Cross-eyed means your left and right lines of sight should intersect. If never tried one before, you can use a pen or just your fingertip placed between you and the screen. Look at the tip of the pen while slightly adjusting it until the screen halves behind it merge into a single image (if you have trouble doing it, you can use the crosshair here as a reference to match the tip of the pen when viewed with only left and only right eye alone), then just carefully shift your focus onto the screen. Kinda tricky the very first couple of times, truly the easiest stereo later (and yes, once you figure how things work you'll no longer need a reference point like the pen mentioned above).
The early version of Project "Constraint", I've added the links to one to the later videos' descriptions. Hope to fire off the next build the next week...
So this game is for PC with PSVR attached reading out the USB HID data and using its display? Not a game uploaded directly into PSVR control unit or external FPGA?
Of course not :) Why should I rely on external hardware (also doubt that box is capable of anything but that "virtual monitor" reprojection anyway) if the internal one is already enough. Also that "FPGAs are fast, so should replace the ALUs" is a very common misconception. Yes, you can drastically speed the individual calculations up, but the downside is you can't run anything complex with FPGAs alone. So, it is not "FPGA vs CPU" in the real world, "FPGA+CPU vs CPU" instead. ps if you think of that post of mine, no, this is not the raytracer I referred to. Never uploaded one here, it is a simple raytracer I speedcoded to benchmark a possible SoC choice with, so aimed to tweak it to have the fastest versions for both a generic PC and the SoC in question still running the same calculations and sharing the same levels of precision.
@@cederom Thanks! Not o-s yet, I'm struggling to get some time to finish it off first, with the next build to finally support level construction scripts (yep, model import/placement, environment setup etc. via just a simple batch-style file) and a couple of bugfixes - and guess can github it because why not...
@@TheBypasser sound good! good luck :-) please consider making it open source.. i would love to run it on FreeBSD Unix + PSVR :-) that could be so much fun and if there is a multiplayer just imagine that!! :-)
No OFC, though pushes the GPUs (and DX11) to the limits (expect 144 FPS with AA, true HDR, lense processing, area lighting, traced parallax and particles on some mid-range GPUs at 1080p, getting 120 easily on 1660 Ti mobile nearly constantly). GTX1080 easily holds 144 at 1440p. True 120 Hz VR (with AA and HDR of course, you can't really disable the HDR here btw, only tone it down to 16bpc instead of 32) on the named 1080, no reprojections (set as a failsafe for heavy load cases).
Thank you so much for this! I was going to use it in my Descendeus English cover as the background, if that's cool! I will credit you (and Square Enix lol) and this is non-commercial project LOL
Thanks :) I'm not sure if the lighting model here is perfectly the same as in the current Itch build, tho the core logic is retained, and what I came up with was what nVidia described in their whitepaper on the area lights (the best-point-light approximation that is). Here I used a zero-derivative calculation to locate the dominant point light amidst the whole linear set of them using separate calculations for specular and diffuse, the present build also has culling and attenuation reworked since then iirc. The model used is Phong with incidence-angle-dependent anisotropy (as I couldn't really find an analitic solution for the mentioned equations for the Blinn one, also this one feels more natural anyway).
Ye, I know (though don't forget PCs and TVs have different color profiles, and also RU-vid somewhat tends to ruin the gamma here). Once I get the next build of my other project up and running and fully tested, I'll implement the external LUTs here as well (they were pretty much of trial and error tbh, and I came up with a likely right result just yesterday). As far as UE3 relies on some colorgrading tricks as well, just choosing a right LUT will be more then enough (and there are tons of free LUTs around the web).
Wow. I was looking how to do something like this to add on my "Starting Soon" stream in twitch and I found this and it's awesome! Can I use it? Of course, I will give you and your wife credits!
F wife, I'm divorced atm :P (also no real part in the project anyway but a couple of look-and-tells). No problem otherwise though be aware this is a direct port of the original in-game artwork. On a side note, the actual screensaver will appear slightly different from what is depicted here, and for a better appearance it would not harm to play with one's settings (nothing too complex there... I guess :) ). Should you have trouble capturing a screensaver for one or another reason (it keeps track on your keys and mouse just like any other screensaver, so will shut off whenever you do anything) feel free to ask for either a debug build (which has this functionality locked off) or just give me the settings you prefer and I'll record it myself.
@@TheBypasser Oh, I'm sorry to hear it. And thank you a lot! You are a life saver! I don't think I'll have too much trouble with this so I'll try to record it myself, I don't want to trouble too much but thanks! I'm not at my house atm so I'll try it at the weekend. Thank you so so much again!
@@AliceBijiou No worries! (or like uploading a single file is a problem :) ) Also I plan to re-record it anyway because I start to pretty much hate how it looks here. The gamma is very off in this video for some reason, giving the image a somewhat washed-out look, also while making the uploadable version I tweaked the speculars slightly, so the metallic parts now appear more metallic, while the rest has more pronounced lighting and a less plastic and more wet appearence.
Ok, ok, hope this weekend I'll finally get my hands on this one :) Needs some minor polishing, yet nothing really tough (not exactly it is anything of a murderous bug, though don't really want to put this one up in it's present slightly dirty shape).
Gah, this one gone pretty tough, but I hope I'm finishing this all tonight, so either post your mail in PM or something or just wait some more until I come across Rekka from FireSanctuary for a (possible) filespace. Crap hit the fan as it reuses parts of my own Tunnel Simulator thingie so I had to both keep them somewhat closely in sync (and I didn't really do that for a long while) and also apply the optimizations to both projects at the same time, also to update the saver's code to include the new tunnel's features. Exposing the shader material params from the draft in-shader constants into a part of the code-controlled buffers also destroyed my own copy (as it shared the shader dump) so I'm trying to get it back up ASAP (which also includes redoing the HDR subsystem). Oh my.
@@TheBypasser Gosh. I'm no expert on 3D at all, so this sounds complicated. I hope I haven't put too much pressure on you. Take as many time as you need. I'll wait patiently :) Thanks for all the efforts.
@@mefistella No problem at all. Afterwards, I was making it for all of us fellow Disciples - just it took somewhat unexpectedly long to finish it off. Anyway, link in the description :)
@@TheBypasser Works and looks great! Hehe, I introduced a friend to DOD and Nier games recently, and it was his idea to look for a screensaver or some kind of animation, like from the loading screens. I found this video and it had exactly the thing. Glad I didn't hesitate to ask! P.S. увидела имя внизу конфига... спасибо еще раз :D
@@furn7435 Рабочих сил: два инженера АСУТП во время гостиничных посидушек после смены (один писал пихло, второй тестировал и формировал ТЗ по дизайну кабины) + доработка дома/на даче когда делать нечерта :) Времени - фиг помнит, года полтора-два наверное уже как (не чистого времени, естественно). Средств - ну, кофе+пиво+сигареты+свет :) Обучение - я уж не помню: CAD, матмоделирование всякой физики хитрой и обработка сигнала - это ж у нас и так своё-родное - ну и дня два-три наверное в MSDNе покопаться (один фиг там обычный C++ везде, сидишь да строчишь :) ).
Спасибо! Рад, что понравилось! Жалко, искры заставить от стенок отлетать пока нереально: любая попытка считать столкновения для них карту просто убьёт при таких количествах, даже пробовать не стал :( Ограничился неразрешением любым частицам проникать в пространство кокпита, как бы гасясь об стекло.
Thanks, glad you liked it! And yeah, the texture-less idea sucked so in the recent clips of this you'd see I got rid of it for some hardcore raymarch :)
Hi! No idea, thought of adding Touhou-style bullet-hell enemies you have to evade and take out as they spawn in, yet can't come up with a proper lighting solution (atm the shaders receive a fixed number of slots for the point and vector lights based on the fact we got two weapons that can be active at the same time) so gotta come up with some plan on how to add the lighting for the new explosions and enemy bullets (or probably just leave them light-less - or re-use the impact lighting - or something like that). The thing became somewhat a massive timekiller as the darn cockpit already took a few days to polish :) And also it supports crossed-eye "VR" :)
0_0 long time no see :) For the thing, no idea so far - it's a pretty much of a project-for-fun, but seeing how far it went already I guess it will be, problem is it definitely needs either enemies and HUD or at least a true VR support to be a fun VR toy (which is there at the moment - yet of course in a form of a distortion-cancelling cross-eyed mode as I have no headset nor 3D TV to make anything less stupid). Planned to make an article on the vector lighting and post-processing pipeline here though no idea if I will :) Probably later this year when I finally have time to at least make it not rebuild the shaders whenever a different detail mode is chosen :)
Because it's like writing the name of your favorite team/band/whatever on a fence or something. It's retarded, pointless and not to say it's just completely unrelated. And therefore it's not to be here, really - go find some place where people at least understand what you are talking about. Also, I googled up it's some bunch of Halo players, never respected that - my days there were no never-to-get-laied freaks and people were into Doom and Quake, Quake 2 later on.
Why don't you want str8 ripping comments? are you that bothered? just leave them there and don't waste your time removing them unless you find that fun...? The str8 rippin montage was insane anyway
Thanks :) Moved the GUI OS onto 320x240 screens btw with a bigger font size and analog joystick support. As for the point - there are two: (1) forget Arduino and (2) forget C. In both cases the code will become oversized and slow as hell - and in order for everything to draw fast (especially the RGBA cursors used here that are pain to implement yet they look so nice) you'll need every single core cycle.
That GUI looks great. I am working on a project using an arduino and was wondering if you could point me in the right direction as to how I would be able to create a GUI like that. If you can provide any links to some code that would be very helpful.
I want that 2nd cockpit mod, which adds some new ones. But is it possible to make it working with XTM? I know that you can do it with this one, but what about the second one?
@TheSlipFuck В первую очередь в улучшении коэффициента всеобщей охеренности :) (прерыватель набивки даёт красивые эффекты с перепробоем канала как на конструкциях с механическим прерыванием, а прерыватель огибающей - зажигание новых каналов). Ну и звук :) На сладкое - снижение нагрузки на ключи, хотя данная конструкция - не тот случай (всё же прямое управление затворами двухполярное, нагрев очень и очень мал). Тут - ещё и внешняя синхронизация есть, к слову.
@symmetrymuse Thanks, although this is not the final build - something closer to the "real" release can be seen in the "AVR stand-alone ambilight driver prototype" where the GUI OS is at some RC stage, along with fully implemented controls and additional visual effects like translucency and bigger mouse pointers now doing their job. As for SMARTGPU, pretty fun thing although myself I only use own boards and kinda avoid Arduino and alike - got used to AVRASM.
Hi great video, I recommend you the SMARTGPU, its an intelligent embedded graphics lcd module with touch controller integrated, you can easily create high applications like your's check out my video response, tab : "SMARTGPU arduino mini tablet windows"
@1000000volts that's sad, though I never had such an experience myself - epoxy works well, although for SSTC I used black coal-containing spray paint, felt risky but went out well somehow 0_0 Had a problem with some varnish however, one burned out in an arcover and started to conduct, it also broke down in an SGTC we built together with friends.
i made one years ago and it didn't work after destroying it in anger i realized what the problem was ,the varnish i coated my coil with was conducting.thus no coil just a copper tube,if that makes sense,cheers nice stuff.