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Offscreen Colonies: VR Edition

category: general [glöplog]
Would love to make a Vive version if someone hands us a device for a week or two.

*Looks at amount of Vive headsets in vicinity*

added on the 2017-12-13 17:44:10 by okkie okkie
I have a possibly functional OpenVR port now so if someone has a Vive, hit me up on IRC.
added on the 2017-12-14 14:54:07 by Gargaj Gargaj
hm yes.. I can try for you - send me a mail (patar..... @ yahoo) if you want!!
added on the 2017-12-14 16:37:48 by Navis Navis
Bravo ! it works !

It's a fascinating experience. I would say that most of it works brilliantly, and the things that don't is a matter of personal taste.
The vertical "shine" rotates with you as you tilt your head - actually it stays vertical in screen space but your world doesn't. This is very simple to fix (if you want to), by taking into account the up vector from the headset. I didn't mind it.

There are some minor glitches between left-right eye with the mirror like projections, but they are very minor and definitely not a bother. I enjoyed the last scene with the "this is your world", it is compelling in 3D.

I felt a tiny bit nauseous at the very beginning, as the camera was moving without me, but got used to it. I can take it for a few short minutes.
The lack of other action as you look around is not a problem either, as there is enough in 180 degrees of frustrum to satisfy (plus there are stars and skyboxes).

The only weird thing is that it starts facing *away* from my screen - I was expecting the menu to be infront of me, but it is behind. Not a problem, I only had to stand up and rotate my chair.

Very good... this is definitely a scene production, and a great one.
added on the 2017-12-14 17:36:45 by Navis Navis
The only weird thing is that it starts facing *away* from my screen - I was expecting the menu to be infront of me, but it is behind. Not a problem, I only had to stand up and rotate my chair.

Okay that is weird.
added on the 2017-12-14 17:59:33 by Gargaj Gargaj
Looking forward to check it out. My rig only has a 1060GTX, are details configurable?
I did the port on a 1060, it runs reasonably well but not at 90FPS - there's a lowres option at the start (in VR) that guarantees you 90, but it looks a bit arse of course.
added on the 2017-12-14 18:10:29 by Gargaj Gargaj
great experience. the planets look a bit small in VR so maybe add some objects close to you between you and planet so you experience a planet far away from you.
added on the 2017-12-16 13:05:06 by fluor fluor
Gorgeous. But i have a silly idea just in case of experiment. Maybe try to run the intro on a mid range graphics card and a cardboard compatible mobile. Yes i believe it could be a stupid idea but i love to give it try :p
added on the 2017-12-16 18:24:56 by Volantis Volantis
Someone on Twitter suggested that with https://www.trinusvirtualreality.com/ it should be possible, to essentially have the "headset" (phone+cardboard) stream from the desktop computer.
added on the 2017-12-16 19:03:09 by Gargaj Gargaj
It could be awesome if the intro work under the 3rd party vr apps. Like trinus or riftcat etc. They worked fine on games. So i have faith in running intro with a cardboard vr. I'm busy during the next month but i will try the trinus+cardboard asap.
added on the 2017-12-17 18:14:13 by Volantis Volantis
If they work with OpenVR, they'll work.
added on the 2017-12-18 00:34:59 by Gargaj Gargaj
Riftcat supports the OpenVR with VRidge app on android. So its possible. Just need to run the intro with a cardboard+phone.
added on the 2017-12-18 10:38:01 by Volantis Volantis
tried it.
"still outpost" is the only scene where you can move your head without becoming sick from the reprojection - and the rift wants only 60Hz... geez guys :)

still - i appreciate the effort.

( also: anti-aliasing is a thing. :) )
added on the 2017-12-19 16:30:35 by abductee abductee
Oculus wants 90fps and it passed the tests on the lowest end config (from 2014). Maybe upgrade? ;) There's a handy tool that tells you what's missing: https://support.oculus.com/1357437467617798/

(Also good luck hitting 90 with raymarching ;)
added on the 2017-12-19 16:52:49 by Gargaj Gargaj
(Also good luck hitting 90 with raymarching ;)

That's pushing it
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added on the 2017-12-19 18:33:28 by xTr1m xTr1m
Zavie: I was hoping to answer most of those questions in shape of a talk at possibly Demobit; unfortunately turns out Smash is speaking about pretty much the same things and I don't wanna trample on his talk by presenting an inferior greenhorn version of it so we'll see :)

Hopes transformed into reality, come to Demobit 2018, he will be talking and answering all your questions there :)
added on the 2017-12-20 16:32:53 by natalia natalia

Also good luck hitting 90 with raymarching ;)

Certainly not impossible, but a lot of (probably boring) work.
added on the 2017-12-20 18:22:23 by las las
So here's a boring question: Assuming the OpenVR port is up to snuff, should we put it on Steam?
added on the 2017-12-21 16:53:01 by Gargaj Gargaj
I like to have the intro on steam but i don't know its correct to publish a demoscene product on a gaming service or not.
added on the 2017-12-21 20:32:18 by Volantis Volantis
Erm... it's already in the Oculus store. I'd appreciate a Steam link so that I can spread VR demoscene love throughout the local VR community.
added on the 2017-12-21 21:50:17 by DrClaw DrClaw
^^ I'd grab it on Steam! A direct download somewhere would also be appreciated though.
added on the 2017-12-22 00:27:32 by jmph jmph
Green light for Steam from me! Go, go, go! Spread the beauty of the demoscene all over the world!
added on the 2017-12-22 01:27:39 by Bobic Bobic
Green light for Steam from me! Go, go, go! Spread the beauty of the demoscene all over the world!

Sadly there is no Steam Greenlight anymore
added on the 2017-12-22 01:32:37 by Volantis Volantis
Now available for the HTC VIVE and other OpenVR devices at Viveport:
added on the 2018-02-14 15:25:51 by Gargaj Gargaj


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