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Oculus VR Jam 2015 Test Thread

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    Oculus VR Jam 2015 Test Thread

    Hey guys,

    I figured I would start up a thread where people can link to their projects for testing for the Oculus VR Jam.

    Here is my project, an ebook reader for the Oculus:

    http://vrjam.challengepost.com/submi...chimera-reader

    And here is the latest apk: https://vrjam-submissions.s3.amazona...-armv7-es2.apk

    #2
    Very interested to see the other UE4 creations, so post away guys!

    Here's my teams entry:

    We Come In Peace ...
    http://challengepost.com/software/we-come-in-peace
    apk: https://vrjam-submissions.s3.amazona...-armv7-es2.apk

    Note: I'm guessing it only works with the following combinations since it's using the MSAA hack:

    Snapdragon with Kitkat 4.4.4
    or
    Exynos with Lollipop 5.0.1
    Last edited by aussieburger; 05-12-2015, 02:40 AM.
    Headgear - VR/AR solutions

    Comment


      #3
      Originally posted by Katerpilet View Post
      Here is my project, an ebook reader for the Oculus:
      Black screen for me. I can hear some sound. I have a Snapdragon on 5.0.1.

      Originally posted by aussieburger View Post
      We Come In Peace ...
      Black screen for me. I can hear some sound. I have a Snapdragon on 5.0.1.

      Would love to know if anyone can run mine!

      MasterStroke:
      Submission page
      Latest APK

      Comment


        #4
        Originally posted by sinoth View Post
        Black screen for me. I can hear some sound. I have a Snapdragon on 5.0.1.


        Black screen for me. I can hear some sound. I have a Snapdragon on 5.0.1.

        Would love to know if anyone can run mine!

        MasterStroke:
        Submission page
        Latest APK
        Yep like I guessed only the combinations I mentioned work:

        Snapdragon with Kitkat 4.4.4
        or
        Exynos with Lollipop 5.0.1
        EDIT: tested both and both working
        Last edited by aussieburger; 05-11-2015, 01:05 PM.
        Headgear - VR/AR solutions

        Comment


          #5
          Thought I'd post my APK for The Curator's Mini-Museum of Natural History:

          Link to shipping APK

          It's called mm_03 when installed. Pretty sure it'll black screen too for some as I've also applied JJ's MSAA patch.

          So who's gonna be my first tester then :-)

          Let me know what you guys think!
          My Gear VR app got through to the Oculus Mobile Jam 2015 finals. Hurray!
          Check out the latest video and download the installer by visiting:
          The Curator's Mini-Museum of Natural History - http://imnh.org (Built with UE4)

          Comment


            #6
            robeastham - tested and working

            Sinoth I found Masterstroke fun to play but it showed how good the MSAA patch is - imagine Masterstroke without all those swimming lines around your meshes (such a pity UE4 couldn't get this to work with snapdragon and lollipop for the jam )
            Headgear - VR/AR solutions

            Comment


              #7
              Originally posted by aussieburger View Post
              Sinoth I found Masterstroke fun to play but it showed how good the MSAA patch is - imagine Masterstroke without all those swimming lines around your meshes (such a pity UE4 couldn't get this to work with snapdragon and lollipop for the jam )
              Thanks so much for testing! It makes me feel a lot better knowing it can run on a device other than mine. I totally agree about MSAA -- I decided to opt out due to my phone automatically upgrading on me. I hope the judges understand the state of UE4 at the time of the jam T_T

              Comment


                #8
                Here is our link:

                https://vrjam-submissions.s3.amazona...-armv7-es2.apk

                We had some problems with the latest build and like every one else we where pressed for time.
                Hope you can get a glimpse of what we are after. We plan to build a much better version of this for release later on more VR platforms. It looked already so much better in the Rift then in the Gear.

                Anyway; we had fun........ and we wish you all the best of luck with your entry.
                Last edited by NanoMind; 05-11-2015, 04:39 PM.

                Comment


                  #9
                  Here's mine. Crazy ride to get this done. Too late to test but for those interested in seeing other peoples work.

                  http://vrjam.challengepost.com/submi...36548-telegear
                  https://vrjam-submissions.s3.amazona...-armv7-es2.apk

                  Controls

                  The controls for Telegear are designed to be simple as it only utilizes the touch pad.

                  Single tap

                  Shoots a visual marker. These will stick to level geometry to help show you the way. http://i.imgur.com/ralNacN.gifv

                  Tap and hold

                  Shoots a teleporter marker. These cubes will travel forwards until you let go. Aim at the cube to teleport to that location. Aim away to cancel teleportation. If the marker touches level geometry it will disappear. http://i.imgur.com/DaAWQN9.gifv

                  Comment


                    #10
                    Crime Watch Challenge Post Page





                    Download the .APK

                    It was rough getting this all together, and we never really solved performance issues completely on the GearVR, but Timewarp hides up a lot of the framerate inconsistencies.

                    Controls
                    We tested a DualShock 4 connected over Bluetooth. You should sit in a swivel chair where you can turn 360 degrees freely.

                    Left stick : Move forward/backward Right stick: Turn around manually (only if you’re restricted in turning) L1

                    Comment


                      #11
                      I guess it's a little late for the testing but here's our submission:

                      TightropeVR Challenge Post Link

                      APK Download

                      Click image for larger version

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                      Controls

                      This game is completely controller-free. Details are below, in addition to the included tutorial level.

                      Forward Movement: Look down

                      Balance: Left/Right head roll

                      Turn: [TOUCHPAD] + Left/Right head rotation

                      Duck: Physically duck (utilizes Android sensors)

                      Launch cannon (Circus): "Yes" head nodding

                      Reset HMD Orientation (Circus): [BACK]

                      Tutorial Skip/Exit (Loading/Tutorial): [BACK]

                      Universal Menu (Circus): [Long-Press BACK]
                      Last edited by NobleSpoon; 05-12-2015, 12:54 PM.
                      Klepto - Burglary Simulator

                      Comment


                        #12
                        Originally posted by NobleSpoon View Post

                        Controls

                        This game is completely controller-free. Details are below, in addition to the included tutorial level.

                        Forward Movement: Look down

                        Balance: Left/Right head roll

                        Turn: [TOUCHPAD] + Left/Right head rotation

                        Duck: Physically duck (utilizes Android sensors)
                        Hi NobleSpoon I had a implementation question for you regarding the controls - the forward movement and duck controls in particular - where they just using the tilt commands in UE4? how did you tell the difference between 'look down' and 'duck' exactly? Really liked these controls and would be interested in knowing for future projects
                        Headgear - VR/AR solutions

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                          #13
                          Originally posted by aussieburger View Post
                          Hi NobleSpoon I had a implementation question for you regarding the controls - the forward movement and duck controls in particular - where they just using the tilt commands in UE4? how did you tell the difference between 'look down' and 'duck' exactly? Really liked these controls and would be interested in knowing for future projects
                          We were originally experimenting with a line trace with an invisible hit box attached in front of the player to trigger forward movement but we later changed it to use the HMD Pitch value from the breaking the HMD position and orientation node. We put some debug text in game to display the raw values to determine the min-max range and simply added a check to see if the HMD pitch was within that range to add forward movement. Fortunately, these translated the same for GearVR and DK2.

                          Ducking was trickier since the gravity values picked up by the android sensor don't seem to be the most consistent. For this, we piped the raw gravity values to our debug text to determine the optimal value. This had been adjusted multiple times throughout development and it's still far from perfect (will fire if you just look down fast enough). I believe the value we ended up using was 3. We just put the animation and camera movement on a 1 sec timer since returning from duck was too unreliable to detect with the sensor. I'm embarrassed to admit how many times I thought duck was broken when I was testing on the DK2... I'll just blame it on the lack of sleep, lol.

                          We did this project using Blueprints. If it will help, I'll post a screenshot of the movement and ducking stuff later today.
                          Last edited by NobleSpoon; 05-13-2015, 06:57 AM.
                          Klepto - Burglary Simulator

                          Comment


                            #14
                            Originally posted by NobleSpoon View Post
                            We were originally experimenting with a line trace with an invisible hit box attached in front of the player to trigger forward movement but we later changed it to use the HMD Pitch value from the breaking the HMD position and orientation node. We put some debug text in game to display the raw values to determine the min-max range and simply added a check to see if the HMD pitch was within that range to add forward movement. Fortunately, these translated the same for GearVR and DK2.

                            Ducking was trickier since the gravity values picked up by the android sensor don't seem to be the most consistent. For this, we piped the raw gravity values to our debug text to determine the optimal value. This had been adjusted multiple times throughout development and it's still far from perfect (will fire if you just look down fast enough). I believe the value we ended up using was 3. We just put the animation and camera movement on a 1 sec timer since returning from duck was too unreliable to detect with the sensor. I'm embarrassed to admit how many times I thought duck was broken when I was testing on the DK2... I'll just blame it on the lack of sleep, lol.

                            We did this project using Blueprints. If it will help, I'll post a screenshot of the movement and ducking stuff later today.
                            Great ideas there and it would be great to share that (as i'm also a blueprinter)! I'm sensitive to motion sickness with vr movement + traditional controls and find 'leaning' prevents it - hence this forward movement trick prevented 'sickness' for me I was not aware the gearvr gave hmd pitch values via Blueprints else would have thought about adding some movement as well Oh well for the next project!
                            Headgear - VR/AR solutions

                            Comment


                              #15
                              As requested, here's the details from our character BP for the forward movement and ducking used in TightropeVR. Not necessarily the most efficient approach but it got the job done in the time allowed. Let me know if you have any specific questions on either of these and I can provide some additional details to help you along.

                              Movement
                              Click image for larger version

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                              Ducking
                              Click image for larger version

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                              -Matt
                              Klepto - Burglary Simulator

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