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3D-Heaven01

Oculus Rift VR Demo Vr02 – 3D Heaven01

August 14, 2013 - Blog - , , , , , , , , , , , , , - 98 responses

As promised another Oculus Rift VR demo has been released. This time featuring a nude scan. Testing out new background visuals and shader effects. This is purely a tech demo, showcasing what’s possible with Unity and 3D scanning technology. Nothing polished, just fun.

This demo features nude ‘tasteful’ adult content.

3D Heaven-01
To get in the mood, please check out this track:

The lyrics hold ground for 3D scanning and VR enthusiasts a like.

https://soundcloud.com/djeannieleemfrl/get-lucky-doin-it-right-daft

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3D-Heaven01_08 3D-Heaven01_07
3D-Heaven01_03 3D-Heaven01_05
3D-Heaven01_04 3D-Heaven01_06

This is a very basic demo, just an expression of me getting to grips with Unity and trying to create something easy to use, to share realistic human scans with. If it’s popular I will surely release more Nude scans to be viewed but they may come at a price, as this type of content takes a fair amount of work to release.

In this example it’s a relaxation environment. A place to escape, with relaxing sounds and visuals to allow us to explore the human form in peace (with a few hidden easter eggs!)

Not a professionally built demo by any standards but fun, so there will be bugs and it might run slowly on some machines but it runs over 70fps here. Please let me know about any bugs or speed problems you might find.

This demo has been designed purely for the Rift. To really experience the sense of scale and character presence, it should be viewed in VR (true 3D)

You WILL need a powerful machine to run this demo, it has NOT been optimized at all. Please leave feedback about what you think can be improved and I will try and offer some adjusted revisions ASAP.

Unity demo here:

By Downloading the files you are “confirming you are over 18″ and “comfortable with viewing nude scan content”.

Constrained Mouse Look

[button url=”http://www.ir-ltd.net/uploads/3D-Heaven01.zip” size=”large” style=”margin-right:10px;”]3D-Heaven Win – 180 MB’s[/button]

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Free Mouse Look

[button url=”http://www.ir-ltd.net/uploads/3D-Heaven01-ML.zip” size=”large” style=”margin-right:10px;”]3D-Heaven ML Win – 180 MB’s[/button]

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MAC Version. Free Mouse Look

[button url=”http://www.ir-ltd.net/uploads/3D-Heaven01-ML_Mac.zip” size=”large” style=”margin-right:10px;”]3D-Heaven ML MAC – 200 MB’s[/button]

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Can any MAC users out there let me know if this MAC version works OK? Build was set to ‘Universal’, wasn’t sure if to use ‘x86′ or ‘x86_64′

Edit* Apparently: “Mac build has no head tracking, barrel distortion, and the right eye and left eye are out of alignment vertically.” ..can anyone advise on how to do a Mac build? it seems you have to setup some custom stuff for it to work with a Mac?

For any users having display issues you can try some of these suggested comment strings:

3D-Heaven01.exe -adapter 1 -force-d3d9

If your side by side views are off, it could be to do with DX11 not being installed on your machine. As it is required.

3D-Heaven01

[divider margin_top=”” margin_bottom=”” style=””]

This is a very basic introductory demos for viewing realistic human scans on the Rift. Since having some extra time to learn Unity, I thought I would try out some more advanced features, like basic animation on static objects, more advanced shaders and sound effects.

I can’t wait to share more scan content for Rift viewing soon!

If you share this demo, blog about it or record any video footage, please be as respectful as you can about the person that was scanned for this demo. Although it’s a saucy pose, the intent is to be creative! not crude.

Setup Notes:

Key config:

w,a,s,d

e – up

space – down

shift – SUPER SPEED!

m – HUD

mouse look: horizontal free roam

1. Make sure you have head phones on!

2. I recommend 1920×1080.

3. If the scale seems wrong, try and alter your IPD settings, as this has a profound effect on scene scale.

ONE LAST THING!

4. Repeat step 3 until you get it right!!!

..follow your ears

…it’s full of stars!

——-

Credits:

*Developer:*
Infinite (admin@ir-ltd.net)

*3rd-Party Audio Content:*

http://audiojungle.net/

Thanks to Unity3D, Marmoset Co and OculusVR, also to the Oculus VR Unity dev forum, special thanks to drash and SMD for helping me script a free roaming camera solution.

Please do post and leave your comments :)

Thanks, INFINITE

98 Comments
  • JanReply

    Unfortunately I have only a Mac here in the office where the Rift is. Can you create and upload an OSX build? I would love to have a look at this demo.

    Cheers,
    Jan

    August 14, 2013
    • InfiniteReply

      Hi Jan, I have no idea how to do that but I will certainly give it a try! :) Any tips on the procedure? Thanks, Lee

      August 14, 2013
    • KlausReply

      Lee, check out this thread for Unity Mac builds:
      https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=2113&p=40842&hilit=unity+mac#p40842

      Klaus

      August 14, 2013
      • InfiniteReply

        Thanks Klaus. Will do.

        August 14, 2013
    • KlausReply

      Lee, the Mac version works fine on my iMac. A Rift version would be cool...

      Klaus

      August 14, 2013
      • InfiniteReply

        Great. Well that was the Rift version. It should run fine. The only build difference was setting it to Mac.

        Lee

        August 14, 2013
      • InfiniteReply

        If you have a Rift you will see it will work. By Non-Rift users I mean anyone can navigate in the Demo. I will change the wording. Try it if you have a Rift it will work.

        August 14, 2013
    • KlausReply

      Hm, it's the ML version. I see side-by-side stereo but no Rift support.

      August 14, 2013
      • InfiniteReply

        That's strange. It's the same type of build. Can you move with the mouse and keys?

        August 14, 2013
    • KlausReply

      Yes, i can move around with the mouse and keyboard. I'm confused - at the downloads you are writing yourself that the Mac version is the non-Rift users version.

      August 14, 2013
  • AlexReply

    Alright... time to lock the door and do some "Oculus testing"!

    August 14, 2013
    • InfiniteReply

      Keep the temperature in the room low! There's a design fault with the sponge padding on the Rift. It tends to come apart at high temperatures :|

      August 14, 2013
  • SpyahReply

    This is really great stuff!
    So beautifull. Close to the models you forget all about the rifts low res.
    This demo really makes me feel thrown into the future. Such potential, really cool.

    Thnx for creating this second demo!

    August 14, 2013
    • InfiniteReply

      Thanks! I appreciate that :)

      August 14, 2013
  • RambeaunerReply

    The different shaders look very cool. It seems a little too bright/over exposed though. Especially the left 2 models. Looking forward to more scans!

    August 15, 2013
    • RambeaunerReply

      Setting my rift contrast down to 50 helped with the brightness factor

      August 15, 2013
    • InfiniteReply

      Thanks. Yes this can happen, I set my Rift brightness / contrast low like you did.

      August 15, 2013
  • PsyQoReply

    Thanks for this! I'm really keen on trying it, but am unable to view it on my rift. It seems it's ignoring the -adapter unity command line parameter which I need to display it on my secondary screen (rift).

    I've tried both versions (ML and no-ML).

    August 15, 2013
    • InfiniteReply

      I would recommend trying other Unity demos and reading up more on how to get the Rift running. I just set my main monitor to 1080p then "Duplicate desktop on 1 and 3" (as I have a 2nd monitor for other things) then run the Unity demo on monitor 1. All should work fine. Thanks.

      August 15, 2013
    • PsyQoReply

      Other Unity demos work flawlessly using the -adapter command line parameter.

      August 15, 2013
      • InfiniteReply

        What command? All I ever do with other Unity demos is start the executable on the screen I have duplicated to the Rift and they work. The same with this demo. I'm not sure what trouble you're having? I haven't seen others experience any issues. Please let me know how I can help.

        August 15, 2013
  • PsyQoReply

    Thanks for the help!

    I'll elaborate a bit, my current setup is:
    - 30" screen @ 2560x1600 as primary display
    - Rift as secondary (extended) display

    I seem to be one of the few using this setup, but I can't imagine using the OR as primary display as it's a pain in the behind to rearrange my normal windows all the time.

    Anyway, with Unity there is a setting that you can pass along that allows you to specify what monitor to use to display content '-adapter', documented here: http://docs.unity3d.com/Documentation/Manual/CommandLineArguments.html

    The default is to use the first monitor (0), so I launch your demo using:
    3D-Heaven01.exe -adapter 1

    Which should tell Unity to use my second monitor (and does so in other Unity demos such as Titans of Space, First Law, Ocean Rift, VR Cinema, etc.), but with your demo it doesn't work.

    While investigating this issue though, I've found that your demo uses Direct3D 11 rendering by default and the Unity demos that work for me use Direct3D 9 by default.

    So I tried adding one more command line parameter: -force-d3d9, so it becomes:
    3D-Heaven01.exe -adapter 1 -force-d3d9

    And then it works!

    So it seems to be something with Direct3D 11 (on my machine?).

    Anyway, it looks awesome! Kudo's on making this, I hope to see a lot more from you in the future!

    August 15, 2013
    • InfiniteReply

      Thanks for the detailed explanation. I've read in various places (quote me if I'm wrong) but I think it isn't advised to extend to the display Rift? I read from this that you seem to have it working now. I will try and bare those details in mind for other users. :)

      August 15, 2013
    • PsyQoReply

      I guess I'm one of the few running such a setup, yes. Probably because most people are using 1920x1080 displays these days and you can just clone that.

      My 30", however, does 2560x1600 and when I want to clone that with my Rift I will have to use 1920x1200 (biggest 16:10 resolution 'announced' by the Rift to Windows) on my 30" and that's:
      1. A big loss of pixels
      2. Doesn't look good because of scaling issues (non-native resolution)

      Personally I think OR demos/games should use the OR display by default. We can't imagine consumers to do this level of trickery just to play some games on their OR.

      Extending has another downside btw: Increased latency (according to a Valve employee), I can't find the source atm, but here is a nice writeup of some of the issues with configuration woes regarding the OR: https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=3348

      Thanks again for the demo, I love it!

      August 15, 2013
    • PsyQoReply

      Damn, I should really re-read my replies before posting! :)

      August 15, 2013
    • PsyQoReply

      Don't know if you will still see this, but I've since learned that the Direct3D 11 renderer in Unity doesn't honor the -adapter setting. Many Uninty demos default to D3D9, so it isn't an issue there.

      I can view your demos with -force-d3d9 or I use a simple tool I wrote:
      http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=18524&p=141819

      Thanks again.

      August 23, 2013
      • InfiniteReply

        Very useful PsyQo. I've actually been building with Directx11 disabled and haven't noticed any differences in quality. Maybe I can just release demos like that? What would you recommend?

        August 23, 2013
    • PsyQoReply

      I'm nowhere near a specialist on DirectX, but while running with -force-d3d9 I didn't notice any differences (although I have trouble focusing on anything different than the model :P).

      August 23, 2013
      • InfiniteReply

        Haha! OK thanks :)

        August 24, 2013
  • FanOfYoursReply

    I have my credit card in hand waiting for your more provocative nude poses. I will purchase day one. Just amazing work. Thank you.

    August 15, 2013
    • InfiniteReply

      Thanks!

      August 15, 2013
  • HappyHimitsuReply

    This was really quite enjoyable, the only issue I have is that lighter colors are much harder to see on the Rift so when you are out cruising over the ground it's almost like being snowblind.

    The model is absolutely gorgeous. It's amazing how much detail this captures. :)

    August 15, 2013
    • InfiniteReply

      Thanks HappyHimitsu. I agree. I set my Rift to 50/50 on contrast and brightness which helps. Anything higher I found in (UDK for exampel) can be quite hard on the eyes. White out is strong in this demo, it's kind of part of the illusion, blending things in. Heavenly, kind of! I'm glad you enjoyed it! :)

      August 15, 2013
  • JonReply

    So I'm using linux and as someone asked for a mac version, I thought I might as well ask for a linux version :)

    Cool work either way :)

    August 15, 2013
    • InfiniteReply

      Thanks 'Jon' I will certainly look into it. Although the Mac version was some what of a disaster :)

      August 15, 2013
  • EframBrohansonReply

    Hi, I'm really struggling to get the oculus to work on 1920x1080. I know you said to just "fiddle" with the IPD settings, but honestly I have no idea what kind of spectrum we are talking about. Do I double my IPD? When I run the demo I get a sort of "cut" right down my right eye (through the middle) and no ammount of tweaking seems to fix it. Got any ideas?

    August 15, 2013
    • InfiniteReply

      I'm not sure I understand. Have you been able to get any other Unity demos working? if so there is nothing different here. You can set this demo to run at 1280x800 if you need to, that has no impact on IPD. To adjust your IPD you can use - / + keys. There should be only a very slight amount of change to get the correct scale to fit your IPD, you can adjust it in real-time. You can use M to bring up the HUD to see the IPD setting. I recommend learning how to use the Rift from the main Oculus site if you are new to it.

      August 15, 2013
  • HotManReply

    Thank you so much for this awesome technology - guys could you get a different model to do this scanning, maybe curvy models with booty :) plus size and bending over :) hehe come one

    August 15, 2013
    • InfiniteReply

      Sure thing. It's all planned. It just takes time :)

      August 15, 2013
  • leftReply

    Lovely demo, having a little trouble running it on Mac OSx.

    The issue I'm seeing on a Macbook Pro running 10.8.3:

    http://cl.ly/image/3Y2d1m1f1u0J

    August 16, 2013
    • InfiniteReply

      Thanks 'left' I'm not sure how to solve that. I posted the question on this blog for help from anyone with a Mac, Unity and Rift but it seems Oculus VR and Unity support for Mac builds requires some special setup or no support at all? So I'm not sure how to configure the build to work and I can't test here sadly, as me and Mac's don't get along :(

      August 16, 2013
  • XeviaNReply

    Great work again! Just two tips:
    1. I think scene is too bright. I had to lower contrast on Rift settings :)
    2. With a i7 3.4 ghz and an Ati Radeon 5870, at 1280x800 good quality it runs at 37 fps. 1280x800 at fantastic runs at 27 fps. How many polys does the scene have? For better compatibility with low end systems, i think it could be better to have a key that switch from one model/shader to another, having only one at once on the scene :)

    Keep up the good work! (i'm going to search for eeggs, now)

    August 16, 2013
    • InfiniteReply

      Many thanks! I agree about brightness but as a rule I have the Rift set to 50 / 50. I felt when using UDK it wasn't good for the eyes to be looking at something so close, so bright. The idea is a white heavenly scene :) I wouldn't recommend running at Fantastic, Good should be fine for both resolutions. I'm not sure how many polys in total, perhaps about 1,000,000? with a few large 4k textures in there for colour, specular, normals, reflection and background. Most Unity demos I see, are really basic. Really optimized. I wanted to push everything as much as possible. If it runs here over 60fps, then great. I need to learn to optimize a little.

      It was geared primarily for Good setting with zero optimizations as I'm running a next-gen PC with twin GPU, SLI, 64GB. Hopefully gearing for the future XBOXTwo? PS5? :) I'm working with someone to add some cool buttons, so we can switch on / off scans just like you mentioned. Thanks for posting :)

      August 16, 2013
  • eDReply

    This is brilliant! You should start up a kickstarter to get funds to bribe as many beautiful women as you can to do some more scans. The detail is amazing. It's as if you paused time in real life.

    August 19, 2013
    • InfiniteReply

      Haha! Thanks :)

      August 19, 2013
    • OneironautReply

      Seconded on the KS. This could get HUGE, like Virtuix Omni huge.

      #ShutUpAndTakeMyMoney

      August 20, 2013
      • InfiniteReply

        There's no way I can think of to make this a KS campaign. The adult nature of the content wouldn't be accepted.

        August 20, 2013
  • wei-paiReply

    This demo left me wanting more, I can really see this as a sort of futuristic interactive museum, where you just walk around and go into different rooms with different models and poses. It could be like the PVC figure market, except in digital form. Stunning work, congratulations.

    August 20, 2013
    • InfiniteReply

      Many thanks. Yes I agree! the future is bright and very exciting, lots of cool things can be done and fun to be had :) More to come. Thanks for posting.

      August 20, 2013
  • OneironautReply

    A-M-A-Z-I-N-G!! This is literally the future, I can't believe how detailed the model looks. Someday this will all be animated, and it's almost too mind-boggling to consider the implications. :O :O

    August 20, 2013
    • InfiniteReply

      Thanks!

      August 20, 2013
  • Robb3Reply

    The easter egg and the whole environment was awesome. It's like you are stuck in a world out of broken data with a portal... mysterious and creepy :D
    ... The model was great too but the pose wasn't revealing enough in my opinion ;)

    August 21, 2013
    • InfiniteReply

      Haha thanks. Glad you enjoyed it. :)

      August 21, 2013
  • PhilReply

    Holy Sh*t bawls thats good. Bit of a lag my end on 'fantastic' setting but wow, just wow with the scans and the textures it just completely blew me away. Im a 3d dude based in Cambs with a rift also - so if you need another rift for the day happy to float over and check out your place. Ive got a couple of winners under my hat for the rift also.
    Again..I tip my hat to you with the scans and the experience....what a beauty!
    Phil

    August 21, 2013
    • InfiniteReply

      Thanks for the compliments Phil, it's great to see others enjoying the experience in VR. VR really is the future, cool to see so many embracing it! also thanks for the offer. Maybe we can swap ideas some day on that. Don't know about you but I can't wait for the Rift HD version! gonna be awesome! :)

      August 21, 2013
  • PhilReply

    oh mate, totally, its the beginning of new things and the end of old things. The rift and the vr experience is going to completely change everything..not just gaming, gaming will be great but - experiences - thats where its at for me. Being able to pour a brandy, adorn the rift and sit back into a vr Jacuzzi with a few nice scan chicks and a moonlight view to die for.

    August 21, 2013
    • InfiniteReply

      Haha yes indeed. Just wait until you see the next demo, I've got positional tracking working and my digital VR hand in the game using Razer Hydras. I've got some ideas for some game play mechanics, which I think others will enjoy. It's allot of fun :)

      August 21, 2013
  • PhilReply

    cant wait. Please email me at some point near completion !

    August 21, 2013
    • InfiniteReply

      Can do. In the mean time, keep an eye on the blog.

      August 21, 2013
  • DaveReply

    Really outstanding job- I can't believe how real she seems, even in the most minute detail. Can't wait for the day you do one with ANIMATION!

    Also, I wonder if you could strike a deal with a wax museum and do some really interesting characters- a virtual wax museum!? That would be totally cool... and Kickstarterable!

    August 21, 2013
    • InfiniteReply

      Thanks, glad you like it! Some good ideas. Hair and some clothing can be problematic but possible. I've thought about the VR wax museum idea, maybe something someday :)

      August 21, 2013
    • JoshuaReply

      I just played the demo and IMHO this technology will close down most if not all wax museums :)

      August 31, 2013
      • InfiniteReply

        Haha! many more interactive possibilities in VR. Like talking versions! Wax is so 19th century :)

        September 1, 2013
  • ChrisReply

    This is the most photo-realistic things I've ever seen rendered in real time. It's amazing to move around her and it seems so real from any angle. Great stuff, I'll definitely be watching your site for future demos or products. If you, or someone, can get this level of realism in an animated scene, it would be as close as you can possibly get to actually being there. I realize that may be a little ways off though.

    August 22, 2013
    • InfiniteReply

      Thanks Chris, much appreciated. Just the tip of the iceberg for now. Animated is being planned, first basic weighted and skinned then something more advanced.

      August 22, 2013
  • PauloReply

    Amazing work! Good job man!
    Please post more models or poses from that vimeo demo video :) don't worry too much about quality on these free tech demos, I just would love to see them like in that video :)

    August 24, 2013
    • InfiniteReply

      Thanks, I hope to soon.

      August 24, 2013
  • gggReply

    I think the best way for resolution is to set up your resolution at native 1280x800 and use as much anti-aliasing as possible. Setting 1080p and downscaling to 1280x800 for Rift is also a kind of anti-alias but I think it might cause latency and isn't optimal. In Unity, check Project Settings -> Quality to set up anti-aliasing. Most demos I've tested haven't set up anti-alias correctly, and thus graphics are jagged. I think it's the most important graphics quality parameter for Rift, and even the 'fastest' should have 2xMSAA.

    As Mac doesn't use DirectX, maybe the DX11 effects cause the problems for Mac?

    August 31, 2013
    • InfiniteReply

      Thanks. I will take this into account. Although I personally enjoy the look of 1080p down scaling in comparison. A great example is on the VRCinema, it has a massive impact in quality.

      September 1, 2013
  • ChrisReply

    Is there any way to make the non-rift one a single screen? I'd understand splitscreen if the screens were reversed, but as it is, using the crossed eye's method will not work. Also, I planned on taking some 4K screenshots for an art forum, so a single screen would help out a lot.

    September 1, 2013
    • InfiniteReply

      This may not happen I'm afraid. But future versions will always have split screen, which is for the Rift NOT cross eyes! :) cross eyes are bad.

      September 3, 2013
  • korunReply

    hi.really a work of a master.im always look for new demos :).i think it would be great when you relase a new version of Vr02 without the blue fog.its bad when you always see the fog even when you look in near to the women.what you think?

    September 2, 2013
    • InfiniteReply

      What blue fog do you mean?

      September 3, 2013
    • korunReply

      pls check this link
      http://s1.directupload.net/images/130903/v5d3cswt.jpg

      September 3, 2013
      • InfiniteReply

        Thanks. Well that effect is personal preference. I like having it there.

        September 4, 2013
    • korunReply

      yes that effect is cool.but it would much better when it not cross the object,when its only in background.so then we can see the object without other crossing colors.it was only a idea by me .anyway thanks for this.you are already a legend i think,first best virtual body in oculus ;)

      September 4, 2013
      • InfiniteReply

        Thank you. I will think about toning it down slightly. :)

        September 4, 2013
  • MarcelaReply

    Hello! WONDERFUL demo... You REALLY should release a male body scan demo for us girls! *u*

    September 3, 2013
    • InfiniteReply

      They will be unleashed soon! :)

      September 3, 2013
  • vasodysReply

    Awesome work man! I hope we'll see some new work soon!

    September 4, 2013
    • InfiniteReply

      Thanks! sure thing.

      September 4, 2013
  • TomCReply

    Hey I just wanted to say that your work is amazing. I'm completely stunned at the fidelity of the models and I am very grateful that you have made them freely available. Is there anyway to force the renderer NOT to display it in stereoscopic view as I don't have access to a rift (but your demo's have convinced me to buy one!). I'm using a 1680 x 1050 pc screen and my display is effectively halved with the display being configured for the rift by default. Once again, amazing work and thanks very much.

    September 8, 2013
    • InfiniteReply

      Thanks! You can always try the latest demo. That has a dual function mono and stereo by TAB key.

      September 8, 2013
  • TomCReply

    Thanks for the quick reply, I can only get the mono view by using TAB in the Multi-Light-Scans but not any others. the change was VERY dramatic. Is there any way to get this to work with previous demos? Or is it possible to import these files into unity and do something to that effect in there?

    September 8, 2013
    • InfiniteReply

      I might make a change further down the line and re-upload the older demos but it wont be a for a while. I recommend purchasing an Oculus Rift. This is what the demos are really designed for. Seeing them in mono ruins the experience :)

      September 8, 2013
  • NameReply

    Hello, I'm sitting here puzzled, wondering why ML-Light-Scans was removed. My PC had a melt down and I'm looking for all the previously downloaded Oculus Rift related demos.

    November 11, 2013
    • InfiniteReply

      The demo was removed due to a Copyright complaint from Burning Man because one of the backgrounds featured used a photograph (unknown to me) take on one of their "shows". Many more demos will appear soon.

      November 11, 2013
  • DisasterReply

    Hi

    will it take long for your next special rift demo? I check back every day here for 2 months now :)

    November 13, 2013
    • InfiniteReply

      Not long now. BIG things are coming. Many human scans are in the oven and ready to be tasted. I think you will like what is coming. No one has ever seen anything like it before.. stay tuned, thanks for coming back to check.

      November 13, 2013
  • BezReply

    Hi,
    Just wanted to say congrats on you setup you are a true master when it comes to agi scan software. Your work is truly inspiring and I appreciate that you share your findings and knowledge with us. Your rift demo looks amazing too and I'll be looking forward to testing it out as soon as my rift arrives. You had another demo with hydra support What happened to the download link? I dont see it any more. It looked cool with the positional tracking support.
    Do you plan on added the hydra back in future demos.
    Thanks again for sharing your work

    Best Regards
    Bez

    November 19, 2013
    • InfiniteReply

      Thanks Bez. I had to remove the latest demo because of a copyright complaint from "Burning Man" regarding one of their backgrounds. More demos are on the way, some with Razer Hydra support. Lee

      November 24, 2013
  • ConstantlyNewReply

    I'm an iOS and OSX developer. Happy to help (free) with the Mac build If that's still needed. Thanks for adding the Mac to your supported list. I'll send an email with contact info.

    November 24, 2013
    • InfiniteReply

      Thanks! I just got your email and will be in touch.

      November 26, 2013
  • roulitopReply

    hey,
    don't know if it has been posted already but here's the trick to get it work on a MAC, on the app icon, just right click and choose "read information" then uncheck the "run in 64 mode".
    This worked for me.
    hope it helps someone.

    CheerS.

    August 11, 2014
  • MonkeyReply

    Is it possible for the Windows EXE player program to be able to swap the Left and Right eye images? If you don't own an oculus yet, you could view the demos via cross-eye technique if only the left/right were swappable. (I can't do the diverge-eye technique).

    August 31, 2014
    • InfiniteReply

      No I don't think so, I also don't recommend that as it could cause injury!

      September 8, 2014
  • LewisReply

    Hi, would you be able to re-compile this demo with SDK 0.4.1 to be DK2 compatible and use head tracking? Should be much more impressive with the higher resolution. I am happy to help test it out for you as it wouldn't surprise me if you don't have access to one.

    September 22, 2014
    • InfiniteReply

      Thanks yes we have some DK2's, we are working on new demos, they are just taking some time as the SDK is more complex to convert our scripts over to.

      September 22, 2014
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