To enable Oculus Rift DK2 support, download the file oculus.dll (http://www.kartracing-pro.com/downloads/oculus.dll) and move it in the MX Bikes installation folder.
While on track, press Left Ctrl + R to reset the camera tracking position.
What is this
It's a virtual reality "driver" or library to add oculus rift support for MX Bikes.
https://www.oculus.com/dk2/ (https://www.oculus.com/dk2/)
oculus.dll (http://www.kartracing-pro.com/downloads/oculus.dll) updated to SDK 0.5.0.1
Just picked up the oculus DK2 .. I have it running perfect with the demo software. But... When I copy this .dll file into the mxbikes install folder it will not launch... I am running this on windows 10.. When I remove the dll, mxbikes runs fine on the monitor.
Quote from: mxcobra on September 15, 2015, 05:29:25 AM
Just picked up the oculus DK2 .. I have it running perfect with the demo software. But... When I copy this .dll file into the mxbikes install folder it will not launch... I am running this on windows 10.. When I remove the dll, mxbikes runs fine on the monitor.
Please note that at the moment MX Bikes uses version 0.5 of the SDK.
Thanks ... I will verify tonight, I thought i was running 7 .. so that may be the issue
My video driver is not supported with the older version of runtime/SDK .. Any idea when you guys will release the new version this will run on 7 ?
Quote from: mxcobra on September 23, 2015, 02:05:46 AM
My video driver is not supported with the older version of runtime/SDK .. Any idea when you guys will release the new version this will run on 7 ?
No idea yet.
Supporting version 0.6 and newer of the SDK requires a rewrite, and at the moment the focus is mainly on physics.
Thanks for the update ... Bummer as I picked up the oculus DK2 just for this game... The youtube videos looks SICK !! I will wait for the next update.. Thanks for the work on a new MX game !! This is a nice mix of mxsim & MXvsATV .. Looking forward for whats to come !
Any updates on SDK1.0 support Piboso (if you even have access to it)? I'm really hoping you'll get the leaning working with Rift positional tracking. I know you've been getting involved with Steam, so will you support Steam VR maybe or focus purely on the Rift. Be good to hear your stance on the subject.
Quote from: teeds on January 27, 2016, 01:17:47 PM
Any updates on SDK1.0 support Piboso (if you even have access to it)? I'm really hoping you'll get the leaning working with Rift positional tracking. I know you've been getting involved with Steam, so will you support Steam VR maybe or focus purely on the Rift. Be good to hear your stance on the subject.
Oculus support has been recently upgraded from the 0.6 SDK to the 0.8, for Beta4.
Unfortunately the minimum hardware requirements greatly increased, so at the moment it's impossible to tell if it works or not, even on the DK2 :-[
I got excited when i saw action on this old topic... But looks like its back to stand by for Beta4 ...
If you are looking for someone to test... Let me know :) I have the DK2 sitting right on my desk !
Quote from: mxcobra on January 28, 2016, 07:23:15 PM
I got excited when i saw action on this old topic... But looks like its back to stand by for Beta4 ...
If you have the PC to run it mxcobra, be great to see a video :)
I've seen others claiming they're able to run some games that use 0.8 with CV1, hopefully this will mean general version backward compatibility, fingers crossed.
I have enough horse power to give it a try.. AMD Eightcore FX8150 over clocked, dual R9 280X cards. 16 gig RAM with SSD drive.. :)
Quote from: teeds on January 29, 2016, 09:35:11 AM
If you have the PC to run it mxcobra, be great to see a video :)
I've seen others claiming they're able to run some games that use 0.8 with CV1, hopefully this will mean general version backward compatibility, fingers crossed.
"A DK1 or DK2 game/demo will work in a CV1 only if they've been compiled using a recent SDK. Unfortunately, many of those apps/games were built using an old, out of date SDK, and never updated, so will not function in your CV1"
If this info is correct Pibs, could you say if your sims might work with CV1?
I sold my DK2 .. made a decent profit on too.. paid 350 and went on ebay for 650. Im going to wait for the CV1 to settle in.. and see how things go. The DK2 was slick, but still has some refinement to make it easy to use.
Any chance this could work with MXBikes?
https://riftcat.com/
Quote from: PiBoSo on January 27, 2016, 08:53:32 PM
Oculus support has been recently upgraded from the 0.6 SDK to the 0.8, for Beta4.
Did we get a link for the 0.8 dll Pibs?
Quote from: teeds on April 10, 2016, 03:07:56 PM
Quote from: PiBoSo on January 27, 2016, 08:53:32 PM
Oculus support has been recently upgraded from the 0.6 SDK to the 0.8, for Beta4.
Did we get a link for the 0.8 dll Pibs?
Unfortunately 0.8 is already outdated.
Work in progress to port to the 1.3 SDK.
Cheers, awaiting the next iteration :)
Quote from: teeds on April 11, 2016, 12:22:26 PM
Cheers, awaiting the next iteration :)
You and me both.. Waiting to get a CV-1 now .. The next 2 years will be really cool with VR and moto racing .. I have actually been considering a 3DOF bike simulator build.
Hey there, I just got my Vive delivered. Any chance of supporting that VR headset?
Quote from: Hooves on May 04, 2016, 01:23:49 AM
Hey there, I just got my Vive delivered. Any chance of supporting that VR headset?
There are plans to add SteamVR support at some point.
Quote from: PiBoSo on May 04, 2016, 01:38:14 AM
There are plans to add SteamVR support at some point.
This is good to hear, you working on Rift support is the only thing stopping me from cancelling my order with Oculus. With the Vive being a pretty similar bit of kit which includes superior room scale tracking from day 1 and Oculus's, shall we say, less than perfect launch along with them trying to build an exclusive online store based on a display, i'm inclined to support OpenVR/SteamVR ftw.
I've read about some pretty poor examples where if you and your mate have different HMDs and one buys the same game on the Oculus store and the other buys it from Steam, they cannot play online together which seems ridiculous in this day and age! Luckily some devs are giving customers keys for both stores.
I've seen you working on supporting both the Vive and Rift now Pibs. I'm curious, is positional tracking included in your latest VR updates?
Quote from: teeds on June 17, 2016, 03:28:53 PM
I've seen you working on supporting both the Vive and Rift now Pibs. I'm curious, is positional tracking included in your latest VR updates?
Yes, positional tracking is included. It was even in the previous releases.
Quote from: PiBoSo on June 17, 2016, 03:59:59 PM
Yes, positional tracking is included. It was even in the previous releases.
Good stuff. So will the tracked position have any bearing on lean at all in either of your 2 wheeled sims, or is it purely visual? For instance if in GPB I duck down will the virtual rider tuck in behind the screen?
BTW are you able to test with these HMDs yourself now? Got both myself, at last, and am more than willing to be a test guinea pig if you need one. Car and flight sims works really well with VR, here's hoping yours will be the same.
Quote from: teeds on June 17, 2016, 05:05:43 PM
Quote from: PiBoSo on June 17, 2016, 03:59:59 PM
Yes, positional tracking is included. It was even in the previous releases.
Good stuff. So will the tracked position have any bearing on lean at all in either of your 2 wheeled sims, or is it purely visual? For instance if in GPB I duck down will the virtual rider tuck in behind the screen?
BTW are you able to test with these HMDs yourself now? Got both myself, at last, and am more than willing to be a test guinea pig if you need one. Car and flight sims works really well with VR, here's hoping yours will be the same.
At the moment tracking has no effect on the physics.
Snappe has a DK2.
Quote from: PiBoSo on June 17, 2016, 09:08:24 PM
At the moment tracking has no effect on the physics.
If it tracks the head I have a way to make my torso a joystick, hopefully I won't always need it?
Looking forward to finding out if VR in your bikes games make me nauseated :-[ :)
Hey Pibs. Is it possible for me to run the beta4 demo with either the DK2 or CV1 right now as I have both? I can downgrade to any SDK runtime required. I see the oculus.dll that you posted a long time ago but I'm not sure if that is the version that was used for the Oculus 0.5 runtime and wouldn't work with MX Bikes beta4 demo anyway? I would love to try it in VR even if it's .8 or .5 runtime and of course I'm anxiously awaiting your 1.3 SDK for Oculus too!!
I've owned Dirt Rally for a while now and had found it a good driving game but last night I tried it in VR, WOW! The game now takes on a whole new life. The bumps and dips, the cliffs, the people in the crowd, that bush, those trees I crashed into, that climb and so many other things just look real with vivid volume and depth. No words really do it justice and no video I can make will convey the experience.
I have a feeling MXBikes will also greatly benefit with the inclusion of VR. It should bring a much better feeling of depth and distance to the track obstacles, the sense of height and falling will be exhilarating, probably scary at first :)
Can't wait for Piboso to release the first VR motorcycle game, even more now....
8)
Sounds awesome teeds! My only experience with MXB and VR was running it through my Google Cardboard but that was pretty fun lol, very hard with the latency!
Quote from: TheFatController on July 12, 2016, 11:24:47 AM
Sounds awesome teeds! My only experience with MXB and VR was running it through my Google Cardboard but that was pretty fun lol
HOW XD
Err.. I used some desktop app, think it was called 'Trinus VR'.. You have to plug your phone in via USB, run MXB in windowed mode and it fake 3d streams it to your phone screen.
Worked really well all things considered, it was just laggy and blurry!
Oh, and you set it to free look / mouse look, something like that and you could even look around lol :D a fun experiment.
Did it give you 3D Fats or was it monoscopic? If it was 3D I imagine that even with the blurriness it would have given you a feeling of depth and height with jumps.
It was fake stereoscopic/side by side? 3d but good enough to feel like I was on top of a bike.. I only had a go round a few tracks and it felt amazing, but the heat of my LG G3 was starting to melt my eyes lol.
Quote from: teeds on July 12, 2016, 11:21:11 AM
I have a feeling MXBikes will also greatly benefit with the inclusion of VR. It should bring a much better feeling of depth and distance to the track obstacles, the sense of height and falling will be exhilarating, probably scary at first
It does work really well, you really do get a great sense of height. The elevation changes at Maryland for example, are actually much greater than how it looks in 2d.
However there is a bit of a problem with sickness on a VR bike. Essentially, when you are leaning in VR but not IRL, it causes problems.
Quote from: Snappe on July 12, 2016, 01:39:05 PM
It does work really well, you really do get a great sense of height. The elevation changes at Maryland for example, are actually much greater than how it looks in 2d.
This is what I found in DR, and that has no way near the quick track elevation changes found on a dirt track. Leaving the track and going off a cliff might have been close, a crash during which I could feel my stomach shouting "OH Sh****t!"
Quote from: Snappe on July 12, 2016, 01:39:05 PM
Essentially, when you are leaning in VR but not IRL, it causes problems.
Is this with bike lean or rider lean? Piboso said we had positional tracking for view, so is it the fact that player can sit upright when they turn and lean the bike that causes issues? I'd imagined that with VR mode you'd unlock the first person view to give positional freedom, so is it possible the player could match the movement to avoid this problem?
Or is it possible that head angle could dictate rider lean angle? Or is that just asking for trouble all round?
Quote from: TheFatController on July 12, 2016, 04:51:05 PM
Or is it possible that head angle could dictate rider lean angle?
I think Piboso said it'll happen eventually. Or, as I've done, you can track your torso and achieve the same thing (I hope).
The problem is that in the VR world you are sitting on a bike that is leaning over, but IRL you are sitting upright. So there is a mismatch between your visual upright and your in-ear / brain sense of upright.
The way to avoid it is to keep the ingame view level with the horizon (you can still lean and tilt your head with head tracking of course). However this makes you feel slightly disconnected from the VR bike, which is moving around beneath you.
I think I'd rather take the sickness to be honest.. I'm sure it's like sailing, just gotta get your VR legs ;D
Quote from: Snappe on July 12, 2016, 05:38:35 PM
The way to avoid it is to keep the ingame view level with the horizon (you can still lean and tilt your head with head tracking of course).
Be good if we can get access to options regarding this in-game, so we can test them all. I didn't think the lean would be an overall problem as there's no strafing or rotation involved and they seem to be the biggest hurdles related to FPS locomotion and nausea.
Quote from: Snappe on July 12, 2016, 05:38:35 PM
However this makes you feel slightly disconnected from the VR bike, which is moving around beneath you.
The bike moving around beneath you seems about right, sounds like we need that rider lean linked to positional tracking to fix it ;)
Quote from: teeds on July 12, 2016, 11:21:11 AM
I've owned Dirt Rally for a while now and had found it a good driving game but last night I tried it in VR, WOW! The game now takes on a whole new life. The bumps and dips, the cliffs, the people in the crowd, that bush, those trees I crashed into, that climb and so many other things just look real with vivid volume and depth. No words really do it justice and no video I can make will convey the experience.
I have a feeling MXBikes will also greatly benefit with the inclusion of VR. It should bring a much better feeling of depth and distance to the track obstacles, the sense of height and falling will be exhilarating, probably scary at first :)
Can't wait for Piboso to release the first VR motorcycle game, even more now....
8)
Word! I'll have to get Dirt Rally VR then. Probably from the Oculus Store though because using SteamVR is like a wrapper for Oculus SDK the way I understand it and I know that running Elite Dangerous from SteamVR is a little slower than from Oculus Home in my and my friend's experience. Anyway, I wanna try MXBikes too! ;D
Quote from: teeds on July 12, 2016, 11:21:11 AM
Can't wait for Piboso to release the first VR motorcycle game, even more now....
8)
Actually, both GP Bikes and MX Bikes were already compatible with the Rift, at some point:
https://www.youtube.com/watch?v=zFUIgcS06hs
https://www.youtube.com/watch?v=oJZny8bOp-M
https://www.youtube.com/watch?v=EOJ8AVt01mo
https://www.youtube.com/watch?v=li9fM8zsXcc
True Pibs, 1st place is already yours. Let me add - that I've tried :) Looking forward to it.