Rai Fargis Posted July 25, 2016 Share Posted July 25, 2016 > The simulators in SL do 45 frames per second max and potentially much less on a crowded or graphically busy region. We always knew that, and it doesnt matter. For many users, including myself, SL worked fine in VR with a low framerate. I used the Rift DK1 in 2013. I used VR headsets before that. I use Cardboard and Durovis Dive on crappy smartphones with apps that have lower framerates than SL. > Low framerate is a lame excuse of Linden Lab for their failure to keep the Project Oculus Viewer 3.7 - which was good - in active development. Version 4.1 was a broken mess and that had nothing to do with framerate. > As for false advertising, in 2013 LL (and probably Oculus) very likely had no idea the framerate would need to be so high. Again, we knew in 2013 what the framerate of Second Life is, and for many of us it was no problem. It didnt make me sick. It didn't make me want to stop using SL in VR. We had a user that worked fine with the Oculus Rift DK2, which was version 3.7, and Linden Lab promised to make it work with CV1, then royally screwed up. I could not care less about Sansar, High Fidelity, VRchat or Altspace. My friends, my land and my projects are in SL and that's what I want VR headsets to work with, low framerate or not. Link to comment Share on other sites More sharing options...
Ai Austin Posted July 27, 2016 Share Posted July 27, 2016 I hope that LL can take another look at their Oculus project Viewer code. There was just something badly wrong with the build that was put out last time. It had all sorts of issues and did not look like the code that was emerging. Even the settings were not connected to the 3D/VR mode of the viewer, yet commits just ahead of the project viewer build release were handling some issues in that. It would be good if LL could try again. Meanwhile CtrlAltStudio was updated to work with Oculus SDK 1.5.0 by David Rowe. CtrlAltStudio is based on a version of Firestorm 4.6.9 from December 2014. Frame rates are good, and perfecty acceptable for exploring Second Life (and OpenSim) regions in VR. Some testing and feedback is in these blog posts... http://blog.inf.ed.ac.uk/atate/2016/07/18/testing-ctrlaltstudio-viewer-1-2-6-43412/ http://blog.inf.ed.ac.uk/atate/2016/07/20/oil-rig-training-environment-in-vr/ http://blog.inf.ed.ac.uk/atate/2016/07/24/roller-coasters-in-vr-using-ctrlaltstudio/ Link to comment Share on other sites More sharing options...
Ai Austin Posted July 27, 2016 Share Posted July 27, 2016 VorpX just shows the Second Life viewer as a 2D cinema screen in front of you, not a 3D/VR scene you can "enter". Use Shift+mouse scroll wheel to zoom the viewer window away from you to see all the menus. Link to comment Share on other sites More sharing options...
Julia Umarov Posted July 27, 2016 Share Posted July 27, 2016 How to enter the scene with VorpX: After starting VorpX and logging in, bring up the VorpX “Settings” menu by pressing “Delete” key. In “Main Settings”, turn off “Virtual Cinema Mode” and press OK. Then zoom in with mouse wheel till you snap into mouselook. Link to comment Share on other sites More sharing options...
EniMausi Posted August 20, 2016 Share Posted August 20, 2016 Does anyone know if VorpX and HTC Vive work together in sl? I am also interested to explore some nice enviroments in sl in vr. But before I buy VorpX I would like to know if it works. Don't want to waste my money. Link to comment Share on other sites More sharing options...
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