I understood about 5% of that Giles, but does that mean you've solved the god rays?gilesgoat wrote:I finally sorted it out .. "the fucking colours" ...
This is a case of "studying some sample code, think you understood it 'most you need to', steal and modify some bits of code replicating some stuff thinking "if they do that in the example it should be the right thing to do" ..
Not FULLY understanding ( and I still don't ) what the example does in that particular case.
So at some point there is a swap texture chain declared as OVR_FORMAT_R8G8B8A8_UNORM_SRGB, this calls a function that does "a number of things" some lines below you see an rtdv.Format = DXGI_FORMAT_R8G8B8A8_UNORM ...
Likewise at some point I "ripped" some lines of code for doing and MSAA thing, again they were using that DXGI_FORMAT_R8G8B8A8_UNORM in both creation and "resolve" but as all this stuff gets stuffed into the "OR Compositor" with all those stories with typeless/not typeless/linear yes/no/etc. and seeing that all samples where doing something like that "has to be the right thing to do ?" ..
Not in my case .. I needed to specify DXGI_FORMAT_R8G8B8A8_UNORM_SRGB in all parts .. suddenly all starts to look very similar to PSVR ...
Mah .. anyway it works ..
Fool me, this is real good shit ! [the VR thread]
Re: Fool me, this is real good shit ! [Oculus Rift]
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]
I don't think so, because that's to do with the lenses on the Rift. A hardware issue.Bod wrote:I understood about 5% of that Giles, but does that mean you've solved the god rays?
What he's sorted out, from the sounds of things, is the colour space problem. Colours looking too dark or washed out, compared to the bright and vibrant PSVR, because the colour profile was not right. He's found the right colour profile to use that does it all nice and properly now.
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Re: Fool me, this is real good shit ! [Oculus Rift]
He was stuck on the C64 colour profile?
Re: Fool me, this is real good shit ! [Oculus Rift]
Nice to hear you got it sorted (and it's not a hardware issue)
Even posts about problems are getting me excited for what's to come!
Take your time and get things working just right (but hurry it up at the same time will ya, my CV1 is waiting for some good content)
Even posts about problems are getting me excited for what's to come!
Take your time and get things working just right (but hurry it up at the same time will ya, my CV1 is waiting for some good content)
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Re: Fool me, this is real good shit ! [Oculus Rift]
Google’s new Daydream View VR. What you can see in this photo is the device, which is mostly cloth for comfort and lightness, and the bundled controller slipped into a strap in the place where the phone goes. Also two black nubs that press onto the phone screen to automatically align everything correctly, no matter the size of phone. Due in November for £70 it could do very well – it looks like a device people might actually want to own.


Re: Fool me, this is real good shit ! [Oculus Rift]
The Daydream can't be used with current phones, it needs better gyroscopics/sensors to operate and only the Google Pixel will have those initially.
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Re: Fool me, this is real good shit ! [Oculus Rift]
Samsung Gear last time I used it was PRETTY ..Barney wrote:The Daydream can't be used with current phones, it needs better gyroscopics/sensors to operate and only the Google Pixel will have those initially.
BUT
1. it costs quite a bit
2. it runs a special version of Android to allow VR to come out better
3. it's all good but you can not use 'full speed' or you battery will ran out in 20 mins ( and your phone will boil )
Fundamentally "nice but you can't do that much mostly because of 3"
I can't see other phones going better than it, to me Galaxy I think it's "the top level" in this "phone VR".
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Re: Fool me, this is real good shit ! [Oculus Rift]
And it lacks positional head tracking, doesn't it? Seems kind of pointless without that. The best you can do is make it a bit shinier than Cardboard.
Re: Fool me, this is real good shit ! [Oculus Rift]
Mine was £75, and I already had the phone. Arguably having to add-in a £300 phone puts it up at at £375, but that's still cheaper than other pro options.gilesgoat wrote:Samsung Gear last time I used it was PRETTY ..Barney wrote:The Daydream can't be used with current phones, it needs better gyroscopics/sensors to operate and only the Google Pixel will have those initially.
BUT
1. it costs quite a bit
No, it doesn't. It's the usual basic Samsung FW (which you could argue is a Special Version of Android I suppose) and the Occulus store. The high performance mode is baked into Android - we use that at work for our mobile product which is not VR.2. it runs a special version of Android to allow VR to come out better
Well, mine will run for about 2 hours on a full charge before it starts throttling due to heat. I managed a complete run-through of Land's End in one sitting. It does drink the battery though.3. it's all good but you can not use 'full speed' or you battery will ran out in 20 mins ( and your phone will boil )
Fundamentally "nice but you can't do that much mostly because of 3"
Well, the headset contains better sensors than the phone has - the same ones that the Rift uses. This alone makes it far better than Cardboard (you can tell the difference when running a cardboard app, you really can) but the lack of head tracking as pointed out is a bit of a bummer and limits the immersion until you get used to it.I can't see other phones going better than it, to me Galaxy I think it's "the top level" in this "phone VR".
So far though, I've had a great time with it. Minecraft is absolutely wonderful despite the limitations of draw distance.
"Oh dear lord, I slightly soiled myself. Oxfam won’t be pleased."
Re: Fool me, this is real good shit ! [Oculus Rift]
I -think- the Pixel phones have a higher standard of sensors of motion tracking sensors and that's intended to set a standard for future Android phones.gumboot wrote:And it lacks positional head tracking, doesn't it? Seems kind of pointless without that. The best you can do is make it a bit shinier than Cardboard.
It'd make sense, they were manufactured by HTC who make the Vive
Re: Fool me, this is real good shit ! [Oculus Rift]
Ha. I recall being pooh-poohed when I suggested VR headsets might have mobile GPUs built into the headset to reduce latency and mitigate machine variance. That's where the mass market it going though.
Re: Fool me, this is real good shit ! [Oculus Rift]
I'm personally quite shocked/concerned that the Pixel lacks Tango - which was googles depth camera system to allow 3d mapping/tracking on phones;
While more for AR then VR, it should have allowed full headtracking as long as the sensors were exposed.
Not sure why google would expect 3rd parties to support their tech when their new flagship phone doesn't. Also seems a bit of a kick in the teeth for the one phone already supporting it. :-/
While more for AR then VR, it should have allowed full headtracking as long as the sensors were exposed.
Not sure why google would expect 3rd parties to support their tech when their new flagship phone doesn't. Also seems a bit of a kick in the teeth for the one phone already supporting it. :-/
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Re: Fool me, this is real good shit ! [Oculus Rift]
Nothing wrong with that then.gumboot wrote:He was stuck on the C64 colour profile?
I may have no control over the length of my life, but the depth & width is entirely up to me.
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Re: Fool me, this is real good shit ! [Oculus Rift]
Sorry ignore me as just got a bit confused 
Now with a new Mac Mini Pro so dont judge me !
Re: Fool me, this is real good shit ! [Oculus Rift]
Rift Touch controllers finally have a day and price- 12/06, $200.00. I'm not thrilled with the price but not disappointed either, and all reports say they do even more cool things than I got to experiment with during my brief play-time last April. While they aren't necessary for every game, Valve completely changed how VR was going to be done with its wands, so it'll be great to finally be up to speed on the hardware side.



