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 Half-Life 2 VR mod with head tracking (download now) 
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Binocular Vision CONFIRMED!

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3dvison wrote:
The gun you have, it has a sensor bar for tracking correct, are you using it, or are you just using it like a normal 360 controller with a Hillcrest attached to it, without the use of the sensor bar ?


I'm just using the hillcrest mounted to the gun since I'm turning around all the time. I've seen some guys use a stationary sensor bar with a wii in a 360 setup to provide additional calibration data whenever possible, but it hasn't been necessary.

I'm actually looking into doing some simple optical tracking (position only, probably top down to reduce occlusion) using a PS3 eye camera, initially to track head translations but once that's sorted out I want to do weapon position tracking as well. If anyone has experience on something like this I'd love some pointers.


Sun Feb 03, 2013 5:40 pm
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adoral84 wrote:
I'm actually looking into doing some simple optical tracking (position only, probably top down to reduce occlusion) using a PS3 eye camera, initially to track head translations but once that's sorted out I want to do weapon position tracking as well. If anyone has experience on something like this I'd love some pointers.
If you want to track a PS Move with your PS Eye you may have a look here : http://thp.io/2010/psmove/
I've used it and it worked very well for positional tracking, not so much for rotational tracking, very noisy results not really adequate for head tracking.

If you want to use it as a weapon you may also have a look at the PS Move sharp shooter accessory : http://us.playstation.com/ps3/accessori ... r-ps3.html


Sun Feb 03, 2013 6:12 pm
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Fredz wrote:
If you want to track a PS Move with your PS Eye you may have a look here : http://thp.io/2010/psmove/
I've used it and it worked very well for positional tracking, not so much for rotational tracking, very noisy results not really adequate for head tracking.

If you want to use it as a weapon you may also have a look at the PS Move sharp shooter accessory : http://us.playstation.com/ps3/accessori ... r-ps3.html


Great, thanks for the pointers Fredz. I have a sharpshooter, but motioninjoy was giving me fits (bluescreening when activating the navigator). The physical device is excellent though, especially if I end up doing optical tracking. The PS Move API looked like the best option from the bit of digging I did but it seemed like windows support might be limited, did you have any issues or were you doing mac/linux development?


Sun Feb 03, 2013 6:29 pm
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I was doing Linux development, you can see how it looked like here :
viewtopic.php?f=140&t=15994

Support for Windows hasn't been very good, but it's only related to the subpar bluetooth stack implementation on this system which prevents reliable pairing, but the library in itself seems to work without a problem on this system.

Some people have already succeeded in pairing under Windows, and when it works once the controller connects correctly every time. Have a look at the "Windows status" section on this page for an explanation about how to correct pairing issues : http://thp.io/2010/psmove/old_index.html

Also, if you only intend to use positional tracking I guess it won't be a problem since it won't rely on the bluetooth connection. It could also serve as a starting code base if you want to implement positional tracking yourself.


Sun Feb 03, 2013 7:01 pm
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Quote:
... I tried 3 lvds boards and they all went died within ~10 minutes of powering up so I've got a partially assembled one sitting off to the side that I haven't been able to use ...


Did you use the same AC adapter on all 3 boards? On my diy rift (5.6 inch screen, HDMI and VGA board), I was originally using a brick-style AC adapter with the output as 12V 4A max, but some of the components were getting really hot, so I switched it to a PowerLine Universal AC Adapter set to 9V 600mA.

Quote:
All the tracking including yaw are one to one, but given that you're the first person to use the vireio drivers here's a likely reason. Vireio provides mouse emulation from what I've read, and if that's not disabled somehow your essentially getting the real head tracking yaw updates + the mouse emulation ones. I do allow mouse input to turn the player as well as the gamepad right stick so you can turn around without physically turning in circles. I don't know if vireio has an option to shut off mouse emulation but if not I can add a switch to turn off mouse input.


I had vireio's tracking disabled. With the 250hz hillcrest, all tracking was 2:1. And when looking 90 degrees up or down, the camera would slowly drift back to the horizon. I've since downgraded the firmware back to stock 125hz, and now all tracking is 1:1 and working normally.

Quote:
I'm surprised that the 250hz firmware was working for you, it caused issues for djdevin but I had planned to add proper support for it this weekend.


Can't wait to try it.

I've been playing a lot of Doom 3 BFG with tmek's tracking code. But the entire game is dark bloody corridors and hell themed levels. And no one's written a guide on how to load custom maps on it.

Most of the hl2 maps that I've found on gamebanana have worked very well with hl2vr. Buggy/jeep maps are really fun (and kinda nauseating when the buggy flips over) because the cockpit view and the head tracking is independent from the vehicle direction. There's a small problem though when accelerating in the buggy, the camera view gets auto "corrected" to face forward, even if my intention is to look outside the driver side window.

I also spent time noclipping around a minecraft themed map, which is really interesting because it gives me an idea of what VR minecraft can potentially look like.

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Sun Feb 03, 2013 11:13 pm
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Jose wrote:
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I've been playing a lot of Doom 3 BFG with tmek's tracking code.


Hi Jose, can I get that code ? Also, is there a how to guide somwhere in the forum, on getting Doom 3 BFG up and running on a DIY Rift with a Hillcrest tracker ?


Sun Feb 03, 2013 11:25 pm
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Jose wrote:
Quote:
... I tried 3 lvds boards and they all went died within ~10 minutes of powering up so I've got a partially assembled one sitting off to the side that I haven't been able to use ...


Did you use the same AC adapter on all 3 boards? On my diy rift (5.6 inch screen, HDMI and VGA board), I was originally using a brick-style AC adapter with the output as 12V 4A max, but some of the components were getting really hot, so I switched it to a PowerLine Universal AC Adapter set to 9V 600mA.

...

I've been playing a lot of Doom 3 BFG with tmek's tracking code. But the entire game is dark bloody corridors and hell themed levels. And no one's written a guide on how to load custom maps on it.

Most of the hl2 maps that I've found on gamebanana have worked very well with hl2vr. Buggy/jeep maps are really fun (and kinda nauseating when the buggy flips over) because the cockpit view and the head tracking is independent from the vehicle direction. There's a small problem though when accelerating in the buggy, the camera view gets auto "corrected" to face forward, even if my intention is to look outside the driver side window.

I also spent time noclipping around a minecraft themed map, which is really interesting because it gives me an idea of what VR minecraft can potentially look like.



Thanks for the pointers, I used a couple of different power adapters for the DIY rifts but they were both 12v and I think 3-4a. I'll order another pair (I have all the parts for 2 aside from the controller boards) and try them with 9V 600mA.

That minecraft map is really cool, I was planning on really highlighting the gravity gun (it's probably the most unique experience w/ separate weapon tracking) in my next video and was actually looking for a minecraft map to use. Not a big minecraft player myself but I could see it being a great early candidate for vr.

I personally think Doom 3 is great but it's definitely all sort of the same thing and not something everyone will want to spend too much vr time in. There's no way I could convince my wife to try doom 3 with this setup but she really enjoyed wandering around eli's lab in HL2.

I'll check out the buggy issues, I haven't done any work directly on it so I'm glad it works at all.


Sun Feb 03, 2013 11:42 pm
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Well done so far!
I'll definitely Mention this on my Oculus Blog today (sry it's german).

I'm wondering if this works together with the Cinematic Mod by Fake factory?
I think that will/would look awesome. :mrgreen:

And.. is it possible to convert this Mod to work with other Source games (E.g.. L4D, G-mod, Portal 1/2)? Or is the method you do this very Half life specific?

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Mon Feb 04, 2013 2:24 am
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Dakor wrote:
Well done so far!
I'll definitely Mention this on my Oculus Blog today (sry it's german).

I'm wondering if this works together with the Cinematic Mod by Fake factory?
I think that will/would look awesome. :mrgreen:

And.. is it possible to convert this Mod to work with other Source games (E.g.. L4D, G-mod, Portal 1/2)? Or is the method you do this very Half life specific?


Awesome, thanks Dakor, people seem to have a generally positive reaction to it so far.

The method I'm using isn't specific to HL2 but most of those mods are on different versions of the source engine than the latest one valve has released openly (which was around 2007 with the orange box). I would absolutely love to have something like this in L4D (& 2), it wouldn't take long at all to integrate if I had access to the L4D code but I doubt that'll happen. The same issue exists with portal and counterstrike. Honestly I hope that if enough people are into this valve will do an official integration with all their games.

And as far as I know the Cinematic Mod content should work fine with the mod if you know how to move the files from one mod to the other (you could probably just replace the CM mod's bin folder with my mod's and play it in their mod). That assumes they didn't do any custom coding specific to CM but I think it's all just texture, scene, and map updates.


Mon Feb 04, 2013 7:25 am
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I installed this but i cant find it to run it now that it's installed. Did I do something wrong? I don't see it in my games list or on steam.

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Mon Feb 04, 2013 8:45 pm
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Bretspot wrote:
I installed this but i cant find it to run it now that it's installed. Did I do something wrong? I don't see it in my games list or on steam.


After you install it (and chose your "Steam" folder as the target to install) you'll need to exit and reopen steam for it to show up.


Mon Feb 04, 2013 8:49 pm
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Ah great, it worked.

I was hoping it had SBS and warping, but I guess not. (Wanted to see how well it would run on my computer).

I guess we will have to use Verio in the meantime.

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Mon Feb 04, 2013 9:07 pm
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Bretspot wrote:
Ah great, it worked.

I was hoping it had SBS and warping, but I guess not. (Wanted to see how well it would run on my computer).

I guess we will have to use Verio in the meantime.


For now Vireio works well for the SBS and warping, I don't want to spend the time implementing it directly in the engine till I can do it with the official rift apis. Are you running the 250hz firmware for the hillcrest trackers? The version that's posted doesn't yet support that (the one I'm currently testing does).


Mon Feb 04, 2013 9:19 pm
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How difficult would this be to setup for someone that isn't too into modding, but can figure stuff out if need be. And also what gun are you using for this? And how easy is it to connect the 360 gun and controller wirelessly to a PC. I dunno if that's a noob question or not, just cause I haven't seen too much mention of that anywhere. I have a wired Razer Onza 360 controller as well, but would prefer to use a wireless 360 controller.

Also the mod looks insane! I can't wait to try it and show it to everyone that I know who's a gamer and everyone who isn't.

EDIT: Just read through the AMA on reddit, and have now added the 360 controller and wireless receiver to my cart. Which Hillcrest tracker are you currently using? And will this be the best option for implementations of this sort since I think Palmer said that the Oculus tracker won't be available for separate purchase.


Last edited by Alkapwn on Mon Feb 04, 2013 10:46 pm, edited 1 time in total.



Mon Feb 04, 2013 9:22 pm
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adoral84 wrote:
Bretspot wrote:
Ah great, it worked.

I was hoping it had SBS and warping, but I guess not. (Wanted to see how well it would run on my computer).

I guess we will have to use Verio in the meantime.


For now Vireio works well for the SBS and warping, I don't want to spend the time implementing it directly in the engine till I can do it with the official rift apis. Are you running the 250hz firmware for the hillcrest trackers? The version that's posted doesn't yet support that (the one I'm currently testing does).


Nothing yet, just waiting for my Rift was hoping to benchmark HL2.

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Mon Feb 04, 2013 9:37 pm
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Your video is getting a lot of views hahaha :woot

I tried Black Mesa by copying/replacing client.dll, server.dll, libfreespace.dll but it doesn't really work (as a game) because a lot of the entities are missing, but the opening tram sequence mostly works and is very immersive.

Image

Will you be releasing an update soon? I really want to try the 250hz tracking. :mrgreen:


Last edited by Jose on Tue Feb 05, 2013 6:53 am, edited 1 time in total.



Tue Feb 05, 2013 6:30 am
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3dvison wrote:
Jose wrote:
Quote:
I've been playing a lot of Doom 3 BFG with tmek's tracking code.


Hi Jose, can I get that code ? Also, is there a how to guide somwhere in the forum, on getting Doom 3 BFG up and running on a DIY Rift with a Hillcrest tracker ?


tmek posted it here: viewtopic.php?f=140&t=15247&p=92206#p92206 -- I downloaded doom 3 bfg source from github, then extracted tmek's files over the source, opened project file in visual studio, chose release branch, built, transferred *.resource files from retail doom 3 bfg over to the base folder in the source folder. I'll write more detail in a new thread in the rift forum.


Tue Feb 05, 2013 6:46 am
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Binocular Vision CONFIRMED!

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Jose wrote:
Your video is getting a lot of views hahaha :woot

I tried Black Mesa by copying/replacing client.dll, server.dll, libfreespace.dll but it doesn't really work (as a game) because a lot of the entities are missing, but the opening tram sequence mostly works and is very immersive.

Image

Will you be releasing an update soon? I really want to try the 250hz tracking. :mrgreen:


Awesome Jose, that image looks great, I had that same idea but never got around to it. The tram sequence is such an ideal immersion demo for someone not really adept with videogames. The textures in Black Mesa are definitely a step up from the almost 10 year old HL2.

I can release it this evening, I just need to check a few things. I was trying to make the movement speeds a little slower but found a great side effect that the airboat now drives like it has a weedeater motor. I can't even go up small hills :)

I just ordered a YEI 3 space tracker, when the rift comes out it's probably going to be the best tracker to pair with it given it's 1000hz imu mode and magnetometer.

Yeah I was pretty shocked at the uptake there, yet another indicator of how many people out there who are really excited by the potential of VR.


Tue Feb 05, 2013 7:21 am
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Alkapwn wrote:
How difficult would this be to setup for someone that isn't too into modding, but can figure stuff out if need be. And also what gun are you using for this? And how easy is it to connect the 360 gun and controller wirelessly to a PC. I dunno if that's a noob question or not, just cause I haven't seen too much mention of that anywhere. I have a wired Razer Onza 360 controller as well, but would prefer to use a wireless 360 controller.

Also the mod looks insane! I can't wait to try it and show it to everyone that I know who's a gamer and everyone who isn't.

EDIT: Just read through the AMA on reddit, and have now added the 360 controller and wireless receiver to my cart. Which Hillcrest tracker are you currently using? And will this be the best option for implementations of this sort since I think Palmer said that the Oculus tracker won't be available for separate purchase.


Do you have some sort of HMD to use with it? If you don't already the only two options I'd suggest would be waiting for an oculus rift to be available or if you're really adventurous you could try to make your own, one of the members on this forum put together an awesome guide but you'll still need to be somewhat crafty.

http://bitcortex.com/oculus-libre-open- ... ulus-rift/


Tue Feb 05, 2013 7:24 am
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Awesome, I think this might be the best VR demo available around the time Rift ships, especially if you have a tracker for a gun.

Have you considered supporting Razer Hydra? It would offer 6DOF tracking for the gun, maybe even for the head if you were to mount one on your head. The cool thing is that it has all the buttons and analog sticks you'd expect from a gamepad while offering accurate 6DOF tracking, making it probably the best option for a gun controller and tracker in one package. It's not shaped like a gun like the gun controller you're using but mounting it on a toy gun, Wii/Move gun attachment or something shouldn't be too hard.

Also, do you accept donations? I'll definitely send some money your way as soon as I get my Rift to try this with.


Tue Feb 05, 2013 9:04 am
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Apologies if someone's already asked this - how feasible is it to use the Oculus Rift w/ it's tracker for free-look head tracking, but then just use a regular PC mouse for the independent gun aiming?

I'm still trying to decide the most practical control scheme for me, for games like this. I'd think if I'm playing any game that doesn't have the gun decoupled from the camera, just the Rift + a mouse would be fine (since I could turn 180 degrees with the mouse / adjust as needed).

But if the Rift covers head tracking, and a mouse covers only gun aiming, then I'm not sure the easiest way to turn 180 degrees in game then.


Tue Feb 05, 2013 9:56 am
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First time I'm seeing this, so awesome.

I just hope precision is very high.

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Tue Feb 05, 2013 10:30 am
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adoral84 wrote:
Do you have some sort of HMD to use with it? If you don't already the only two options I'd suggest would be waiting for an oculus rift to be available or if you're really adventurous you could try to make your own, one of the members on this forum put together an awesome guide but you'll still need to be somewhat crafty.

http://bitcortex.com/oculus-libre-open- ... ulus-rift/


I don't have an HMD yet, but I should be getting one of the first Rifts off the line. As soon as I saw the E3 stuff with Carmack I realized the potential immediately and didn't even think twice about jumping in on the pre-kickstarter order. Even though I haven't tried a VR device for way over a decade at some amusement park, I instantly saw the vision and potential of this device. I think some people need to try it to understand how amazing of a game changer it is, and some people just do the math and understand the value and impact it will have.

I want to try and have as much gear, games and setup ready as I can for when the Rift arrives. Since I plan on showing this to everyone, I wanna have as many different demos as I possibly can. And I must say that so far I think yours is the best. Can't wait to try this out! I'm so pumped!


Tue Feb 05, 2013 10:56 am
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alekki wrote:
Have you considered supporting Razer Hydra? It would offer 6DOF tracking for the gun, maybe even for the head if you were to mount one on your head.

+1 on adding 6DOF Razer Hydra support for gun tracking! (if possible)


Tue Feb 05, 2013 11:54 am
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sorry if this was answered elsewhere - I was really impressed by the decoupling of the head tracking / gun aiming - can you post a step by step guide for dummies as to how one might make such a gun?

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adoral84, thanks a lot for this! When I found out about it, it instantly reminded me of a video I watched few years ago of a VR project (it took me some time to find it), now it's finally within everyone's reach (with some tech skills), well, except for absolute position tracking, but we'll get there eventually ;).

The project I was thinking of was called MetaMersion, but obviously it's dead now :(.





Tue Feb 05, 2013 2:15 pm
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Two things:

What do you think about the Oculus Rift's 640x800 resolution per eye? Have you tried playing HL2 at that resolution? How about making a video where you show what that would look like?

Have you tried JanVR's hands-free omnidirectional walking solution? You should seriously get in touch with him and show us a video demonstration :)

Thanks, and great job!


Tue Feb 05, 2013 3:22 pm
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adoral84 wrote:
I just finished my first extended playthrough with the weapon tracking with a proper weapon controller and wanted to share some thoughts. I purchased a top shot elite xbox 360 gun controller that I mounted the tracker on, it detects just like an xbox 360 controller (assuming you have the wireless adapter for your computer) which was nice, although the sticks are set up odd by default, the "right stick" is on the front of the gun and the left is behind the trigger but this was easy to fix in the game configuration. It's nice to get analog movement and plug and play on a decent gun controller, especially compared to my previous setup using a combination of glovepie & motioninjoy with a ps move sharpshooter and the occasional BSoD (motioninjoy).

The drift between trackers isn't too bad, but trackers with magnetometers would obviously be ideal.

I've only got one major thing left to do for the weapon tracking, I'm going to have to redo the view models quite a bit to make them really work with all the various orientations. I noticed that valve explicitly mentioned that in the topics for their GDC talk so it's not that surprising that it's a big chunk of the work. I'm just going to pull the arms off if I can't get them to work, I've found that the brain is much more forgiving about the absence of something expected than seeing something wrong (for example an arm that doesn't look like its going to actually connect with the body).

Brantlew was kind enough to share the plugin he's made for interfacing with freepie to provide tracking data so I'll start work on that this weekend which should open up a lot of options for alternative trackers. If the wiimote works well I may switch over to that myself to have one less cord, although with 15ft cables running over a hook on the ceiling it's only occasionally an issue. I also find myself using the thumbstick to turn in scenarios where you'd immediately wrap yourself up like going up stairwells etc.

Here's a link to the gun controller in case anyone is interested...

http://www.amazon.com/gp/product/B004FDYTI2/ref=oh_details_o02_s00_i01


Here is a cheaper link :)) while it lasts . . .

http://www.amazon.com/Cabelas-Survival-Shadows-microsoft-xbox-360/dp/B005FJ8OJA/ref=cm_cr_pr_product_top


Tue Feb 05, 2013 5:04 pm
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I'm not sure if this is a dumb question or not, but how are you powering the Hillcrest that's on the gun? They're USB powered right?


Tue Feb 05, 2013 8:17 pm
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Alkapwn wrote:
I'm not sure if this is a dumb question or not, but how are you powering the Hillcrest that's on the gun? They're USB powered right?


There's a thin long usb cable running to it. I'd try a wireless version but for now I'm trying to get the absolute best latency to see just how accurate the setup can be (plus I'm just using a hillcrest I pulled off of one of my DIY rifts).


Tue Feb 05, 2013 9:04 pm
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Just saw your latest video linked on the Oculus VR Facebook page and this is amazing. This will get me back into FPS games for sure.

I read over the thread and I see that you are going to be working with a newer tracker soon so I'll hold off on purchasing the Hillcrest.

HL2 mods have been mentioned a few times on here, but do you think you will be attempting to work with some of the more popular HL2 mods to get them working with this setup?

Ordering my gun now!


Wed Feb 06, 2013 5:31 am
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i cant stop aying this but ur epic vid got over 200k vieuws thats a epic boost for oculus ^^

thanks

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Wed Feb 06, 2013 10:21 am
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adoral84: Could you create a video using the native Oculus Rift resolution per eye (640x800)? It sounds very low and yet people who have demoed it have been universally impressed.


Wed Feb 06, 2013 10:31 am
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Zoide wrote:
adoral84: Could you create a video using the native Oculus Rift resolution per eye (640x800)? It sounds very low and yet people who have demoed it have been universally impressed.


Sure but my rift's are both burned out right now and I can't even get in touch with the supplier until I think the 17th because of the chinese holidays. I saw a vid online of the black mesa tram ride, the frame rate isn't ideal but you can get an idea of the rift resolution.



Kirito wrote:
i cant stop aying this but ur epic vid got over 200k vieuws thats a epic boost for oculus ^^


I think as developers get their hands on the kit we'll get a whole wave of cool new VR concepts, the good news is the demand is absolutely there.


Wed Feb 06, 2013 10:42 am
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adoral84 wrote:
I saw a vid online of the black mesa tram ride, the frame rate isn't ideal but you can get an idea of the rift resolution.



That actually doesn't look so bad! Of course, the pixelation will be more noticeable when the image covers my whole field of view rather than a small YouTube window, but still... I think I can bear with the dev kit's resolution until the consumer version comes 8-)


Wed Feb 06, 2013 11:02 am
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First off, WOW! Thank you so much for taking the time to make this extremely cool mod, it looks amazing! It was a labor of love I'm sure! I'm very excited to try this out when my dev kit arrives.

A have a few questions with this, I've read most of this thread and haven't found any answers.

Is this mod fully Oculus Rift ready as it stands or do we need to combine this mod with the Vireio Perception drivers? I'm guessing yes, but thought I would ask because I can not get it to run, which leads me to my next question...

I don't have a DIY rift, nor do I have any sort of controller with motion tracking much less a hillcrest taped to a top shot xbox gun, but I wanted to install and fire up the mod just to see what it was like. I installed the mod, and it appears in my steam games list, but when I click play nothing happens (no window then a crash, just absolutley nothing). I have HL2 and episodes 1&2 installed, and the mod installed to the right directory /steam/steamapps/sourcemods/halflife-vr. Not sure what I can do? Is it maybe not launching because I have no controller hooked up?

Thanks in advance to anyone who can help!

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Wed Feb 06, 2013 12:58 pm
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Petrif-Eyed
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excellent work! however there is an immense lag between the 2 views that creates bluriness during motion/turning in the video for BM source- is this due to how the video was recorded and will this be fixed?

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Wed Feb 06, 2013 1:01 pm
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Cross Eyed!

Joined: Sat Jan 12, 2013 6:45 pm
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drgroove101 wrote:
First off, WOW! Thank you so much for taking the time to make this extremely cool mod, it looks amazing! It was a labor of love I'm sure! I'm very excited to try this out when my dev kit arrives.

A have a few questions with this, I've read most of this thread and haven't found any answers.

Is this mod fully Oculus Rift ready as it stands or do we need to combine this mod with the Vireio Perception drivers? I'm guessing yes, but thought I would ask because I can not get it to run, which leads me to my next question...

I don't have a DIY rift, nor do I have any sort of controller with motion tracking much less a hillcrest taped to a top shot xbox gun, but I wanted to install and fire up the mod just to see what it was like. I installed the mod, and it appears in my steam games list, but when I click play nothing happens (no window then a crash, just absolutley nothing). I have HL2 and episodes 1&2 installed, and the mod installed to the right directory /steam/steamapps/sourcemods/halflife-vr. Not sure what I can do? Is it maybe not launching because I have no controller hooked up?

Thanks in advance to anyone who can help!


The posts on the first page mentioned that SBS / warping aren't included right now, and using Vireio is one way to get that.

The mod launched fine for me without a tracker / Rift. I couldn't do a whole lot in it though - I can hit E to lower the weapon partially, but that's about it. Using the mouse lets me turn left or right, but not aim up or down, which surprised me a little. As I mentioned upthread, I'm hoping to just start with mouse aiming in most games, I think.


Wed Feb 06, 2013 7:30 pm
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Cross Eyed!

Joined: Thu Jun 07, 2012 9:28 am
Posts: 159
I don't think there's any lag between the two sides. I crossed my eyes fully, and then covered up the right side of my right eye and the left side of my left eye and blamo, seamless, slightly blurry, slightly warped, headache potential, stereoscopic 3D as seen through the Rift.

Worth it.


Wed Feb 06, 2013 7:33 pm
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Binocular Vision CONFIRMED!

Joined: Sat Jul 28, 2012 5:04 am
Posts: 267
mscoder610 wrote:
drgroove101 wrote:
First off, WOW! Thank you so much for taking the time to make this extremely cool mod, it looks amazing! It was a labor of love I'm sure! I'm very excited to try this out when my dev kit arrives.

A have a few questions with this, I've read most of this thread and haven't found any answers.

Is this mod fully Oculus Rift ready as it stands or do we need to combine this mod with the Vireio Perception drivers? I'm guessing yes, but thought I would ask because I can not get it to run, which leads me to my next question...

I don't have a DIY rift, nor do I have any sort of controller with motion tracking much less a hillcrest taped to a top shot xbox gun, but I wanted to install and fire up the mod just to see what it was like. I installed the mod, and it appears in my steam games list, but when I click play nothing happens (no window then a crash, just absolutley nothing). I have HL2 and episodes 1&2 installed, and the mod installed to the right directory /steam/steamapps/sourcemods/halflife-vr. Not sure what I can do? Is it maybe not launching because I have no controller hooked up?

Thanks in advance to anyone who can help!


The posts on the first page mentioned that SBS / warping aren't included right now, and using Vireio is one way to get that.

The mod launched fine for me without a tracker / Rift. I couldn't do a whole lot in it though - I can hit E to lower the weapon partially, but that's about it. Using the mouse lets me turn left or right, but not aim up or down, which surprised me a little. As I mentioned upthread, I'm hoping to just start with mouse aiming in most games, I think.


If you want to use mouse aim for up/down in addition to yaw I'd probably just use vireio for now with mouse emulation, I've played several games that way before I started this mod and it works well. From all the testing I did with myself and a few others the ability to affect the screen pitch with the mouse (or analog stick) in addition to accurate head tracking was a bit disorienting.

Running this mod without a tracker and rift won't get you much since it's a tracker / headmount integration but if you want the mouse control to return to normal you can run the vr_shutdown command to .. well basically just play HL2 :)


Wed Feb 06, 2013 8:00 pm
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