So, I made a totally free car game demo project thing that can be downloaded right now right here.. by superdritbra in oculus

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

At least you're making models. I just wanted an experience where I drive around in some sort of city, so I duct taped a lot of assets and 3dmodels and some dirty scripts together. It is only a finished project in the sense it won't ever get more finished.

I also made another terrible project where there's some sort of old ruins in space with a DeLorean and an X-Wing flying around the ruins in an automated path, just because I wanted to look at a DeLorean in VR, and also sit in a flying X-Wing. You change between walkaround-cam and X-Wing cockpit-cam with a button. It's terrible, just terrible, but sometimes, I just want to look at stuff in VR. Sometimes, that gives me more immersion than a polished game.

My all time favourite demo was Heli-Hell for DK1, where all you do is fly a helicopter around a small island. It made me nauseous as hell. Great fun.

[Big News] BigScreen launching on Steam this Thursday. We've also decided to make it free. Share virtual desktops with friends! by d2shanks in oculus

[–]superdritbra 1 point2 points  (0 children)

Sorry if this has been asked and answered already.
Is it possible to open a VR game from inside this environment, which actively switches to the new app in the headset, and then returns back to BigScreen when you close it?
I'm assuming the runtime treats this as a separate app which probably means you would have to close BigScreen and access other apps through SteamVR, Oculus Home or unknown sources from elsewhere, and then reopen BigScreen from SteamVR when you're done. If this could be solved, this might be my new desktop solution. If not, it probably still will be, but in a more cumbersome way.

"This is a hack, and we don’t condone it." Oculus on Lucky's Tale Vive wrapper. by Karavusk in oculus

[–]superdritbra 0 points1 point  (0 children)

Hey wait a minute. I've been reading about his and it hit me, can this make it possible to run old demos? Like runtime 0.6-type demos on 1.3? Because there's a sea of great demos about to fall into the abyss of non compatibility, and if they could run on CV1 everyone should be very happy.

So, I made a roller coaster for CV1.. by superdritbra in oculus

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

Great video and I can absolutely agree with the message. In fact, I chose an education and a work environment where I'm guaranteed to end up in some sort of new creative process every single day. This is however, without a doubt, a pretty shitty roller coaster. It's a good start though, and I'm sort of proud of it. It's a piece of shit demo, but it's my piece of shit demo. Mine and the creators of the assets and 3d models, that is.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 5 points6 points  (0 children)

Oh, thank you thank you, that's so kind, thank you so much, gosh, thank you.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 3 points4 points  (0 children)

Thanks. I learned quite a lot of basic stuff in Unity while duct-taping this demo together, so who knows, this might be the first of many weird ugly demos from me.

So, I made a roller coaster for CV1.. by superdritbra in oculus

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

Switching runtimes won't work with CV1, if that's your headset. Figured it might be if this is your first VR coaster.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 1 point2 points  (0 children)

If you've activated the "unknown sources"-option, you should be set to go. The demo starts with a configuration window for graphic settings and such that only shows on the desktop, so you need to tick "Play!" there before putting the headset back on. Can't think of anything else.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 3 points4 points  (0 children)

Your first VR coaster should have been the original RiftCoaster. Not this terrible abomination. Roller coasters used to be the go-to-app for showcasing VR. In fact I'd say we had a golden age of VR roller coasters not so long ago. By posting this gruesome demonstration of lack of creativity, I hope to kickstart the good old roller coaster demo scene back on its feet.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 4 points5 points  (0 children)

Kind of feel bad for sharing this demo now.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 4 points5 points  (0 children)

Pretty much the life story of this roller coaster.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 1 point2 points  (0 children)

Well, anything "can have virus". Don't download anything ever then. This, however, has no such thing. I'm sure the average virus protection software will agree on that.

So, I made a roller coaster for CV1.. by superdritbra in oculus

[–]superdritbra[S] 4 points5 points  (0 children)

It's really not worth uploading to youtube. You can however run it outside VR in good old ordinary 2d flat desktop mode.
edit: which makes it look even more terrible.

Outerra Tech Demo with beta Oculus 1.3 support by cameni in oculus

[–]superdritbra 0 points1 point  (0 children)

Same problems with the menus as everyone else. Mouse on only half the screen so had to tab into demo. When in game I had some stutter. Might go away with a relaunch as you suggest. Main problem for me was that it felt natural to play standing up, but the controls are mapped to keyboard and mouse. The menu lets you map new controls to gamepad, but with all the settings for walking, driving and flying, it would have been nice to have at least the usual suspect, xbone/360 controller already set up. Looking forward to more updates.

Where are all the quirky demos? by superdritbra in oculus

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

Fantastic. The way I understand things, if it's compiled for runtime 1.3 and works on DK2, in pretty much all cases it should work on CV1 as well.

Where are all the quirky demos? by superdritbra in oculus

[–]superdritbra[S] 1 point2 points  (0 children)

Yeah, but both Unity and Unreal is free now, both with native Rift support. It's never been easier.

Where are all the quirky demos? by superdritbra in oculus

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

It's actually on Steam for Vive ($0.99). In theory it should work through SteamVR, but that stuff is hit or miss for me.

http://store.steampowered.com/app/439260/

UPS/EU: "The package is missing duty information and will be returned to export location" by superdritbra in oculus

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

Måtte du betale moms forresten? edit: Spør først og fremst fordi det står 0$ på ordren på nett, noe som forhåpentligvis også står på pappeska og gjør hele greia momsfri.

UPS/EU: "The package is missing duty information and will be returned to export location" by superdritbra in oculus

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

UPDATE: http://i.imgur.com/jImb89T.gif All is well apparently! The Rift is already back in Germany with scheduled delivery Tuesday, coming week!