OctaneVR reveiled by Otoy

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rappet
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http://home.otoy.com/otoy-unveils-octanevr/

Very exciting!!!
Congratz Otoy.. Wonderful news!

Looks like we have to go Samsung if we want to go for OctaneVR ;)
Or am I missing something and are there other options?
The article is all over with the Gear VR with which a Samsung Note4 is neede if I am correct.

I was hoping for the Oculus Rift (without having to buy new phone, tablet or other hardware... Only software.

Curious where this is going and looking forward to go VR someday.

Greetz,

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ristoraven
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Yes, GearVR will apparently be the thing. I don´t mind. You can take that thing with you and show to clients on site. That is a significant feature.

DK2 is only a prototype anyway, need to keep that in mind.

But, since there is whole bunch of VR HMDs coming from Nvidia and Valve and ofcourse CV1, I bet GearVR will not be the only one. That would be silly.
Rikk The Gaijin
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OctaneVR will be available for download on OTOY’s website in April. The ORBX Media Player application be updated on the Gear VR Store simultaneously.
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gabrielefx
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I don't understand why Octane VR is not available for DK2
How do I debug my 360 degrees stereo panoramas before to upload them into the Samsung smartphones?
I think that a Kolor Panotour Pro upgrade will do the same.
I don't see this marvelous invention.
360 degrees panoramas are 2d side by side images warped to be compatible with the Oculus Rift lenses.
The DK2 has the camera tracking system and we can move our head backward and forward (in a limited space)
The DK2 is more professional, the Samsung solution is a toy but fun.
So, where is the olographic realtime rendering system for the Oculus Rift?

regards
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Rikk The Gaijin
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Gabriele, the DK2 is an obsolete prototype, it doesn't make sense for a company to release a brand new product for that.
I'm sure once the Oculus CV1 will hit the market next year, Octane will support it. ;)
r-username
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GearVR is better for Otoy since the graphics will be rendered in the cloud. Without cloud rendering static stereographic images, 360 videos and low-poly graphics are required because of the mobile phone hardware limitations. In addition It's a bit harder to develop for the GearVR since developer apps need to go through the Samsung store and hardware keys are needed test and export.

DK2 while outdated, developers can provide a very high poly, graphic intensive experience. The only limitation is the engine and the computer providing the runtime. It's very easy to develop for the DK2, I had few sample octane stereo 3d renders, in a DK2 custom app exported within a day. In theory a studio could just send a runtime to the client if they had a DK2 in house.

Even with the ease of use of developing for the DK2, cloud should be the better path. My concern is the length of time it's taking to release the Otoy VR offerings, The current speed of VR developments a month is like 6 and end of summer is...
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r-username
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rappet wrote:without having to buy new phone, tablet or other hardware
In addition I think you would need a mobile/wireless plan for the Samsung phone, just having the phone is not good enough.
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ristoraven
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I don´t see a problem with GearVR. I plan to just figure out the optimal specs for the render with simple test scenes, then, I´ll make the actual scene and render.
Simple as rowing a boat. This includes animations with volumetric fire, smoke and brimstone. Man, this stuff is just hitting me piece by piece: I can make ANIMATIONS with volumetrics in VR. Prebaked to be viewed with a simple phone. This is ginormously awesome.
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rappet
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ristoraven wrote:I don´t see a problem with GearVR. I plan to just figure out the optimal specs for the render with simple test scenes, then, I´ll make the actual scene and render.
Simple as rowing a boat. This includes animations with volumetric fire, smoke and brimstone. Man, this stuff is just hitting me piece by piece: I can make ANIMATIONS with volumetrics in VR. Prebaked to be viewed with a simple phone. This is ginormously awesome.
The only problem I see is that I am forced to buy a Samsung Note 4.
That makes me want to find good alternative.

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ristoraven
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John Carmac, btw, has doubts about the Amazon cloud render, because it is pay per minute based. He doesn´t believe it will work..
http://www.twitch.tv/oculus/v/3862049?t=1h30m16s

I too have some doubts about this.

If I make, lets say, 10 minute animation, customer would pay 50 cents to the amazon for the whole show per view, 0.05 cents per minute. If the customer would like to show that to his girlfriend, to his buddies, to his mom, dad, uncle and grandmother etc.. it does ad up, and I am not sure (I don´t think anyone can be sure) that the customer is that keen about this. If the pricing would be something like 5 bucks, it gets swallowed up entirely by Amazon quite fast. 10 bucks for a ten minutes VR experience is a rip off, no matter how awesome the show is. I think. What do you think?
Cloud rendering is the thing for the future, to be sure, but how it should be paid so that the customer doesn´t feel being ripped off because of the need to pay again and again for the one and same show? Tricky question. Rental? So that the customer doesn´t buy the show, but rents it? It would be viewable, no matter how many times, full 24 hours? To me this sounds, like it could work.
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