Just a demo I threw together to learn Unity.
I was inspired to create something cool after seeing Blocked In. I also just finished reading Ready Player One and wanted to create my own "private chat room".
It contains various models pillaged from the internet and free unity assets as well as some of my Second Life builds.
(Credit to William Burke for his various rift related models)
It has lots of particles and sounds, with fully baked lighting etc.
Press the right mouse button to start the video on the flat screen T.V.
Really drives home the point that details and lighting are king in VR. I can see a lot of references in this room, many of them I get, but not all.
What is the trash can from? The one that says Madison on the side.
Nice work!
I'm a little curious about what you're doing in this demo, as I felt a little bit more latency than usual, and for me personally wasn't entirely comfortable to look around freely. I don't know if it's related to it being a 64-bit build (which is rare around here), or if you've didn't set up the rift camera rig to grab orientation in Pre-Render, or if you've got something else fancy going on?
Thanks drash. High praise coming from the creator of the best demo currently available. Titans is what I use to show off the rift to first timers.
Not sure where the garbage can is from. Grabbed the model off of the internet. The only things I made were the Zombie barrels the bookshelves, the Haloween 3 tv, Speak & Spell and the training dummy. As I said, I pillaged a lot.
Nothing too fancy going on. I get 60 fps.. my machine is a beast though. Maybe too much geometry, maybe too many particles?
Not sure how to set the rift to orient in pre-render as opposed to whatever the default player camera does.
If anyone else is having latency issues, please let me know.
Nice demo, love all the dust motes floating about and the rather eclectic collection of objects
I'm getting a bit of lag as well though. It's only slight, but it is noticeable. I loaded Fraps, and I'm getting a solid 60fps, but even so for some reason it doesn't feel perfectly smooth.
When I see the title of this, I can't help but think of this being turned into a VR experience and think "Oh god no!" and start trying to think of the closest tall building to jump off of.
Haha.. ya. Kind of a working title. Was better than "Unity test".
in the OVRplayerConreoller script there are settings for "dampening"
Could this affect the feeling of slowness being reported? Everything is currently set at the default levels.
in the OVRplayerConreoller script there are settings for "dampening"
Could this affect the feeling of slowness being reported? Everything is currently set at the default levels.
Pretty sure that's not it. The "slowness" aka latency is the delay between looking around with the head and actually seeing the view catch up. The framerate is just fine, moving around is fine too.
I wasn't able to get the Oculus Latency Tester to work with this demo, which is odd -- either you're using a brand new version of the Unity integration that happens to be broken (I have tried 0.2.5, but not 0.2.5c), or you're using an odd image effect and/or shader(s) that are preventing the black/white square from flashing for the latency tester. Maybe that's a clue as to where the latency is coming from. Are you using some kind of screenspace reflection or GI effect?
No crazy effects that I can think of. I did switch it to DirectX 11 and I have a small JavaScript to switch the offset on the flashing t.v. texture. Other than that it's got a crap load of lightmaps.
I'll dig through the scene and try to optimize it tonight, see it that helps.
I went to see what you were talking about and you were right.
There was just lag on the head tracking. FPS was fine, movement was fine. I turned off directX 11, and it appears to have cleared up.
Can anyone confirm that directX 11 unity projects have head tracking lag?
Anyhoo.. just updated the files, also added Linux and MAC version. Links in the OP.
Also, now when you click fire2 a movie plays on the T.V.
This one is crazy good!!! Man.. I got goosebumps! I feel I can reach out and touch every single item in the room. So many amazing objects. The strap on the Rifts for some reason blew me away. They just look real!
The xbox controllers are perhaps a little to big... but I forgive You ;-) That's the only thing that I noticed was "wrong-ish".
- and I didn't even have to ask for a Linux version... I think I'm gonna cry! ;-) Thanks a lot for the experience.. I think it'll replace the Tuscany demo as the first demo I'm gonna show guests.
I turned off directX 11, and it appears to have cleared up.
Can anyone confirm that directX 11 unity projects have head tracking lag?
Just tried the update you posted. Works GREAT now. Really had a blast going through the room this time. Also noticed a few nice changes and details from the first time around. Thanks for figuring it out!
I tried enabling DirectX11 on one or two of my own Rift projects and it didn't seem to make a difference w/ latency, so I'm pretty curious what the deal was.
In any case, correct me if I'm wrong, but I think DirectX11 prevents it from working on Macs? (Couldn't find a straight answer on the interwebs for the more recent Macs/MacOS)
This one is crazy good!!! Man.. I got goosebumps! I feel I can reach out and touch every single item in the room. So many amazing objects. The strap on the Rifts for some reason blew me away. They just look real!
The xbox controllers are perhaps a little to big... but I forgive You ;-) That's the only thing that I noticed was "wrong-ish".
- and I didn't even have to ask for a Linux version... I think I'm gonna cry! ;-) Thanks a lot for the experience.. I think it'll replace the Tuscany demo as the first demo I'm gonna show guests.
Thanks
I was going for hyper-realism. Just finished reading Ready Player One and wanted to build my own private chat room that I could hang out in. If anyone wants to help out, would love to have the ability to load videos on the TV from a hard drive. Maybe even ad a radio for mp3s, e-books for the shelves, and maybe even multiplayer (if we're want to be really ambitions).
Just tried the update you posted. Works GREAT now. Really had a blast going through the room this time. Also noticed a few nice changes and details from the first time around. Thanks for figuring it out!
Yes! Praise! That's what I live for. lol
So glad you like it.
I tried enabling DirectX11 on one or two of my own Rift projects and it didn't seem to make a difference w/ latency, so I'm pretty curious what the deal was.
In any case, correct me if I'm wrong, but I think DirectX11 prevents it from working on Macs? (Couldn't find a straight answer on the interwebs for the more recent Macs/MacOS)
Hmm, not sure about that. I disabled DirectX11 before I exported the new round (as it fixed the head lag). I don't have a Mac on hand to test. Unity lets me export for Mac with DirectX11 checked on in the player settings though.
Wow, this was lovely! While graphicaly not quite as polished/coherent as Blocked In, it was really impressive!
It's so rewarding to have richly detailed world in VR. Watching video on TV in updated demo, I noticed my brains made a switch and I really got a feeling I'm looking in another world and not just computer generated imagery. It was so spontaneous, that it caught me off guard and left me with a big grin on my face
3d is great and all those little details and objects really stand out (Oculus Rift model was so realistic!). Kept wishing for positional tracking to lean forward and look up close some of the objects.
Oh, and dust particles and especially flys were amazing!
Great demo. At first I thought it'd be like Blocked In where you can't move but was pleasantly surprised. It's much more fun to experience standing up, that's for sure. I'm tempted to add it and Blocked In to my favorites folder which I use when I demo to people. This is simple and would bring on the nostalgia for the older crowd that might be hesitant toward VR.
edit: Ah, just tried the new build. The TV preview was cool but there doesn't seem to be a replay option. The collision with the book cases are off so you can walk into them. Thanks for not making the zombie or half dog move by the way. Again, great job.
Watching video on TV in updated demo, I noticed my brains made a switch and I really got a feeling I'm looking in another world and not just computer generated imagery. It was so spontaneous, that it caught me off guard and left me with a big grin on my face
lol.. same thing happened to me. I was just mezmerized by the trailer for a second.. then I was like "Wow... I'm in the Rift".
Tripped me out.
Runs great now One thing I noticed is how much those flies cause me to flinch if they suddenly get in my field of view (which given how long I've had my Rift now actually surprised me)! It might be cool to have a random 'invasion of the flies". I imagine it might give rise to some amusing YouTube videos for those of a squeamish disposition...
Ya.. the replay thing bugs me too. I'm really just figuring unity out right now. Ideally I would like the option for users to load movies.
I'm kind of surprised people haven't made other attempts at putting television shows and games into demos. Alone showed in a horror setting that playing a game in the game help in the immersion. So like in Blocked In there could have been a Tetris mini-game inside the game. For your demo, given the Ready Player One inspiration it'd be interesting if a Joust like game could be played on an arcade cabinet and maybe with an optional wizard opponent showing up.
Anyway, I would love to see user load movies or maybe a YouTube stream (or whatever video service we're moving to in protest of YouTube's current anti-content creator policies). Looking forward to other "room experiences" like this now.
Liked the Halloween 3 TV , my lens came loose and started touching my eye I thought it was a giant centipede
Lol. Just glad someone got the reference.
Hmm centipedes... good idea. Maybe I'll trigger one.
Asunder did the black out the right eye to simulate eye damage. Are you thinking about having a bug crawl across one of our eyes?
Out of interest, think there can be a short cut code option to add a human avatar for us? Something like "-maleavatar" or "-femaleavatar" and have the avatar standing up holding an XBox controller? Hell, make it an avatar like Freddy or Jason or some other iconic 80's character that's freely available. Always enjoy seeing a body when I look down.
Well, I've spent the last 7 hours or so going through forums, reading about everything from a GUI to load streams to connecting avatars to the rift camera, and my conclusion is this:
Code hurts my brain.
There are a lot of things I would love to implement in this demo, but the truth is I'm more of a designer / artist than a programmer. I really need some help when it comes to coding things. Unless I can copy and paste something I find on the internet and hack the functionality I need out of it, it's probably not going to happen. If someone who is an awesome JS/C# programmer wants to team up, we will see. Failing that, I might just make a few other small art demos until my unity license expires :P
If I get struck my a gamma ray burst and become some sort of mutant super programmer over-night, things will get serious.
But it's more likely that a gamma ray bust would destroy myself, the Rift and everyone else on the planet. Let's hope it doesn't come to that. haha
Can anyone confirm that directX 11 unity projects have head tracking lag?
I have the same problem. There is significant head "inertia" when using DirectX 11 in my project, to the point that I cannot play for more than just a minute or so. The framerate is not affected. The scene has just the basic Diffuse/Bump/Transparent shaders, no special DirectX 11 effects. I haven't spent a lot of time investigating this, for now I just disabled DirectX 11.
Can anyone confirm that directX 11 unity projects have head tracking lag?
I have the same problem. There is significant head "inertia" when using DirectX 11 in my project, to the point that I cannot play for more than just a minute or so. The framerate is not affected. The scene has just the basic Diffuse/Bump/Transparent shaders, no special DirectX 11 effects. I haven't spent a lot of time investigating this, for now I just disabled DirectX 11.
I can also confirm this 100% (In Unity anyway).
I created a super basic project and tested it. With DirectX 11 checked on, barf mode, with DirectX 11 unchecked, smooth as glass.
I'm going to drop a message to the creator of Museum of the Microstar. Pretty sure it's the reason I can't get through it.
Should be fixed. (for now)
I need to find a better place to upload. Dropbox got angry because of bandwidth.
Anyone have a suggestion?
After trying out DropBox, Mega, and others, I have to say I like adrive.com very much. I think I was on a grandfathered free plan for a while though, but basically with the entry level paid plan they have, you can host a ton of files at what seems like unlimited bandwidth at really fast download speeds, without bombarding the user with ads or making them jump through hoops. Plus you can manage your uploaded files and whether they're shared or not, put passwords/expiration dates on them, and see how many times they've been downloaded.
When I heard the song I thought it was a reference to the Halloween movie but in the movie they were always doing a countdown - 3 more days to Halloween, 2 more days to Halloween, and so on. So no count down left me a little confused.
“My ally is the Force. Life creates it, makes it grow. It’s energy surrounds us and binds us. Luminous beings are we…not this crude matter. You must feel the Force around you. Here, between you, me, the tree, the rock…everywhere!"
Comments
Really drives home the point that details and lighting are king in VR. I can see a lot of references in this room, many of them I get, but not all.
I'm a little curious about what you're doing in this demo, as I felt a little bit more latency than usual, and for me personally wasn't entirely comfortable to look around freely. I don't know if it's related to it being a 64-bit build (which is rare around here), or if you've didn't set up the rift camera rig to grab orientation in Pre-Render, or if you've got something else fancy going on?
Thanks drash. High praise coming from the creator of the best demo currently available. Titans is what I use to show off the rift to first timers.
Not sure where the garbage can is from. Grabbed the model off of the internet. The only things I made were the Zombie barrels the bookshelves, the Haloween 3 tv, Speak & Spell and the training dummy. As I said, I pillaged a lot.
Nothing too fancy going on. I get 60 fps.. my machine is a beast though. Maybe too much geometry, maybe too many particles?
Not sure how to set the rift to orient in pre-render as opposed to whatever the default player camera does.
If anyone else is having latency issues, please let me know.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
I'm getting a bit of lag as well though. It's only slight, but it is noticeable. I loaded Fraps, and I'm getting a solid 60fps, but even so for some reason it doesn't feel perfectly smooth.
When I see the title of this, I can't help but think of this being turned into a VR experience and think "Oh god no!" and start trying to think of the closest tall building to jump off of.
@DarkAkuma_ - Twitter
http://darkakuma.z-net.us/ - My Blog
http://www.z-net.us/ - SNES Online Gaming
in the OVRplayerConreoller script there are settings for "dampening"
Could this affect the feeling of slowness being reported? Everything is currently set at the default levels.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
Pretty sure that's not it. The "slowness" aka latency is the delay between looking around with the head and actually seeing the view catch up. The framerate is just fine, moving around is fine too.
I wasn't able to get the Oculus Latency Tester to work with this demo, which is odd -- either you're using a brand new version of the Unity integration that happens to be broken (I have tried 0.2.5, but not 0.2.5c), or you're using an odd image effect and/or shader(s) that are preventing the black/white square from flashing for the latency tester. Maybe that's a clue as to where the latency is coming from. Are you using some kind of screenspace reflection or GI effect?
I'll dig through the scene and try to optimize it tonight, see it that helps.
Thanks for the input so far guys.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
There was just lag on the head tracking. FPS was fine, movement was fine. I turned off directX 11, and it appears to have cleared up.
Can anyone confirm that directX 11 unity projects have head tracking lag?
Anyhoo.. just updated the files, also added Linux and MAC version. Links in the OP.
Also, now when you click fire2 a movie plays on the T.V.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
The xbox controllers are perhaps a little to big... but I forgive You ;-) That's the only thing that I noticed was "wrong-ish".
- and I didn't even have to ask for a Linux version... I think I'm gonna cry! ;-) Thanks a lot for the experience.. I think it'll replace the Tuscany demo as the first demo I'm gonna show guests.
Just tried the update you posted. Works GREAT now. Really had a blast going through the room this time. Also noticed a few nice changes and details from the first time around. Thanks for figuring it out!
I tried enabling DirectX11 on one or two of my own Rift projects and it didn't seem to make a difference w/ latency, so I'm pretty curious what the deal was.
In any case, correct me if I'm wrong, but I think DirectX11 prevents it from working on Macs? (Couldn't find a straight answer on the interwebs for the more recent Macs/MacOS)
Thanks
I was going for hyper-realism. Just finished reading Ready Player One and wanted to build my own private chat room that I could hang out in. If anyone wants to help out, would love to have the ability to load videos on the TV from a hard drive. Maybe even ad a radio for mp3s, e-books for the shelves, and maybe even multiplayer (if we're want to be really ambitions).
Glad you like it so far
Oh! And to be fair, the flies are a bit big also.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
Yes! Praise! That's what I live for. lol
So glad you like it.
Hmm, not sure about that. I disabled DirectX11 before I exported the new round (as it fixed the head lag). I don't have a Mac on hand to test. Unity lets me export for Mac with DirectX11 checked on in the player settings though.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
It's so rewarding to have richly detailed world in VR. Watching video on TV in updated demo, I noticed my brains made a switch and I really got a feeling I'm looking in another world and not just computer generated imagery. It was so spontaneous, that it caught me off guard and left me with a big grin on my face
3d is great and all those little details and objects really stand out (Oculus Rift model was so realistic!). Kept wishing for positional tracking to lean forward and look up close some of the objects.
Oh, and dust particles and especially flys were amazing!
edit: Ah, just tried the new build. The TV preview was cool but there doesn't seem to be a replay option. The collision with the book cases are off so you can walk into them. Thanks for not making the zombie or half dog move by the way. Again, great job.
lol.. same thing happened to me. I was just mezmerized by the trailer for a second.. then I was like "Wow... I'm in the Rift".
Tripped me out.
Ya.. the replay thing bugs me too. I'm really just figuring unity out right now. Ideally I would like the option for users to load movies.
I fixed the book case collision, but I'm not going to put a new build up for it. I'll wait till there is more to show off.
Yet*
And thanks
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
I'm kind of surprised people haven't made other attempts at putting television shows and games into demos. Alone showed in a horror setting that playing a game in the game help in the immersion. So like in Blocked In there could have been a Tetris mini-game inside the game. For your demo, given the Ready Player One inspiration it'd be interesting if a Joust like game could be played on an arcade cabinet and maybe with an optional wizard opponent showing up.
Anyway, I would love to see user load movies or maybe a YouTube stream (or whatever video service we're moving to in protest of YouTube's current anti-content creator policies). Looking forward to other "room experiences" like this now.
Lol. Just glad someone got the reference.
Hmm centipedes... good idea. Maybe I'll trigger one.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
Asunder did the black out the right eye to simulate eye damage. Are you thinking about having a bug crawl across one of our eyes?
Out of interest, think there can be a short cut code option to add a human avatar for us? Something like "-maleavatar" or "-femaleavatar" and have the avatar standing up holding an XBox controller? Hell, make it an avatar like Freddy or Jason or some other iconic 80's character that's freely available. Always enjoy seeing a body when I look down.
Code hurts my brain.
There are a lot of things I would love to implement in this demo, but the truth is I'm more of a designer / artist than a programmer. I really need some help when it comes to coding things. Unless I can copy and paste something I find on the internet and hack the functionality I need out of it, it's probably not going to happen. If someone who is an awesome JS/C# programmer wants to team up, we will see. Failing that, I might just make a few other small art demos until my unity license expires :P
If I get struck my a gamma ray burst and become some sort of mutant super programmer over-night, things will get serious.
But it's more likely that a gamma ray bust would destroy myself, the Rift and everyone else on the planet. Let's hope it doesn't come to that. haha
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
I have the same problem. There is significant head "inertia" when using DirectX 11 in my project, to the point that I cannot play for more than just a minute or so. The framerate is not affected. The scene has just the basic Diffuse/Bump/Transparent shaders, no special DirectX 11 effects. I haven't spent a lot of time investigating this, for now I just disabled DirectX 11.
I can also confirm this 100% (In Unity anyway).
I created a super basic project and tested it. With DirectX 11 checked on, barf mode, with DirectX 11 unchecked, smooth as glass.
I'm going to drop a message to the creator of Museum of the Microstar. Pretty sure it's the reason I can't get through it.
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
This account's public links are generating too much traffic and have been temporarily disabled!
Still have the error here too.
I need to find a better place to upload. Dropbox got angry because of bandwidth.
Anyone have a suggestion?
IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
After trying out DropBox, Mega, and others, I have to say I like adrive.com very much. I think I was on a grandfathered free plan for a while though, but basically with the entry level paid plan they have, you can host a ton of files at what seems like unlimited bandwidth at really fast download speeds, without bombarding the user with ads or making them jump through hoops. Plus you can manage your uploaded files and whether they're shared or not, put passwords/expiration dates on them, and see how many times they've been downloaded.