Oculus Rift support?

Discussion and feedback on Construct 2

Post » Wed Oct 08, 2014 3:08 am

I have tried the OR and the ones that came out in the 1990s... they are basically the same thing.

The ones from the 1990s became so popular that people today think the OR is something new because they never heard of the same technology already being tried out well over 15 years ago. e.g. "cyber 3d visor"

The resolution on the OR is no better than back then... some day they got to get it right...but then again some day the holodeck type experience will be here also.
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Post » Wed Oct 08, 2014 6:30 pm

Sigmag wrote:Good old fashioned brain rendered depth blur in games that don't actually have depth blur.

I hadn't actually considered that. Surprising that it works! I thought we'd see the "everything-on-focus" effect, like we have in flat screens.

Sigmag wrote:This already happened a year ago, it's pretty spot on for making you feel like you are in a theater. Program is called VR Cinema. And if I see C2 making it's way to the OR any time soon, it'll be in a format like this. 2D projected into a 3D environment.

I don't know if you got what I was implying. I meant to use VR as a productivity tool, such as having 10 excel windows open at once without getting lost, since you have "infinite" screen space. The limit would obviously be the device's resolution - I hear text is tiring (due to low-rez) even in the OR DK2.

Sigmag wrote:the main thing keeping people from wearing it for 8 hours is going to be motion sickness. Unless you are immune to motion sickness, you will feel sick within 10 minutes of playing the OR for your first time. It gets easier as you use it more regularly. I can use it for about 4 hours a day.

But that's because you're in a game, with all sorts of action-result mismatches, right? I imagine that if you had it on in a "sitting-in-a-desk-simulator" it wouldn't cause any problems at all.
The scenario I'm thinking of would be binaural sound simulation (i.e. rain or the ocean) and having some sort of vista projected around you (a mansion, top-floor-skyscraper, yacht deck, this thing), meanwhile, flat windows (from desktop programs) would be projected in a globe around your head. You could look and interact with them as if you were surrounded by monitors. Of course, later programs would be designed to be less flat.

Sigmag wrote:social interaction is definitely going to be one of the biggest uses for VR

Feedback and control schemas are much too primitive for that. We'd need some sort of tactile simulator capable of transmitting tactile info from the character to the player and some system that can convert movement intent to in-game movement, without moving your body, otherwise the dissonance that comes from indirectly controlling a character through an input device will still break the immersion (as well as cause motion sickness).
I'm not saying it's impossible or unwanted, the porn industry alone would pay fortunes to see this through, but without direct neural stimulation or spinal bridges (both still in the realm of scifi), I don't see this happening satisfactorily.
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Post » Thu Oct 09, 2014 12:34 am

Fimbul wrote:
Sigmag wrote:Good old fashioned brain rendered depth blur in games that don't actually have depth blur.

I hadn't actually considered that. Surprising that it works! I thought we'd see the "everything-on-focus" effect, like we have in flat screens.


It's interesting, this is one of the defining factors of immersion and even standing in the same room as a user on the OR with a monitor showing what they are seeing, it's in no way the same experience. Things like dust specks that are just "filler" on a flat monitor become complete atmosphere in the OR.

My favorite in this category is watching people play 'dreadhalls' which is a randomly generated maze. To us watching on the screen it's a scary game, to them in the OR, it is a haunted house.

Fimbul wrote:
Sigmag wrote:This already happened a year ago, it's pretty spot on for making you feel like you are in a theater. Program is called VR Cinema. And if I see C2 making it's way to the OR any time soon, it'll be in a format like this. 2D projected into a 3D environment.

I don't know if you got what I was implying. I meant to use VR as a productivity tool, such as having 10 excel windows open at once without getting lost, since you have "infinite" screen space. The limit would obviously be the device's resolution - I hear text is tiring (due to low-rez) even in the OR DK2.


They have desktop workspaces like this, and it definitely will help productivity. However like you said, text and low definition are a bad mix since text is very often among the smallest elements on screen. Most all text that isn't cartoon block letters or giant in the OR DK1 is unreadable, and I'm sure DK2 isn't quite there yet either.

I am looking forward to virtual workspaces though all the same, I think they just have a limited start.

Fimbul wrote:
Sigmag wrote:the main thing keeping people from wearing it for 8 hours is going to be motion sickness. Unless you are immune to motion sickness, you will feel sick within 10 minutes of playing the OR for your first time. It gets easier as you use it more regularly. I can use it for about 4 hours a day.

But that's because you're in a game, with all sorts of action-result mismatches, right? I imagine that if you had it on in a "sitting-in-a-desk-simulator" it wouldn't cause any problems at all.
The scenario I'm thinking of would be binaural sound simulation (i.e. rain or the ocean) and having some sort of vista projected around you (a mansion, top-floor-skyscraper, yacht deck, this thing), meanwhile, flat windows (from desktop programs) would be projected in a globe around your head. You could look and interact with them as if you were surrounded by monitors. Of course, later programs would be designed to be less flat.


The main issue is that there are so many variables in making virtual reality appear as actual reality to the brain, that there is much to account for. As it stands, the best rule of thumb is generally the more you move your head (and around the virtual space), the quicker the motion sickness sets in regardless of what you are doing.

I guess it's kind of like being on a boat, you feel pretty much the same as being on land, but every now and again you get sea sick because the waves of motion somehow don't line up with what your brain expects. Like sea sickness, some people never will experience OR motion sickness. I had a friend who was strapped into a space shuttle spinning out of control that made a few of us watching the flat monitor sick, but not the guy in the OR, so it's a bit odd.

However, some have come a long ways in regards to this. A game I played recently called 'Windlands' has you swinging around like spider man at skyscraper heights and it didn't make me sick at all, I played it for an hour and 30 minutes. And another misconfigured game where I wasn't even moving made me need to take off the OR immediately, so I think once they standardize the eye profiling they will also improve the motion sickness issue substantially.

Fimbul wrote:
Sigmag wrote:social interaction is definitely going to be one of the biggest uses for VR

Feedback and control schemas are much too primitive for that. We'd need some sort of tactile simulator capable of transmitting tactile info from the character to the player and some system that can convert movement intent to in-game movement, without moving your body, otherwise the dissonance that comes from indirectly controlling a character through an input device will still break the immersion (as well as cause motion sickness).
I'm not saying it's impossible or unwanted, the porn industry alone would pay fortunes to see this through, but without direct neural stimulation or spinal bridges (both still in the realm of scifi), I don't see this happening satisfactorily.


I think we will see some try to break into that eventually, but social experiences don't have to be based solely on reality or use all the senses. I mean people will come to interact with one another in ways similiar to how online gaming has brought people together. In fact, it's surprising how natural it is for a gamer to adapt to a hybrid control scheme of movements used in real life, and movements used in console or PC gaming to immerse yourself in the rift. Sight, sound and head feedback are typically enough along with the familiarity of a gamepad to tie your immersion together.

One program called 'JanusVR' is a multiplayer virtual web browser type thing. People basically walk around with an xbox controller or the mouse and keyboard and people can see where you are standing and where you are looking based on a simple polygon model, and I think there's chat. It's just a different way you and a friend could browse the internet together, by entering theaters to watch youtube videos or walking down halls with comments scattered on the walls from users of that site. It's not inherently a better or worse way to do it, just a different way to experience it, full realism or otherwise.
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Post » Thu Jul 21, 2016 7:51 pm

Hey guys. My name is Raoni, I have an indie company called Mopix Games and we're making 2D games. I don't agree with a lot people here saying that there's no point of 2D VR. Let's be open minded, right?! Have you guys ever heard about parallax plans? 2D VR can be in fact a very amazing experience if done the right way. Let's be open minded... And for those saying that VR is a puke experience, you should probably test the HTC Vive. It's the best VR experience and it's not going to make you dizzy. The question here is if there any Construct 2 support or plugin for this? I would love to experiment some with this kind of tools. Best wishes! ;)
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Post » Fri Jul 22, 2016 7:27 am

RaoniAd wrote:...The question here is if there any Construct 2 support or plugin for this? I would love to experiment some with this kind of tools. Best wishes! ;)

There's no official support and AFAIK there's no plugin for VR.
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