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 Can someone with a rift test my roller coaster? now w/ sound 
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One Eyed Hopeful
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Awesome demo!

The up vector of the cart should align with the view for an even better immersion. Is that something that could be easily changed?

Thanks!


Wed Jun 12, 2013 12:50 am
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One Eyed Hopeful

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I can't get this to work. I have a my rift connected, I have tried both duplicating my screen like I have done with all the other demos and extending my screens, but I get no warping when I view through the rift or on the duped screen. What is going on?
<edit> For some reason I had to disconnect and reconnect the USB from my Rift to get it working again, even though the rift was being detected as Rift DK in my monitor list. Anyway, just disregard this, it is working now.


Sat Jun 15, 2013 1:31 pm
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One Eyed Hopeful

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Hi!

Welel, we tried it in familly: it's a success! Everybody laughed: awesome graphics and sensations...

Thank you very much!


Sun Jun 16, 2013 11:42 am
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Binocular Vision CONFIRMED!
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i liked the parrotcoaster demo so will try this out soon! i normally hate rollercoasters in rl but the parrot coaster gave me a rush and a "Woah" feeling without making me sick and too scared so...i think such rides in the Rift can be great for people whod like a little thrill of a roller coaster without getting "too real" :-).


Wed Jun 26, 2013 9:49 pm
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One Eyed Hopeful

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How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?


Tue Jul 09, 2013 4:21 am
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Vireio Perception Developer
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MrZurkon wrote:
How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?

Not experienced that myself. The "camera" turns with the cart naturally when using with a rift.


Tue Jul 09, 2013 4:45 am
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Diamond Eyed Freakazoid!
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MrZurkon wrote:
How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?

I've personally never heard of this issue. Your yaw should change with the cart, so that your yaw relative to the cart should always stay the same.

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Tue Jul 09, 2013 5:35 am
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Cross Eyed!

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On my Intel HD 3000 graphics card, when things happen fast, the 3D models dispers and flickers back. So I mostly only see the sky.
I don't suppose UDK has been updated, so you can release a newer version of this compiled with a newer UDK, maybe it works better?


Tue Jul 09, 2013 5:42 am
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Binocular Vision CONFIRMED!

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What I can't believe is with all the attention this demo has received, (probably one of the most popular ones to date) the OP hasn't made an updated coaster or at least added to this one. DUDE PEOPLE WOULD BUY AN UPDATED COASTER FROM YOU RIGHT NOW. lol Just saying, if I was you I would be working my butt off to get the first commercial coaster for the Oculus Rift out there. :woot


Fri Jul 12, 2013 8:47 am
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Two Eyed Hopeful

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The up vector of the cart should align with the view for an even better immersion. Is that something that could be easily changed?


Definitely agree with this. One of my friends was just saying that before I read this thread.

I'm getting a wierd bug where the screen shakes loads and shows lots of weird images as it goes down the initial drop. Think its my computer though.

This is becoming pretty much the only demo i show people now with my rift. Its amazing!


Mon Jul 15, 2013 4:48 pm
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One Eyed Hopeful
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Guys let me stop you right there ^_^

It is not possible to align the cart and the view.

The current version of OUDK does not allow it. The rift take over ALL the rotations.
(So no head bobbing, no additive rotation with the rift so forget anything that look like a cockpit.)

Today if you want to go a loop or a roll you have to do it in your chair... good luck with that ^_^

Oculus knows, they are working on it...
OUDK is not a full UDK (yet...)

Guess why there are no demo on OUDK of anything that involve a cockpit.

So wait; it will come...


Mon Jul 15, 2013 5:25 pm
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One Eyed Hopeful

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TheHolyChicken wrote:
MrZurkon wrote:
How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?

I've personally never heard of this issue. Your yaw should change with the cart, so that your yaw relative to the cart should always stay the same.

Actually, I just had this happen today. It was right after I dropped the rift... so I don't know if it had something to do with that, but all the other demos worked great.


Tue Jul 16, 2013 8:48 am
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One Eyed Hopeful

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Just got my Rift today .... wow. Awesome Demo!
I just must re-recommend to increase the resolution and Filtering like PatimPatam suggested!!! :woot

The disorienting issue i had too, for example when the coster goes straight down and you look where it is heading, it might happen that you look slightly back. I dont know UDK but it should work with Quaternations right? If not i could be an gimballock problem.


Mon Jul 29, 2013 11:49 am
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One Eyed Hopeful

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Connected the Rift and turned it on. Mirrored my screens between my monitor and the rift.

No Warp
No Stereo3D

Whats the issue? I thought UDK knows when the rift is connected?
Also tried hmdwarp on and stereo in the console but both are not recognized.


Fri Aug 02, 2013 6:26 am
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One Eyed Hopeful

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Nevermind, the usb port the rift was plugged in decided not to work. Tried another port, stereo and warp works fine now.


Fri Aug 02, 2013 7:11 am
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One Eyed Hopeful

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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!


Although this did made the jaggies more smooth it also added a weird graphical glitch for me. The track in certain spots, almost always on the track in the distance, has this weird glittery effect with different sparkly colors. Very distracting. I tried turning the maxmultisamples down to 4 then to 2, but the glitch never disappeared until I disabled multisampling entirely.

Edit: Whoops. I just now followed the link and tried the updated version: 1280x800 with screen % at 200. The sparkly glitch is ALMOST gone, but still there a little bit.


Fri Aug 02, 2013 7:50 pm
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One Eyed Hopeful

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Brought my laptop and the Rift to work today.

This demo was such a huge hit.

I agree with whoever mentioned it earlier - Please make more and sell them! :D


Fri Aug 09, 2013 1:23 pm
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One Eyed Hopeful

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Im having problem with the demo.

It looks like this

http://s9.postimg.org/brxxtj0z3/UDK.jpg

tough this is from another game, the view is similar. It has stereoscopic 3D display on EACH eye.

My every UDK demo looks like this.


Can anyone help?


Taniz


Sat Aug 10, 2013 7:24 am
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Vireio Perception Developer
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Taniz wrote:
Im having problem with the demo.

It looks like this

http://s9.postimg.org/brxxtj0z3/UDK.jpg

tough this is from another game, the view is similar. It has stereoscopic 3D display on EACH eye.

My every UDK demo looks like this.


Can anyone help?


Taniz


Check you dont have virieo perception / tridef running and that you havent put any of its dlls in the UDK folder


Sat Aug 10, 2013 7:45 am
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One Eyed Hopeful

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baggyg wrote:
Taniz wrote:
Im having problem with the demo.

It looks like this

http://s9.postimg.org/brxxtj0z3/UDK.jpg

tough this is from another game, the view is similar. It has stereoscopic 3D display on EACH eye.

My every UDK demo looks like this.


Can anyone help?


Taniz


Check you dont have virieo perception / tridef running and that you havent put any of its dlls in the UDK folder





I salute you m8, I have tried everythin and now it finally works, thanks to you!


Sat Aug 10, 2013 7:50 am
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One Eyed Hopeful

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Just wondering - would it be possible to add rotation of the two other axis- as it would be on a normal roller coaster?
For example- if tracks are slped down, you automaticlly look down and also if tracks are tilted to the left or right, your view is also shifted.


Fri Sep 06, 2013 8:31 am
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Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
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michalmoc wrote:
Just wondering - would it be possible to add rotation of the two other axis- as it would be on a normal roller coaster?
For example- if tracks are slped down, you automaticlly look down and also if tracks are tilted to the left or right, your view is also shifted.

This has been asked and answered several times in this thread. There is a limitation in the Oculus UDK implementation that prevents taking control of the camera's pitch and roll. If I were given access to the UE code I could get it working in a weekend.

If the UDK implementation gets updated then that should start working automatically. However, in the testing I have done, having full pitch/roll/yaw control in a roller coaster can be much more nauseating. Because the RiftCoaster is meant to be an introduction to the Rift, I would make this feature optional for the hardcore.


Fri Sep 06, 2013 12:59 pm
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One Eyed Hopeful

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I would love to try this out on my Rift I just got. However, I am finding it difficult to install. I am running Windows Vista Ultimate and I keep getting the following error message:

"Installation Failed, You must have at least Windows XP Service Pack 3 installed. Installer will now exit"

Any ideas?

Count Borgula


Mon Sep 09, 2013 1:42 pm
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Cross Eyed!

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CountBorgula wrote:
I would love to try this out on my Rift I just got. However, I am finding it difficult to install. I am running Windows Vista Ultimate and I keep getting the following error message:

"Installation Failed, You must have at least Windows XP Service Pack 3 installed. Installer will now exit"

Any ideas?

Count Borgula

I would recommend running in compatibility mode: Right-click the .exe, then 'Properties'. Compatibility - Change settings for all users - Select Windows XP (Service pack 3) from the drop down.

If that doesn't work, you can try downloading again because the installer could be corrupt.


Mon Sep 09, 2013 9:05 pm
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Golden Eyed Wiseman! (or woman!)

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Quote:
TheHolyChicken wrote:
MrZurkon wrote:
How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?

I've personally never heard of this issue. Your yaw should change with the cart, so that your yaw relative to the cart should always stay the same.

Actually, I just had this happen today. It was right after I dropped the rift... so I don't know if it had something to do with that, but all the other demos worked great.


I've seen this issue as well. I've only noticed it once (of course, it was while i was demoing) - at certain points on the track, the camera would get rotated by 180.


Mon Sep 09, 2013 9:12 pm
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Cross Eyed!

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WiredEarp wrote:
Quote:
TheHolyChicken wrote:
MrZurkon wrote:
How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?

I've personally never heard of this issue. Your yaw should change with the cart, so that your yaw relative to the cart should always stay the same.

Actually, I just had this happen today. It was right after I dropped the rift... so I don't know if it had something to do with that, but all the other demos worked great.


I've seen this issue as well. I've only noticed it once (of course, it was while i was demoing) - at certain points on the track, the camera would get rotated by 180.

Yeah this one is really hard to debug, since I have never been able to recreate the issue.


Mon Sep 09, 2013 10:06 pm
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One Eyed Hopeful

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I looked at my Windows Vista compatibility options, and there is only "Windows XP (Service Pack 2)". I have gotten it run on my far less powerful laptop, but I would still like to get it running on my desktop (without having to buy a whole new version of Windows!).


Tue Sep 10, 2013 4:42 am
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Two Eyed Hopeful

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Lookforyourhands wrote:
What I can't believe is with all the attention this demo has received, (probably one of the most popular ones to date) the OP hasn't made an updated coaster or at least added to this one. DUDE PEOPLE WOULD BUY AN UPDATED COASTER FROM YOU RIGHT NOW. lol Just saying, if I was you I would be working my butt off to get the first commercial coaster for the Oculus Rift out there. :woot


This demo is pretty much the only thing I show people now. If there was any form of updated version of this I would probably buy it.

Even if the updated version just had something purely cosmetic (A cake at the top of the coaster or something like that) I think I'd probably buy it. Possibly even buy it if it was exactly as is... but slightly less likely to


Wed Sep 11, 2013 7:56 am
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Sharp Eyed Eagle!

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Just want to pop in and say its a really great demo!


Wed Sep 11, 2013 8:18 am
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Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
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yautjacetanu wrote:
Lookforyourhands wrote:
What I can't believe is with all the attention this demo has received, (probably one of the most popular ones to date) the OP hasn't made an updated coaster or at least added to this one. DUDE PEOPLE WOULD BUY AN UPDATED COASTER FROM YOU RIGHT NOW. lol Just saying, if I was you I would be working my butt off to get the first commercial coaster for the Oculus Rift out there. :woot


This demo is pretty much the only thing I show people now. If there was any form of updated version of this I would probably buy it.

Even if the updated version just had something purely cosmetic (A cake at the top of the coaster or something like that) I think I'd probably buy it. Possibly even buy it if it was exactly as is... but slightly less likely to

I'm pretty happy with the current state of the RiftCoaster as a free tech demo. I'm glad that people like yourself are really enjoying it. If I could make the art, I would love to make something bigger and better, which I would then feel alright charging for. The problem is, I'm not an artist.


Wed Sep 11, 2013 8:56 pm
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Cross Eyed!
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Anyway to use this with a DIY Rift please? With vireio perception and others wrappers looks well but without 3d :S


Wed Sep 11, 2013 11:54 pm
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Cross Eyed!

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RescueGamer wrote:
Anyway to use this with a DIY Rift please? With vireio perception and others wrappers looks well but without 3d :S

The way the UDK integration works is that it will only go into Rift mode (warped sbs) if it detects a Rift connected. So I think the only way to get it working would be spoofing a Rift. It has been discussed http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17054 but I'm not sure if anyone has done it..


Thu Sep 12, 2013 1:27 am
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One Eyed Hopeful

Joined: Thu Jun 07, 2012 4:28 am
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elchtest wrote:
Awesome demo!

The up vector of the cart should align with the view for an even better immersion. Is that something that could be easily changed?

Thanks!


This was the reason I once again looked up this thread. This feature would be great to get implemented, that would fix the annoying "cart turning sideways, but view stays the same"-issue and I wouldn't have to tell people to look down when the drop comes. Hope to see an update out soon :)


boone188 wrote:
WiredEarp wrote:
Quote:
TheHolyChicken wrote:
MrZurkon wrote:
How do you keep the camera from disorienting itself during the fast sections/turns? When I get to the turns the camera just automatically gets rotated so I look at the back of the cart. Is this a known issue?

I've personally never heard of this issue. Your yaw should change with the cart, so that your yaw relative to the cart should always stay the same.

Actually, I just had this happen today. It was right after I dropped the rift... so I don't know if it had something to do with that, but all the other demos worked great.


I've seen this issue as well. I've only noticed it once (of course, it was while i was demoing) - at certain points on the track, the camera would get rotated by 180.

Yeah this one is really hard to debug, since I have never been able to recreate the issue.


I've found a reason for this, for me it's happened when the Rift's cables touch your mouse on your desk. If the mouse has gotten triggered (so it gives input to the game), this weird 'bug' will occur.

Best,
Niklas


Sat Sep 14, 2013 3:19 am
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One Eyed Hopeful

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@boone188 I am interested in talking to you about your code for a research project. Could you send me a private message or email me at jmbabe@mix.wvu.edu


Tue Sep 17, 2013 9:00 am
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Golden Eyed Wiseman! (or woman!)

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@ Nixarn:
Quote:
I've found a reason for this, for me it's happened when the Rift's cables touch your mouse on your desk. If the mouse has gotten triggered (so it gives input to the game), this weird 'bug' will occur.


I think you may have hit the nail on the head. I had this happening at work the other day when the mouse was nudged by the Rift cable...


Tue Sep 17, 2013 7:48 pm
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Cross Eyed!

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WiredEarp wrote:
@ Nixarn:
Quote:
I've found a reason for this, for me it's happened when the Rift's cables touch your mouse on your desk. If the mouse has gotten triggered (so it gives input to the game), this weird 'bug' will occur.


I think you may have hit the nail on the head. I had this happening at work the other day when the mouse was nudged by the Rift cable...

:lol: I could have spent days looking through code trying to find the bug!


Tue Sep 17, 2013 10:37 pm
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One Eyed Hopeful

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Im having a major problem with riftcoaster.

I downloaded the game, and when it starts up I see what looks like a little wooden sled in front of me, with the background flashing on / off every 1-2 seconds. If I look into the distance it's black. If I look up I see a circle that looks like the sky. If I look down I see green stuff pretty far away.

Overall I don't see any rollercoaster stuff happening. I downloaded the application this morning. I don't know how to fix this. Overall, I want to try it and haven't yet tried any other games except for the sdk demo. The sdk demo worked fine.

Any advice on how to fix this???


Thu Nov 28, 2013 11:20 am
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One Eyed Hopeful

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For some reason when im about to go down the huge drop, the ingame spins around and im lookin at the back of the coaster ride and its not nearly as scary as when im lookin at the front of the ride while going down the drop. I was only able to look at the front of the ride goin down the drop once, every other time it spins my head around for some reason... anyone know why its doing this?


Wed Dec 04, 2013 8:20 pm
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jayrat wrote:
For some reason when im about to go down the huge drop, the ingame spins around and im lookin at the back of the coaster ride and its not nearly as scary as when im lookin at the front of the ride while going down the drop. I was only able to look at the front of the ride goin down the drop once, every other time it spins my head around for some reason... anyone know why its doing this?

Do you have any controllers attached like an Xbox 360 gamepad? Try disconnecting them.


Wed Dec 04, 2013 11:34 pm
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I've demoed this so many times, and it is still the best coaster demo to me. The sound is a big help here, imo.

The issue with the camera spinning around is most definitely the mouse getting touched or moved. This has happened to me plenty of times, and it's always because somebody bumped the mouse. An easy fix I imagine would be to not allow the mouse to control movement while a Rift is connected.

But still... such a great demo. Tweaking the settings for a higher resolution really does make a huge difference, as well.

Make another one, boone!


Fri Dec 06, 2013 3:17 pm
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