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Topics - Tbone

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121
News and Announcements / Oculus Story Studio
« on: January 27, 2015, 03:13:26 pm »

https://www.oculus.com/blog/oculus-story-studio-oculus-unity-free-and-gdc-2015/

Quote
Over the last two years, we’ve seen virtual reality expand well beyond games into more unexpected areas like cinema and storytelling. This week as part of the Sundance Film Festival in Park City, Utah, we’re excited to announce a new experimental virtual reality cinema project: Oculus Story Studio.

Oculus Story Studio is made up of a small, all-star team of film and game developers dedicated to exploring ‘immersive cinema’ — realtime story-driven VR experiences that let the viewer step inside and become part of the story. The goal was to learn more about cinema and storytelling in VR and to share that knowledge with the community.

Story Studio is debuting its first, short (4-minute) experience this week at Sundance called ‘Lost’. Lost takes the viewer on a journey to a moonlit forest inhabited by an unexpected creature. The piece is directed by Story Studio’s creative director Saschka Unseld, who was also the director of Pixar’s short film ‘The Blue Umbrella’.

122
Off Topic / My webisode
« on: January 23, 2015, 12:55:03 pm »
Getting views for these people. I did an episode of "The ABC's of Online Dating". Here's the episode. You're welcome:

http://youtu.be/3plH3XtyJ9c

123
http://youtu.be/aThCr0PsyuA

http://www.theverge.com/2015/1/21/7867593/microsoft-announces-windows-holographic
http://www.wired.com/2015/01/microsoft-hands-on/?mbid=social_twitter

Quote
Microsoft has just revealed its next great innovation: Windows Holographic. It's an augmented reality experience that employs a headset, much like all the VR goggles that are currently rising in popularity, but Microsoft's solution adds holograms to the world around you. The HoloLens headset is described as "the most advanced holographic computer the world has ever seen." It's a self-contained computer, including a CPU, a GPU, and a dedicated holographic processor. The dark visor up front contains a see-through display, there's spatial sound so you can "hear" holograms behind you, and HoloLens also integrates a set of motion and environmental sensors.

NO WIRES OR PC REQUIRED, IT'S A SELF-CONTAINED HOLOGRAM GENERATOR

Though still early in its development, HoloLens will be made available "in the Windows 10 timeframe" and, according to Microsoft CEO Satya Nadella, it will be priced "for both enterprise and consumers to use it." Microsoft has already shown HoloLens to at least one games publisher, with Take-Two Interactive CEO Strauss Zelnick describing the experience as "extraordinary."

http://youtu.be/aAKfdeOX3-o
Signum News - Microsoft HoloLens Apresentation

124
News and Announcements / Oculus and VR at CES 2015
« on: January 08, 2015, 03:39:33 pm »
It's a new year, and with a new year becomes the same question of "Will this be the year of consumer VR?" Still no official word yet, but Oculus was at CES again this year. Last year they unveiled their Crystal Cove prototype, which eventually became the DK2. This year they are showing off the Crescent Bay, a prototype they originally unveiled at their own conference, Oculus Connect. I've been parsing the info to bring you the juicy tidbits!

Crescent Bay Impressions

Like at Oculus Connect, Crescent Bay is blowing people's minds. The term "mind blowing" has been used so much that people started posting a thesaurus entry for people to try to use other terms. There's a lot of little things working together to make the magic of "presence" happen.

The room is set up with a mat in the middle. The user stands in the middle of the mat. A small camera is mounted on the wall and there's an attendant to help put the Crescent Bay on and keep the wire out of the way. Yes, it's still wired and don't expect it to be wireless for CV1.

The new positional tracking camera has a very wide angle, allowing users to duck and walk around without losing the tracking. The tracking is now also 360 degrees. The user can turn all the way around without losing tracking. This is aided by a back plate to the headset that contains additional LEDs. The back plate also allows for better weight distribution.

Speaking of weight, the headset is apparently super light, and Oculus is confident that a user can wear the headset for extended amounts of time without any discomfort due to weight. This is a big improvement over previous versions of the unit.

Head tracking in general has apparently been optimized beyond what many thought was possible. Hearing people talk about it, no one is really able to describe very well what the difference is - but they say the tracking is so good that the world around you feels real and concrete. This may be aided by the 90hz the device is running at, taking full example of low persistence.

Oculus has been coy about what the actual resolution of the screen is. The PERCEIVED resolution, however, is much higher, as many report that they are unable to notice any screen door effect or individual pixels. Oculus credits this to their custom optics and screen more than a specific resolution. The general consensus is that it has to be somewhere between 1080p and 1440p. The real difference here comes in the legibility of text and seeing objects far in the distance. Oculus admits these are still issues and will continue to be issues with VR for some time, but eliminating the screen door effect and masking the pixels goes a long way.

The Field of View, while many have reported seems wider, apparently hasn't changed much and won't change much. Somewhere around 110 degrees is what to expect, and Oculus says anything higher would require significantly more horsepower and that, right now, the trade off would just not be worth it.

While Oculus still says the Rift is a "seated experience", it's clear that they believe the ability to stand, take a few steps, and duck around adds a lot to the experience and "presence". This was the first public demo for Oculus where people were standing rather than seated.

Almost all reports coming in is that this is as big an eye opener for VR as the first DK1 was. It's leaps and bounds over anything the DK1 and DK2 has had to offer.

VR Audio

The new addition to Oculus' demo was VR audio. Oculus has been working hard on 3D audio and relating it to the head tracking. The result is precise virtual audio positioning. This apparently greatly increases the immersion of the experience and especially helps with giving cues as to where the user should be looking. An SDK for developers to incorporate this into the DK2 should be coming out soon!

Consumer Rift

As usual, Oculus was very vague on details of the consumer Rift. There were several hints dropped that Oculus is hoping to launch CV1 (Consumer Version 1) sometime this year. Palmer stated the company has been operational for two years now and has released two products (DK1 and DK2). This will be their third year and if they follow that pattern...you can draw your own conclusions. Many features are close to being finalized - you can assume a lot of the Crescent Bay experience will be found in the consumer Rift, and Oculus has stated that it feels Crescent Bay delivers on what the minimum for consumer VR should be.

VR Input

Another hot topic that Oculus was vague about is VR Input. Oculus recently acquired Nimble VR, a company that had a Kickstarter for their hand tracking solution. It's similar to LEAP motion, only apparently good enough for Oculus to buy them out. Still it appears Oculus has not nailed down what their VR Input will be quite yet, but it seems to be a high priority. Oculus hinted that, while there won't be another dev kit of the headset, we should expect there to eventually be a prototype of VR Input that turns into a developer kit. More than a new prototype of the headset, I would expect to see the unveiling of an input device at a future conference.

Other VR

VR has gained a huge amount of popularity and it seems VR-based tech was a dime a dozen at CES. Razer announced their own open source VR initiative, which includes an open source VR HMD. Omni-directional treadmills were still on display, getting closer to their finalized versions. Sixense, Leap, and all the normal players were there. But honestly, all eyes are still on Oculus, who had their largest booth yet, and all other attempts at VR are still trying to play catch up.

125
Non-VR Games / Case for the Prosecution Against Nomnom
« on: January 01, 2015, 02:50:54 pm »
This is a pretty long and complicated story, and I've spent a long time rummaging through the evidence to piece together what happened. The short of the story is that someone hacked through a part of our base last night and we believe a player either helped or showed him the base and told him to hack it. All we really had to go on was that this player iNomNomNom was on the hacker's Steam friend list. There was a lot of other circumstantial evidence, but I found the proof in the logs.

At 4:20 the hacker starts talking to himself in chat. He's not talking to himself. Someone is talking to him through voice and he is replying in chat. The hacker has problems adding the person. We can assume the voiced user is asking him to add him on Steam:

(16:20:52) | [CHAT] "THatcouldntbeit":"suree!"
(16:21:01) | [CHAT] "THatcouldntbeit":"ok i will"
(16:21:03) | [CHAT] "THatcouldntbeit":"THANK YOU"
(16:21:05) | [CHAT] "THatcouldntbeit":"i will"
(16:21:50) | [CHAT] "THatcouldntbeit":"i cant add u"
(16:21:55) | [CHAT] "THatcouldntbeit":"error"

I found a website that will tell you how long someone has been friends with another person on Steam. Voila!

THatcouldntbeit
December 31, 2014, 4:22 pm

This identifies our voiced user as iNomNomNom and is proof that NomNom requested the hacker add him and it was not a random add from the hacker himself. Now we can assume they have a private chat for a while, but our hacker slips back into talking in the general chat after a few minutes:

(16:34:37) | [CHAT] "THatcouldntbeit":"ill keep farming some buildings"
(16:34:43) | [CHAT] "THatcouldntbeit":"lol"
(16:35:10) | [CHAT] "THatcouldntbeit":"u should take this base over"

Five minutes later...

(16:40:23) | THatcouldntbeit has suicided

THE HACK BEGINS. Our hacker is still talking to iNomNom and remarks that he should take the base over that they are looking at. We know that this is our base that they are looking at as this is the time frame when our base starts getting hacked.

CONCRETE PROOF THAT INOMNOMNOM APPROACHED THE HACKER AND DIRECTED HIM TO HACK OUR BASE.

*drops mic*

126
VR Gaming / BlazeRush
« on: December 25, 2014, 11:01:58 am »
Just bought it on Steam for $7.50. Check out the demo! It's multiplayer, so someone come play with me!

Blaze Rush Oculus RIFT DK2 first impressions - GamerMuscle VirtualReality

127
VR Gaming / Multiplayer Rift Games
« on: December 23, 2014, 10:35:11 am »
List of games to potentially play as a group or against each other.

Blaze Rush
Up to 8 online. Rave review. Currently around $8

Blaze Rush Oculus RIFT DK2 first impressions - GamerMuscle VirtualReality

Couch Knights
2 player can be hacked together, but not a full-fledged experience.

DolphinVR
Has potential, but lag and desync is still an issue for most games.

Elite: Dangerous
Space sim. Great DK2 support currently! $60 game.

JanusVR
Closest thing to the metaverse. Lots to look at. Not a game.

MinecRIFT
Minecraft needed. Great mod!

RiftMax
Multiplayer theater. View videos together. Host events. Pretty popular.

VRChat
Chat program

128
News and Announcements / Gear VR Released
« on: December 09, 2014, 09:14:12 am »
Gear VR, Samsung's Oculus-powered VR headset, is now available! The headset is available for the Note 4 phone and can be purchased for $199. This is labelled as the "Innovator Edition" and comes with a free suite of VR games and software.

129
Non-VR Games / New North
« on: December 07, 2014, 06:23:59 pm »
NEW NORTH DIRECTORY

19
Buffer/empty
17
Boxes: Attachments/Wood/planks/wooden building supplies/medkits/cloth
Stashes: (Outer) 556/shotgun shells (Inner) M4s, Bolts
15
Boxes: Kev/P250s/shotguns/MP5As/9mm ammo
Stashes: (Outer) 556/shotgun shells (Inner) M4s, Bolts
13
Boxes: Kev/P250s/shotguns/MP5As/9mm ammo
Stashes: (Outer) C4 (Inner) Grenades
11
Boxes: Metal building supplies/Metal frags/Sulfur/Charcoal/Flares/Leather/Animal Fat/Cloth/Kev/P250s/shotguns/MP5As/9mm ammo
Stashes: (Outer) C4 (Inner) Grenades, LQM, Low grade fuel, Gunpowder
09
Boxes: Kev/P250s/shotguns/MP5As/9mm ammo
Stashes: (Outer) 556/shotgun shells (Inner) M4s, Bolts
07
Boxes: Wood/planks/wooden building supplies/medkits/cloth
Stashes: (Outer) 556/shotgun shells (Inner) M4s, Bolts
06
Drop off
05
Barracks, cook
04
Stairway maze/farming gear
01, 02, 03
Bottom

130
Non-VR Games / Rust Server Hunt
« on: November 18, 2014, 04:15:45 pm »


It's not looking good for our old server, so we figured it would be fun to start on a different server from scratch and take the place over! We're getting together tonight to look for a new server.

Needs to be no wipe, no lockpicks, sleepers, airdrops, active admins, vanilla!

131
News and Announcements / Oculus Rift to be Featured on South Park
« on: November 11, 2014, 07:31:33 pm »

In tomorrow's episode Butters believes he is in a virtual world. South Park's Facebook page shows a cover photo of Butters in goggles that say "Oculus" on them. I'm way too excited for this!

132
News and Announcements / VR Awards
« on: November 08, 2014, 12:37:55 pm »
Quote
Every Vote Counts

On the Monday the 10th November we will publish a private poll on this site where you the public can choose the eventual winner of ( The Public Choice Award ). We will be limiting this poll to one vote per day via IP logging & Cookie Tracking.  This poll will stay active until Tuesday 25th November. The Poll will allow you to type in the Name of the VR Experience which has impressed you the most over the past 24 months. As this is the first Virtual Reality Awards we want to include everything that has been released since the release of the DK1 but in next year’s event we will limit votes to experiences that have been released within the past year.

Please when voting just type the Full Name of the experience and not an abbreviation as some games/demos/experiences can have similar abbreviations.

Once polling has closed we will reach out to the winner and ask them to attend the show.

We will be sharing lots more info in the coming weeks so stay tuned.

Developer’s wanting more info about this event please Read

 

 

http://thevirtualrealityawards.com/get-your-votes-ready/

133
General / Welcome DJLonestarr!
« on: October 30, 2014, 02:04:55 am »
Welcome to the Furious Angels!

134
General / Welcome Mr Q!
« on: October 28, 2014, 12:30:53 am »
Welcome to the Furious Angels!

135
News and Announcements / 0.4.3 Beta SDK Released!
« on: October 24, 2014, 02:41:03 pm »
Oculus has released v0.4.3 Beta for the SDK and Runtime, so make sure you upgrade! The biggest improvements seem to be a latency reduction in Direct Mode and Linux support. Personally I still can't get Direct Mode to work, but for those who can, this is probably a big improvement.

New Features Oculus SDK
Display Driver latency reduction in Direct Mode by 1 frame, resulting in 0ms Post-present.
Updated display driver to support multi-threaded calls efficiently, this may improve performance in some scenarios.
Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning during active development.
Added option in the Oculus Configuration Utility to set the OVRServer logging level.
Updated the Health and Safety Warning screen to reflect an age restriction of 13. More information can be found in the Oculus VR Best Practices Guide and in the Oculus VR Health And Safety Warnings documentation.
Experimental Linux support (see included LINUX_README).
Numerous stability and performance improvements.

Unity
Added support for Unity Free in Unity 4.5.5 and up.
Overhauled Unity C# API. Reduced performance overhead. See the migration guide for more details.
Improved support for multi-layered rendering. Just instantiate multiple OVRCameraRigs, set Camera.depth and Camera.clearFlags for each eye, and use.

Bug Fixes Oculus SDK
Fixes in Vsync direct mode tearing.
Fixed a bug in the D3D10/11 rendering path that was causing the overall brightness of the visuals to change on some systems.
Improved OpenGL state management through contexts.

Unity
Fixed a source of jitter in TimeWarp timing that resulted in shaky images.
Removed problematic "out of camera range" message. Will be replaced by an optional camera bounds visualization in a future release.
In the editor, Game view rendering no longer targets the wrong view.

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