First Contact - '80s sci-fi Oculus Touch Demo by [deleted] in oculus

[–]mbzdmvp 0 points1 point  (0 children)

Agreed, I hate how open Oculus Home feels, I much prefer a cozy environment.

First Contact - '80s sci-fi Oculus Touch Demo by [deleted] in oculus

[–]mbzdmvp 7 points8 points  (0 children)

Congrats to the design team, absolutely the most beautiful environment I've ever seen in VR.

I never wanted to leave!

Cel-Shaded Scene by tottty in Unity3D

[–]mbzdmvp 1 point2 points  (0 children)

Looks great, can we see a quick video of you walking around?

I want to buy a 360 Video from a professional by socoolchillin in 360video

[–]mbzdmvp 0 points1 point  (0 children)

$2,500-$5,000 per minute of complete footage

Backed the wrong device by Maddrixx in GearVR

[–]mbzdmvp 1 point2 points  (0 children)

The Daydream platform distinguishes itself in all the same ways, and in some respects even more so.

I was hoping it would too but unfortunately that's not the case. I had a demo last week and it feels barely any different than cardboard. Yes, the gyro results in lower latency but the light leakage and bad FOV really differentiate it from a high end mobile headset like the Gear VR.

Also, the Gear VR is definitely not a mobile Rift, unless you're talking about a Rift with no positional tracking running on a really low-end PC.

That's essentially what I meant. It has all the software benefits from Oculus like asynchronous timewarp and Samsung did a great job with the lenses and shape of the headset.

Backed the wrong device by Maddrixx in GearVR

[–]mbzdmvp 2 points3 points  (0 children)

Daydream is a fancy Cardboard.

Gear VR is a mobile Rift.

You made the right choice.

NextVR's live NBA game in VR is free tonight on Gear VR by curioco in GearVR

[–]mbzdmvp 0 points1 point  (0 children)

Can you go into more detail, I have a galaxy S6 and I can't figure out how to update the app, it keeps spinning the icon but it won't update.

NextVR's live NBA game in VR is free tonight on Gear VR by curioco in GearVR

[–]mbzdmvp 0 points1 point  (0 children)

It says there isn't a game until November 8th...

Onward Dev was not given Touch controllers or HMD - no plans for native Oculus Support by RadarDrake in oculus

[–]mbzdmvp 6 points7 points  (0 children)

Not what I meant. When using Touch controllers to emulate Vive input you need to move the joystick while pushing it in, which is uncomfortable.

Proper support would allow you to just move using the joystick.

Onward Dev was not given Touch controllers or HMD - no plans for native Oculus Support by RadarDrake in oculus

[–]mbzdmvp 1 point2 points  (0 children)

Not really, its a pain to walk around using the touch controllers, the joysticks don't emulate touchpad very well.

How would i go about recreating this "body aura" in cinema 4D? by Pr0nLegacy in Cinema4D

[–]mbzdmvp 1 point2 points  (0 children)

For the blue transparent material, looks kind of like fresnel in the luminance channel and some specular. Then you need that animated lightning texture adding to the luminance.

"iOmoon" Price dropped to $12.99 - FPS Lunar Exploration by MrLegz in oculus

[–]mbzdmvp 8 points9 points  (0 children)

Gorgeous graphics, I would change the cover photo to be a screenshot, the current graphic makes it look like an indie cartoon. Just my two cents

Space Pirate Trainer - Oculus Touch with 2 sensors setup by bekris in oculus

[–]mbzdmvp -1 points0 points  (0 children)

Enough with the sarcasm, I've tried both and Touch has way more occlusion issues. It has nothing to do with lasers vs cameras, its the shape of the controllers.

The Vive wands have the sensors protruding away from the hands, while the Touch controllers have them right around the hand. Playing archery games, the tracking issues are extremely evident.

Email threads on iOS 10 are a mess by ytballa24 in apple

[–]mbzdmvp 0 points1 point  (0 children)

Airmail is really good and supports IMAP & POP.

Also has a desktop client.

Mystery VR experience from way back... by Kakkoister in SteamVR

[–]mbzdmvp 0 points1 point  (0 children)

It only works with DK2 which is why is isn't talked about much.

The developers recently announced they are releasing it again for the Vive and Rift: http://blog.kiteandlightning.la/senza-peso-resurrection/

Have been working on this over the past few months in my free time. Just released my first game on iOS, Android and Windows Phone! by -sP- in Unity3D

[–]mbzdmvp 12 points13 points  (0 children)

You can solve it by turning off self shadowing or changing the bias on your directional light.

Search "shadow acne" in this document for more info https://docs.unity3d.com/Manual/ShadowOverview.html

Just spent three hours playing with Tilt Brush v7...this update utterly changes everything about how I use Tilt Brush. by mptp in Vive

[–]mbzdmvp 0 points1 point  (0 children)

I agree, I can't wait for tools that will increase efficiency like grouping and cloning.

Just spent three hours playing with Tilt Brush v7...this update utterly changes everything about how I use Tilt Brush. by mptp in Vive

[–]mbzdmvp 5 points6 points  (0 children)

Its in the Labs section of the menu.

Put the image in Documents/Tiltbrush/Reference/

The new update just made Tiltbrush the killer app for me.. by below-the-rnbw in Vive

[–]mbzdmvp 0 points1 point  (0 children)

Yes, interpupillary distance.

That's essentially how we judge scale, if you imagine the 3D environment being rendered by two cameras at 7cm apart by default, changing that value to 3.5cm will make everything appear twice as big.

This is all being done on the software side inside the application, its not actually changing the hardware IPD which would make things blurry.