Category Archives: VR

Quantic Rift – April 2016 News

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Quantic Rift is still under development with Unreal Engine 4 (4.11) but we have achieved a lot of features (blueprints, C++ code, 3D content, animation and sounds):

Green; completed – Magenta: Gfx/Sfx to be enhanced – Orange: code to be completed,

 

  • User interface
    • Main menu
    • Contextual menu
    • HUD (life, energy, weapons)
  • First Person Shooter system
    • Weapons selection (Knife, Pistol, Shotgun, Assault rifle, SciFi rifle, Bazooka and grenade)
    • Weapons and ammos pickups
  • Lift system with in/out doors and cabin
  • Inventory system
    • Pickups (health, energy, ammos, poison, fire camp…)
    • Contextual menu
    • Drop item
  • Keys and doors system
    • 4 keys (red, green, yellow, blue)
    • Generic doors
  • Minimap (top view)
  • Special effects
    • Extinguisher smoke then explosion
    • Footsteps depending on ground material
    • Destructible items and FX (glass, computers, objects)
  • Gamepad Input
    • Character movement control
    • Main and contextual menus control
  • Characters
    • 3D characters modeling (Mixamo and Poser)
    • Animation (Mixamo and Poser)
    • Basic IA (walk, run, follow path, follow player…)
  • Open world first Level
    • Two level Building
      • Entrance
      • Rooms
      • Computer room
      • SciFi Lab
      • Car park basement
    • Outside environment
    • Tech map
    • Level sub loading
  • Dialog system (work in progress)

The next steps will be the following:

  • Finish dialog system
  • Complete weapons animation (grenade, knife, change arms to human arms)
  • Complete characters animation and IA + dialogs + life management
  • Finish gfx of current level
  • Resolve performance issues in current level
  • Add new levels

Screenshots are following

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VR Racing – news and additional track

VR Racing is still in development. It was initially scheduled to be released in December 2015, but the game is not ready for a public release as the team effort is also concentrated on Quantic Rift adaptation to Unreal Engine 4.

But, the good news are that an additional track is now included in VR Racing : France track (inspired by Le Mans Bugatti track).

So the game will contain three tracks : Italy, Belgium and France.

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VR news – Resolving a few issues with new Oculus drivers V0.7.0.0-BETA

We are having a few issues with the latest Oculus drivers (V0.7.0.0-BETA).

Current available VR Experience 4 Oculus Rift and our Quantic Rift demo are not working any more with new driver and V0.6 driver version is required.

We won’t thank Oculus for this non-backward-compatible change and we won’t thank them also for not upgrading MacOSX version of Oculus drivers (still in V0.5) as source are now diverging between OS X and Windows versions.

The new thing is that only one camera needs to be defined into our scene to have VR stuff which breaks all that was done before.

So we had to make several changes inside our code to make it work and a new version of VR Experience 4 Oculus Rift is almost ready and will be available very soon.
But good news: performances are a lot increased !

The Quantic Rift demo is a bit more broken because of it’s integration with UFPS engine, but as it is currently ported to the Unreal Engine 4 that’s not a big problem.

Note that if you have a NVIDIA graphic card, with the new Oculus drivers version under Windows 10 it is required to use the latest (beta) drivers from NVIDIA as recommended by Oculus (check Oculus page for details).

Oculus PC SDK 0.7 Compatibility Changes: https://developer.oculus.com/blog/upcoming-oculus-pc-sdk-0-7-compatibility-changes/

Windows 10 Compatibility w/ Oculus Rift DK2 – PLEASE READhttps://forums.oculus.com/viewtopic.php?f=18&t=25316

Unity vs Unreal: Quantic Rift 3D engine selection

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SebL ported a subset of Quantic Rift’s first scene to Unreal 3D engine and the visual result is really quite impressive and the first performances results are quite good, even in VR.

So we are now trying to create the same scene as the one we made under Unity but with Unreal engine to be able to select the best engine for our full FPS game.

That means not even porting all 3D scene but also porting all C# scripts that we have already achieve or integrated to blueprints or C++ code (FPS engine, lift animation, characters animation, destruction of objects, VR cam management…).

This is really not an easy task and we don’t really know, how long it will take as we are more used to Unity Engine but we want to know what we can get with that engine before creating the full game.

VR Experience v2.0

VR Experience v2.0 has been released for iOS and Android.

Here is the cool new features list in response to various users’ wishes:
– VR drift fixed
– 4 VR modes are now possible:
VR0: magnet toggle: move on/off
VR1: magnet toggle: next scene, look down; move on/off
VR2: magnet toggle: move on/off, look down; next scene
VR3: look down; move on/off
– Configurable player height
– Configurable player speed
– Configurable player eyes distance
– Digital Pad controller when in “Normal” mode (left/right/forward/backward/rot left/rot right) [replaces long tap action]
– Performances improved on some levels

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[update: 2.1 android: now 100% compatible with Durovis Dive 7 VR helmet for 7″ tablets such as the Nexus 7]

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Homido vs Durovis Dive VR headsets comparison

The ideoservo team tried both the Homido and Durovis Dive 5 VR headsets at Laval Virtual 2015. These VR helmets are used with smartphones and do not compete directly with the Oculus Rift VR headset.

Compared to the Google Cardboard (less than 20 euros), both are good premium manufactured VR helmets (60 to 70 euros).

We have a little preference for the Homido (French/Chinese design), because we found that it had better VR feeling when we tried both at the exhibit (lenses can be adjusted in depth and in lateral distance which is really a great idea).  It is also shipped with an optional bluetooth controller (making the magnet useless ?). It would have been a good idea to also ship a magnet for compatibility with magnet enabled apps (such as VR Experience) – hopefully we had one in our pocket thanks to… Durovis !

The Durovis Dive 5 (German design) is now shipped with a nice designed magnet toggle and the Leap Motion system can also be added (we did not try it at the exhibit). It is also 10 euros less than the Homido helmet. Lenses can also be adjusted in depth and in lateral distance for better VR comfort.

A Durovis Dive 7 for small tablets (Nexus 7 …) is also available (a bit expensive as it is 115 euros at the moment) but it really looks great (we have also ordered one and it will be supported by our apps).

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At the moment our application “VR Experience” needs a magnet to toggle start/stop walking (so we can say that the Durovis Dive 5 is maybe better supported).

You can buy one of those helmets on their official pages (please click on the images above).