John Carmacks tweat

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Rikk The Gaijin
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Everyone wants his piece of cake...
nVidia and Valve are not the only competitors of Oculus, this is the list of existing/upcoming VR/AR headset:

Razer OVR
Avegant Glyph
Sony Morpheus
Carl Zeiss Cinemizer
Silicon Micro Display ST1080
Mattel View-Master
Sulon Cortex
Apple unnamed VR device
Microsoft HoloLens

And probably there will be more announced at GDC
ristoraven
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Yep,

It would be nice to know how much of these works relies on reverse engineering of Oculus / John Carmacks work.

Well, throw some standard resolutions in the bucket and I´m all good.

Hololens has its own approach though that really doesn´t compete with others.
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Goldorak
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Viewing Octane renders on GearVR is incredible. I don't know of any other device that matches this experience at the moment. You can view your pano renders on other stereo HMDs, but I think it is hard to settle for anything less than the experience we get today with GVR.

We are planning to submit the viewer app to the Oculus store. It turns out we can't just post an .apk here or on Google Play, as Oculus requires the apps to be signed by them.

The lua viewer is meant to serve as a preview tool so you can quickly test renders on GVR. Since it is lua driven, it can also be expanded with new features via ORBX lua packages (similar to script nodes in Octane).

Regarding hostpots in the viewer, we are implementing this for the WB project, which is a navigable VR experience, with story, intro and audio. The entire package is saved as an ORBX file with lua controlling navigation, menus and more that can be loaded by the viewer. Authoring something like this is not yet exposed directly in Octane at a high level. Down the line, we'd like to properly support exporting navigable ORBX+lua packages directly from Octane for viewing on VR/AR, Web and mobile.

The viewer is very portable, and we'd like to see it work on as many platforms as possible. We use lua itself to bind GL ES 3 and the low level Oculus and Android APIs. We've done the same for Windows/Linux/OSX/iOS/Android TV/Project Tango and other platforms we are testing. We've just completed an orbx.js parser that can read and write ORBX packages in JavaScript. With lua.js and WebGL2/WebVR we'd like to get full support in HTML5.
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Seekerfinder
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Great info, thanks Goldorak.
Goldorak wrote:I don't know of any other device that matches this experience at the moment.
What about OR DK2?
Goldorak wrote:We've just completed an orbx.js parser that can read and write ORBX packages in JavaScript. With lua.js and WebGL2/WebVR we'd like to get full support in HTML5.
This is kindof huge, isn't it?!

Seeker
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Rikk The Gaijin
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Goldorak wrote:Viewing Octane renders on GearVR is incredible. I don't know of any other device that matches this experience at the moment. You can view your pano renders on other stereo HMDs, but I think it is hard to settle for anything less than the experience we get today with GVR.
STOP TEASING US! :evil:
Rikk The Gaijin
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HTC + Valve VR headset revealed!

http://www.htcvr.com/

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gabrielefx
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quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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gabrielefx
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Hi Goldrak

I installed this app:
https://share.oculus.com/app/viewport-v ... experience
It's really cool!

I need an app where to load my stereoscopic panoramas and navigate them through hotspots like you see in this demo.
Also I want to run it in Direct to Rift mode.
I think I can build this app with the latest UE 4.7 because we can preview the 3d stage within the DK2.
My skill programming is not good...
I don't know if you are developing with Unreal Engine.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
ristoraven
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Wait, so you mean using UE4 to compile octane panoramas?

That sounds interesting, to say the least!

Just from the news, UE4 is now free. Including all the updates and what not. They take only the royalties if the sales from the product exceeds 3000$.
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Goldorak
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VR/AR is the future. We are committed to it as a company. We'll share more at the at GTC, but it is no secret, light fields are the only way to do this right. We've been showing how this will work since Siggraph (http://home.otoy.com/render/light-fields/)

This month, we are working on our app for DK2 and GearVR, and the new Oculus 360 photos app is coming out shortly with direct viewing of the cube map stereo renders from 2.21.1+
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