Can someone with a rift test my roller coaster? now w/ sound

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thiaguimrp2
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by thiaguimrp2 »

"Mom Tries Oculus Rift Roller coaster"

http://www.youtube.com/watch?v=fEds92tY9QQ

= )
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by psychomantis »

Please make more! this demo was amazing. maybe a bigger track with big loops and fire and SFX would be mind blowing!
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by LazloTheGreat »

While waiting for my rift to transition from processing to shipped, had a fun idea for an experiment with this demo that I think I might try with a partner. Anyone else, like me, have an inversion table? Might be silly fun to have someone monitor your coaster trip on the computer screen while matching your drops and climbs with pushed swivels on the table for an added "gravity effect." Image

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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Nexious »

I hope Oculus VR will use this demo at E3.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by TheHolyChicken »

LazloTheGreat wrote:Anyone else, like me, have an inversion table?
You're into some kinky stuff, Lazlo :P

Another video I found on the internets:
http://www.youtube.com/watch?v=cXp1tsA17Bw
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by LazloTheGreat »

TheHolyChicken wrote:
LazloTheGreat wrote:Anyone else, like me, have an inversion table?
You're into some kinky stuff, Lazlo :P
:twisted: :lol:
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by RedWorm »

Boone have you tried adding positional tracking with the hydra? It would make it so much more awesome if you could lean over and look down.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by mrklaw »

Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Entroper »

mrklaw wrote:Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car
Agreed. It feels like the cart is rotating around your body, which is very unnatural. The same goes for pitch, your view should tilt forward when going downhill and vice-versa. Basically just apply the head orientation to the entire cart orientation.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by pizzy00 »

I demoed the Rift at my work again. This time I had new content. I work an Audio Video company doing IT, web, etc. I showed the RiftCoaster to one employee and he said this would be nice with a D-Box chair and he was right D-Box chair would be a nice haptic feedback device to be married with the Rift.l I want to send email.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by ido »

I need to personally thank you for creating this. You have provided me and my friends and coworkers a lot of entertainment.

Seriously fun stuff.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by anthonyp461 »

This is probably one of the best Rift demo's around. Loved it. I would really like to see other roller coaster concepts as well as this one expanded on.

Enjoyed it so much, thanks for taking the effort to make it.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by boone188 »

Entroper wrote:
mrklaw wrote:Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car
Agreed. It feels like the cart is rotating around your body, which is very unnatural. The same goes for pitch, your view should tilt forward when going downhill and vice-versa. Basically just apply the head orientation to the entire cart orientation.
Unfortunately, it's not possible to change that right now. As soon as UDK's Rift integration gets fixed, this will work.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by boone188 »

anthonyp461 wrote:This is probably one of the best Rift demo's around. Loved it. I would really like to see other roller coaster concepts as well as this one expanded on.

Enjoyed it so much, thanks for taking the effort to make it.
ido wrote:I need to personally thank you for creating this. You have provided me and my friends and coworkers a lot of entertainment.

Seriously fun stuff.
Thanks! There is more to come.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by mrklaw »

boone188 wrote:
Entroper wrote:
mrklaw wrote:Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car
Agreed. It feels like the cart is rotating around your body, which is very unnatural. The same goes for pitch, your view should tilt forward when going downhill and vice-versa. Basically just apply the head orientation to the entire cart orientation.
Unfortunately, it's not possible to change that right now. As soon as UDK's Rift integration gets fixed, this will work.
Wow, can't believe it isn't supported in UDK. I can understand their concerns about 'good' HMD tracking, but those restrictions are unnecessary


Good they are finally doing it though.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Ryuuken24 »

The cart needs to be like usual roller coaster rides, fixed view, no 180 turn. But, this is a demo. All sins are forgiven, to a point.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Croccy22 »

I may be missing somethinghere but is there any way of enabling the 3d effect without having a rift connected? I am currently using a diy hmd using an android device as the screen and want to stream this demo using splashtop.

It seems the stereo commands are not enabled in udk without therift connected? Is there a hacked monitor driver around to make it think i have a rift?

I tried uing the tridef drivers to do the 3d effect but they only work in fullscreen and splashtop crashes out saying fullscreen not supported.

Any ideas? Really want to see what this looks like :-)

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Re: Can someone with a rift test my roller coaster? now w/ s

Post by crespo80 »

Just saw this :lol:
http://www.youtube.com/watch?v=yaYC-_a8qqQ

I saw a few videos of people trying to do the roller coaster demo while standing still, and no one succeeded.
I see a contest coming, who will be the first to experience the whole demo without sitting?
Of course, you have to try this only in a safe space (not in the kitchen near the table or some knives :D ) and with the presence of anothr guy :o
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by anthonyp461 »

boone188 wrote:
anthonyp461 wrote:This is probably one of the best Rift demo's around. Loved it. I would really like to see other roller coaster concepts as well as this one expanded on.

Enjoyed it so much, thanks for taking the effort to make it.
ido wrote:I need to personally thank you for creating this. You have provided me and my friends and coworkers a lot of entertainment.

Seriously fun stuff.
Thanks! There is more to come.
Can't wait, if you need anything testing please just let me know.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by anthonyp461 »

I have to say as well after riding this coaster about a hundred times now, it would be great if we could make the drop higher? The tower on the right just before the existing drop now would be amazing. You could even twirl the track round the tower as you are going up.

i'd definatley like to see a much higher, scarier drop. :)
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Oneironaut21 »

I was wondering if anyone could help me out with a problem I've been having. I got the email yesterday that my Rift will be shipping soon, so I started up the RiftCoaster again to see if it works. It has worked just fine in the past, but now no sound is playing at all. The windows volume mixer shows that UDK isn't trying to play any sounds. I've tried completely deleting all of UDK's files and reinstalling the RiftCoaster fresh, and I've tried restarting my computer, but neither of those things have helped.

Edit: Managed to fix it by redownloading the installer.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by boone188 »

anthonyp461 wrote:I have to say as well after riding this coaster about a hundred times now, it would be great if we could make the drop higher? The tower on the right just before the existing drop now would be amazing. You could even twirl the track round the tower as you are going up.

i'd definatley like to see a much higher, scarier drop. :)
Chances are, it would be a new coaster altogether.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Parallaxis »

boone188 wrote: Chances are, it would be a new coaster altogether.
Are you working on a new coaster?!?

OMG!

Can't wait!
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by TheHolyChicken »

Parallaxis wrote:
boone188 wrote: Chances are, it would be a new coaster altogether.
Are you working on a new coaster?!?

OMG!

Can't wait!
Well you're probably going to have to, because that's not what he said. The non-abbreviated sentence would read something like:
"Chances are [if I decide to do more work on this project], it would be a new coaster altogether".
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by blazespinnaker »

boone188 wrote:
anthonyp461 wrote:This is probably one of the best Rift demo's around. Loved it. I would really like to see other roller coaster concepts as well as this one expanded on.

Enjoyed it so much, thanks for taking the effort to make it.
ido wrote:I need to personally thank you for creating this. You have provided me and my friends and coworkers a lot of entertainment.

Seriously fun stuff.
Thanks! There is more to come.
Awesome!!
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by baggyg »

Hi Boone,

Tried this today (sans Rift) and its really cool, good work man. Even with a HMZ-T1 and no head tracking you still get a good sense of vertigo at the top. Quick question is there any chance you could release a version that has the YEI Space Sensor sensor support built in. They have just updated their UDK libraries and it is pretty easy to get working. Would certainly help me fill those long nights waiting for my Rift to arrive ;)
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by mrklaw »

might be me being stupid, but how do you quit? Had to ctrl-alt-del and end the task, tried esc, alt-f4, x, ctrl-x...
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by baggyg »

mrklaw wrote:might be me being stupid, but how do you quit? Had to ctrl-alt-del and end the task, tried esc, alt-f4, x, ctrl-x...
I usually just bring the console up (tab key) and type in "Exit" but maybe there is a hotkey for this that I dont know
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by WiredEarp »

@ baggyg:
Quick question is there any chance you could release a version that has the YEI Space Sensor sensor support built in.
It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by anthonyp461 »

WiredEarp wrote:@ baggyg:
Quick question is there any chance you could release a version that has the YEI Space Sensor sensor support built in.
It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...
I don't think we can expect anything anytime soon. He's gone pretty silent which is a shame.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by baggyg »

It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...
Since I presume this is a tech demo (rather than a product for profit), it would be really great if the UDK development version could be released (rather than the redist) so that people could edit this and add on any mods they like.

Boone has done a brilliant job with this. Would just be nice if those interested could have a tinker with it.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by anthonyp461 »

baggyg wrote:
It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...
Since I presume this is a tech demo (rather than a product for profit), it would be really great if the UDK development version could be released (rather than the redist) so that people could edit this and add on any mods they like.

Boone has done a brilliant job with this. Would just be nice if those interested could have a tinker with it.
I did, I messaged him directly and asked for the map so that I could have a go at editing it. But he was not willing to hand it over as it's a work in progress. He did say the other day that any new roller coaster would be a new one altogether so hopefully he will share the old one with the Rift/UDK community.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by mrklaw »

No limits has stereo support and mouselook. Has anyone been looking at whether that can be patched ?
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by RoTaToR »

mrklaw wrote:No limits has stereo support and mouselook. Has anyone been looking at whether that can be patched ?
Someone from the MTBS Forum asked the creater of No limits a view month ago. He will NOT add Rift-Support! Cant find the thread...
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by PatimPatam »

Hi there just reposting some info from the Oculus Dev forum in case someone is interested:
Improve perceived resolution on current demos by downscaling 1080p?


If you have a decent rig that can handle it, try forcing the RiftCoaster demo to 1080p + MSAA:

\UDKGame\Config\UDKSystemSettings.ini
MaxAnisotropy=16
MaxMultiSamples=8
bAllowD3D9MSAA=True
ResX=1920
ResY=1080

\UDKGame\Config\UDKEngine.ini
CrosshairOffset=1920

I believe the improvement is massive, specially over the standard settings with 1280x720(??) and no AA.


Also, does anyone know how to improve UDK's LOD/mipmap distance settings? I think this demo is pretty bad in that respect (especially after the jump where you can see the geometry suddenty appear and the textures quickly changing). I have tried messing with the MinLODSize and LODBias vars in UDKSystemSettings.ini with not much luck.

Thanks!
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by benz145 »

Try to get this working. I downloaded and installed it, but when I run it I don't have 3D, warping, or head tracking. It looks like it's formatted for a normal monitor.

Do I need to have anything additional installed, or somehow configure it? At the moment I don't have the Oculus SDK or UDK installed.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Marulu »

benz145 wrote:Try to get this working. I downloaded and installed it, but when I run it I don't have 3D, warping, or head tracking. It looks like it's formatted for a normal monitor.

Do I need to have anything additional installed, or somehow configure it? At the moment I don't have the Oculus SDK or UDK installed.
Do you have the Rift connected to your computer?
It only displays correctly if a Rift is connected to your computer.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by MrGreen »

PatimPatam wrote:Hi there just reposting some info from the Oculus Dev forum in case someone is interested:
Improve perceived resolution on current demos by downscaling 1080p?


If you have a decent rig that can handle it, try forcing the RiftCoaster demo to 1080p + MSAA:

\UDKGame\Config\UDKSystemSettings.ini
MaxAnisotropy=16
MaxMultiSamples=8
bAllowD3D9MSAA=True
ResX=1920
ResY=1080

\UDKGame\Config\UDKEngine.ini
CrosshairOffset=1920

I believe the improvement is massive, specially over the standard settings with 1280x720(??) and no AA.


Also, does anyone know how to improve UDK's LOD/mipmap distance settings? I think this demo is pretty bad in that respect (especially after the jump where you can see the geometry suddenty appear and the textures quickly changing). I have tried messing with the MinLODSize and LODBias vars in UDKSystemSettings.ini with not much luck.

Thanks!
Any other changes besides that? FOV, IPD, etc...?

Also, is there any way to reset the view?
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by Mystify »

I don't get it.
I tried it, and I wanted it to work, but i just found it boring. A roller coaster is not a visual experience. I don't understand what other people got out of this, it was completely bland for me.
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Re: Can someone with a rift test my roller coaster? now w/ s

Post by boone188 »

MrGreen wrote:
PatimPatam wrote:Hi there just reposting some info from the Oculus Dev forum in case someone is interested:
Improve perceived resolution on current demos by downscaling 1080p?


If you have a decent rig that can handle it, try forcing the RiftCoaster demo to 1080p + MSAA:

\UDKGame\Config\UDKSystemSettings.ini
MaxAnisotropy=16
MaxMultiSamples=8
bAllowD3D9MSAA=True
ResX=1920
ResY=1080

\UDKGame\Config\UDKEngine.ini
CrosshairOffset=1920

I believe the improvement is massive, specially over the standard settings with 1280x720(??) and no AA.


Also, does anyone know how to improve UDK's LOD/mipmap distance settings? I think this demo is pretty bad in that respect (especially after the jump where you can see the geometry suddenty appear and the textures quickly changing). I have tried messing with the MinLODSize and LODBias vars in UDKSystemSettings.ini with not much luck.

Thanks!
Any other changes besides that? FOV, IPD, etc...?

Also, is there any way to reset the view?
No need to change the FOV. You can mess with the IPD though: https://developer.oculusvr.com/forums/v ... f=44&t=338

No way to reset the view.
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