The Google Daydream Headset is announced at only $79. ( along with the pixel phone )
I was worried that I would need a CB enabler type hack fer my Gear VR but I guess at that price I will probably just use a second HMD. Was really hoping that after the Daydream dev environment was released with the Android Nougat update that with this Headset... That the Google Tilt Brush might be introduced to android for tether-less freedom but that does not seem to be the case? On the other hand, Google has just made Tilt Brush open source on GitHub! In hope developers will fit Tilt Brush into other applications for artists! https://github.com/google/tiltbrushtoolkit http://uploadvr.com/google-tilt-brush-toolkit/
Also I been checking out the new Limitless VR animation tool supposedly already made available to select developers and artists ( is there a Beta? ) Made by ex-Bungie and Pixar alum to make VR animation intuitive and "in-world" instead of as a guessed second-hand afterthought as is the norm fer pretty much all of today's stereoscopic asset and level design creation sadly enough. Hopefully tools like this and Unity And Unreal's VR editor become more refined and pervasive. http://www.geekwire.com/2016/limitless-a-platform-to-create-interactive-characters-to-debut-at-gdc/
If you have a GearVR or Oculus you might have checked out the cool VR offerings from "OTOY". I thought the following tracking proof of concept they are working on was pretty nifty and a hopeful direction. It shows what they can do to capture interactive lightfields! In the demo they track position using a VIVE controller strapped to the users head mounted GearVR! with the other to track hand movement.
Last but not least... The Spiraloid Workshop is a VR, Film and Game Studio located in Seattle & L.A. Bay Raitt has ended his Road trip adventure retirement and is on to his new VR venture. Starting up a new company with a stereoscopic eye towards a undisclosed VR project. Looks like he is going with Unity and he is asking for help! ( in addition to Zbrush Bay Raitt is an avid fan of 3D Coat and it is refreshingly listed in the Job req list! ) http://www.spiraloid.net/#jobs
a link to the APK is in the thread if you have a Daydream and compatible device to test it on
I tested it on my Pixel XL and it was pretty juttery - and the AA(MSAA) is turned off, so it looks prettty horrible
Some of the other stuff Epic is working on looks pretty bad ass https://www.youtube.com/watch?v=CEoDS__sfWA , so I would reserve judgement till they release something official.
Overall it's a pain in the ass to get everything setup to build in UE4 for daydream. The details are here:
I can't currently test out the tools as I don't own a Pixel phone; I was looking to get user feedback before taking the plunge into VR. Do you feel limited by the constraints of the hardware and what the game engines can do with it? Or can you reasonably build what you imagine for the most part? The tone of your post gives me more of a "it's not quite ready yet, but it could be good one day" feeling rather than a "too limiting -- don't bother" feeling.
Daydream has the same limitations as most mobile VR- no positional tracking, a bevy hardware limitations, wild west UX- but the addition of the motion controller adds a new dimension to the experience. It is not on par with the VIVE, or Touch motion controls as far as tracking, but it does add a much needed input that unbinds a whole set of UX experiences that you can't achieve with gaze based, or gamepad input VR.
I think it has loads of potential. It is just not in a state where ease of development is as easy as porting to PC based VR systems. Google is also heavily curating the Daydream store- so there is that barrier if you are looking to publish a game or experience.
As someone with both environment artist and level designer experience who also found the movie TRON hugely influential, I've been dying to build levels and explore spaces in VR since the first Oculus hardware came out.
Daydream and Rift were the hardware options I wanted to explore further.
I'm not looking to publish games or make money off my work. A robust toolset and the shortest iteration loop from MODO to Unreal to walking around in VR is important to me.
Replies
Someone put togethher a build of the forward renderer for UE4 here: https://www.reddit.com/r/daydream/comments/5exqwy/unreal_engine_forward_rendering_test_w/
a link to the APK is in the thread if you have a Daydream and compatible device to test it on
I tested it on my Pixel XL and it was pretty juttery - and the AA(MSAA) is turned off, so it looks prettty horrible
Some of the other stuff Epic is working on looks pretty bad ass https://www.youtube.com/watch?v=CEoDS__sfWA , so I would reserve judgement till they release something official.
Overall it's a pain in the ass to get everything setup to build in UE4 for daydream. The details are here:
https://developers.google.com/vr/daydream/overview
I can't currently test out the tools as I don't own a Pixel phone; I was looking to get user feedback before taking the plunge into VR. Do you feel limited by the constraints of the hardware and what the game engines can do with it? Or can you reasonably build what you imagine for the most part? The tone of your post gives me more of a "it's not quite ready yet, but it could be good one day" feeling rather than a "too limiting -- don't bother" feeling.
Daydream has the same limitations as most mobile VR- no positional tracking, a bevy hardware limitations, wild west UX- but the addition of the motion controller adds a new dimension to the experience. It is not on par with the VIVE, or Touch motion controls as far as tracking, but it does add a much needed input that unbinds a whole set of UX experiences that you can't achieve with gaze based, or gamepad input VR.
I think it has loads of potential. It is just not in a state where ease of development is as easy as porting to PC based VR systems. Google is also heavily curating the Daydream store- so there is that barrier if you are looking to publish a game or experience.
Daydream and Rift were the hardware options I wanted to explore further.
I'm not looking to publish games or make money off my work. A robust toolset and the shortest iteration loop from MODO to Unreal to walking around in VR is important to me.