, 20:03 | Message # 91 |
 Explorer
Group: Users
Canada
Messages: 229
Status: Offline
| Wow... Just wow... I'm really anticipating the Solar Corona effects. Great job!
[b]I was wrong, this forum still has a horrible community.[/b]
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Psauce | Date: Tuesday, 25.03.2014, 02:14 | Message # 92 |
 Space Tourist
Group: Users
United States
Messages: 25
Status: Offline
| Quote HarbingerDawn (  ) This has never worked for me.
you have to cross your eyes a lot.
Hurts my head so bad. But worth. Need to put my hands on some 3D hardware.
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HarbingerDawn | Date: Wednesday, 26.03.2014, 12:00 | Message # 94 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Much better!
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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Destructor1701 | Date: Friday, 28.03.2014, 05:00 | Message # 95 |
Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
| That's one of those subtle changes that has a big pay-off in immersion - nice catch!
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Inarius | Date: Friday, 28.03.2014, 11:40 | Message # 96 |
 Explorer
Group: Local Moderators
France
Messages: 237
Status: Offline
| Is the fact that the Oculus has been bought by Facebook and focus on advertising will change anything for space Engine ?
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DeathStar | Date: Friday, 28.03.2014, 11:47 | Message # 97 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| No, the next version of SE already has(or is very near to having) Oculus support, so it would be pointless if it was cancelled now. HarbringerDawn mentioned this on another thread just a few minutes ago.
Edited by DeathStar - Friday, 28.03.2014, 11:47 |
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HarbingerDawn | Date: Friday, 28.03.2014, 11:48 | Message # 98 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote Inarius (  ) Is the fact that the Oculus has been bought by Facebook and focus on advertising will change anything for space Engine ? No, why would it? What Facebook does with Oculus should not have any effect on SE. SE has Rift hardware support, which has nothing to do with Facebook's business strategies. Unless they radically change the way Rift support has to be implemented (possible in the long term but unlikely in the short term), it will make no difference.
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
Edited by HarbingerDawn - Friday, 28.03.2014, 11:48 |
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torc | Date: Friday, 28.03.2014, 15:40 | Message # 99 |
Observer
Group: Users
Italy
Messages: 15
Status: Offline
| Quote HarbingerDawn (  ) Is the fact that the Oculus has been bought by Facebook and focus on advertising will change anything for space Engine ?
No, why would it? What Facebook does with Oculus should not have any effect on SE. SE has Rift hardware support, which has nothing to do with Facebook's business strategies. Unless they radically change the way Rift support has to be implemented (possible in the long term but unlikely in the short term), it will make no difference.
Good to hear this... can't wait to test the game with the Rift. PS: give us the chance to select the 1080p resolution on rift...it works much better than 800p
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Crashman1390 | Date: Saturday, 29.03.2014, 04:32 | Message # 100 |
 Explorer
Group: Users
Canada
Messages: 229
Status: Offline
| Quote SpaceEngineer (  ) Animated procedural stellar corona
[b]I was wrong, this forum still has a horrible community.[/b]
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SpaceEngineer | Date: Saturday, 29.03.2014, 17:25 | Message # 101 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote torc (  ) PS: give us the chance to select the 1080p resolution on rift...it works much better than 800p It is true for demo/games which uses incorrect 1280*800 framebuffer size. For Rift, it is neccessary to use 25-30% bigger framebuffer, to compensate a tiny zoom that done by distortion shader.
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torc | Date: Saturday, 29.03.2014, 22:13 | Message # 102 |
Observer
Group: Users
Italy
Messages: 15
Status: Offline
| Quote SpaceEngineer (  ) It is true for demo/games which uses incorrect 1280*800 framebuffer size. For Rift, it is neccessary to use 25-30% bigger framebuffer, to compensate a tiny zoom that done by distortion shader.
Well now i understand...just a couple of questions: do you experience a big FPS drop in Rift mode? with my rig the game runs pretty smooth right now, but i wonder if it would be playable or not.
Plus i'd like to know if your engine works with the Oculus configuration utility (you know just for help with drift issues and different IPD) or do you use a recenter bind button and you have a dedicated table to configure correctly the Rift mode. Thanks in advance
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SpaceEngineer | Date: Sunday, 30.03.2014, 11:44 | Message # 103 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| FPS increased in Rift, because its resolution lower than resolution of my Full HD display (even taking into account scaling of the render buffer).
I used functions from libovr to initialize rift and read its parameters such as IPD. I used button to reset orientation - I simply didn't implement full sensor support yet.
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torc | Date: Sunday, 30.03.2014, 13:14 | Message # 104 |
Observer
Group: Users
Italy
Messages: 15
Status: Offline
| Thanks for the info Spaceengineer...Great job so far
You know, it's a bit frustrating to know that a funcional rift build is in your hand and i can't play with it!
Edited by torc - Sunday, 30.03.2014, 13:15 |
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laiod | Date: Sunday, 30.03.2014, 16:09 | Message # 105 |
 Space Pilot
Group: Users
United States
Messages: 95
Status: Offline
| The corona looks really awesome! Keep up the good work!
ASUS Radeon HD 7770 2GB, Crucial Ballistix 8GB x2, AMD FX-4130 3.8GHz, 1TB 7200rpm drive
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