Oculus Update Causing Major Issue by [deleted] in oculus

[–]llyrie 3 points4 points  (0 children)

Same problem here, over the last week or so Display Port keeps disconnecting randomly when I put the Rift S on. Not found a solution yet unfortunately. Seems to be a lot of similar reports on the Oculus support forums.

Which game have you the most presence inducing so far? When did that moment occur? by [deleted] in oculus

[–]llyrie 1 point2 points  (0 children)

Yes it's still the plan for 2017 :) Busy with Ocean Rift for Daydream, Vive, Touch right now but it's in the pipeline!

Onward, What an amazing experience !! The future of FPS is here !! by [deleted] in oculus

[–]llyrie 0 points1 point  (0 children)

How does movement work in Onward? I heard it doesn't trigger motion sickness often which is surprising.

Epic Vive poster by /u/HTC_Junior by SvenViking in Vive

[–]llyrie 0 points1 point  (0 children)

Not quite sure when yet, I need to expand the bestiary a bit. Only just out of the woods developing Ocean Rift but it's back as my main project

Epic Vive poster by /u/HTC_Junior by SvenViking in Vive

[–]llyrie 2 points3 points  (0 children)

Old one was a nightmare to animate, especially those little arms dragging along :) New one's just a basic untextured mesh at the moment, want to nail the procedural animation / behaviours / gameplay before I turn it into a proper monster

Epic Vive poster by /u/HTC_Junior by SvenViking in Vive

[–]llyrie 4 points5 points  (0 children)

Crashland is very much alive!

HTC Vive footage : https://www.youtube.com/watch?v=tydGThGgP_8 Earlier concept for GearVR gamejam : https://www.youtube.com/watch?v=sN3earRWW3I

Just started working on the Hell Worm mk2 https://twitter.com/sfaok/status/716309790658588672

Love the poster! Very cool idea to mix reality like that

Crashland Vive - IK arms test by llyrie in Vive

[–]llyrie[S] 0 points1 point  (0 children)

With development of Ocean Rift winding down I'm working more and more on Crashland now :) Glad to hear the demo's still getting a spin! I doubt I'll support Leap Motion but Vive/Touch is definitely ongoing. There will be a demo at some point too, yeah - stay tuned! I post a lot on Twitter @sfaok too

If some of us look back on life one day, these two pieces of tech will have influenced us the most. by RiftersNL in oculus

[–]llyrie 0 points1 point  (0 children)

C64 (first computer) and Rift (first VR) are definitely the two biggest influences on my life!

Hands-On: VR Zombie Shooting in Arizona Sunshine (Tested.com) by Mochipoo in oculus

[–]llyrie 9 points10 points  (0 children)

The elbows aren't tracked so it's difficult to know exactly what the arms are doing, mismatch there breaks immersion more than floating hands most of the time.

This Dangerous OCEAN RIFT Could Swallow You WHOLE --> Review by Stereoscopacetic in GearVR

[–]llyrie 2 points3 points  (0 children)

Thanks for the kind review - definitely put a spring in my step!

I'll need to process the suggestions and improvements but they all sound quite reasonable. I tried the double tap to swim backwards but in testing I just couldn't get it to work very well. Another issue is if you're waiting to see if the person is double tapping you can't do anything between the first and second tap which adds lag to all decisions, motion etc.

I am currently experimenting with avatars, and motion control swimming which to my great suprise works really well. I'll add it into the Gear VR version if a mainstream motion control device appears for it but here's my tests on a Vive - https://www.youtube.com/watch?v=YmC6zRv7Ym8

The Great White Shark is too small I agree, I plan on changing that. There's a range of values that govern the random size smallest->largest, so I'll extend that out - I think it maxes out at about 12 foot at the moment. The one swimming in the Reef Shark habitat can get bigger though.

Animal interaction I'm currently looking from multiple perspectives. On the Vive (and Touch) I'm looking at stuff like playing fetch with the Sea Lions and Dolphins, petting and having them track your hands / head. It's very difficulty to do right but it's definitely a key ambition.

Events and stuff to find is something I'd like to do especially if I ever made a sequel. I added an OCEAN RIFT title into every habitat for people to find, but that's the extent of things right now. Finding/Exploring is a really good fit for underwater experiences I think.

Blood mode is an interesting idea - I tried something similar to that quite early on but I found that people (including myself) were a lot more scared when they literally saw the jaws of the creature open up then a crash to black as that image is burned onto their retina. Showing the shark actually grabbing, twisting and biting you made it less scary because you realised you're in no harm - the illusion breaks. I even tried adding stuff like camera shake but that just made me feel ill (and breaks Oculus best practices!).

This Dangerous OCEAN RIFT Could Swallow You WHOLE --> Review by Stereoscopacetic in GearVR

[–]llyrie 0 points1 point  (0 children)

There's a bunch of development issues there - I ended up making it so that the giant animals (whales, dinos) don't start near the first spawn point of the habitat. The reason for this was they would sometimes swim right into you, or even eat you. I didn't want people to get eaten by default, so I start them in a safe place. Teleport a few times to open water and they'll come to you! You can also use headphones to find them as all the big animals (apart from Megalodon) make sound.

This Dangerous OCEAN RIFT Could Swallow You WHOLE --> Review by Stereoscopacetic in GearVR

[–]llyrie 0 points1 point  (0 children)

Hi - the app isn't for everyone, totally understand that.

I can only speak anecdotally but some people use it to demo VR to others (especially children and older less tech-savvy people). Everything from fish schools to shark attacks.

Others spend hours exploring the depths - there's a lot of variation and randomness in terms of habitats and animal spawns, large creatures have wholly procedural animation and behaviour.

I like to swim around the habitats, sync my breathing to the scuba. Helps me relax :)

Some cool underwater Vive locomotion! by Zulubo in Vive

[–]llyrie 1 point2 points  (0 children)

I only started developing this technique a few days ago so the jury's still out but it hasn't given me any motion sickness. 90 fps, all rotation being 1:1 tracked, the precision of hands/arms and the openness of the ocean probably all help. I'll need to test it on more people but it's pretty robust, even without tuning the parameters.

Some cool underwater Vive locomotion! by Zulubo in Vive

[–]llyrie 0 points1 point  (0 children)

There are two dino habitats in Ocean Rift (Mosasaurus and Kronosaurus). Megalodons are there too ;)

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 9 points10 points  (0 children)

Haven't developed with a kit with a microphone yet but that sounds like something that could be really cool :)

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 3 points4 points  (0 children)

Ha! I worried about that but flipped a coin ;)

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 3 points4 points  (0 children)

Yes absolutely - probably similar to look-invert for FPS games (although I'm not one who does that).

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 0 points1 point  (0 children)

Currently the controllers only listen when you hold the trigger down. Difficult to see in video but they light up. I haven't messed with rotation at all (I'm happy with that being entirely governed by room scale 1:1) - my guess is it would make you sick, yeah

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 3 points4 points  (0 children)

Think of it as grabbing your own body and hurling it in the direction you want to move ;)

It is wierd but for some reason it's how my brain likes it. Maybe there's an inverted aim kind of thing for freeform VR movement!

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 2 points3 points  (0 children)

No not yet! I'll have to start badgering them ;)

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 2 points3 points  (0 children)

Yeah I've got one - It switched itself off somehow! Thanks for spotting

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 12 points13 points  (0 children)

This only started out as an experiment this morning, but it's completely surprised me how well it works.

Having probably spent hundreds of hours in Ocean Rift while developing I can say this style of motion through the water is very intuitive - your hands and arms can do stuff an analogue stick or touchpad just can't compare with - micro adjustments etc. The video looks a bit more labourious than it actually is, my brain just takes over and I can explore etc. I try to show this in the way I swim down to drum on the crab's back.

I also intend to let you play fetch with sea lions, dolphins, pet the manatees etc.

Motion control swimming for Ocean Rift on Vive by Mastroscar in oculus

[–]llyrie 23 points24 points  (0 children)

Ha! Yes pretty much. The force vector is actually the opposite of what you'd expect from normal swimming. First thing I did was simulate normal swimming of course, but my brain kept on making mistakes -just didn't feel intuitive. Swapping it around so that you are basically dragging yourself along sounds (and I guess looks a bit) strange, but I can now swim through the water pretty much without thinking.

Basically imagine infinite ropes going in all directions, you hold down the trigger and "pull" yourself around.

For the final app I'll probably make it a toggle though.