Comments for eVRydayVR https://evrydayvr.wordpress.com A virtual reality blog from the creator of the eVRydayVR YouTube channel Fri, 17 Jul 2015 22:40:08 +0000 hourly 1 http://wordpress.com/ Comment on Unity Asset Store package: 360 panorama capture by kentbye https://evrydayvr.wordpress.com/2015/07/15/unity-asset-store-package-360-panorama-capture/comment-page-1/#comment-22 Fri, 17 Jul 2015 22:40:08 +0000 http://evrydayvr.wordpress.com/?p=257#comment-22 In reply to eVRydayVR.

Awesome video, and a great overview of the history of interactive movie games.
Yeah, I think there’s a lot of potential there for some interesting high-fidelity VR experiences that are a blended mix of agency and narrative. It’s an interesting to consider dynamically swapping out the green screen alpha layers with dynamic content. There’s a lot of potential there, and the biggest concern would be file sizes. So perhaps going the lower-fidelity route would help with maximizing the file compression and allow for longer and more rich experiences. The best part could be that it might open up types of experiences on mobile that would otherwise only be possible on a desktop machine. Especially if you’re able to get the stereoscopy working correctly without positional tracking and within the existing yaw & pitch-only rotation constraints of existing 360-video.

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Comment on Unity Asset Store package: 360 panorama capture by eVRydayVR https://evrydayvr.wordpress.com/2015/07/15/unity-asset-store-package-360-panorama-capture/comment-page-1/#comment-21 Fri, 17 Jul 2015 21:47:23 +0000 http://evrydayvr.wordpress.com/?p=257#comment-21 In reply to kentbye.

I think this is a good idea. I’ve imagined an experience in which you have a set of waypoints and travel between them using short video segments, then have a looping video for each waypoint. It’s a lot of filesize, but the fidelity could be very high (even live action) at very low GPU requirements. You can also use green screen techniques to create 360 videos with alpha layers, which get superimposed on top of other videos – with proper stereoscopy this can be quite convincing, and if you additionally infer depth buffers (to get an RGBD video) you can even handle things like occlusion correctly. These ideas would work as well in traditional monitor-based games but interactive movie games haven’t been really explored or expanded much since the 90s – here is a good video on the history: https://www.youtube.com/watch?v=XifwlVjuCT0

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Comment on Unity Asset Store package: 360 panorama capture by kentbye https://evrydayvr.wordpress.com/2015/07/15/unity-asset-store-package-360-panorama-capture/comment-page-1/#comment-20 Thu, 16 Jul 2015 01:47:46 +0000 http://evrydayvr.wordpress.com/?p=257#comment-20 Do you see a way to make a sort of interactive cinematic experience by combining a series of 360 videos together if they were wrapped within some sort of lightweight app layer that could take touch input based up gaze regions? I would imagine that file sizes might be an issue to have a fully interactive type of narrative. But since you’re diving into making videos out of Unity scenes, I wonder if this approach would open the doors to making cinematic VR experiences a bit more interactive.

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Comment on Response to Editorial: Why VR Is Going To Be An Enormous Flop by oblong gorci https://evrydayvr.wordpress.com/2015/06/17/response-to-editorial-why-vr-is-going-to-be-an-enormous-flop/comment-page-1/#comment-15 Thu, 18 Jun 2015 04:08:23 +0000 http://evrydayvr.wordpress.com/?p=233#comment-15 “I… don’t entirely understand this and it sounds kind of terrifying.”

It’s a freakin’ joke, you humorless bore. RPS is a “humorous” site. They like making with the funny. No need responding to your other points if you’re so disingenuous.

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Comment on Unity 5 bug: psychically linked textures on Gear VR by rlonau https://evrydayvr.wordpress.com/2015/04/22/unity-5-bug-psychically-linked-textures-on-gear-vr/comment-page-1/#comment-13 Tue, 16 Jun 2015 16:13:19 +0000 http://evrydayvr.wordpress.com/?p=39#comment-13 Hi there,
I’ve the same problem right now in a very simple demo scene. I’ve got a floor and an animated object. After two or three seconds the floor gets the texture from the animated object. I’ve disabled the script, so there is no animation or whatever going on.
Using Unity 5.0.2f1 (64bit) and the latest Oculus VR ovr_mobile_sdk_0.6.0.1

Any idea?
Did you solve that issue back then?
Thanks

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Comment on Producing high-quality 1080p60 video of Oculus Rift DK2 gameplay by Matthias https://evrydayvr.wordpress.com/2015/05/02/producing-high-quality-1080p60-video-of-oculus-rift-dk2-gameplay/comment-page-1/#comment-12 Tue, 16 Jun 2015 10:17:26 +0000 http://evrydayvr.wordpress.com/?p=127#comment-12 So one more thing I found out: If I use shadowplay and I activate desktop recording and record the mirror that is sometimes shown on the desktop for some apps, I get perfectly fine 60FPS recordings at highest quality settings without the SLIGIHTEST stutter in the oculus game. So it’s definitly not an performance issue. I have no idea what issue it is though.

I don’t even know if you are answering question, doesn’t seeom so! 😀

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Comment on Producing high-quality 1080p60 video of Oculus Rift DK2 gameplay by Matthias https://evrydayvr.wordpress.com/2015/05/02/producing-high-quality-1080p60-video-of-oculus-rift-dk2-gameplay/comment-page-1/#comment-11 Tue, 16 Jun 2015 06:44:06 +0000 http://evrydayvr.wordpress.com/?p=127#comment-11 The weird thing is: I get barely any usage on my CPU even while recording. It’s at 40% max. So it can’t be a lack of power I guess.

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Comment on Producing high-quality 1080p60 video of Oculus Rift DK2 gameplay by Matthias https://evrydayvr.wordpress.com/2015/05/02/producing-high-quality-1080p60-video-of-oculus-rift-dk2-gameplay/comment-page-1/#comment-10 Mon, 15 Jun 2015 21:06:42 +0000 http://evrydayvr.wordpress.com/?p=127#comment-10 Hey there,

I got it working with VR gamemanager. However, I get a lot of judder. My system is as follows:

i5 2500k @4.2GHZ
970 @980
8 GB Ram

I’m trying to record with OBS but as soo as I start the recording, I get significant stutter. I am now trying to find out what is the reason for that or if it’s just the performance impact of the recording and it can’t be any better. The weird thing is, that often the recording is fine and smooth the first few seconds and then the judder begins. Also, lowering the settings, say 720/30FPS instead of 1080/60 doesn’t seem to affect the issue at all. In both cases there is the same amount of judder.

Any idea where this comes from and what to do against it?

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Comment on Producing high-quality 1080p60 video of Oculus Rift DK2 gameplay by Matthias https://evrydayvr.wordpress.com/2015/05/02/producing-high-quality-1080p60-video-of-oculus-rift-dk2-gameplay/comment-page-1/#comment-9 Sun, 14 Jun 2015 17:21:07 +0000 http://evrydayvr.wordpress.com/?p=127#comment-9 Hey there,

I’d desperately need your help, because I just can’t get the recording to work. My problem is that I run into issues with the extended mode. I set my Rift to primary display but the apps will always open on my 2nd display, my monitor. I have no idea why this is happening. Switching things up doesn’t help either, because it seems that I can’t record my second monitor with OBS. No matter what I try, it always seems wrong. 😦

I successfully recorded games with the Nvidia Shadowplay feature, but that is a limited feature.

Thank you!

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Comment on Desktop VR pitches: Disk City + Crane Simulator by Garrett Munro https://evrydayvr.wordpress.com/2015/04/21/desktop-vr-pitches-disk-city-crane-simulator/comment-page-1/#comment-8 Sun, 10 May 2015 15:34:39 +0000 http://evrydayvr.wordpress.com/?p=24#comment-8 Your DiskCity concept reminds me a bit of Micheal Douglas’s file hunting experience in Disclosure: https://www.youtube.com/watch?v=VFkyV7d5t8o

Your Crane operator concept is pretty cool, “day in the life of” experience. We were jamming here on Social-emotional learning (SEL) simulation concepts and came up with a narrative based game where the player is a nursing home resident or someone with a physical disability and is confronted with some sort of othering or role-taking” challenge. Putting together a Unity team!

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