Oculus Quest

YES!

This headset is fantastic. Despite the potential limitations of running the applications within the android/mobile hardware, I’m super impressed and happy with this product.

Already I’ve been easily throwing old scenes into a new Unity project setup for android/mobile application building. It has worked fairly flawlessly despite a random floating head and Rift controller models. I’m essentially using Unity, Oculus Integration, & VRTK.

I’m working on an updated 4thFlrStudio .apk for folks to play with. Although the experience hasn’t aged well with the increased headset resolution. Now it all looks pretty low quality… Have to see if I want to put in the effort to rework it for the higher fidelity.

Oculus GO

Hi - I’m not dead, but there hasn’t been much ground breaking stuff happening for me with VR.

I’m excited for Oculus Quest to be released and what that will do for teatherless VR. Leading up to Quest, I decided to pick up a Go despite my hatred for fixed point VR. I’m also going to play around with 360 video capture for playback in the Go. Although again, I really dislike the non parallax effect of looking at a spherical image with no depth data… but I’ll work with what I can at the moment.

So initial thoughts on the Go:

  • Lame setup via phone app

  • Nausea from smell of headset and lack of 6dof head movement

  • Annoying 10 step process to install, setup & push Unity scenes to headset. mostly the annoying point of installing this huge android development package, and then only need one tool from it. Maybe I followed the wrong tutorial for setup…

Currently building a scene in Unity that I believe will magically appear on the headset. Not a fan of having to toggle the developer mode via the phone app to get drag & drop to work with the headset (for photos/videos), and then turning developer mode on for ADB (android debug bridge) to let me push applications to the headset. I’m hoping I can delete the Unity package from the headset and not have to use the windows command line to do that.

Otherwise these days I’m working on VR scenes I can’t share. I still use my old process of baking the lighting. Otherwise I’ll throw the geometry into Unity without lighting just to get a basic feel for the space. Vray for Unreal is maybe starting to look promising - but again I do so much work in 3dsmax/vray, that any offshoot of the process just takes additional time starts to feel like a drag since projects are always evolving.

Network Render to Texture with Vray's Distributed Rendering

Another post to jot down a workflow for myself. Hopefully Chaosgroup will fix this bug but at the moment if you submit a Render to Texture job through backburner the job won't pick up the DR nodes that you want to include.

The solution (which I got from Chaosgroup's help, thanks!) is to take your local vray_dr.cfg file (which should have the list of DR nodes you want) and manually drop it into your network machine (whichever is running the job). The vray_dr.cfg file should be placed here: 

C:\Users\YOUR-USER-NAME\AppData\Local\Autodesk\3dsMax\2012 - 64bit\ENU\en-US\plugcfg

In my case I had been searching for vray_dr.cfg and found it in other folders where it looked correct, but then realized my network machine didn't have the vray_dr.cfg file in that particular folder so I copied one over and now things are working smoothly. You'll certainly want as much processing power as you can get to render those 4k or higher textures out.

4thFlrStudio | Vive edition

So I'm getting around now to posting a quick build of the 4thFlrStudio for the Vive. I think the newer headsets will start to show the poor quality of this demo now that the resolution is much improved. Either way it feels fantastic to be able to look around without the tracking breaking. My favorite thing to do now is use the camera pass-through to line up a physical chair to sit at the table. Be sure to put on headphones.

I'd love to figure out how to get contact shadows to lay over the unlit shaders - and be able to place things on the table to interact with. Sitting at that table was a very fond memory.

Grab the demo here, http://www.quitenice.co/blog/2014/8/3/4thflrstudio

I also plan to update the demo with the latest Rift sdk when my Rift arrives...

Vive | Setting up basic teleportation in Unity3d

The best solution at the moment is following Theston's work, which is an all-in-one script that you drop on the controllers. It handles a laser pointer, teleportation, and even some ability to grab objects. See what he's doing here, https://youtu.be/uTZ0xw4SPn0 - and here, https://www.reddit.com/r/Vive/comments/4gdxgt/steamvr_unity_toolkit_my_attempt_at_making_useful/

Download the assets here, https://github.com/thestonefox/SteamVR_Unity_Toolkit. And my steps I go through to integrate the files into my projects:

  • Import the latest SteamVR Plugin
  • Download the zip of SteamVR UNity Toolkit from Github
  • Copy SteamVR_Unity_Toolkit folder into your Unity project's Assets folder
  • Edit / Project Settings / Graphics, add a new included shader - choose 'Unlit/TransparentColor
  • Drop CameraRig into scene from, Assets / SteamVR_Unity_Toolkit/Prefabs
  • Put Steam VR_Basic Teleport script on CameraRig (found in the Assets / SteamVR_Unity_Toolkit/Scripts folder)
  • Put Steam VR_Controller Events & Steam VR_Simple Pointer scripts on both Controllers.
  • Have the floor be a physics collider. I break my floor geometry off from the rest and put a Mesh Collider on them. The teleporter will now only work when pointed at the floor.