Thursday, August 15, 2013

Geeking it up, gadget style...

Another month has just flown by. I have been preoccupied with the Oculus RIFT lately and new wonders are still being found frequently in this virtual wonderland. A very active community is still serving up some impressive tech demo's and there is, at the time of writing, a VR Jam (with prizes provided by Oculus) currently underway. Some works-in-progress (WIPs) are already showing up on the dev forums and each of the five grand prize winners get $10k each, flown to demo their game at IndieCade later this year and get a meet-n-greet at Oculus HQ.

So that this doesn't turn into another post entirely about the RIFT, in other news, the LEAP motion finally shipped (third times a charm). I have only had a brief amount of time with this new motion sensing input device and I must admit that further testing is needed before I can draw any solid conclusions. The "LEAP" installs easily enough and sets up/downloads some free demo apps from the "airspace" store, however, you have to create a free account as well. I must say that, while impressive, I was a little underwhelmed by the whole device. Don't get me wrong, I realize I need to spend a bit more time using this thing before passing final judgement, however, the early signs aren't very promising. While there are some free apps, most cost $2-$3 dollars and currently, the marketplace is populated by more MAC apps than those for PC. In some ways, I can see why. The LEAP's whole look and style match Apple's approach very closely, with similarities in how they market their device and other not-so-obvious ways. With time the marketplace will improve, populated by more choice as developers get stuck into the SDK. Whilst not really intended as an input replacement (more like an augmentation) extended use could see fatigue develop far quicker than the traditional input methods as you must hold your hand in the air to manipulate the controls and/or write. There are also reports of trouble with using the LEAP in bright areas/rooms and I do have some concerns surrounding occlusion, although these are things I am yet to test fully.

LEAP motion sensor


My new Razer HYDRA also arrived. As I mentioned in a previous post, I had to make the purchase via e-bay as Razer were out of stock and unable to provide any sort of ETA on when they would be back in.Whether this is simply because Sixense is focusing on their new wireless version, remains to be seen, however - the Oculus dev forums (and  a recent news post on the company website) suggest that this could be a reality sooner rather than later...

Tatical Haptics wrote:
" Danny Woodall from Sixense, at the Silicon Valley VR Meetup, announces that Sixense will put their wireless dev kit (which they are calling STEM -- Sixense Tracking Embedded Module) on Kickstarter in August, and that it will support tracking up to 5 points (2 of their controllers and 3 other points with pager-sized devices). Their kickstarter will allow backers to get just the 2 controllers, or add up to other tracking modules to their dev kit. They suggested that they would also have tracking modules available separately." — at Hacker Dojo.


It would be entirely possible that they could end up offering haptic feedback, considering some hackers/engineers have been working with such technology using a modified Razer HYDRA to offer more immersive interaction in virtual spaces (LINK)


unboxed Razer HYDRA +Portal 2 DLC
The Razer HYDRA I purchased via e-bay for under $100 (inc. shipping) was one I expected to be old stock. Left over hardware that a retailer hadn't been able to shift to the public, so they were selling them for less than the RRP of $125. To my surprise, I discovered it was in fact, new stock. How could I tell? Because it came bundled with the Portal 2 DLC - which was the last promo Razer ran on their website. This content would have cost me about $50 - so all up I got the HYDRA Portal 2 bundle for nearly half price :)

Obviously, there are some limitations with the hardware. It is a magnet based positional tracker with two controllers (one for each hand) and using the various buttons or thumb-sticks you can control various elements in-game. It can also be used as a keyboard/mouse replacement, although this is not what it is intended for, nor would I recommend it unless you have a large amount of patience :) Using the HYDRA, I was able to see my real hands represented in real-time in virtual reality, which was rather cool. Being able to pick up something with my hand and then throw it was quite immersive, however, the disconnect I felt because I was pulling a trigger or pressing a button instead of actually grabbing the object was still present. How much of a disconnect seemed to depend on how convincing the rest of the immersion was, or, even how well calibrated the HYDRA ended up being. Razer provides little to no documentation on this process and it took me several aborted attempts and some google-fu on optimal calibration procedures before I could really test it properly.

So, further testing of both the leap Motion controller and HYDRA remains, while the recent boom in both software and hardware solutions will be keeping me busy on the research front. I do still plan on developing my own content for the RIFT, have been experimenting with UDK and looking at some custom-hardware input devices for VR of my own. I have also backed a few RIFT-based Kickstarter campaigns for software, although not usually ones with RIFT support as a stretch goal. However, it is swiftly becoming apparent that, unless I actually schedule some "study time" soon, I may be limited in how effectively I can produce content. It may be time for a course via a reputable online university, one that will give me the refresher I need in order to turn my old-school programming skills into virtual reality. To finish this post, I can confirm that HAWKEN is actually finally getting native Oculus RIFT support in the next patch, which is due to land at the end of August.

Friday, July 5, 2013

Through the looking glass...

I have been a total geek for decades folks. Way back when it wasn't cool to wear glasses, when it wasn't cool to be into computers, gaming and all sorts of generally technology based stuff. Back when the internet was an ASCII based BBS and connectivity was measured in baud instead of megabits. Back when the sneaker-net was the fastest network around and animated "under construction" signs plastered the web. Because of this, and my bankroll of limited disposable income, I have been more or less free to indulge in my geeky needs and wants over the years. So it brings me great joy to announce that I have, over the past month or so, developed a new relationship with an old friend of mine, virtual reality. Or VR as it's known to its mates. I feel privileged that we have known each other for this long. In fact,we go back decades! What I wanted my first VR experience with a head mounted display to be back then, is what I have now with my Oculus RIFT :)

Since I got my dev-kit in the post, I have had some incredible and truly epic experiences. Finding myself nervously looking over my shoulder in shooters, catching my breath as I navigated a tricky ledge with a long drop or simply gazing around the environment just because I was amazed at how real it all felt, even with the somewhat limited resolution (the "screen door effect") that is the developers kit. I have orbited earth as an astronaut on a spacewalk and have flown an x-wing like spaceship complete with pew-pew lasers and rockets through space/combat. And Skyrim... the dragon...  great zombie Jesus! the dragon.

Yet as immersive as the RIFT is, there are several issues that you encounter when using not only this particular head mounted display (HMD), but any device that provides a sudden and complete immersion in the virtual world. For example, using the keyboard while unable to see the real world. For me, after years of gaming and geeking, I am able to locate keys by touch or muscle memory. New users or those unfamiliar with such control devices may not find it so easy. A game controller can overcome some of these limitations, however, I am more of a keyboard warrior than a console owner - which means that my ducky shine 2 (keyboard) and razer taipan (mouse) are my personal "weapon of choice" ;P


razer hydra
project holodeck
Unreal Development Kit (UDK) - demonstrating player scale in-world and box-brush.

Both Unity and Unreal offer support via the Oculus SDK. I am still undecided on which engine I will run with - however - at this stage, UDK has my attention. I also decided to purchase a Razer Hydra. I had to revert to finding one on e-bay seeming Razer has completely sold out of stock. It would seem that Razer/Sixsense are also unable to provide any sort of ETA on when they will be back in, only indicating that they have not discontinued the product line. Fortunately, I was able to find an online supplier who still had stock on hand, so I should have mine soon. The first tech-demo I intend on trying out with the RIFT/Hydra combo?

ZOTHD tech demo for RIFT&HYDRA
Zombies On The HoloDeck...

Project Holodeck has done some incredible work in tracking and immersion in the past. This is some of their work and it is worth a viewing, even without the Razer Hydra on hand. ZOTHD is an amazing tech demo featuring some great work. Looking forward to seeing what these devs can cook up :)





Total immersion is possible with the RIFT. After demoing a HD 1080p version of the dev-kit at E3 this year, Oculus are only limited by current available hardware (the ideal display for the RIFT hasn't been built yet).  Although improving the display is one of the big goals, additional tracking improvements have also been promised for commercial release. Given the strong community support and continued sales of the dev-kit (Oculus have already sold more dev-kits through the website than they did during the Kickstarter campaign), there is infinite potential in many aspects of this "new" reality.

Yet how immersive can it get when you stay seated while your avatar "walks" through something like a gaming environment. Things like cockpits or seated positions are fine for some games, however, can it be as "real" when you are just sitting there in your chair clicking away instead of walking forward? walking, running, jumping and such in a virtual world...  don't get me wrong, I loved my time bounding through Skyrim proper, shooting fireballs and ice! It's just that it would be far more convincing if I could literally walk through the world.  I understand it's an activity that you may only want to do for a limited time. Personally, while I am hardly the physical type, the increased disconnect by not actually walking while your avatar does can only decrease the immersion factor.

Virtuix's OMNI





wizdish
 












Then the Omni Kickstarter launched, along with the WizDish campaign. Suddenly, omni-directional treadmills were available and for a significantly cheaper entry price point. Personally, I backed the Omni. While the Wizdish offered a cheaper initial pledge, it did not include a tracking solution - something that when included in the budget, places the cost of the WizDish roughly equal that of Virtuix's Omni. Secondly, while the fixed support of the Omni has its limitations, for example, currently you have to lean forward to crouch, I think a waist support is needed. Not just to keep you within the 3D space, but also to protect you from when your senses fool you into trying to sit down while you are standing nowhere near an actual chair.  Besides, the Wizdish doesn't support you actually lifting your feet off the ground like you would in real life. Wizdish's action may mimic a real walking gait, however, the stability and rate of turn are a concern for me - especially with no price yet on the enormous inflatable "crash-pad".

I have lots of plans for both software and hardware involving VR and while some may be currently focused on proof of mechanics/concept over gameplay/functionality, I think it is essential to begin building it now because when the Oculus RIFT goes commercial sometime in 2014, virtual reality will finally have its time "in the sun"(A) 


 
(A) - DO NOT expose your Oculus RIFT to sunlight. The forums reveal one poor buyer who received an ebay devkit with two dots burnt into the display. turned out the seller had photographed the RIFT outside in the sunlight, causing the sun to focus through the lenses and damage the screen.

Saturday, June 1, 2013

RIFTactular!

Its been quite busy this last month, progress on the Shinobi stormtrooper build has stalled while work and other things get in the way. HAWKEN is progressing nicely, and while I still have my doubts about them adding a healing class (which is somewhat overpowered (OP) in my opinion), Meteor seem to be happy with it staying open-beta (OB has been running for nearly six months now). I have also taken a stroll through a few levels of Bioshock Infinite and have been impressed with what I have seen so far. Unfortunately, I haven't had much time to dedicate to other titles that are worth checking out and unless I find about a month of free time soon - that pile of shame in my steam account will continue to grow. Especially now I have added Monaco and Rues to that list!

As you may have surmised from my less-than-subtle title, I shall be discussing the Oculus RIFT in this post, especially now that I have my very own dev-kit. Upon unboxing, I was pleased to see it came with its own padded case for all the equipment, several eye-cups for those of us (like myself) who need corrective lenses and all the required cables and connectors (as well as some handy adapters for both DVI and universal power).

RIFT HMD and its control box
So far, I have really only had about 12 hours hands on with my kit and already I've experienced several moments that have been simply too epic to try put into words. Some are jaw dropping, others can be nauseating and overall I think that anyone who tries the Oculus RIFT for themselves walks away with their mind blown. Whether or not they agree it's the next big thing in tech is entirely personal. For me however, I think that this is the birth of a whole new world, albeit a virtual one(s).





Sure. As it stands right now, the RIFT needs a lot of work. These high tech snow-goggles are really just that, they just happen to be an extremely awesome, lightweight and comfortable VR device masquerading as a dev-kit. Already there are a number of high quality tech demo's available online and in the developer forums. Things are being done and games are being developed with native Oculus RIFT support built into them. Also, aside from Unity and Unreal integration already working with the Oculus SDK, many games available right now offer RIFT support. Especially seeming Valve is on-board. I won't list them all here but instead mention a few that offer native support - Team Fortress 2, Half Life 2, Doom3BFG (modded by the community) and even HAWKEN (although HAWKEN's RIFT support is not yet in a usable state).

Currently, the RIFT display resolution is just 1280x800, which limits the per-eye resolution to a paltry 640x800 - hardly anything approaching high definition. Yet, keeping in mind that the commercial version is still a ways off (current speculation places its release around Q4 2014) and that it is still thoroughly immersive when strapped on (its field of view (FOV) offers a massive 90 degrees). It is quite capable of creating neurotoxic responses (eg. nausea/vomiting) if you are one of the unlucky few who suffer from this potential side-effect. It doesn't take long to see past the "screen door effect" and see how, with improvements made (already well underway), this will emerge as the next big thing at its launch. You see, there are vast and wide ranging applications outside of the gaming arena and while i am excited at the promise on offer from the developers and online community, this emerging technology and its supporters are already starting to hint at some of the alternative applications.

MotM (museum of the microstar)
UDK Roller coaster


RIFT (with right lens removed) running BlueMarble demo

Right now, there are numerous tech-demo's and some pretty incredible experiences to be had. As it stands, I have a few ideas for projects of my own and while I am an old-school code monkey of sorts, it will take me a while to work up something not already covered by several of these impressive demo's AND have it in a playable state. Rather than go into a list of them all here, I will instead list some of these online resources now, along with a brief description on what they offer. Check out some of these sites for further details...


www.riftenabled.com - lists games and demo's along with some handy info (including ratings)
theriftlist.com - another list of games and demo's.
www.reddit.com/r/oculus/ - the oculus reddit
www.vireio.com - Vireio's "perception" is an open source 3D driver of the Oculus Rift
<EDIT> to ensure proper Oculus RIFT support, ensure you have the latest build from the MTBS forums here... http://www.mtbs3d.com/phpBB/viewtopic.php?f=141&t=17069
www.vorpx.com - another 3D driver, only this one doesn't appear to be ready yet.
developer.oculusvr.com/forums/ -  the official dev forums.


Should you buy your own Oculus RIFT? That all depends really. At just $300 plus shipping, it is an absolute bargain. Is it something that you should buy if you have no intention of developing games for this device? That all depends on whether or not you want to buy a product that is already superseded by its next-gen prototypes. Whether or not you want to spend that sort of coin on what is essentially a development platform for people to create new realities is entirely up to you. Personally, I took the leap because not only do I wish to develop my own experiences, I wanted to be one of the few early adopters who strapped the virtual world onto their face for the first time and "gazed through the looking 'glass'" ;P