Month: March 2016

  • Extended Vive Capability

    I bit the bullet and pre-ordered my Vive yesterday. Now I just need to wait for it to arrive in early April.

    In the mean time I will continue researching adding extended range to the Vive.

    Developers Stress Level Zero are doing just that with the Vive Lighthouse. Evidently, the lighthouse is just a dumb laser and the sensor does all of the work, picking up the laser signal and using the information to calculate position and orientation. These guys at Stress Level Zero experiment around, pushing the limites of the Vive’s ranch. Here are some of their results as posted in the Road to VR article, Developer pushes Valve’s lighthouse tracking to its limits.

    Evidently the lighthouse chain can be strung together. However, as expressed in this video, some hacking may be required:

    This would be very cool to employ a volume of Lighthouse emitters to produce a 3 D Lazer Mocap studio.

     

  • Experiences First!

    A couple of web article have come out over the last couple days which are really inspiring.

    In a few days, Activity on this web site will slow down in favor for the development of the iMyth experience. The iMyth experience is exactly just that, an immersive, theme world experience. This is not a game. This is not a story. However, this doesn’t mean that one cannot derive narrative or a competitive score while immersed in the experience. These are serendipitous bi-products which may occur but are never the primary focus.

    Evidence of this is expressed in the Upload to VR article, What the Billionaire saw in the Void. Instead of focusing on the sensational aspects of the experience, the article focus closer on the experiential side effects. There is a great quote in the article form Curtis Hickman, the lead designer for the experience, “People in The Void don’t want to rush, they want to take their time and absorb the experience,” Hickman said. “The Void is the exact opposite of where the rest of VR seems to be heading. We don’t see ourselves as making games, we see ourselves as making experiences.”

    In an entirely unrelated article, also from Upload to VR, The VR Scene Is Growing and Getting Weirder, there is a very interesting documentary about legendary film maker Phil Tippet and his experience with VR. In A nutshell, the video displayed Tippet encountering the VR media as less of a story telling devise as an experiential generator. In fact, there was a point in the interview where he found it necessary to abandon linear narrative entirely in lieu of the opportunity presented by this new media format.