Sunday, September 7, 2014

State of Play

To start with, let me forewarn you that this post will most certainly be mostly walls of text as it will be several months of developments compressed into what is essentially an update on where virtual reality is at today. While I would like to include all of the changes, these past few months have seen some extraordinary developments to both companies and road maps in regard to the future of this new digital frontier. To say it has been a whirlwind of new demos and studios, hardware and software development and an abundance of Kickstarter's would be an understatement. Rather than attempt to detail them all, I shall do my best to summarize the most significant of these changes.

Obviously, the most important shift was Facebook's acquisition of Oculus VR for US$2.1billion. This caused a mixed reaction amongst the development and enthusiast community. Many feared Facebook's acquisition of Oculus would affect the direction the company was headed. Given Facebook's track record when it came to its users privacy and its reputation for what it did to companies it bought, many studios and devs canceled projects due to the uncertainty. It also opened up spirited debate amongst the community over the reasons why Palmer and crew would "sell out" before the Oculus RIFT had reached commercial release. As I understand it, the resources of Facebook and the ability for Oculus to remain it's own entity opened up new possibilities that would not just ensure the success of the RIFT itself, it could offer the sort of critical development that is needed for VR to be accepted by the masses. It also seems that it can provide research funding and the social networking foundations required to start building one of the possible future meta-verses. Oculus's SDK and the new-n-improved DevKit2 now shipping to developers worldwide had some significant teething issues and studio's aiming for launch-ready software were encouraged to transition to the new DK2. Facebook stating that it had no intention on making a profit selling HMD's left many (including myself) wondering whether or not the SDK would eventually end up becoming a clandestine data farming software interface typical of any given social media network environment.


Samsung GEAR VR <link>

While the forums have been littered with a large number of legitimate (Durovis Dive) and the not-so-legitimate attempts at mobile VR (I am looking squarely at you vrAse), there have been some DIY solutions, including Google's cardboard, which are available online for those interested in mobile solutions. In recent news Oculus has announced it is entering the mobile VR space. As far as this geek is concerned, that is very good news indeed. One of the difficulties in bringing virtual reality to the general public will be the price of entry required from it's users. While the Oculus RIFT is a comparatively cheap HMD, the hardware required to run stereoscopy in full high definition can be an expensive and limiting thing. This is before having to pay for supporting hardware, such as omnidirectional treadmills (ODT) like Virtuix's Omni and Cyberith's Virtualizer. When you include dedicated tracking solutions like Sixense's STEM or prioVR, the costs add up. This is where a low-cost HMD and smartphone can offer a much more mobile and far less expensive option.

Virtuix's Omni

Cyberith's Virtualizer

Software wise, compatibility with the changes introduced with the DK2 has seen the emergence of updated versions of DK1 demo's plus the influx of new projects and developers. While it is early days yet, Australian developers have been left somewhat in the lurch by Oculus. Shipping delays for some regions and lack of updates from Oculus has seen some animosity develop between developers and enthusiasts alike and while I am certain the staff at Oculus are doing their very best, many feel deceived by shipping estimates on orders. While I am still patiently awaiting the arrival of my very own DK2, I had hoped that shipping to Australia would have been similar to how it was for the DK1. Still, with more and more DK2 demo's becoming available, it is encouraging to see existing projects updated and new ones introduced. I am especially looking forward to testing Proton Pulse, EVE: Valkyrie, Elite:Dangerous and some of the other proof-of-concepts in the DK2 when it arrives. A quick look through a list of demo's currently available indicate that it will become increasingly difficult to compile a shortlist of go-to programs when actually demoing VR. While I had hoped to take my DK2 on the road with me when I head interstate next month, it looks like it will have to manage with the DK1 for now, that is unless Oculus decides to bulk ship some DK2's to Australia :)

Elite: Dangerous
Proton Pulse DK2
EVE: Valkyrie

 Before leaving, I must apologize for the lack of posts. I was aiming for once monthly updates, as I stated in my last post. However a combination of work and life itself keeps finding ways for me to spend much of my available spare time. So for now, all I can promise you is updates when I have the chance.

Tuesday, February 18, 2014

MakeVR, HAWKEN and spiders in the RIFT

It has been quite the mad-house of late. It's like each month of each year gets progressively more frames per second (FPS), which then results in the amount of free time I have reducing dramatically. Turns out it wasn't that, it was just time gradually getting faster and faster. It's either that or I am consuming far too many caffinated and/or sugar based products ;). Over the last few months I have tried to keep posting here on a regular basis. Unfortunately, while I will try to keep it monthly from now on, it may slip from time to time. It looks like it will be a while before I am even able to start one or two of the larger VR experiences I have planned for the RIFT. Although just trying to keep up with the new experiences, game play mechanics and technologies emerging each day is an increasingly complicated task. It's already looking like both February and March are promising to be fairly busy too, with everything from a simple system build for a friend, to finalizing the plans for a new project that is currently under an active NDA (non-disclosure agreement).


CYMATIC BRUCE trying out the STEM prototype and MakeVR demo
MakeVR used to create 3D assets
(images from kickstarter page)

 
Since I started writing this months post, the Sixense crew have brought their MakeVR program to Kickstarter and from early reports of the demo's, it promises to be a very handy tool for the emerging VR world(s). While it seems aimed primarily at 3D printing, due to its exportable nature, assets in need of finer detail for other applications can still be manipulated in other 3D modeling programs. While it may seem to be a bit redundant having two 3D modelling tools at your disposal, being able to work within the VR world while utilising a tracking system such as the STEM for this task, promises to be truely epic. Sixense recently revised some of their reward tiers and now you can get beta-access to MakeVR, including a copy of the colaborate3D environment. This also contains all updates to both licenses until 2015 and also has a limited-edition avatar as a reward for becoming a backer. All for just $95. You can read more and/or back the project (here). EDIT: Sixense has recently cancelled funding on this and will re-launch once they have revised their kickstarter campaign. Read more about this <here> in the comments section of the project.

I have also spent a bit of time with Aldin Dynamic's Asunder (Earthbound). While a visually stunning VR experience, I also felt a little nauseous - much in the same way Museum of The Microstar (MoTM) did for me. Whether or not this is because of the control method (face-look) or whether or not it's latency or just this RIFTer's own experience remains uncertain. I also spent some more hours tweaking ini files and trying to optimise the Alpha-State RIFT support in HAWKEN. Since I did this however, the entire game-client has shifted to Steam. This means that I will not only need to reassess the RIFT support, I will also need to adjust many of my game-play tactics because the large number of sweeping changes introduced during the overhaul and new game client. This altered everything from TTK (time-to-kill) to ballance tweaks to even the in-game menus, music and animations. It even looks like the server stability has been improved, although this may just be because of Valve's platform, or it could be the increased amount the game client seems to be synchronizing after each match. Unplanned server outages aside, still expect continued PUBstomps and unexpectedly well ballanced matches on occasion. I have had two matches result in SUDDEN DEATH mode after we had traded kill for kill throughout the entire round. Our team emerged victorious on both ocasions, although I can still see how lag could have cost me (or the other team) at least one mortal blow. EDIT: HAWKEN has recently had a new patch that includes a new map *and* a new mech - plus, it looks like the Oceanic servers aren't totally broken anymore! This game is a totally different experience with a playable ping (averaging 100ms), and while it will take some time to rebuild the local community, it's going to take some work re-adjusting to a low latency server. Although, being able to dial in the mouse sensitivity seems to help mitigate at least some of these issues :)

HAWKEN in RIFT with interior textures (medium or better settings)
HAWKEN in RIFT without interior textures (low-res setting)

<Caution: Following these next few paragraphs, there *will* be spiders!>

While I have spent some game-time online in TDM with HAWKEN in RIFT mode, for the most part my experiments have been conducted in offline bot-mode or training. No one was playing Deathmatch mode last time I looked (prior to Steam release) and I didn't want to add kills to the total in Team Deathmatch while I derped across the battlefield trying to blind-trigger buttons. I rarely play with a controller, preferring the old keyboard and mouse combo and while I am spending more time in VR where knowing my way around a controller would be handy, I guess it's something I should start logging some serious amount of time with. There is nothing quite like loosing your spot on the keyboard mid-battle and being forced to peek out of your HMD in order to re-align your fingers with the correct keys. Drift can now also be corrected with the F2 or Scroll-Lock buttons which thankfully replaces the tedium of having to bring up console (F5) to reset it using the command line (resetmotioninput).

As a VR title? I can see why the dev's keep calling this alpha-state RIFT support. It is fun stomping around the battlefield in the RIFT and what little I have played in online team death matches while wearing it has been fantastic. Being able to boost around and have fun with friends while you explore HAWKEN in 3D is truely epic - The game was always intending to offer Oculus RIFT support upon launch (*cough* 12.12.12 *cough*) which means that the depth of field programmed into the game doesn't look as flat as say, something like Skyrim would. Unfortunately, due to the limited in-game FOV settings for VR (although it now has a menu option), I ended up feeling like I was more of a space marine wearing a jumpsuit. Albeit a two-story robotic death machine with rockets mind you, the scale just didn't feel like I was sitting in a cockpit of a giant MECHA. I must say though, the radar and health bar are now viewable and items are shown on monitors. Also, other issues like having your in-game HUD (heads up display) being tied to the same layer as your own UI make the whole experience fun, just not really playable in three dimensions at this stage . I didn't experience any real adverse nausea either, even when jumping or boosting from altitude, which is always nice.  I also haven't had the opportunity to test out HAWKEN in the RIFT since this latest platform shift, although early signs probably suggest that atleast some elements may be improved.

RIFT settings menu in HAWKEN
It is certainly likely I will be busy these next few months and it's not just all this testing left to do. The big project that is currently all under NDA is something I am obviously unable to talk about (at this stage anyway). This will be consuming the bulk of my time and attention now and for what looks like the immediate future. Because of this, all I have to offer you for a preview of next month's post is this rather funny reddit topic on r/Oculus. A developer (rogeressig) posted on the forums about how their brother played a practical joke on them with a rubber spider and the RIFT. It reminded me of an earlier post titled "An unpleasant experience". The post about family shenanigans by rogeressig is <HERE> while the original "spiders-in-the-RIFT" post is <HERE>. Also, Google "RIFT reaction spiders prank" and play the one featuring "Tomo" (posted by sloshworks) - skip to around the 2 minute mark <here>  (the entire video contains spoilers to "Dont let go", the Oculus RIFT demo).


"spiders in the RIFT... Nope."













Monday, December 30, 2013

RIFTing reality; demo'ing 101 for the Oculus RIFT

December has already flown by without me getting much of a chance to post a topic. With holiday madness and a week spent interstate, a self-imposed deadline for a functional tech-demo and other commitments, I haven't had much of a chance to keep things updated. I had planned on making a post about some of the more specific issues faced when developing for virtual reality, however, I shall save that for another time. Instead, I thought I would summarise some of the lessons that I have learnt so far while demo'ing the RIFT and the assorted digital constructs. It's pretty incredible when people first "gaze through the looking glass" and have their first real glimpse at virtual reality. Unfortunately, I did not have the opportunity to setup a camera or record some of the more "enthusiastic" reactions this time around, as I had my hands full guiding demo's and doing my best to operate without a controller (something I had foolishly neglected to pack). It was either that or I was far too busy enjoying their responses (read: laughing my ass off) or providing support in some way (making sure they were enjoying themselves and/or handing out ginger as required). Never the less, I thought it might be a good idea to summarise some of the lessons I have learnt while demo'ing the RIFT and various virtual reality experiences to the public.

The first lesson is obvious - when traveling with your RIFT and other equipment (such as laptops, controllers and other gear) - ensure it is all well protected. While the Oculus RIFT itself comes in a very nice padded case with neat slots for all the parts, I have found it best stored in a padded backpack with some of the other equipment required for demos. Not only does this mean that you can take it on board as carry on luggage, it makes one less case to carry and will prevent any oportunistic thieves who may recognise either the Oculus logo or the PVC equipment case itself.  Secondly, carry a bottle of ginger concentrate or ginger pills with you. After working with the RIFT for a while, I have my "VR legs" and I consider myself aclimatised, yet nausea and motion sickness can strike even the most experienced of us and trust me when I say that ginger does indeed help. Also, limiting demo times to roughly fifteen minutes a turn for those not affected by motion sickness will help with aclimatisation and even if a person does not feel nausea during a demo, it can hit them *after* they take off the RIFT. Third, bring your own powerboard and any other cables and adaptors you think you will need for the demo. Never assume there will be enough power points, or atleast enough within reach. I have also invested in a USB-DC cable (you can buy premade or DIY) so that I can run the RIFT without taking up an extra plug for the power brick. This also allows you to run the whole lot off the gaming laptops battery should you need to either make it mobile or run without mains power.
USB to DC (Type M = 2.1mm ID) cable - USB 3.0 should be fine
<USB 2.0 *may* need twin USB connectors to provide adequate power>
Silicone Ninja strap - provides security for your RIFT

Along with the above lessons, also consider securing your RIFT control box with something so that if someone does accidentally drag the RIFT with them, your expensive equipment wont end up on the floor as well. Personally, I have an elastic ninja-strap that is looped around the control box. This way, I have a bit of give while preventing a potential catastrophy. Also, while demo'ing, it's best to use the Oculus calibration utility first to try and set it up optimally, thus providing a viewable experience. While in the rush of demo'ing and in cases where people's eyesight is either 20/20 or farsighted (longsighted) - it is often easier to just throw them in the demo. Personally, I try and avoid swapping lenses as the inside of the RIFT is a dust magnet and can be an absolute PITA to clean properly. I use the standard lenses with my glasses and I try and do this with others of shortsighted (nearsighted) vision. Of course, IPD calibration can make or break a users experience as well, so if possible this step should still be done. At this particular demo however, I was swamped with people wanting to try it out (which normally occurs at public demos), so it was straight into the RIFT with me asking a few questions to deturmine if their viewing was atleast within an acceptable range.


Some of the other lessons I have learnt when demo'ing...

Working with kids; Be prepared for things like getting sprayed in the face with buscuit crumbs. Especially when said biscuits are freely available and a kid pauses, mid chew, to ask a seemingly pertinant question. Lucky for me I wear corrective "safety glasses", so I avoided crumbs-to-the-eyeball, just consider this your fair warning. If possible, try to get the kids to hold the RIFT HMD too, as the size of the mask is ideally suited for big kids like myself (even if you have time to adjust the head straps for each child). Also, check to see if they are OK during their VR experience, silence and swaying can lead to dry heaves and possibly mess - this is one thing that affects both kids and adults though, so *always* be aware of the signs of motion sickness. It probably wont hurt to have a bucket on hand either, just in case. I am aware that there can be issues with children's exposure to 3D and how it is supposed to interefere with their depth perception development. However, small doses combined with plenty of breaks should be fine. I would probably advise against long-term use for children (like Nintendo has done with the 3DS), however, that's more my own $0.02 worth and not something I would consider a qualified opinion on the matter.

Working with seniors; Some are suprisingly accepting of virtual reality. I don't mean they have no problems with it, I have met some elderly users who flat out refuse to even try the RIFT. I am talking about how some seem unphased by how much of a "game changer" this new HMD is. I was able to setup a gallery for a family members birthday and loaded in some high-res scanned slides for them to look at. While they seemed impressed at being able to see their pictures inside a virtual gallery, the idea of being inside a digital world was almost a non-event for them. Whether or not this is because the digital age now ceases to suprise them as much or not is a discussion for another day. Personally, I still get a kick out of the size and capacity of USB flash drives from time to time, fondly recalling sneakernet and other limited storage solutions of the past (Zipdrive anyone?). Of course, not all seniors are like this and some of the best reactions have been from elderly users. One of my favorite reaction videos is this one <here>. However, my favorite "senior moment" with the RIFT thus far, is the grandma who was bedridden because of cancer. Oculus sent the developer a free dev-kit so that she could give gran a chance to "go outside and walk around" again. When the video of her doing this was posted on youtube, a comment led to the developer loading up the RIFT compatible version of Google maps street view. When the dev punched in gran's address, she was amazed to discover gran herself waving at the Google truck as it drove by the house. This means that this particular grandma is one of the lucky few who have been able to glimpse a virtual version of themselves through the RIFT!


gardening gran - read about it (and all the links) here on reddit

Finally, make sure the area around the user is clear and free of any obstacles and objects. If you thought a remote through your LCD or flatscreen was bad, be acutely aware that users are essentially blindfolded. They are usually unable to hear your proximity to them either (especially when wearing headphones) so make sure you approach with caution, especially if they are using tracking controllers like the Hydra/STEM. Even with just a RIFT and a controller in hand, users can still walk into things if you're not carefull and can even accidentally punch you or others when reacting suddenly to a perceived experience. Seated demo's can avoid some of these problems and when the Omni arrives next year, it will create a rather neat way of containing end-users range and scope that will prevent many of these very issues. The only other issues with demo'ing the RIFT I can think of would be one of minimising sweat buildup on the foam, something easily fixed with a bit of DIY thinking. Personally, I havent had much of an issue with this sort of problem, even with several demo's under my belt. There are plenty of solutions on the interwebs to account for this, from the rather simple "pack a headband" to lining the HMD with an aditional layer of removable foam that can be swapped out when one becomes particularly funky. Carefull use of sanitising spray and deodorisers can also help in this scenario. One more caution that I always make when discussing demo's and such, DO NOT  expose your RIFT to sunlight. While I have demo'd outside, it has always been done in the shade and I have never left the optics face up. I think I mentioned the sorry tale of a user who had bought a devkit off ebay once. They bought it in new condition, only to get it and find out the sellers act of photographing the HMD outside had caused the sun to burn two rather small but thorough damage points on the RIFTs display. The optics are focused at infinity after all!

Aldin Dynamics ASUNDER: EARTHBOUND
Darkfield ALPHA
HAWKEN with RIFT support ("borrowed" from IGN's website)

Next month I hope to cover the updated HAWKEN RIFT support as it would seem the reticule has been fixed in the latest patch, plus maybe more fixes and features. Also, Aldin Dynamics Asunder : Earthbound and the Darkfield Alpha build are next on my hitlist. While Darkfield is still in early Alpha 3 state, it promises to offer some rather neat galactic battles and with multiplayer on its way - gaining some early experience might prevent some of the more vicous PvP shenanigans I have witnessed (or experienced) in HAWKEN. Access to the current Alpha build starts at USD$15 and includes all future versions of the game (DRM free). Asunder : Earthbound is apparently more of a made-for-VR experience of its own rather than a game, but should be worth the USD$10 as Aldin Dynamics are the folks behind the rather excelent "Trial of the Rift Drifter" tech demo (still freely available on their website).