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John Carmacks tweat
Posted: Fri Feb 06, 2015 5:01 pm
by ristoraven
Hi,
I just stumbled on this, while redditing latest news from Oculus.
John Carmack:
"@OTOY added support for rendering stereo cube maps in the Octane renderer. Their test is the highest quality scene I have seen in an HMD."
https://twitter.com/ID_AA_Carmack/statu ... 1304974336
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I knew it. There´s no thing like Otoy, so Otoy must be the thing.
I can´t wait to have Brigade 3.0 with light field stuff on my hands.
Re: John Carmacks tweat
Posted: Fri Feb 06, 2015 6:34 pm
by ristoraven
Now that I have made first quick test with cube map projection, uhm, what player I should use to view these?

Re: John Carmacks tweat
Posted: Fri Feb 06, 2015 7:31 pm
by Goldorak
The new Oculus 360 photos app, which should be released shortly:
https://twitter.com/id_aa_carmack/statu ... 3292818434
Re: John Carmacks tweat
Posted: Fri Feb 06, 2015 7:41 pm
by ristoraven
Oh,
Thanks. Have to wait for it. No prob. My deadline is where the CV1 has
Probably not the best topic to ask this, but is there other specs for the optimal render resolutions?
Re: John Carmacks tweat
Posted: Sat Feb 07, 2015 9:58 am
by abstrax
ristoraven wrote:Oh,
Thanks. Have to wait for it. No prob. My deadline is where the CV1 has
Probably not the best topic to ask this, but is there other specs for the optimal render resolutions?
Yes, you would the GearVR stereo resolution, which you can find in the resolution settings node and which is ginormous: 18432 x 1536 pixels... As I said in the 2.21 release post, this is experimental and we will write more details about it next week.
Re: John Carmacks tweat
Posted: Sat Feb 07, 2015 5:53 pm
by ristoraven
Ginormous. I like the sound of that.
And to make one more dumb question, this resolution is also DK2 and near future CV1 compliant or is this tailored to just for GearVR?
64k X 32k in the near horizon?

Re: John Carmacks tweat
Posted: Sat Feb 07, 2015 8:20 pm
by ristoraven
Just made a quick 80 sample render with this ginormous resolution and took a good look at it in photoshop. I have no idea what I am seeing. Stripe of 12 boxes and the images are inverted too. This looks awesome. Definetly a new standard to "wrap your brain around this" idiom.
I would grant a tech nobel / oscar straight away to Otoy team & Carmack.
Re: John Carmacks tweat
Posted: Sun Feb 08, 2015 10:23 pm
by Goldorak
ristoraven wrote:Ginormous. I like the sound of that.
And to make one more dumb question, this resolution is also DK2 and near future CV1 compliant or is this tailored to just for GearVR?
64k X 32k in the near horizon?

For Gear VR (and likely CV1), this is apparently the ideal resolution for stereo cube map based panos, no less, no more. I have tested higher just to see what happens, and Carmack is right, it doesn't look any better with more pixels.
The DK2, BTW has only half the pixels of the GearVR. It is no where near the same quality as what you will see on the real VR consumer devices like GVR and eventually CV1.
Re: John Carmacks tweat
Posted: Sun Feb 08, 2015 10:52 pm
by ristoraven
More samples and the image gets better and better
Thanks for the specs / info.
I need to get a GearVR then. Doesn´t bother me the least bit.
Re: John Carmacks tweat
Posted: Mon Feb 09, 2015 9:10 am
by gabrielefx
the Samsung Note has a resolution of 2560x1440 pixels 1280x720 per eye
the Oculs DK2 "only" 1920x1080 960x540 per eye
to have a double DK2 resolution we need 4K displays.
in all Gear VR reviews the pixel matrix is clearly visible.