Oculus Rift

That was awesome. How did the "presence" in the VC feel?

:hesaid:

Can you describe what you see in terms of the edges of your vision? If you move your eyes to the far right or far left, does the image stop? Or does it wrap so far around that you can't see any edge? Same question for up/down vision.

Also, how hard is it to use the keyboard commands without being able to see the keyboard?

Thanks for your amazing video!
 
@dgatsoulis
How did the "presence" in the VC feel?
It feels very real ;-) The VC is awesome for devices like the Oculus Rift.
Everything seems to be proper sized. (controls, etc)
I believe that it must be possible to stay in the virtual cockpit during an entire flight. The rift has just 640x800 pixels per eye, so everything is very blurry.
And you cannot even guess what the texts on the MFD's would display.
But I think this would change, when the higher resolution Oculus Rift comes out.

Also, have you done an EVA in LEO, take a stroll around the ISS?
Not yet, but I did look around just by scrolling out. It's amazing.

@blixel
When I turn my head in what ever direction the image is not stopping, I just see the interior of the helmet ^^. Wouldn't the helmet be there, I think I would see the other guests in the delta glider.

Regarding the use of the keyboard I can declare that it's kind of hard, but I know the commands pretty well. I would suggest using the mouse in the virtual cockpit to switch buttons and a joystick to steer. How would a mouse pointer in 3d work? I saw a very good approach in the Oculus Rift version of HalfLife2.

Good orbit
 
Oculus Rift DK2s are shipping out and an SDK update was just released including positional tracking.
 
DK2

I ordered the Oculus Rift DK2 and expect it to be delivered very soon.
I cannot wait to start developing on the Orbiter support for it.
I will keep you informed. Greetz
 
Hi.

Just up, to know, is it worth for orbiter and consumer version of oculus? Has anybody tried it?
 
Oculus Quest - Space Flight Sim Prototype

I am still working on it, occasionally.


This project uses:
- Unity3D Engine for Rendering and Physics
- Nasa/JPL CSpice library for positions
- Oculus Quest Unity SDK for HMD and controller input

Let me know what you think.
 
Hi nens86,

is your SW still available/playable in Orbiter with OculusRift? I have a RiftS and it would be so great to be able to use Orbiter with it..
 
Hi Wolf,

unfortunately it's not available and compatible any more. In 2014 I used the SDK for the DK1 which drastically changed over the years. It was only possible because the the DK1 supported to render on a different screen, which is nowadays an outdated technique.
I was only altering the DirectX9 client (which is a plugin for Orbiter)
To support the current Oculus SDKs Martin would need to directly implement it in the main application.
 
Why can't it work with a graphics client using a modern SDK?
 
Why can't it work with a graphics client using a modern SDK?

Well, I have tried it with the old D3D11Client and my Oculus Rift, and it works well (except for the obvious shortcomings of D3D11Client of that time), so I don't understand the statement either. :shrug:
 
Face, could you tell us how to use ORBITER in VR with Oculus Rift?
 
Face, could you tell us how to use ORBITER in VR with Oculus Rift?

I have modified the D3D11Client with the Oculus SDK. Without code work you'd have to use things like VorpX to get it, which is a commercial product.
 
I have VorpX. Ptoblem is I don’t know how to set it up for use with Orbiter.
Any help?
 
I have VorpX. Ptoblem is I don’t know how to set it up for use with Orbiter.
Any help?

They have a support forum AFAIK, which you should be able to use as a paying customer.

If I had to guess, I'd say you should use the newest D3D9Client for 2016, enumerate the available devices and choose the one that is emulated by VorpX.
 
Thanks Face, I ll have a look at their forum
 
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