Next3D’s plan to bring recorded video to the Oculus Rift

Next3D's plan to bring recorded video to the Oculus Rift

The dream of wearing a lightweight headset, like the Oculus Rift, in order to simulate physical presence isn’t limited to the imaginary worlds of video games. One man’s vision is that of immersive TV shows, movies and live sports. In fact, David Cole, co-founder of Next3D and an industry veteran who helps content creators and providers produce and deliver 3D, has been using his Rift dev kit to bring TV and film to life since the kits started shipping in March. The company is combining its video processing and compression technology with its experience in content production and stereoscopic delivery to offer what it’s called Full-Court.

Next3D hopes to leverage its existing relationships with creators and providers to assist them in jumping into the world of live-action VR content. This includes both pre-recorded and live broadcasts. We wanted to see this firsthand, so we jumped at the opportunity to witness the creation of content and experience the results. This trial run of Next3D’s stereoscopic, 180-degree field-of-view camera rig, and the post-processing to adapt it to VR, was part of the production of the paranormal investigation show, Anomaly, at Castle Warden in St. Augustine, Fla. Being nearby, we braved the perils of the haunted surroundings to tell you about what we hope is only the beginning of virtual reality content.

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Oculus snags $16 million from investors to bring virtual reality to the masses

Oculus announced its first round of funding today, wherein the company secured $16 million from investors specifically aimed at putting the Oculus Rift in consumer hands. The nascent virtual reality hardware company has repeatedly said its end goal with the Rift is to make it a consumer product; currently, only folks who backed the Rift on Kickstarter and those willing to spend $300 on a developer kit have access. A handful of games support the Rift, though more and more developers are promising not just support in their games, but entire games built from the ground up with VR in mind. An HD version of the headset was also introduced at last week’s E3 gaming show.

Oculus’ new business partners apparently see enough financial potential in the Rift to not only invest heavily, but to also take on board positions — both Santo Politi of Spark Capital and Antonio Rodriguez of Matrix Partners are now on the Oculus board of directors. “What Palmer, Brendan and the team are building at Oculus so closely matches the Metaverse that we had to be part of it. Working with them to get this platform to market at scale will be enormously exciting,” Rodriguez said of today’s news.

The company launched last year with a Kickstarter campaign targeting $250,000 — the project eventually raised just shy of $2.5 million, and now sells its Rift dev kit outside of the Kickstarter campaign.

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Oculus Rift HD prototype VR headset appears at E3, we go hands (and eyes) on

Oculus Rift HD prototype VR headset appears at E3, we go hands and eyes on

We’ve been impressed with Oculus Rift from the start, and have been following the VR headset closely ever since. The developer edition has been in the hands of devs for a couple months now, and while Palmer Luckey and Nate Mitchell have certainly received rave reviews of the headset from many, they’ve also heard lots of feedback about ways to improve it. The number one request from users and devs? A higher-resolution screen than the 1,280 x 800 panel in the dev device. Well, after months of research and tinkering to find the right hardware combination, team Oculus is finally ready to show off a Rift with a 1,080 x 1920 display, and we got to demo the thing.

Before heading into the land of 1080p, we got to explore a demo built with Unreal Engine 4 in the existing dev headset. After looking around a snowy mountain stronghold inhabited by a fire lord in low res, we switched to the exact same demo running at 60 fps on the HD prototype device — and the difference was immediately apparent. Surface textures could be seen in much higher fidelity, colors were brighter and less muddied and the general detail of the entire environment was greatly improved.

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Oculus Rift HD prototype VR headset appears at E3, we go hands (and eyes) on (update: video)

Oculus Rift HD prototype VR headset appears at E3, we go hands and eyes on

We’ve been impressed with Oculus Rift from the start, and have been following the VR headset closely ever since. The developer edition has been in the hands of devs for a couple months now, and while Palmer Luckey and Nate Mitchell have certainly received rave reviews of the headset from many, they’ve also heard lots of feedback about ways to improve it. The number one request from users and devs? A higher-resolution screen than the 1,280 x 800 panel in the dev device. Well, after months of research and tinkering to find the right hardware combination, team Oculus is finally ready to show off a Rift with a 1,080 x 1920 display, and we got to demo the thing.

Before heading into the land of 1080p, we got to explore a demo built with Unreal Engine 4 in the existing dev headset. After looking around a snowy mountain stronghold inhabited by a fire lord in low res, we switched to the exact same demo running at 60 fps on the HD prototype device — and the difference was immediately apparent. Surface textures could be seen in much higher fidelity, colors were brighter and less muddied and the general detail of the entire environment was greatly improved.

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Valve’s Tom Forsyth and robotics scientist Steve LaValle join Oculus team

DNP Oculus welcomes Valve's Tom Forsyth and robotic scientist Dr Steve LaValle to its team

The Oculus team just got bigger by two, with software engineer Tom Forsyth, formerly of Valve, and robotic scientist Dr. Steve LaValle of the University of Illinois both jumping on board. Forsyth previously worked alongside Joe Ludwig and Michael Abrash on Valve’s Team Fortress 2, which has a VR mode specifically designed for the developer version of the Rift. Valve’s developers were some of the first to get their hands on dev kits, and Forsyth’s considerable experience will be put towards the Rift SDK and a few secret R&D projects. LaValle also has some history with Oculus; he’s had a hand in developing VR hardware and software with the company since last September. As Oculus’ full-time principle scientist, LaValle will be working on things like sensor fusion, magnetic drift correction, and kinematic modeling. Though the Rift is still a long way off from being ready for consumer use, this savvy collection of industry talent could be a sign that big things are afoot for the VR company.

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Source: Oculus

Half-Life 2 officially supported on Oculus Rift, beta gets shipped to developers

HalfLife 2 picks up official Oculus Rift support, beta gets shipped to developers

Gordon Freeman, in your head. Well, that’s the plan, with Oculus now offering official beta support for a headset-based Half-Life 2. There’s a few known issues to iron out already, including an overly-dim UI and issues with the zoom. But even at this early stage, it appears to lack any gameplay deal-breakers we’ve seen elsewhere. As mentioned by Valve’s Joe Ludwig on the Oculus developer forums, however, the current build is a bit rougher around the edges compared to the Team Fortress 2 beta that launched earlier this year. Developers with the necessary Rift hardware can pick up the files on Steam or follow the developments on Oculus’ own forums — but no comments about headcrab hats and wearables, okay?

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Via: Ubergizmo, Oculus3D (Twitter)

Source: Oculus VR developer forums

Minecraft lands unofficial Oculus Rift support (video)

Minecraft lands unofficial Oculus Rift support (video)

If you’re looking for more virtual worlds to explore using the Oculus Rift, MTBS3D forum user StellaArtois has developed something that might strike your fancy: a Minecraft mod dubbed Minecrift that bakes in support for the virtual reality headset. The modification still needs refining, but it already incorporates head tracking and warping. Not only did the intrepid forum goer grapple with the OpenGL API to devise the solution, but they also created the altered software before their own Rift dev kit arrived, relying on others to provide feedback for tweaking.

Mojang has has expressed interest in the VR headset and already has one in house, but official support for the Rift doesn’t seem close at hand for Minecraft.”Would take a lot of work to get it working for Minecraft, but not impossible – especially with the new launcher,” Mojang dev Nathan Adams tweeted yesterday regarding the Rift. Click the first source link below to give the mod a shot or head past the break to see it in action.

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Via: Road To VR

Source: MTBS3D, @Dinnerbone (Twitter)

EVE Online dev reveals Oculus Rift-based space dogfighting ‘experience’ (update: video!)

EVE Online developers reveal 'EveVR' running in Unity

It’s not clear if Icelandic game studio CCP is extending its crazy MMO, EVE Online, into the world of virtual reality, but the company is working on some form of EVE-based VR application using the Oculus Rift. CCP teased the concept during the keynote event at its Fanfest event this afternoon, showing off what looked like a modern Wing Commander-style space shooter set in the world of EVE (similar to the first-person shooter extension on PlayStation 3, Dust 514), built using the Unity game engine. EVE fansite The Mittani notes from a hands-on demonstration at Fanfest that the game is currently 3v3 dogfighting employing the VR headset and an unnamed “console-style game controller.” Sadly, it sounds like the project is little more than an internal curiosity at this point, but color us unsurprised if this pops up in a more polished form down the line. We’ll add a video of CCP’s presentation to this post as soon as it goes live — we were marveled by the gorgeous visuals and gameplay promise of a space shooter which employs VR.

Several games are currently in development for the Oculus Rift, and Valve’s Team Fortress 2 already supports the device. However, the headset that’s currently available is a development kit, and not meant as representative of the final retail product.

Update: We’ve added the video from Fanfest below the break!

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Source: Twitch.tv

Oculus’ Palmer Luckey on the Motorola StarTAC and living in the meatspace

Oculus' Palmer Luckey on the Motorola StarTAC, functional interfaces and living in the meatspace

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

Oculus VR founder and designer Palmer Luckey has a go at our weekly set of questions while chatting perception modification and the importance of a meatspace presence. Join us beyond the jump in order to peruse the full collection of responses.

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Source: Engadget Distro

Oculus Rift’s Tuscany demo scores unofficial support for Razer Hydra (video)

Oculus Rift's Tuscany demo scores unofficial support for Razer Hydra (video)

Oculus Rift’s Tuscany demo was built with a good ol’ fashioned keyboard and mouse setup in mind, but now it’s unofficially scored support for motion controls. Sixense, the outfit behind Razer’s Hydra, has cooked up a custom version of the Italian-themed sample for use with their controller, and it gives gamers a pair of floating hands to pick up and manipulate objects. Originally shown at GDC, the tweaked experience is now up for grabs, and can even be played by those who don’t have a Rift — albeit with just the controller’s perks.

Booting up the retooled package offers users a new 3D menu, giving them options for arm length, crouching, head bobbing and a crosshair. It’s not the first project to combine Rift with Hydra, but it certainly helps illustrate the potential of such a setup. Sixense says it plans to release updates and the source code, and it recommends folks sign up for their project-specific email list and keep an eye on their forums for word on availability. Hit the source links below for the download, or head past the break to catch Road to VR’s hands-on with the Hydra-friendly Tuscan villa.

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Via: Road to VR

Source: Sixense (1), (2)