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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

  • #4: Mobile limits you in to stationary positions while you look around in 360 degrees Tethered reduces the latency (delay between frames) which minimises nausea
  • #5: 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
  • #6: Mildly expensive Great quality and controls Handheld “Touch” controls and camera sensors Need a decent gaming OC to run software
  • #7: Expensive Handheld controls and lighthouse sensors Requires a decent gaming PC
  • #8: Slightly expensive Requires the PlayStation 4 console Needs an external camera and may require handheld “Move” controls
  • #9: Open source Can work for consumers but Vuzix iWear is recommended Can be unofficially used with Rift content
  • #10: Popular in Asia (Japan & Korea) – Sword Art Online Uses eye tracking and not head motions Has its own platform and also works with STEAM
  • #11: I think its is crazily expensive (no word on price) Hybrid location based setup Not consumer focused but instead business to business (B2B)
  • #12: Only works with Daydream ready phones like pixel Very comfortable Works with cardboard apps
  • #13: Works with Samsung Galaxy phones Powered by Oculus Moderate price Can also run google cardboard apps
  • #14: App based and works with Android and iOS phones Inexpensive Doesn’t need a PC or gaming console (untethered)
  • #15: Cheap and durable Uses view master reels (cardboard disks) and can also run cardboard apps Clamp mechanism to neatly place mobile phone in
  • #17: Who has Unity experience?
  • #18: Who has Unity experience?
  • #21: Xenko is free until the 31st of July
  • #23: Focus on design Easy to use Visual Programming Content Arrangement
  • #24: 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
  • #25: 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