How To Achieve Room Scale VR With The Oculus Rift

How To Achieve Room Scale VR With The Oculus Rift

Pre-orders for Oculus Touch officially went live today. This is a significant moment in the life of Oculus as a company, and it is also a significant moment in the ongoing virtual reality “console wars.” Oculus’ biggest rival is the HTC Vive and debate over the superiority of these two headsets has raged since they launched earlier this year. One of the most important features of the Vive’s systemsis its ability to do “room scale” VR; meaning it allows users to physically walk, turn around, and otherwise explore in a pre-determined box of space.

Since launch, the Rift has not been able to do this — you can easily lose tracking of your headset if you move outside of the sensor’s cone of vision, for example. The architecture of the Oculus constellation tracking system has always seemed to have the potential to achieve room scale in the end. Now, with Touch launching, that potential is being fully realized. Oculus CEO Brendan Iribe has gone on record saying that the Rift will be able to do room scale once Touch is out, but it’s a bit more complex than that.

We’ve put together a list of what you’ll need in order to unlock the power of room scale for your Rift. Check it out below:

Step 1: The Controllers 

The first thing you’ll need in order to accomplish a room scale Rift setup is Oculus Touch. These hand-tracked controllers are marvels of VR engineering and hold up quite well next to their competitors on the Vive. With Touch, you’ll be able to pick up digital objects, fire virtual guns, wave to virtual friends, etc.

They cost $199 for a pair and you’ll also be getting an extra positional tracking sensor in the box as well. This will put you at two sensors, counting the one that originally came with your Rift. So, as Creed Bratton would say, only one to go.

Step 2: The Sensor

Oculus will soon begin selling their VR tracking sensors as standalone products. Each one will cost $79 and will come with a USB extension cord in the box.

According to Iribe’s presentation, it takes at least three Oculus sensors to obtain a true, occlusion-free, room scale experience. To prove it, a number of demos at the recent Oculus Connect 3 conference were running room scale experiences with a three-sensor setup. In theory though, you could connect as many Oculus sensors as you want to your PC and accomplish a massive tracking area for your VR activities.

Step 3: The Triangle

We suspect room scale on the Rift will work best with a triangle set up for the sensors, as shown by Iribe during his presentation. The first two sensors could fit on your computer desk facing in toward each other slightly. The third sensor will be a bit trickier. Ideally, it needs to go directly behind you as you play and so will likely require a custom wall mount or a conveniently placed bookshelf or table. Oculus has not mentioned whether it will include mounting equipment in the box for the standalone sensors.

Materials and Costs

To achieve a room scale Oculus Rift setup you will need:

  • 1 Oculus Rift headset + tracking sensor ($600)
  • 1 Oculus Touch system + tracking sensor ($200)
  • 1 extra sensor ($80)
  • 1 VR Ready PC that meets minimum spec or recommended spec for the Rift ($500 – $1000+)

Up to 7 USB ports:

  • 1x 3.0 USB port for the headset
  • 1x 3.0 USB port for the sensor that came with the HMD
  • 1x 3.0 USB port for the sensor that came with Oculus Touch
  • 1x 3.0 USB port for the third sensor purchased separately
  • 1x 2.0 USB port for the Xbox wireless controller
  • 1x 2.0 USB port for your keyboard
  • 1x 2.0 USB port for your mouse

Conclusion and Considerations

If you’re a Rift owner, celebrate! The delights of room scale VR will soon be yours to enjoy. However, high USB consumption, mounting that third sensor, and connecting all of the trackers to your PC are certainly hurdles to be overcome.

According to Oculus, if you require more USB ports you can, “purchase and install a compatible PCI Express USB 3.0 Expansion Card. Click here to view a compatible card.”

As far as the physical hassles of wiring the sensors together, that will depend on your personal situations and room setups. It should be noted that the competing Vive headset is considerably easier to set up for room scale VR because the base stations don’t need to be physically connected to the computer. Of course, we’ll have to wait till we get our hands on Touch and three sensors to do extensive tests of different setups and compare those to the Vive.

Let us know how you plan to set up your room scale Rift space in the comments below.

Unreal Engine 4.13 Brings VR Templates: Here’s How to Get Started on Your Own VR Game

The recent launch of Unreal Engine 4.13 brought significant changes for many areas of videogame development, not least virtual reality (VR). However, arguably the biggest change for VR developers is the inclusion of a VR Template: made entirely in Unreal Engine 4 Blueprints, this VR Template allows any keen VR developer to jump straight in and create projects of their own, for free.

Unreal Engine 4 Header 2

The VR Template has been designed for development with Oculus Rift, HTC Vive or PlayStation VR (mobile formats have been omitted from this release, though many of the lessons that can be learned may be applicable). To begin, developers must first download the latest complete build of Unreal Engine 4.13, via the Epic Games Launcher, and create a new project through the Project Wizard.

The VR Template is located in the pre-constructed Blueprint section, labelled ‘Virtual Reality. Two maps are included as standard, designed specifically for different kinds of locomotion depending on hardware features, which can be found in the Content Browser.

Once the developer has set their scene through these basic steps, they should refer to a handy VR Templates guide prepared by Tom Looman, Developer Support Engineer at Epic Games. The guide includes a brief breakdown of each of the aspects of the template before diving into the details of control input mapping, rendering and performance settings and how to transfer the lessons learnt into your own project, allowing you to begin developing from scratch.

Unreal Engine 4 VR Template

Unreal Engine 4.13 is available to download now for free. VRFocus recently hosted a special event in London, UK, called the Virtual Reality Challenge (VRC) in which four teams went head-to-head to produce a VR videogame in just 24 hours utilising Unreal Engine 4. Many of the teams had no prior experience with Unreal Engine 4 yet created some fantastic videogame experiences. A testament to what is possible with a little imagination and a lot of patience.

Five things you should know before importing your ‘Destiny’ character to PS4 or Xbox One

As of August 16, 2016, 'Destiny' players on the PlayStation 3 and Xbox 360 won't have access to any new content, including the upcoming expansion, 'Rise of Iron.' Thankfully, there's an easy way to transfer your character to a PlayStation 4 or Xbox One, so long as you keep a few things in mind.

The post Five things you should know before importing your ‘Destiny’ character to PS4 or Xbox One appeared first on Digital Trends.

How to Use Firefox for Web Browsing in VR

Sensics today announced the official launch of WebVR, a new technology designed for seamless transfer between browsing the internet on a traditional monitor and a virtual reality (VR) head-mounted display (HMD). Integrated with Mozilla’s Firefox now and using the OSVR platform for compatibility with a wide variety of HMDs, WebVR is open to all, but how exactly do you use it?

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Thankfully, WebVR does not require any downloads or plugins. While it may seem complicated at first, the simple steps below will allow users to quickly jump into WebVR and begin browsing the internet in VR. Now all we need is for web designers to catch-up with VR technology and deliver high volumes of content designed to take advantage of the capabilities of browsing in VR.

How to use OSVR in Firefox:

  1. Download the latest Firefox Nightly build available here – https://nightly.mozilla.org/
  2. Go to the address bar and type “about:config”, which will bring up a list of Firefox settings
  3. Search for dom.vr.osvr.enabled and set that field to true which will enable OSVR support.
  4. Fill in the paths for OSVR libraries (DLLs available both in Runtime and SDK installer) for the following settings:
  5. gfx.vr.osvr.clientKitLibPath
  6. gfx.vr.osvr.clientLibPath
  7. gfx.vr.osvr.commonLibPath
  8. gfx.vr.osvr.utilLibPath
  9. Start OSVR server with a device of your choice plugged in.
  10. Restart Firefox.
  11. Check out https://mozvr.com/ for some of the WebVR demos.

Note: The current implementation supports extended mode.

 

The above instructions were provided courtesy of Sensics. VRFocus has conducted our own tests and the results, perhaps needless to say, have been impressive.

How to Play Google Cardboard Apps & Games on Samsung Gear VR

The mobile virtual reality (VR) market has been segregated by the consumer’s choice of head-mounted display (HMD) for some time now. While Google has offered their Cardboard platform as a simple smartphone holder, allowing third-parties to create their own compatible HMDs, the Samsung Gear VR uses proprietary software that locks-out the device from utilising other VR software. However, there are a number of applications available which will overcome this issue unlocking the potential to run Google Cardboard software on the Samsung Gear VR without the need to purchase an additional HMD.

google_cardboard_header

While Google Cardboard HMDs are available from less then $10 USD, the principle of the matter is that the Samsung Gear VR is arguably the premium mobile VR experience at present and users who wish to experience VR content would argue that they shouldn’t be restricted. At present, the Samsung Gear VR is detected when a compatible smartphone is inserted and automatically launches the installed Oculus Home software. However a number of applications are available to circumvent this process.

The most recently launched is Hecorat’s Use Cardboard apps for Gear VR, which does exactly what the name suggests. Also available are CB Enabler for Gear VR and Play Cardboard apps on Gear VR, developed by YoutopiaVR and KunKunSoft respectively. As Use Cardboard apps for Gear VR is the most recently launched and has median price-tag of the three, currently priced at $0.99 USD, this is the application that VRFocus will utilise for the below example.

  1. Purchase and install Use Cardboard apps for Gear VR from the Google Play Store.
  2. Open the app and select whether you wish to utilise Samsung Gear VR software or Google Cardboard software.
  3. Load your chosen application.

And that’s it! There is no rooting of software required; it’s a simple plug-and-play solution.

Consumer Gear VR 1

Furthermore, Use Cardboard apps for Gear VR includes a homescreen widget allowing for the chosen mode to be toggled without directly loading the application. It should be noted that Use Cardboard apps for Gear VR app acts as a Device Administrator, so will need to be deactivated before uninstalling, should you choose to do so.

Of course, this information may have a limited lifespan due to the impending launch of Google’s new VR platform, Google Daydream. Set for a November 2016 launch, VRFocus has examined the differences between the Samsung Gear VR and Google Daydream in a guide designed to assist you with your choice of which platform to invest in.

How to Play No Man’s Sky in VR on Oculus Rift & HTC Vive

Since the initial unveiling of the PlayStation VR and the gaining of hype for the recently released No Man’s Sky, there’s been a great debate as to whether or not the videogame would see a virtual reality (VR) compatible release. Rumours fuelled by developer Hello Games’ own public interest in the medium didn’t help with the expectation, but the launch has come-and-gone without even a whisper of VR compatibility. However, that hasn’t prevented third-parties jumping on the bandwagon.

No Man's Sky screenshot

Though the expectation was that the PlayStation 4 version of No Man’s Sky would be VR compatible through PlayStation VR, it’s actually the PC release that is first to benefit from the technology. A word of caution however, as Hello Games did not design No Man’s Sky with the intention of being played in VR (for a comfortable experience a number of design changes would need to be implemented) and as such the below information is intended for experienced VR gamers only.

In order to enable No Man’s Sky for VR gameplay you will need an external third-party application that provides stereo-driver injection, headlook adaptation and more. Most widely recommended is VorpX, and so this is what VRFocus will use for the below example.

  1. Download and install VorpX.
  2. Launch No Man’s Sky and adjust the in-game settings. Recommended are setting the ‘On-Foot Field of View’ to 100 degrees, the ‘Flight Field of View’ to 100 degrees and the ‘Max FPS’ to 60.
  3. Close No Man’s Sky to apply these changes. Do not Reboot.
  4. Launch VorpX.
  5. Launch No Man’s Sky, but do not enter the videogame. Instead, immediately hit the Del key to access the configuration options for VorpX.
  6. Access ‘Image Settings’ and adjust the ‘Aspect Ratio Correction’ to ‘Letterbox 2’.
  7. For additional comfort further options can be tailored to suit the individuals’ needs. For example, you may wish to adjust the ‘Separation Value’ and ‘Image Zoom’ properties.
  8. Exit VorpX’s configuration menu, No Man’s Sky and VorpX.
  9. Reboot VorpX and No Man’s Sky, now fully playable as an external application with the Oculus Rift.

Additional Note: These instructions will also make No Man’s Sky playable on HTC Vive, though additional steps are required. When booting SteamVR, ensure that ‘Steam Overlay’ and ‘Use Desktop Theater’ options are disabled.

No Man's Sky screenshot

Whether or not No Man’s Sky will receive native VR support down the line is anyone’s guess at present, but for now this is your opportunity to experience the videogame as many have desired. VRFocus will keep you updated with the future potential of an official release for VR support with Hello Games’ No Man’s Sky.