Fool me, this is real good shit ! [the VR thread]
Re: Fool me, this is real good shit ! [Oculus Rift]
Nice, I think the futures going to be real sweet. For you guys and for VR.
Re: Fool me, this is real good shit ! [Oculus Rift]
FTFY.Governmentyard wrote:You are an X-rated goat stimulator.gilesgoat wrote:EDIT : give me an x rated goat simulator and I may be sold
I made a deviantart page.
'....The baron is a gay old rogue with an eye for the ladies....'
'....The baron is a gay old rogue with an eye for the ladies....'
Re: Fool me, this is real good shit ! [Oculus Rift]
Info on the Samsung here ... http://m.bbc.co.uk/news/technology-29044863
I may have no control over the length of my life, but the depth & width is entirely up to me.
Re: Fool me, this is real good shit ! [Oculus Rift]
Is it just the Timewarp algorithm that makes the difference Giles, or is there any other improvement - E.G. visual quality improvement? What would make you have such an excited reaction?gilesgoat wrote:OK ... I asked Yak .. I think we can say it now ...
What you see in the previous screenshots it's not ( just DK2 ) ... it's Samsung Gear VR ...
If you think you've been impressed by what you seen so far on OR ... well .. Samsung Gear VR allows me to say "goes beyond" ...
First time I saw it my impression been "this thing is a gimmick, it cannot work" ... 5 mins later it's been :
HOLY CRAP FOOK ME !!!!
You haven't seen anything in VR if you haven't tried Samsung Gear VR .. it's ... IT'S ...
We all have to bless Carmack and his implementation of the so called "Timewarp" algorithm ...
Now back to work I have LOT to do
Is this algorithm responsible for anticipating things to help reduce the delays in waiting for real data to come back from sensors that would induce too much of a lag or something?
I know nothing about Konix.
Re: Fool me, this is real good shit ! [Oculus Rift]
Game looks cool, I noticed their are a few games already in the works for Gear VR , my next phone may have to be a note 4 :-)
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Re: Fool me, this is real good shit ! [Oculus Rift]
In a sentence "the lag is almost zero, there's no blur" .. when you move around the head it just feels "natural" no more of that blurring and such that was making the vision pretty uncomfortable, the image look "solid".Mqark wrote:Is it just the Timewarp algorithm that makes the difference Giles, or is there any other improvement - E.G. visual quality improvement? What would make you have such an excited reaction?gilesgoat wrote:OK ... I asked Yak .. I think we can say it now ...
What you see in the previous screenshots it's not ( just DK2 ) ... it's Samsung Gear VR ...
If you think you've been impressed by what you seen so far on OR ... well .. Samsung Gear VR allows me to say "goes beyond" ...
First time I saw it my impression been "this thing is a gimmick, it cannot work" ... 5 mins later it's been :
HOLY CRAP FOOK ME !!!!
You haven't seen anything in VR if you haven't tried Samsung Gear VR .. it's ... IT'S ...
We all have to bless Carmack and his implementation of the so called "Timewarp" algorithm ...
Now back to work I have LOT to do
Is this algorithm responsible for anticipating things to help reduce the delays in waiting for real data to come back from sensors that would induce too much of a lag or something?
I don't know how much I am allowed to talk about that but let's say in essence the sensor is constantly read and the image is constantly lightly corrected during
the display almost on a scanline basis so it's adjusted "many times per frame" , it seems impossible it can be done but under certain circumstances ( of course not 100% of every one ) it's even mathematically correct so it works.
Instead of being "read sensor - compute - send to display - visualize " is more something like "read sensor - compute - while image_in_display ( read sensor, correct , send piece to display ) - end loop "
The result is just you have to see it to believe it.
The display I think also is AMOLED it's just .. STUNNING .. black is black and colours are mega colours the res is also fantastic the visual field is good too.
It's just fucking crazy .. and it's totally wireless and light to wear ..
Giles the billy goat
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Re: Fool me, this is real good shit ! [Oculus Rift]
So you guys are developing for Android now.....good stuff 
Re: Fool me, this is real good shit ! [Oculus Rift]
So what (if I may ask) does the resolution feel like - is it still a little blocky (screen door effect) or has it been bumped to not be able to see the subpixels anymore?
This is very exciting, and I hope this stuff transfers across to the consumer unit.
I wonder - will this algorithm find it's way into DK2?
This is very exciting, and I hope this stuff transfers across to the consumer unit.
I wonder - will this algorithm find it's way into DK2?
I know nothing about Konix.
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Re: Fool me, this is real good shit ! [Oculus Rift]
Yes, there's in the DK2 too.Mqark wrote:So what (if I may ask) does the resolution feel like - is it still a little blocky (screen door effect) or has it been bumped to not be able to see the subpixels anymore?
This is very exciting, and I hope this stuff transfers across to the consumer unit.
I wonder - will this algorithm find it's way into DK2?
The screen door is still a little bit there, but you really have to look for it to notice it, that's just/all about screen res.
It's nowhere near so high as it was in the old Oculus and when you play stuff "that moves" you'll hardly notice it.
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Re: Fool me, this is real good shit ! [Oculus Rift]
I was hoping .. HOPING .. that "with the new SDK/things things should be better" ..MegaZoid. wrote:So you guys are developing for Android now.....good stuff
No .. they are ALMOST even worse than when I've done Gridrunner Android .. Goggle really HATES C++/native code developers ..
The amount of swearwords I thrown at the new Eclipse and the new Native NDK are uncountable ..
NOTHING and I mean NOTHING works "the way it should or is written somewhere it will" PLUS "do it all precisely the way they say it do do and it does not work as that".
Maybe it works on a machine, it does not in another and "nobody seems to know why" .. I mean as literally "installing/configuring the whole NDK and have it working".
I would never ever never develop and Android if there would be "another alternative" .. the whole development experience in NDK is a MASSIVE PAIN IN THE ARSE even
in 2014 !!!
And it's not really about "writing code" .. it's about "having the environment for doing it ..
The debugger does not really do what is supposed to do .. the "intelligent some crap" can't find the paths or dunno throws errors all time they are not there .. the instructions about how to set up things you follow them religiously and they don't work .. nobody ever knows really why a thing works or does not work as it should ..
And trust me had same problems on OSX than PC it's just "a broken development system"
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Re: Fool me, this is real good shit ! [Oculus Rift]
In case you missed THIS OTHER THREAD
Check that above link for detail, this is just a very basic teaser the version currently in the work ( that will be soon merged with this ) has LOT more than this ..
Anyway even this "in progress test" is playable and works ..


As I said check the link for more details about ..
Check that above link for detail, this is just a very basic teaser the version currently in the work ( that will be soon merged with this ) has LOT more than this ..
Anyway even this "in progress test" is playable and works ..


As I said check the link for more details about ..
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Re: Fool me, this is real good shit ! [Oculus Rift]
CAZZO ! .. I just had "my life revelation" ..
On Oculus DK2 the "left side" is in reality the RIGHT eye and the "right side" is the LEFT eye ..
One of those moments .. "WHAT THE HECK I am doing something on the "left" only and I see it happening on the right eye what have I done now ???" ..
In fact EyeRenderOrder[Left_Side] returns Eye_Right; ...
Oh well .. it's all correct apart some 'special issues'.
On Oculus DK2 the "left side" is in reality the RIGHT eye and the "right side" is the LEFT eye ..
Code: Select all
/// Preferred eye rendering order for best performance.
/// Can help reduce latency on sideways-scanned screens.
ovrEyeType EyeRenderOrder[ovrEye_Count];
In fact EyeRenderOrder[Left_Side] returns Eye_Right; ...
Oh well .. it's all correct apart some 'special issues'.
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Re: Fool me, this is real good shit ! [Oculus Rift]
I thought raster racing was impossible because of the simultultaneous exposure system.gilesgoat wrote:I don't know how much I am allowed to talk about that but let's say in essence the sensor is constantly read and the image is constantly lightly corrected during the display almost on a scanline basis so it's adjusted "many times per frame" , it seems impossible it can be done but under certain circumstances ( of course not 100% of every one ) it's even mathematically correct so it works.
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Re: Fool me, this is real good shit ! [Oculus Rift]
Has Sightline:The Chair been posted yet? It sure looks like one of the better demos so far.
Re: Fool me, this is real good shit ! [Oculus Rift]
Yep.
I may have no control over the length of my life, but the depth & width is entirely up to me.



