N64 Emulated In VR Makes Hyrule Go 3D

The Nintendo 64 had some groundbreaking and popular 3D games, and [Avaer Kazmer] felt it was only right to tamper with things just enough to trick an emulator into playing Ocarina of Time in VR, complete with stereoscopic 3D. The result is more than just running an emulator on a simulated screen in virtual reality; the software correctly renders a slightly different perspective of the world of Hyrule to each eye in order to really make the 3D pop in a way the original never could, and make it playable with VR controllers in the process. The VR emulator solution is called Emukit and works best with Exokit, a JavaScript web browser for AR and VR environments for which [Avaer] is a developer.

It turns out that there were a few challenges to work around and a few new problems to solve, not least of which was mapping VR controllers to control an N64 game in a sensible way. One thing that wasn’t avoidable is that the N64’s rendered world may now pop in 3D, but it still springs forth from a rectangular stage. The N64, after all, is still only rendering a world in a TV-screen-sized portion; anything outside that rectangular window doesn’t really exist, and there’s no way around it as long an emulated N64 is running the show. Still, the result is impressive, and a video demo is embedded below where you can see the effect for yourself.

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Magic Leap Finally Announced; Remains Mysterious

Yesterday Magic Leap announced that it will ship developer edition hardware in 2018. The company is best known for raising a lot of money. That’s only partially a joke, since the teased hardware has remained very mysterious and never been revealed, yet they have managed to raise nearly $2 billion through four rounds of funding (three of them raising more than $500 million each).

The announcement launched Magic Leap One — subtitled the Creator Edition — with a mailing list sign up for “designers, developers and creatives”. The gist is that the first round of hardware will be offered for sale to people who will write applications and create uses for the Magic Leap One.

We’ve gathered some info about the hardware, but we’ll certainly begin the guessing game on the specifics below. The one mystery that has been solved is how this technology is delivered: as a pair of goggles attaching to a dedicated processing unit. How does it stack up to current offerings?

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Sharing Virtual And Holographic Realities Via Vive And Hololens

An experimental project to mix reality and virtual reality by [Drew Gottlieb] uses the Microsoft Hololens and the HTC Vive to show two users successfully sharing a single workspace as well as controllers. While the VR user draws cubes in midair with a simple app, the Hololens user can see the same cubes being created and mapped to a real-world location, and the two headsets can even interact in the same shared space. You really need to check ou the video, below, to fully grasp how crazy-cool this is.

Two or more VR or AR users sharing the same virtual environment isn’t new, but anchoring that virtual environment into the real world in a way that two very different headsets share is interesting to see. [Drew] says that the real challenge wasn’t just getting the different hardware to talk to each other, it was how to give them both a shared understanding of a common space. [Drew] needed a way to make that work, and you can see the results in the video embedded below.

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Virtual Reality Expands Into The World Of Rollercoasters With ‘The Augmented Thrill Ride Project’

A rollercoaster company in Germany called Mack Rides joined forces with a team of virtual reality developers in the spring of 2014 to create an experience like no other.

The idea came from [Thomas], a professor at the University of Applied Sciences Kaiserslautern who was working in the department of Virtual Design at the time. The thought of extending a real rollercoaster ride with an Oculus Rift was an intriguing one, so he approached Mack Rides with the experiment, and the ground-breaking research began.

Hundreds of tests were done over the following weeks and months, which provided insight into how we perceive time and space while inside VR. This led to some interesting discoveries. For one, the VR track inside the Rift could be more complex than the real one. This meant that the directions could be contorted into different angles without the user feeling much of a difference. Knowing this, the developers were able to unfold/extend the track well beyond what was possible in real life.

Another epiphany had to do with the rails, which actually didn’t have to be present in VR at all. In fact, it was better if the tracks weren’t there because the experience was much more exciting not knowing which way the ride was suddenly going to take. This made things exponentially more surprising and compelling.

By far the most startling revelation was the reduction in dizziness and motion sickness during the tests. This was attributed to the complex synchronization that the mind goes through when melding together g-forces and the actual rollercoaster rides with the virtual ones displayed inside the Oculus Rift.

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Testing VR Limits With A Raspberry Pi

vrpi

Virtual Reality by function pushes the boundaries of what we perceive as existence, tricking the mind into believing that the computer generated environment that the user is thrust into actually contains a real place. So in the spirit of seeing what is possible in VR, a developer named [Jacques] hooked up a Raspberry Pi to an Oculus Rift. He used a computer graphics rendering API called OpenGL ES, which is much like any mobile platform found these days, to render a floating, rotating cube.

All his tests were done on a Release build which utilized the official vertex and fragment shaders. There was no attempt to optimize anything; not like there would be much to do anyways. The scene was rendered twice at 16 milliseconds per frame. From there, he attempted 27 ms per frame with texture, followed by 36 ms/frame, and then 45.

The code used can be found on [Jacques]’s Github account. A simple improvement would use a Banana Pi for better processing speed. However, don’t expect any spectacular results with this type of setup. Really, the project only proves that it’s possible to minimize a VR experience into something that could become portable. And in the same vein, the Pi + Oculus integration can produce an uncomfortable lagging effect if things are not lined up properly. But once the energy/computing power issues are addressed, VR devices could transform into a more fashionable product like Google Glass, where a simple flip of a switch would toggle the view between VR and AR into a something more mixed. And then a motion sensing input camera like this Kinect-mapping space experiment could allow people all over the world to jump into the perspectives of other reality-pushing explorers. That’s all far down the line though, but this project lays the foundation for what the future might hold.

To see [Jacques]’s full set up, view the video after the break.

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