John Carmacks tweat

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abstrax
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Yes, the stereo panoramic rendering is for static environments only, BUT it's hard to appreciate the impact a full GI solution has until you actually have seen it in a VR headset. I didn't expect it to be that important. Of course, it would be nice if we could just move around in that scene, but just looking at it from a fixed position is quite impressive and - after having seen it - we think that this will be certainly an interesting tool for architectural visualization.

Regarding the Oculus VR support: We had the support working for the DK1. The DK2 introduced major changes in the API which we didn't implement yet, since we figured that direct usage of the OculusVR with Octane is not too great of an experience because of the high latencies between head tracking and rendering. And due to those disadvantages and the fact that OculusVR is still in development, we have deferred the work for later. Maybe when the final consumer version arrives. The GearVR on the other hand has immediate use and is actually a surprisingly nice experience.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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rappet
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abstrax wrote:... The GearVR on the other hand has immediate use and is actually a surprisingly nice experience.
Very interesting. Without having the GearVR it is hard to understand what it takes to use it.
Is it just rendering with certain settings and hook up the GearVR or is there software to make transition first?
Could you post the step-by-step procedure from an Octane scene to get the final experience with GearVR... Like a how-to or mini manual? That would be awssome.
Cheers,

Edited: just found out that you need a Samsung Note 4 to use it with Gear VR...

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abstrax
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rappet wrote:
abstrax wrote:... The GearVR on the other hand has immediate use and is actually a surprisingly nice experience.
Very interesting. Without having the GearVR it is hard to understand what it takes to use it.
Is it just rendering with certain settings and hook up the GearVR or is there software to make transition first?
Could you post the step-by-step procedure from an Octane scene to get the final experience with GearVR... Like a how-to or mini manual? That would be awssome.
Cheers,

Edited: just found out that you need a Samsung Note 4 to use it with Gear VR...
Yes, we will give some more information about it in the coming days. It's all still experimental and in flux and a few things will change. And of course the viewing application is important, too, which is still in development by Oculus.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
ristoraven
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abstrax wrote:Yes, the stereo panoramic rendering is for static environments only, BUT it's hard to appreciate the impact a full GI solution has until you actually have seen it in a VR headset. I didn't expect it to be that important. Of course, it would be nice if we could just move around in that scene, but just looking at it from a fixed position is quite impressive and - after having seen it - we think that this will be certainly an interesting tool for architectural visualization.

Regarding the Oculus VR support: We had the support working for the DK1. The DK2 introduced major changes in the API which we didn't implement yet, since we figured that direct usage of the OculusVR with Octane is not too great of an experience because of the high latencies between head tracking and rendering. And due to those disadvantages and the fact that OculusVR is still in development, we have deferred the work for later. Maybe when the final consumer version arrives. The GearVR on the other hand has immediate use and is actually a surprisingly nice experience.
Yes. Oculus needs to be experienced. It really can´t be explained. Or wait, I heard a good one: "previously, when I played formula-1 game, afterwards I remembered playing a game. With Oculus, I remembered afterwards that I was driving a formula-1". That sums it the best imo.

When I put the thing on my head and launch Elite Dangerous, I am in space. Period. :)

Static images works very well. It is nice to just sit in the street what you have built your self and it looks great. Being inside a photo. That is something.

I understand the DK2 issue. No point investing time & trouble, since it will be 100% sure a different version when it goes to consumers. But hey, now that you have a direct link to John Carmack, and you don´t necessarily need to just wait whats coming up, you could actually plan together some specs.. How about that?
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Refracty
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I really need Oculus DK II support with Octane.
It would be an awesome feature to present interiors to clients
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abstrax
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Refracty wrote:I really need Oculus DK II support with Octane.
It would be an awesome feature to present interiors to clients
As I said before, direct rendering to Oculus is currently too slow for most practical uses, but pre-rendering scenes as stereo panoramic images is a whole different story. That's what you can do already with 2.21. I will add some more tweaks to it, to simplify a few things, but the rendering part is pretty much done. The key here is of course the viewing application Oculus360, which John Carmack is working on. We got a prototype from him for the GearVR and it works great already and as far as I understand it's planned to have this viewer application also running on the Oculus HMD.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Refracty
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Ah, now I understand Marcus.
The prerendered scenes provide high quality but I see a lot of potential in using Octane as the viewer application too.
On the last Paris motorshow there was a VR show with the oculus rift. They have used another software for that with a signifacantly different price tag compared to Octane. If Octane would offer direct live viewing and navigation inside a scene that would be very cool and a big plus. I guess that direct lighting and the latest Geforce cards could be sufficiant for many scenes.
What do you think?
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abstrax
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Refracty wrote:Ah, now I understand Marcus.
The prerendered scenes provide high quality but I see a lot of potential in using Octane as the viewer application too.
On the last Paris motorshow there was a VR show with the oculus rift. They have used another software for that with a signifacantly different price tag compared to Octane. If Octane would offer direct live viewing and navigation inside a scene that would be very cool and a big plus. I guess that direct lighting and the latest Geforce cards could be sufficiant for many scenes.
What do you think?
From what we've seen so far, we can't get close enough to the 10-20ms latency that is required for a good VR experience even for fairly simple scenes. Things may change in the future, but it's a hard problem and Octane is currently designed for the best scalability possible and the best image quality possible, which makes it hard to optimize for low latency.

Anyway, we will hook up OculusVR again and release it, when we get to it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
r-username
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krpano has some nice tools to view/convert cube projection renders.
http://krpano.com/forum/wbb/index.php?p ... #post57672

Any way to add the lens shift fields to the pano camera for larger renders?
it would be interesting if we could render each "cube" in the cube projection separately.
Last edited by r-username on Sat Feb 14, 2015 3:03 am, edited 1 time in total.
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ristoraven
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Should the lightfield technology be the thing for Octane based VR? Prebaked scenes + cloud rendering for interactive objects and particles and stuff..?
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