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HD VR Headsets compatible with Unreal4
show user profile  9krausec
Hey guys,

Anyone try out the DK2 yet? How was it? Pixel-y like DK1? Was it high enough resolution to be immersive? Is there something better right around the corner?

I'm going to be purchasing a VR headset soon and I'm trying to figure out if I should just wait for the next iteration to come out? Thing needs to be compatible with Unreal engine and provide a tight experience to demo prototype products the size of roughly 40% of a sedan. Will be needing one in 3-5 months.

Anyone with experience in this realm? I've watched a few videos about it and oculus looks pretty simple to port into Unreal4. I'm just wondering if the hardware is there yet? Any thoughts are appreciated.

- Portfolio-

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4/6/2015 10:18:42 PM (last edit: 4/6/2015 10:18:42 PM)
show user profile  Cloak
I've worked with DK1 and DK2, and GearVR. I suspect a new developer kit from Oculus will appear toward year end. We've built a bunch of VR experiences for fortune 500 companies; generally, we build our content in max and maya, and use Unity. If you're building a passive experience, or don't mind using a game controller, Unreal is awesome. If you want access to the latest periphials, Unity is a better choice - it seems to have much broader support for Leap Motion, Kinect for PC (original and kinect v2), Hydra/Sixense, etc..., I think from the hw developer's perspective, Unity's easier to get an sdk published, and the market of developers is much broader than Unreal's. YMMV.

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4/7/2015 3:21:58 AM (last edit: 4/7/2015 3:21:58 AM)
show user profile  Bolteon
How much would you say a bunch is cloak?

And in your opinion, were they actually useful endeavors? Did the client actually get something worth while in the long run?

-Marko Mandaric

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4/7/2015 3:55:37 AM (last edit: 4/7/2015 3:55:37 AM)
show user profile  jareu
I've been using the DK2 for quite a long time now so here are my thoughts.

How was it? Pixel-y like DK1?
Yes, sort of. but the DK2 uses hexagonal pixels at 1920x1080 and the stereoscopic lenses mean you're focusing past the pixels anyway, so it doesn't make a big difference at all. Imagine something like putting on a thin black nylon stocking over your head and then going outside, you get used to it pretty quickly.

Was it high enough resolution to be immersive?
Immersive? Yes. However, IMO, the field of view and weight of the thing make for more of an issue than resolution. It is definitely a Wow! factor, so for short periods of impressing big wigs with money (clients, VC investors etc. ) it works. However, for a long term usage exceeding half an hour for walkthroughs or other time invested usage, it doesn't work as well.

Unreal engine 4 works incredibly well with this device, however one main point that I must, must MUST stress is that you can't rely on a 30-60FPS like you can with a monitor. With VR, you need at least 120 FPS and to get that with UE4 + RIFT means that you'll need a $4-5K computer. Something with a very large pair of balls.

Is there something better right around the corner? Always. Is it worth the wait? Well that depends on if it is for you or for your users. I wouldn't be releasing anything on the DK2 or current gen devices PERIOD. However VR is the latest in tech and there are an ocean of competitors so buy one now, develop a kickass application on it and then release it to the public when a good enough product comes out to do your project justice.

One last point I'd like to make is motion sickness. I get motion sickness easily, my best friend doesn't. It varies from person to person and so you'll need to take this into account with your clients and users too. My mother's partner put the thing on and almost threw up. This can be reduced by having a ridiculously fast computer (i.e. ALWAYS pushing at least 140 FPS) and by making sure the camera motion in-game mimics that of the person using the device. Slowly moving through a landscape in a minecart, driving a car, being on a rollercoaster, riding a train, all these things imply movement to your brain. As soon as your brain realizes that your inner-ear is telling it that this is incorrect, you'll get sick.

With all of this said, get a kickass powerful computer, buy a DK2, model a stationary camera project and be amazed, but wait for the next gen before you release anything as a product to clients.

He who says it cannot be done is interrupting the man doing it.

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4/7/2015 4:31:06 AM (last edit: 4/7/2015 4:31:06 AM)
show user profile  Error404
it's going to get much better.

To buy now, or to wait, I guess that just depends on your schedule. -

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4/7/2015 7:04:42 AM (last edit: 4/8/2015 5:06:50 PM)
show user profile  gogodr
I have a DK2 and made a couple of demos for a company that is doing some research into physiologic therapy for phobias with VR.
I would recommend you to wait at least for the SteamVR which looks very promising and the consumer release is happening by the end of this year.

It has been said tho, you need a beast machine if you want a really immersive experience which you can experience easily with the Unreal Engine.

Hello there

beautiful ;3

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4/7/2015 8:15:55 AM (last edit: 4/7/2015 8:17:38 AM)
show user profile  9krausec
Thanks guys for the response. Some good info. I'll think it over some more. The whole purpose of this is to visually pitch prototype equipment and make it look highly refined.

We can print foam models out and paint them to our hearts desire, but sticking tech in them is where things get a bit more complex. I figured vr would be a way to show off UI, lighting and asthetic elements a 1:1 painted foam model would have a hard time showing.

Only reason I was planning to go with UE4 is because now it's free for the full version and mainstream VR headsets seem extremely easy to hook up to the system.

Now that the leap motion was brought up that got me thinking towards being more interactive with some VR prototype pitch, but that sounds like it would make things a bit more complicated.

Thanks for the replies.

- Portfolio-

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4/8/2015 2:42:20 PM (last edit: 4/8/2015 2:43:21 PM)
show user profile  Cloak
Sorry I don't make it to MF much these days, replies:

Bolteon - we're on our 8th VR or ar/vr mixed experience for fortune-500 companies. As a marketing tool it draws crowds; we're doing some training tools that are actually useful in terms of showing off component assembly explosions, material sciences and generally playing with scales to illustrate what the customer wants shown. In that regard, I'd say it's very usable. Will it replace hands-on training any time soon? no.

As far as client satisfaction - uniformly VERY HIGH. And a tidy return on time invested.

Jareu - I find anything above 75fps is adequate. I wonder if this is a distinguishing difference between unreal/unity. We're able to hit that with chunky (ie, barely optimized) runtimes most days in Unity on DX11. Are you disabling timewarp or doing something else to prediction? 120 frames is laudable but I'm really hard pressed to see the difference between 75-80 and 100fps.

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4/22/2015 12:24:36 AM (last edit: 4/22/2015 12:24:55 AM)
show user profile  Nik Clark
Hey Sean. Good to see you on here.

Personally, I want to see the Valve/HTC headset that is apparently much better than many that are available today. It's still a way off until we can get our hands on them though.

Click here to send me an emailClick here to visit my websiteClick here to visit my photo gallery on Flickr

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4/22/2015 12:44:00 AM (last edit: 4/22/2015 12:44:00 AM)
show user profile  LionDebt
"Imagine something like putting on a thin black nylon stocking over your head and then going outside"

Jareu, I thought those days were behind you? You should try some virtual reality to get your kicks :p

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4/22/2015 1:49:40 AM (last edit: 4/22/2015 1:49:40 AM)
show user profile  Cloak
Nik - it's soooooo good. Crescent Bay is pretty amazing, don't get me wrong, and Oculus won't stop innovating any time soon, but if Valve can deliver the same experience on the Vive prototypes to customers later this year, wow. Giant win for everyone.

Content trumps all, of course. Nintendo proved this a long time ago - you don't notice screen door and tracking errors when the content overrides your suspension of disbelief. Attain the illusion of life, even if it's with flat shaded art (SUPERHOT is fucking amazeballs in vr), hit that persistence threshold by maintaining <75fps and people will pay much less attention to the technical shortcomings.

One last note on all this: the headsets will keep getting better, probably along the lines of smartphone tech simply because modern VR is built on the shoulders of smartphone component commoditization - screens, accelerometers, gyroscopes, magnetometers - all used to cost thousands of dollars each and were huge. Smartphone scales of economy crushed those down to cents and cm's.

Good times :D

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4/26/2015 8:42:23 AM (last edit: 4/26/2015 8:42:23 AM)
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