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VR DEVICES AND METHODS
OF DEVELOPMENT
Oluwaseye Ayinla
Independent Game Developer
oluwaseyeayinla@gmail.com
About Me
 Independent Game Developer
 A Computer Science degree from Redeemer’s University
 Games Software Development Masters degree from Sheffield Hallam
University
 Unity certified developer
 Worked for two pioneer gaming studios in Nigeria (Kuluya & Gamsole)
 Strong interest in mixed reality (AR + VR)
Types of VR Devices
 Tethered Headset
Requires a wired connection to an external system with strong computational power
Must run at least 90fps for immersion
Expensive and heavier
Rotational (head), positional, motion, eye and room scale tracking
 Mobile Headset
Requires a wireless connection to a VR compatible mobile device
Must run at least 60fps to minimise nausea and motion sickness
Cheaper and lighter without the mobile device slotted in
Only rotational (head) and/or positional tracking
VR Headset Options
Tethered Mobile
Oculus Rift
 USB 3.0 connection
 1080 by 1200 resolution per eye
 90GHz refresh rate
 110 degrees field of view (FOV)
 Motion and external visual positioning sensors
 Oculus Touch and Xbox One controllers
 PC hardware platform
 Oculus software platform
 PC SDK & Unity, Unreal engine
 $600
HTC Vive
 HDMI, USB 3.0 connection
 1080 by 1200 resolution per eye
 90GHz refresh rate
 110 degrees field of view
 Motion, camera and external visual positioning sensors
 HTC Vive motion controllers
 PC hardware platform
 Steam VR software platform
 Viveport PC SDK, Unity & Unreal engine
 $800
Sony PlayStation VR
 HDMI, USB 2.0 connection
 960 by 1080 resolution per eye
 120GHz refresh rate
 100 degrees field of view
 Motion and external visual positioning sensors
 Dual shock 4 and PlayStation move controls
 PlayStation 4 hardware platform
 PlayStation 4 software platform
 PS4 VR SDK, Unity & Unreal engine
 $400
OSVR
 USB 3.0 connection
 1080 by 1200 resolution per eye
 100GHz refresh rate
 100 degrees field of view
 Motion and external visual positioning sensors
 OSVR controllers and gloves
 PC hardware platform
 OSVR HDK
 C++ SDK, Unity, & Unreal engine
 $400
Fove VR
 HDMI, USB 3.0 and 2.0 connections
 1280 by 1440 resolution per eye
 70GHz refresh rate
 100 degrees field of view
 Positional and eye tracking sensors
 Gaze controls
 PC hardware platform
 Fove software platform
 C++ SDK, Unity, Unreal, & Xenko game engines
 $600
Star VR
 USB 2.0 and 3.0 connections
 2560 by 1440 resolution per eye
 Unknown refresh rate
 210 degrees field of view
 Motion, positional and eye tracking sensors
 Gaze and STAR aim controls (shotgun)
 Location based hybrid setups
Google Daydream
 No connections required
 Resolution is native to phone
 60GHz refresh rate
 No specified field of view
 Head motion & positional sensors
 Handheld remote control
 Google Daydream VR hardware
 Android 7.0 Nougat
 Google VR SDK, Unity & Unreal engine
 $80
Samsung Gear VR
 USB 2.0 and 3.0 connections
 Resolution is native to phone
 Refresh rate is native to phone
 101 degrees field of view
 Head motion and positional sensors
 Handheld remote, gamepad, and touchpad on headset
 Samsung Gear VR powered by Oculus
 Android software platform
 Mobile SDK, Unity & Unreal engine
 $100 - $130
Cell Phone VR / Cardboard
 No connections required
 Resolution is native to phone
 Refresh rate is native to phone
 Field of view <= 98 degrees
 Head motion sensors
 Magnetised trigger
 VR compatible phones
 Cardboard SDK
 Google VR SDK, Unity & Unreal engine
 $5 - $60
View-Master
 No connections required
 Resolution is native to phone
 Refresh rate is native to phone
 100 degrees field of view
 Head motion sensors
 Nostalgic focus wheel control
 VR compatible phones
 Cardboard SDK
 $40
VR DEVELOPMENT
TOOLS
Unity
 Free version with all available features
 In built VR SDKs (Cardboard, Daydream, Oculus, PlayStation VR & Open VR)
out of the box
 Has plugin support for all other VR headsets
 Choice of scripting language
 Playtest even without an headset
 Editor in VR Mode
 Tons of examples and tutorials
 Plenty of asset store resources
 Tilt Brush, Eagle Flight and Job Simulator were made with Unity
Latest Unity VR Reel
Unreal
 Free development license including source code
 Visual scripting system for non coders (Blueprint)
 Templates and learning resources
 Asset marketplace
 Supports all major VR platforms and provides plugins for others
 Build VR in VR
 Robo Recall and Batman Arkham VR were made with Unreal
Latest Unreal VR Reel
More Game Engine Tools
 Xenko Game Engine – supports fove headset and C# 7.0
https://xenko.com/
 Cry Engine – royalty free with bleeding edge graphics
https://www.cryengine.com/
 Lumberyard Game Engine – twitch integrations and aws cloud
https://aws.amazon.com/lumberyard/
 Wave Engine – totally free (no royalties and licenses)
https://waveengine.net/
 Fabric Engine – develop using a Windows, Linux or OS X
http://fabricengine.com/
Native SDK
 Requires programming ability
Java, JavaScript, C#, C++ etc..
 Might require a headset to playtest
 Less bugs because of native support
 Allows high performance VR experiences
 Unavailable cross platform development
Tools for Non-Programmers
 Insta VR - 360 Panoramas, Drag and Drop, Multiple VR platforms
http://www.instavr.co/
 Vizor – VR on the Web, Drag and Drop
https://vizor.io/
 A-frame – HTML based, Multiple VR platforms
https://aframe.io/
 ENTiTi – Both AR and VR authoring
https://www.wakingapp.com/
 Eon Creator – Drag and drop tool for AR/VR
https://www.eonreality.com/eon-creator/
Hardware Tools
Hand Input Devices
 World Grounded Input Devices
 Non-Tracked Handheld Controllers
 Tracked Handheld controllers
 Hand Worn Devices
 Bare Hand Input
Non-Hand Input Devices
 Eye Tracking
 Microphones
 Feet Tracking
 Full Body Tracking
 Other body parts
Hardware Tools Demonstrations
Bare Hand Input
Eye Tracking
Hand Worn Devices
Tracked handheld
controllers
Non-tracked
handheld
controllers
QUESTIONS?
Email: oluwaseyeayinla@gmail.com
Unity Connect: Oluwaseye Ayinla
Thank you

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VR Devices and Methods of Development

  • 1. VR DEVICES AND METHODS OF DEVELOPMENT Oluwaseye Ayinla Independent Game Developer oluwaseyeayinla@gmail.com
  • 2. About Me  Independent Game Developer  A Computer Science degree from Redeemer’s University  Games Software Development Masters degree from Sheffield Hallam University  Unity certified developer  Worked for two pioneer gaming studios in Nigeria (Kuluya & Gamsole)  Strong interest in mixed reality (AR + VR)
  • 3. Types of VR Devices  Tethered Headset Requires a wired connection to an external system with strong computational power Must run at least 90fps for immersion Expensive and heavier Rotational (head), positional, motion, eye and room scale tracking  Mobile Headset Requires a wireless connection to a VR compatible mobile device Must run at least 60fps to minimise nausea and motion sickness Cheaper and lighter without the mobile device slotted in Only rotational (head) and/or positional tracking
  • 5. Oculus Rift  USB 3.0 connection  1080 by 1200 resolution per eye  90GHz refresh rate  110 degrees field of view (FOV)  Motion and external visual positioning sensors  Oculus Touch and Xbox One controllers  PC hardware platform  Oculus software platform  PC SDK & Unity, Unreal engine  $600
  • 6. HTC Vive  HDMI, USB 3.0 connection  1080 by 1200 resolution per eye  90GHz refresh rate  110 degrees field of view  Motion, camera and external visual positioning sensors  HTC Vive motion controllers  PC hardware platform  Steam VR software platform  Viveport PC SDK, Unity & Unreal engine  $800
  • 7. Sony PlayStation VR  HDMI, USB 2.0 connection  960 by 1080 resolution per eye  120GHz refresh rate  100 degrees field of view  Motion and external visual positioning sensors  Dual shock 4 and PlayStation move controls  PlayStation 4 hardware platform  PlayStation 4 software platform  PS4 VR SDK, Unity & Unreal engine  $400
  • 8. OSVR  USB 3.0 connection  1080 by 1200 resolution per eye  100GHz refresh rate  100 degrees field of view  Motion and external visual positioning sensors  OSVR controllers and gloves  PC hardware platform  OSVR HDK  C++ SDK, Unity, & Unreal engine  $400
  • 9. Fove VR  HDMI, USB 3.0 and 2.0 connections  1280 by 1440 resolution per eye  70GHz refresh rate  100 degrees field of view  Positional and eye tracking sensors  Gaze controls  PC hardware platform  Fove software platform  C++ SDK, Unity, Unreal, & Xenko game engines  $600
  • 10. Star VR  USB 2.0 and 3.0 connections  2560 by 1440 resolution per eye  Unknown refresh rate  210 degrees field of view  Motion, positional and eye tracking sensors  Gaze and STAR aim controls (shotgun)  Location based hybrid setups
  • 11. Google Daydream  No connections required  Resolution is native to phone  60GHz refresh rate  No specified field of view  Head motion & positional sensors  Handheld remote control  Google Daydream VR hardware  Android 7.0 Nougat  Google VR SDK, Unity & Unreal engine  $80
  • 12. Samsung Gear VR  USB 2.0 and 3.0 connections  Resolution is native to phone  Refresh rate is native to phone  101 degrees field of view  Head motion and positional sensors  Handheld remote, gamepad, and touchpad on headset  Samsung Gear VR powered by Oculus  Android software platform  Mobile SDK, Unity & Unreal engine  $100 - $130
  • 13. Cell Phone VR / Cardboard  No connections required  Resolution is native to phone  Refresh rate is native to phone  Field of view <= 98 degrees  Head motion sensors  Magnetised trigger  VR compatible phones  Cardboard SDK  Google VR SDK, Unity & Unreal engine  $5 - $60
  • 14. View-Master  No connections required  Resolution is native to phone  Refresh rate is native to phone  100 degrees field of view  Head motion sensors  Nostalgic focus wheel control  VR compatible phones  Cardboard SDK  $40
  • 16. Unity  Free version with all available features  In built VR SDKs (Cardboard, Daydream, Oculus, PlayStation VR & Open VR) out of the box  Has plugin support for all other VR headsets  Choice of scripting language  Playtest even without an headset  Editor in VR Mode  Tons of examples and tutorials  Plenty of asset store resources  Tilt Brush, Eagle Flight and Job Simulator were made with Unity
  • 18. Unreal  Free development license including source code  Visual scripting system for non coders (Blueprint)  Templates and learning resources  Asset marketplace  Supports all major VR platforms and provides plugins for others  Build VR in VR  Robo Recall and Batman Arkham VR were made with Unreal
  • 20. More Game Engine Tools  Xenko Game Engine – supports fove headset and C# 7.0 https://xenko.com/  Cry Engine – royalty free with bleeding edge graphics https://www.cryengine.com/  Lumberyard Game Engine – twitch integrations and aws cloud https://aws.amazon.com/lumberyard/  Wave Engine – totally free (no royalties and licenses) https://waveengine.net/  Fabric Engine – develop using a Windows, Linux or OS X http://fabricengine.com/
  • 21. Native SDK  Requires programming ability Java, JavaScript, C#, C++ etc..  Might require a headset to playtest  Less bugs because of native support  Allows high performance VR experiences  Unavailable cross platform development
  • 22. Tools for Non-Programmers  Insta VR - 360 Panoramas, Drag and Drop, Multiple VR platforms http://www.instavr.co/  Vizor – VR on the Web, Drag and Drop https://vizor.io/  A-frame – HTML based, Multiple VR platforms https://aframe.io/  ENTiTi – Both AR and VR authoring https://www.wakingapp.com/  Eon Creator – Drag and drop tool for AR/VR https://www.eonreality.com/eon-creator/
  • 23. Hardware Tools Hand Input Devices  World Grounded Input Devices  Non-Tracked Handheld Controllers  Tracked Handheld controllers  Hand Worn Devices  Bare Hand Input Non-Hand Input Devices  Eye Tracking  Microphones  Feet Tracking  Full Body Tracking  Other body parts
  • 24. Hardware Tools Demonstrations Bare Hand Input Eye Tracking Hand Worn Devices Tracked handheld controllers Non-tracked handheld controllers

Editor's Notes

  1. Mobile limits you in to stationary positions while you look around in 360 degrees Tethered reduces the latency (delay between frames) which minimises nausea
  2. Oculus Rift has handheld touch controls and camera sensors | Gear VR is powered by Oculus and only works with Samsung phones HTC Vice has handheld controls and light house sensors | Daydream only works with google phones like pixel Playstation VR works with the PS4 and needs handheld controls and camera | Cellphone VR works with most VR compatible phones RAZR OSVR is open source and recommends Vuzi iWear | View-master is the nostalgic eye-side lever with mobile support Fove uses eye tracking not head motion Windows 10 VR needs no base stations to track motion / space
  3. Mildly expensive Great quality and controls Handheld “Touch” controls and camera sensors Need a decent gaming OC to run software
  4. Expensive Handheld controls and lighthouse sensors Requires a decent gaming PC
  5. Slightly expensive Requires the PlayStation 4 console Needs an external camera and may require handheld “Move” controls
  6. Open source Can work for consumers but Vuzix iWear is recommended Can be unofficially used with Rift content
  7. Popular in Asia (Japan & Korea) – Sword Art Online Uses eye tracking and not head motions Has its own platform and also works with STEAM
  8. I think its is crazily expensive (no word on price) Hybrid location based setup Not consumer focused but instead business to business (B2B)
  9. Only works with Daydream ready phones like pixel Very comfortable Works with cardboard apps
  10. Works with Samsung Galaxy phones Powered by Oculus Moderate price Can also run google cardboard apps
  11. App based and works with Android and iOS phones Inexpensive Doesn’t need a PC or gaming console (untethered)
  12. Cheap and durable Uses view master reels (cardboard disks) and can also run cardboard apps Clamp mechanism to neatly place mobile phone in
  13. Who has Unity experience?
  14. Who has Unity experience?
  15. Xenko is free until the 31st of July
  16. Focus on design Easy to use Visual Programming Content Arrangement
  17. Joystick – Devices fixed in real world | Xbox or Dual shock controllers – Devices held in hands but not tracked in 3D (remotes) | Pupil – Eye tracking Vive controllers or Oculus Touch – Physical device with tracking inside Cyberglove – no line of sight issues with hand and finger gestures | Prior VR – wearable suit or multiple cameras or sensors Leap motion – using technology to recognise hand input | Pedestrian – walking and running
  18. Joystick – Devices fixed in real world | Xbox or Dual shock controllers – Devices held in hands but not tracked in 3D (remotes) | Pupil – Eye tracking Vive controllers or Oculus Touch – Physical device with tracking inside Cyberglove – no line of sight issues with hand and finger gestures | Prior VR – wearable suit or multiple cameras or sensors Leap motion – using technology to recognise hand input | Pedestrian – walking and running