Virtual Reality / Oculus Rift - who has a device?

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RickV
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Posted: 13th Jan 2014 17:16
Hi,



FPS Creator Reloaded will soon have Oculus Rift Support. Do you have a device and Reloaded? Let us know in this board.



Rick

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raymondlee306
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Posted: 14th Jan 2014 04:15
I got them both, baby! Bring it on!!!
Jerry Tremble
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Posted: 16th Jan 2014 04:44
I have one, too, and I'm really looking forward to using it in Reloaded. I just got it in early December and along with TriDef, FPSC works great as long as you set aspect ratio to 1280x800 ( edit the setup.ini file and add width and height as such ). It doesn't work with DBPro but I don't know why.
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2knuckels
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Posted: 18th Jan 2014 20:50
Yeah I have one too.

I only pledge when OR has been announced.



I have played with the first FPS and OR already, but the main problem is that the aim is not indepent from the look.

Hope in reloaded this is possible.

I am already burning to try it out.

(Unity is often too complex for small projets)
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raymondlee306
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Posted: 19th Jan 2014 04:49
Quote: "but the main problem is that the aim is not indepent from the look. "




UDK also suffers from this. We'll see where this goes but might require looking at the source code when we get access
ReFure
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Posted: 20th Jan 2014 18:41
I've got an Oculus Rift.





- Nic

http://www.niclauke.com
ACKohollic
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Posted: 28th Jan 2014 05:17
Yay just ordered mine can't wait to give it a try.

Addicted to Coding.

morphtactic
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Posted: 29th Jan 2014 00:36
Looks like Lee has beaten CryEngine 3 Free SDK for implementing Oculus Rift! Great job!



This is a huge thing.



I think everything is about to change in the gaming world.



VR is about to take over. But Through VR your mind will associate the 3D world you are playing in with reality. It will be harder to create the illusion of a the video game world through VR.



Every little detail has to be perfect, and the more photo realism the game engine graphic can produce the better.

This will set games apart more than anything else, and it will happen fast. It is already happening. I compare it with the introduction of HD TV. As soon as you watch HD, you will not want to go back to watch SD, because the quality difference is immediately apparent.



I have been creating content and game levels with CryEngine 3, which is very complicated. But the graphics are almost photorealistic.



Reloaded should be looking toward CryEngine 3 for inspiration. Such is the graphic quality that will quickly become standard.





The simplicity of Reloaded is impressive, now that the Rift has been added, and this is what makes reloaded more powerful than CryEngine. If reloaded can offer the same graphic quality it will be unbeatable! Many cry DEV people will cross over, just for the rift.



We should concentrate on creating the most photo realistic graphics possible. That is what will set future games apart; that is what will attract a lot of people. AI, game logic, Weapons, etc are pretty much the same across platforms, the trick is in the eye candy, especially for VR. Long Live Reloaded
Old Dude
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Posted: 29th Jan 2014 20:23
I have the Oculus developer's kit and am ready to get going!!!
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N ukeOrama
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Posted: 1st Feb 2014 10:15
I've had an Oculus Rift dev kit for quite a while and played around with it in Unity a fair bit. I have had an amazing time experimenting with VR and cannot wait to try it out in FPS Reloaded. About to download the latest Beta of reloaded now, exciting times ahead.
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BarZaTTacKS
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Posted: 3rd Feb 2014 06:04
How do you get the game to launch in VR mode?
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qster123
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Posted: 3rd Feb 2014 18:42
you need to export the standalone game and then edit the setup.ini file within Documents\FPSC Reloaded Files\xxxx
qster123
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Posted: 3rd Feb 2014 19:04 Edited at: 4th Feb 2014 22:26
Not sure how I did this but have managed to have an out of body experience (rift mode)



BarZaTTacKS
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Posted: 12th Feb 2014 22:08
When I edit the file as instructed it attempts to load then crashes.
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rs56
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Posted: 11th Jun 2014 03:56
I have dk1 and soon to receive dk2 looking forward to improved support for VR
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tomjscott
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Posted: 9th Jul 2014 23:37
Does OR work with FPSC-R in the current version? I've been thinking about VR for a while now and would like to someday do a Murder Mystery game reminiscent of what was envisioned in 1993 in Murder She Wrote. That was 21 years ago and we're finally at the point where this is actually possible.

If you don't know about the Murder She Wrote episode, you can see the details at http://www.imdb.com/title/tt0653453/

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
Jerry Tremble
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Posted: 13th Jul 2014 00:40
tomjscott-I haven't been able to get Reloaded to work with the OR for at least a couple versions now, and have gotten no response as to whether it is working or not. Wish I knew! Riftmode = 1 used to be the only change needed in the setup.ini file to make it work, but now I get an illegal screen size error any time I launch a standalone. Kinda sucks.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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tomjscott
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Posted: 13th Jul 2014 02:47
Thanks for the info, Jerry. I don't have OR yet anyway, but I'd definitely be interested at some point if it is supported in the final release.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
Jerry Tremble
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Posted: 13th Jul 2014 15:21 Edited at: 13th Jul 2014 15:26
LOL, I finally just asked and found out over on the Product Chat thread that OR support has been suspended. That would explain why it hasn't worked these past couple betas! Scene Commander said it will return eventually. I have DevKit 1 and am waiting for the commercial release before buying another, and that isn't expected until sometime next year. No hurry for me, I've waited almost 30 years for my holodeck so far. Another year won't hurt!



Funny I asked about it in this thread 2 months ago and still hadn't received a reply, asked over there and got a reply almost immediately. It just shows how little interest there is in VR around here. Personally I love it and believe absolutely that it will change gaming in the future. I backed PrioVR on kickstarter as well and expect to get that by the end of the year. Can't wait!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Slim Tonone
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Posted: 17th Mar 2015 01:27
Does anyone have the latest OR kit. Is the resolution better. . ... not looking through screen wire? Thanks Jerry, that's why my OR quit working or I thought it had creashed.
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Jerry Tremble
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Posted: 26th Mar 2015 02:21 Edited at: 26th Mar 2015 02:32
Fyi, Slim Tonone, OR works with UE4 no problem! I still have dev kit 1 and it works fine, albeit with the "screen door" effect! I'm still waiting on the commercial release, won't bother with dev kit 2. I believe the resolution is far better, though, on dev kit 2. I would imagine even better with the commercial release. Display technology has come about in leaps and bounds in just these past few years. Windows 10 will support 8k! Think about that!


EDIT: That reminded me to look at my PrioVR kickstarter pledge, and it seems UE4 and Unity will both support it. Lee sold me on it, so I sure hope it is (eventually) supported by Game Guru!
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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science boy
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Posted: 26th Mar 2015 12:32
i will be getting it when it is released no worries on that i want to immerse in my own world
an unquenchable thirst for knowledge of game creation!!!
Grooovy!
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Posted: 27th Mar 2015 15:23
Just bought OR DK2 to develop with Unreal 4.7.3

Looking forward to it!
Brook\'s Law ...\"adding manpower to a late software project makes it later\"
Jerry Tremble
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Posted: 28th Mar 2015 04:12
@Grooovy- have you tried any demos with it? I'm just curious how the display is. Dev kit 2 should be closer to the resolution of the commercial release, whenever that comes out. Dev kit 1 has the infamous "screen door" effect due to the low resolution (you can see the actual pixels, quite clearly, or, more importantly, the borders that separate pixels). Still amazing, though! Like I said above, display technology has come a long way since they started working on it in the first place. Two things I've been waiting patiently for: Reloaded/Game Guru to be finished and full featured, and the OR commercial product. I know they will arrive. I know they will arrive. I recite this daily. It keeps me at peace. Just kidding! In the mean time, I've dabbled in UE4 as well. It's a very nice, powerful engine. It's not overly difficult to use, however, if you want to do anything, you really have to learn Blueprint or, if you are fluent in C++, go that route. I have done a little C++ programming, and understand OOP, and it seems, at least to me, more intuitive than Blueprint. I never really got into kismet in the previous versions either. Anyway, have fun!
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Grooovy!
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Posted: 28th Mar 2015 18:54
Hey Jerry!

I am still awaiting DK2, but after research, it looks like it will be almost free of "screen door".

They are using AMOLED tech instead on DK2 and have the persistence and latency down a great deal. They still recommend that you develop something that will sustain at least 75Hz (FPS) so UE4 and Unity seem to be the best fit.

GG will have to include a good implementation of occlusion culling in complex scenes in order to achieve a judder-free experience. I have seen demos on crescent bay tech (the supposed lead up to CV1, consumer release) that even require an engine to be able to run scenes at a constant 90Hz. For fidelity, one can use MSAA to stop pixel popping.

GG is quite a ways away from this as it stands, and I believe this is why Lee (rightly so) pulled support for Oculus.

I have had a look at the SDK source and it is not daunting in the slightest. However, I have the benefit of being a programmer for 34 years, granted mostly in ansi-C and OO Pascal (Delphi), but c++ comes easily to me and the source for UE4 is, in my opinion, very clean.

Blueprint is a fantastic piece of tech from Epic.. I have pushed it a lot and it is very robust relatively speaking.

I am on edge right now, waiting for DK2! Cannot wait to use UE4 with it!

All the best Jerry!

Gary.
Brook\'s Law ...\"adding manpower to a late software project makes it later\"
Grooovy!
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Posted: 28th Mar 2015 19:13 Edited at: 28th Mar 2015 19:18
BTW, check this out regarding a road system in UE4 (if you haven't already)

Brook\'s Law ...\"adding manpower to a late software project makes it later\"
Jerry Tremble
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Posted: 29th Mar 2015 02:00
Haven't seen that particular video but have the seen the demo/sample. Amazing, very cool stuff! It would be nice to have this kind of power in GG, but I'm not holding my breath. Maybe someday years from now!
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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