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Stephan Tanguay
Technical Lead / User Experience Designer / Unity3D Game Designer
!
info@call2action.ca
Oculus Rift
Taking you somewhere new
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
What is the Oculus Rift and why it rocks?!
• Engine integration ( Unity3D & UDK )
What is the Oculus Rift and why it rocks?!
• Cutting Edge, lightweight and affordable
What is the Oculus Rift and why it rocks?!
Watching people on the rift creates it’s own buzz!
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
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
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
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 ^_^
Examples of what works well
• F1 Redbull 360 Video
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
Examples of what works well
• Driving / Vehicle simulations
Examples of what works well
• On Rails Narratives
Examples of what works well
• Exploration , Narratives, Adventure Games
Examples of what works well
• Horror
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
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
Things I have been working on
Things I have been working on
Things I have been working on
What’s Next !?!?!
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
Crystal Cove : Position Tracking
• More immersive / natural
• Response time down to 30ms
• Motion tracking requires you face the camera
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
Consumer Version!
• Possibly 3k resolution
• Possibly 90 Frames Per Second
• Its still a year away
• Position tracking camera included
Things I have been working on
Things I have been working on
Things I have been working on
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 )
Things I have been working on
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
Thanks For Coming Out!
Questions?

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

  • 1. Stephan Tanguay Technical Lead / User Experience Designer / Unity3D Game Designer ! info@call2action.ca
  • 2. Oculus Rift Taking you somewhere new
  • 3. 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
  • 4. What is the Oculus Rift and why it rocks?! • Engine integration ( Unity3D & UDK )
  • 5. What is the Oculus Rift and why it rocks?! • Cutting Edge, lightweight and affordable
  • 6. What is the Oculus Rift and why it rocks?! Watching people on the rift creates it’s own buzz!
  • 7. 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
  • 8. 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
  • 9. 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
  • 10. 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 ^_^
  • 11. Examples of what works well • F1 Redbull 360 Video
  • 12. 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
  • 13. Examples of what works well • Driving / Vehicle simulations
  • 14. Examples of what works well • On Rails Narratives
  • 15. Examples of what works well • Exploration , Narratives, Adventure Games
  • 16. Examples of what works well • Horror
  • 17. 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
  • 18. 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
  • 19. Things I have been working on
  • 20. Things I have been working on
  • 21. Things I have been working on
  • 23. 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
  • 24. Crystal Cove : Position Tracking • More immersive / natural • Response time down to 30ms • Motion tracking requires you face the camera
  • 25. 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
  • 26. Consumer Version! • Possibly 3k resolution • Possibly 90 Frames Per Second • Its still a year away • Position tracking camera included
  • 27. Things I have been working on
  • 28. Things I have been working on
  • 29. Things I have been working on
  • 30. 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 )
  • 31. Things I have been working on
  • 32. 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
  • 33. Thanks For Coming Out! Questions?