Posted: 1st Mar 2014 14:20
Edited at: 1st Mar 2014 15:33
I have only used the Rift with Reloaded so far with a simple test level I made: A small pond, several trees, hills, and a couple tents and buildings. On that little test, it seems to be working fairly well, although the OR's pitch, yaw, and roll seem to be a little off (exaggerated)at times. I only use the mouse to help correct for that and to turn myself in directions that are just not possible while facing in one direction (like turning around). I found the same issues with several of the "tech demos" that are floating around out there. (riftenabled.com). ("Alone in the Rift" is a great one, if you haven't checked it out yet; very well done) My rift also worked perfectly with the demo world (if you're referring to that little Tuscany style building). The OR development kit also suffers from what is called "the screen door effect" due to a 1280X800 resolution split between two eyes. Rather low resolution, which will improve significantly in the consumer version. Sorry I don't know what's up with your mouse, but keep this in mind: The rift is in the development stage as yet, and Reloaded is still in beta and we can expect it to be for some time to come (perhaps a year or more!). They simply wanted to get basic functionality out there quickly, and I think we can expect (and we have seen already in other areas of Reloaded) that it will behave somewhat differently on different hardware. I have a slightly different experience on each of my 3 machines. They are aware of the issues. For instance, weapons for some reason don't show up in the rift so I might as well forget putting in any enemies as well! Also, the water isn't visible in the rift, and when I go in, I take damage! LOL! If you are a user of Dark Basic Pro and are itching to get developing with the rift without spending all that cash on Unity Pro there is a guy (faizeq, I think his name is) over on the DBPro forum who has begun adapting the OR .dll to DBPro. I've been playing around with that code (the second one, lower on the thread) for the past few weeks (while waiting for updates here) and it is quite promising. So far I can load my own world (level made in FPSC Classic) and several animated characters (high-poly characters, around 60k polys each, from DAZ Studio, decimated of course, as I read somewhere DirectX 9 doesn't like single entities over 65k so I haven't tried them), and still pull a few hundred fps. With his code you can tweak the OR settings and also mess with pitch, roll and yaw deltas. It also implements Sparky's collision and has XBox360 controller support. Nice. The only issue I have with his code is his speed algorithm is wrong. I still need to delve into that. Oh, one other issue, he implements a bloom shader which tends to wash out textures, but it is adjustable to a certain extent, but when turned down it leaves too much shadow. I may try a different shader some time.
Edit: Another cool thing about using the DBPro with that .dll is that 1st person perspective is truly 1st person. By placing the camera at the head (limb) location of your own character you have full body awareness. I'm soon going to be playing around with limb control commands to see just how far I can take this, perhaps even making my own controller for the rift. Sorry if my post is lengthy but I am excited about this new tech as are many! Good luck!
Don (Jerry isn't my real name)