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 Project Holodeck: Hands-On with the Oculus Rift 
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One Eyed Hopeful
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Palmer stopped by a few days ago to give myself and Project Holodeck producer James Iliff a demo of the Rift and to talk hardware.

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I was glad to finally get a chance to see it. Back in April, Palmer presented a headmount (a kind of proto-Rift) at our pitch to USC:



The meeting went by so fast that even I didn't get a chance to take a look!

So, after months of waiting, when I finally put the device on it was literally an eye opening experience. Seeing 3D modeling of that quality in stereo with head tracking and movement is really something special. My main take-away is that interactive props should be rendered with a lot of detail. For example, I spent a few minutes gushing about how cool a pipe valve or a pile of bricks looked.

Image

As you can see in the photo above, our current DIY solution for Project Holodeck uses the Razer Hydra and the PlayStation Move. We currently have a modified skating helmet that we're using to do wireless head and hand tracking. The next step is a back-mounted laptop.

You can view the full article here: http://www.projectholodeck.com/oculus-rift-hands-on

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Tue Aug 28, 2012 9:19 pm
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One Eyed Hopeful

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@nathanburba - This project looks awesome. One question- You wrote in the article that you can focus your eyes on distant objects and nearby ones remain blurred. I was under the impression that the entire viewing area was focused at infinite depth. Could you explain what you meant by this?


Tue Aug 28, 2012 9:39 pm
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Petrif-Eyed
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I love that helmet! Garage VR at its finest. :D


Tue Aug 28, 2012 9:39 pm
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One Eyed Hopeful
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GLPriest wrote:
@nathanburba - This project looks awesome. One question- You wrote in the article that you can focus your eyes on distant objects and nearby ones remain blurred. I was under the impression that the entire viewing area was focused at infinite depth. Could you explain what you meant by this?


Its hard to describe. Although we say your eyes are focused at infinite depth, you can actually refocus like you would in real life. I think your eyes are actually focused "really far away", not at infinity. Refocusing with the Rift on involves a very slight change in focus that is very small relative to how we actually perceive things with our eyes. This results in a "virtual refocus" that mimics reality. Palmer referred to this as a "neat trick".

Disclaimer: My understanding of this is very limited. Someone who *actually* knows what they're talking about might need to correct me.

brantlew wrote:
I love that helmet! Garage VR at its finest. :D


Thanks! There is nothing a little foam, PVC piping, velcro, hair ties and gaffer tape can't handle.

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Tue Aug 28, 2012 9:48 pm
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3D Angel Eyes (Moderator)
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Man, that's some helmet right there. But if it works, it works, right?

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Wed Aug 29, 2012 9:41 am
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One Eyed Hopeful

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Ya'll should check out an UT2004 mod called Air Buccaneers.

http://ludocraft.oulu.fi/airbuccaneers/

Awesome mod! Has multiple interactive elements of flying ship, loading/firing cannons, and sword fighting.


Wed Aug 29, 2012 10:11 am
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Sharp Eyed Eagle!
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@nathanburba How well does the Hydra hand tracking work with the base station mounted to the helmet. I don't have a Hydra, but I recall that other MTBS3D members have had trouble when the base station is not mounted flat and stationary.


Wed Aug 29, 2012 11:47 am
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One Eyed Hopeful
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jdawgzim wrote:
Ya'll should check out an UT2004 mod called Air Buccaneers.

http://ludocraft.oulu.fi/airbuccaneers/

Awesome mod! Has multiple interactive elements of flying ship, loading/firing cannons, and sword fighting.


We love Air Buccaneers! Since we started work on Wild Skies we've also been playing a lot of these too -

Guns of Icarus Online: http://gunsoficarus.com/

Allods Online: http://allods.gpotato.com/

Battlefield 1942 Pirates Mod: http://www.bfpirates.com/index.php?Page=Media

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Wed Aug 29, 2012 12:04 pm
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One Eyed Hopeful
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FingerFlinger wrote:
@nathanburba How well does the Hydra hand tracking work with the base station mounted to the helmet. I don't have a Hydra, but I recall that other MTBS3D members have had trouble when the base station is not mounted flat and stationary.

This should answer your question:


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Wed Aug 29, 2012 8:17 pm
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3D Angel Eyes (Moderator)
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Well that does look like it works pretty well. Still a ridiculous setup, but whatever works, right?

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Wed Aug 29, 2012 9:08 pm
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One Eyed Hopeful
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cybereality wrote:
Well that does look like it works pretty well. Still a ridiculous setup, but whatever works, right?


Exactly. We have specific system and gameplay goals that benefit from rapid prototyping. We don't care what the setup looks like right now.

And, of course, if you don't look stupid doing it, its not really VR.

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Wed Aug 29, 2012 9:37 pm
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nathanburba wrote:
And, of course, if you don't look stupid doing it, its not really VR.

HahahahAHAhaHA!!!!!

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Wed Aug 29, 2012 10:06 pm
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nathanburba wrote:
if you don't look stupid doing it, its not really VR.

I think we should get that printed on a t-shirt. Maybe it could be an Oculus slogan. :lol:



Edit: You know it would make a funny competition for everyone to send in photos of their most geeked out VR rigs to see who could win the "most hard-core" prize. nathanburba, your helmet is going to be tough to beat. But of course I don't think anyone can ever beat Dark Helmet.

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Wed Aug 29, 2012 11:04 pm
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Sharp Eyed Eagle!
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nathanburba wrote:
FingerFlinger wrote:
@nathanburba How well does the Hydra hand tracking work with the base station mounted to the helmet. I don't have a Hydra, but I recall that other MTBS3D members have had trouble when the base station is not mounted flat and stationary.

This should answer your question:


Nice!


Thu Aug 30, 2012 12:22 pm
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That seems to work really well and is definitely how I think controls for FPS with HMD should be arranged (for now, until we have a good absolute position tracking for both head and hands). It seems to track really well, but what happens at 4 seconds where it jumps to half the distance? Are you pushing the trigger to double the zoom on the display or something, or is this a problem with the movement tracking?


Thu Aug 30, 2012 4:38 pm
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One Eyed Hopeful
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android78 wrote:
That seems to work really well and is definitely how I think controls for FPS with HMD should be arranged (for now, until we have a good absolute position tracking for both head and hands). It seems to track really well, but what happens at 4 seconds where it jumps to half the distance? Are you pushing the trigger to double the zoom on the display or something, or is this a problem with the movement tracking?


Pressing a trigger makes the corresponding box bigger. That's just something our developer put in to show input handling.

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Sat Sep 01, 2012 12:06 am
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Cross Eyed!
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nathanburba wrote:
FingerFlinger wrote:
@nathanburba How well does the Hydra hand tracking work with the base station mounted to the helmet. I don't have a Hydra, but I recall that other MTBS3D members have had trouble when the base station is not mounted flat and stationary.

This should answer your question:



This is great. That's how every fps should be :)

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Sat Sep 01, 2012 6:06 am
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Cross Eyed!
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If it works cool. Still looks like something the Borg would come up with. Prototypes aren't meant to look refined though. ;)

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Sat Sep 01, 2012 8:53 am
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nathanburba wrote:
FingerFlinger wrote:
@nathanburba How well does the Hydra hand tracking work with the base station mounted to the helmet. I don't have a Hydra, but I recall that other MTBS3D members have had trouble when the base station is not mounted flat and stationary.

This should answer your question:



As a side note, if you haven't tried it, I'd recommend not trying to compensate for the offset from the base or sensor to the eyes when computing the 3d camera. I tried that and found that the hydra isn't quite precise enough for it to work with out noise.

In an ideal world the sensor would be as close to the eyes as possible to get the most precision.

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Sat Sep 01, 2012 2:59 pm
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One Eyed Hopeful

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Hi congratulation for the progress!

How did you interface the psmove tracking abilities can you direct to a website for more information?
I think it still doesn't have a VRPN driver, right?


Wed Sep 19, 2012 2:42 am
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Sorry, couldn't resist

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Thu Sep 20, 2012 2:15 am
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Image

Also, this one should become useful sometime in the hopefully near future: bttfkids.jpg


Thu Sep 20, 2012 4:06 am
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Dycus wrote:
Also, this one should become useful sometime in the hopefully near future: bttfkids.jpg


Haha - that's what happens when your girlfriend leaves...

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Thu Sep 20, 2012 5:25 am
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Cross Eyed!
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Just an idea:

Could you use a North Paw with the Holodeck so you can sense North in the game world?

http://sensebridge.net/projects/northpaw/

It might be fun to experiment with a large open-world game like Skyrim. It would bypass the need to have a UI compass.


Tue Oct 02, 2012 11:45 am
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