Transcript
Page 1: Oculus Rift : Dos, Don’ts and Demos with Stephan Tanguay

Stephan TanguayTechnical Lead / User Experience Designer / Unity3D Game Designer !

[email protected]

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Oculus RiftTaking you somewhere new

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What is the Oculus Rift and why it rocks?!

• Immersive stereoscopic 3D environment that extends beyond your peripheral vision

• Ultra-low latency 360° head tracking, allowing you to seamlessly look around the virtual world just as you would in real life

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What is the Oculus Rift and why it rocks?!

• Engine integration ( Unity3D & UDK )

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What is the Oculus Rift and why it rocks?!

• Cutting Edge, lightweight and affordable

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What is the Oculus Rift and why it rocks?!

Watching people on the rift creates it’s own buzz!

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How to design for the Oculus Rift

Design for the strengths • Incredible sense of presence • The ability to visually explore the virtual world • A sense of scale and distance that would normally be

impossible • Natural feeling experience

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How to design for the Oculus Rift

Know the limitations • No position tracking yet • The developer edition is low resolution • Controls must feel natural • Can be disorientating

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How to design for the Oculus Rift

Design for the limitations • Great standing / sitting simulator… but walking is another story • Create a natural metaphor / anchor in the real world like being

in a vehicle that provides orientation • 2D user interfaces are awkward at best, design interfaces into

the environment as much as possible, dashboards, smart phones provide a place to put some of these conventional elements

• Hands off the keyboard if possible, this stops the sense of immersion

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How to design for the Oculus Rift

Motions to Avoid • Avoid vertical acceleration • Avoid tilting or flipping the horizon • Avoid high speed impacts • Avoid dramatic changes in velocity • Be aware of the inner ear ^_^

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Examples of what works well

• F1 Redbull 360 Video

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360 Video

What about video? • Several new systems allow 360 3D video • Realtime 360 cameras • File size is gonna be huge • Allows for real time or experiences that are too costly to

reproduce by creating 3D assets

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Examples of what works well

• Driving / Vehicle simulations

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Examples of what works well

• On Rails Narratives

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Examples of what works well

• Exploration , Narratives, Adventure Games

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Examples of what works well

• Horror

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Working with the Oculus Rift

Walk through in Unity3D • Download the Oculus SDK - Unity 4 Pro Integration from

oculusvr.com • OVR Camera Controller • OVR Player Controller

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Working with the Oculus Rift

My Experiences So Far • Very easy to retrofit games • Quick to add to new projects • Takes time to build experiences that feel natural • Maintain as high a frame rate as possible 60-80/fps • Rethink sky boxes as default systems will not be stereo 3D • Be very careful using any billboard sprites, for example grass

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Things I have been working on

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Things I have been working on

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Things I have been working on

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What’s Next !?!?!

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Crystal Cove : Low Persistence

• 1080p OLED Screen • image is only displayed for 2-3 milliseconds while the image

and tracking match perfectly and then off for the rest of the frame

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Crystal Cove : Position Tracking

• More immersive / natural • Response time down to 30ms • Motion tracking requires you face the camera

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Developer Kit 2

• 75 frames per second • 2ms persistence • Response time down to 30ms • 100° FOV ( DK1 was 110° ) • Motion tracking via camera • Built in latency tester

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Consumer Version!

• Possibly 3k resolution • Possibly 90 Frames Per Second • Its still a year away • Position tracking camera included

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Things I have been working on

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Things I have been working on

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Things I have been working on

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Using the Razer Hydra

360 Position tracking available today • Enables position tracking with two hand sensors • Use to give the users a avatar and way to interact with the

world • An extreme sense of immersion since you can move 360

degrees • Use one of the sensors to track the head or body • If you do body tracking it really adds to the experience • SixSense SDK for Unity3D works on Mac / PC • Sensitive to the environment ( don’t use next to a electric motor

of any kind )

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Things I have been working on

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PrioVR - Coming This Summer

Position tracking available soon • Pro system tracks 17 points on the body • No line if site required • Wireless and completely untethered • Can move over 20 feet in the real world

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Thanks For Coming Out!

Questions?