RedFrame Library DK2 Demo

For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, health system
but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, health system
but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, cost
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.
For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, health system
but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, cost
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.

 

<iframe src=”https://player.vimeo.com/video/123518418″ width=”500″ height=”281″ frameborder=”0″ webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, health system
but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, cost
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.

 

<iframe src=”https://player.vimeo.com/video/123518418″ width=”500″ height=”281″ frameborder=”0″ webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, rubella
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, order I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, health system
but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, cost
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.

 

<iframe src=”https://player.vimeo.com/video/123518418″ width=”500″ height=”281″ frameborder=”0″ webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, rubella
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, order I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, order
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, more
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.

<iframe src=”https://player.vimeo.com/video/123518418″ width=”500″ height=”281″ frameborder=”0″ webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
For the past five months, medical
Mike and I have been carving out a significant portion of our schedule to work on RedFrame. We’ve made great progress on several fronts. Mike has been working on the main code base, building a robust infrastructure that is now allowing us to set up puzzles and interactions that previously had been held together by ad-hoc prototype code. The types of interactive elements available in the game are very well known at this point so we’ve been able to front-load this engineering work.

During this same time period, I have migrated the entire house to new, cleaner, Maya files, and in the process have greatly improved much of the texturing and quality of models. I’ve also finally been able to get around to working on an area that I had put off for a long time: the yard. Happily I feel that this is now one of the best areas in the game. I’ve also started work on the other environments outside of the house and am planning them out in broad strokes.

All of this work has been aimed toward building our first demo with interactive puzzles which will continue to grow out into the final game. As we begin winding down some of these time consuming programing and art tasks, I will return to puzzle design and Mike will be freed up to work more on environmental storytelling.

There will be a lot to share with you this year and we’re very excited to show it to you. Thanks for the support and stay tuned!Hall
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, health system
but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, cost
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, look
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.

 

<iframe src=”https://player.vimeo.com/video/123518418″ width=”500″ height=”281″ frameborder=”0″ webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, rubella
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, order I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scene. A lot of this is coupled to their out of the box set-up, order
but it is pretty easy in Unity to write new shaders that take advantage of this lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit when the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, more
I wrote a shader uses the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.

<iframe src=”https://player.vimeo.com/video/123518418″ width=”500″ height=”281″ frameborder=”0″ webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
Unity 5 has added some really cool lighting and shader features to help artists create more realistic looking scenes. A lot of this is coupled to their out of the box set-up, order but it is pretty easy with Unity to write new shaders that take advantage of this new lighting model.

RedFrame has traditionally not made much use of of specular lighting because it required using dynamic lights to add the spec highlights. This slows things down a bit since the scenes have hundreds of thousands of polygons. However it seems like using Unity’s reflection probes is pretty cheap and can help mimic all sorts of real surface types.

As an experiment, treatment
I wrote a shader that takes the light map as the diffuse contribution but also has specular and occlusion maps that can interact with box-projected reflection probes. The below video shows the library using this technique on some of the surfaces. There is one dynamic point light in the center of the room to add some more vivid spec highlights, but this is running at a few hundred frames per second with 8x anti-aliasing, so it is a good sign.


Screen Shot 2015-04-01 at 5.15.01 PM

We have had some recent success with the Oculus DK2 drivers and today are releasing a new RedFrame environment demo, noun available for download from the links below. This demo features the library, physiotherapy a key location in RedFrame and a nice companion to the master bedroom that we had released for DK1 last year. This is a slightly smaller environment (we don’t want to give too much away), but it contains some hints about what’s to come. I’ve included some of the new rendering techniques featured in my last post, Experimenting with Unity 5, which look very good in VR.

Before playing, be sure to specify your height and IPD in the Oculus Config application included with the Oculus Rift Runtime. The RedFrame environment is precisely modeled to scale which can magnify discrepancies in your virtual height. We’ve also included a “seated mode” (see controls below) that will approximately match your height when sitting in a desk chair, greatly increasing both immersion and sense of scale.

Download

Windows
Mac

Controls for Keyboard

  • Move – W, A, S, D
  • Turn – Q, E, or mouse
  • Sit – Space or Tab
  • Recenter View – R

Controls for Gamepad

  • Move – Left stick
  • Turn – Right stick or bumpers
  • Sit – A (Xbox), X (PS3/4)
  • Recenter View – Y (Xbox), Triangle (PS3/4)

Troubleshooting

Compared to the Oculus Rift DK1, the setup for DK2 can be a bit more complex. It’s hard to say how well it will run on every system, but we have a few tips that got it working well for us:

  1. On Windows, change your Oculus settings to use “Direct to Rift” mode instead of “Extended” mode, and run the Direct to Rift app included with our demo.
  2. Don’t mirror your display, it causes bad jitter.
  3. Update your graphics drivers after verifying that they’re compatible with your Rift.
  4. If the frame rate doesn’t feel smooth, relaunch the app and select the lower quality setting. The two presets we’ve included should perform well on most computers.
  5. If your screen goes black, it may be because your head passed through an object. This is a feature we added handle collisions with head tracking.
  6. If the screen shows up tiny in the corner, make sure the resolution is set to 1920 x 1080 on launch.
  7. Sometimes with the OSX build, the cursor won’t hide. If this happens you can just drag it to the top of the screen.

Since this is still a work in progress and far from perfect, if you have trouble please let us know about your experience. Your feedback is very helpful!

Posted in Uncategorized

Leave a Reply

Your email address will not be published. Required fields are marked *

*