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[DEMO] WorldMap XI - DK2 [Updated to v1.2 on 5/31/2015]

drashdrash Posts: 2,840
Trinity
edited August 2015 in Showcase
I finally got around to finishing up the last 10% of a concept demo I had sitting around (that last 10% always takes the longest!):

WorldMap XI

family2.jpg

What is it?

WorldMap XI builds on overall concepts introduced in Bestiary XI, and adds the following:
  • An interactive "world map" that allows you to travel from place to place.
  • Each place is represented by an abstract environment.
  • A few more monsters. Not too many, I had a lot more in here, but scaled it way back.
  • Ability to move around. For the adventurous with VR legs, you're free to walk around among the creatures.
  • See what it's like to be your favorite FFXI race by adopting a new height and IPD.

corse.jpg

Moving around is optional. Feel free to simply stand in one spot and look around.

Standing is recommended, but do so at your own risk! You can play it while sitting, but your player height assumes you are standing.


Credits:

The intro music is "Final Ecstasy" by Ailsean @ http://ailsean.net/01-ff-series-final-ecstasy/. This guy makes great video game covers!

All models are made by Square-Enix and were extracted using the "FFXI Model Viewer" tool. (Dead link removed)

If you are not a current Final Fantasy XI player and find yourself enjoying any of the art depicted in this non-profit fan-made concept demo, then you should *immediately run to your nearest game shop* and buy the game and dive in!

If you are a current Final Fantasxy XI player, be careful of spoilers. Don't travel to a part of the world that you haven't been to in-game.

v1.2 (released May 31st, 2015):
-- No new content, but this demo is like a test bed for some usability updates:
-- Updated to SDK 0.5.0.1
-- Added experimental "rotation disc" mode
-- Added snap turn via scrollwheel
-- Added ability to move forward/backward using mouse buttons
-- Added options menu

Controls for v1.2:
It should all hopefully be self-explanatory inside the demo. Either way all controls are explicitly listed in the included readme.

Controls for v1.1:

Cycle Your FFXI Race:
----
/ [Button A]
Move:
---- [WASD] /
Sprint:
----
/
Turn:
---- [Mouse] /

Reset Orientation:
---- [F1] /
/[Start]
Cycle Camera Bounds:
---- [F3] / [Button X]
Toggle Vsync:
---- [V] (Hit twice to remove vertical tearing if it shows up)
DK2 Menu:
---- [Esc] / [Button Y]
Quit:
---- [Q]


Custom Music:

You may optionally supply your own music for each individual "area" you can visit. To avoid spoilers, the list of accepted music file names can be found in accepted-music-list.txt inside the CustomMusic folder inside of the _Data folder.


Download:

v1.2 - Built with SDK 0.5.0.1
WorldMap XI - DK2 - v1.2 (Windows) from ADrive

v1.1 (doesn't work on recent Oculus Runtimes anymore):
WorldMap XI - DK2 - v1.1 (Windows) from ADrive

Runs best in Direct HMD Access mode + _DirectToRift.exe.

Enjoy!
TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
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Comments

  • virrorvirror Posts: 402
    Brain Burst
    Cool!
    The link to the model viewer does not work, just so you know.
  • drashdrash Posts: 2,840
    Trinity
    virror wrote:
    Cool!
    The link to the model viewer does not work, just so you know.
    Oh wow that whole site is now some random blog. Thanks for the heads up.
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • ad2003ad2003 Posts: 196
    Nice work drash! I like the option to switch heights with ctrl!
    AD
    My first unity steps: In A Distance | download/post: http://goo.gl/N90bUU
    A video collection of oculus rift related stuff: http://oculus.quitebeyond.de
  • aerosteakaerosteak Posts: 102
    Hiro Protagonist
    Very nice work!

    I love the polished 3d models and the sense of height!!!
  • KamusKamus Posts: 126
    Hiro Protagonist
    Man, i wish i could walk up to that dragon, or whatever it is that is covered by fog in one of the locations, but even if i had the room to walk up there in real life, the positional tracking solution of the DK2 would fall short by by about 95% range :P
  • davidjcdavidjc Posts: 356
    This was a cool demo really enjoyed it. Makes you wonder how a DK2 designed game would be. So much more impressive inside the Dk2
  • NevilNevil Posts: 119
    Yes, this demo caught my by surprise and it runs flawless in Direct HMD Access mode on my system. I never played any FF games, but this demo was far more impressive than I expected it to be! Walking around (I was sitting IRL) between all the characters/monsters was bringing big smiles on my face in almost every location :D Next wish is seeing them move ;) I would run to the shop, if this were a game with full VR (DK2) support ;)
    CPU: i7 6700K GPU: GTX980 Ti (latest WHQL) OS: Windows 10 x64
    DK2 on Oculus SDK 0.8.0.0 Firmware 2.12
  • Very nice indeed and it shows you that you don't need high poly models to feel immersion.
  • ccsccs Posts: 219
    Hiro Protagonist
    Love it Drash! I also love what you did with the Oculus menu and camera bounds. Oculus should take these ideas back and make them standard in the SDK. :)

    I really don't know how you find time to do all the things you are doing! :)
  • moujamouja Posts: 126
    Hiro Protagonist
    You tell "...a few more monsters". My english must be worst than I think. :)
    Thanks a lot for this fantastic journey among all of these charismatic characters. When I think about all the fans who can ruin themselves with buying every FF stuff, I can tell that we are very privilegied with that sort of VR experience.
  • drashdrash Posts: 2,840
    Trinity
    mouja wrote:
    You tell "...a few more monsters". My english must be worst than I think. :)
    What can I say... I like to keep expectations low. :)
    mouja wrote:
    When I think about all the fans who can ruin themselves with buying every FF stuff
    That's me -- I bought cactuar and tonberry stuffed animals last time I visited Tokyo. :oops: They're in a box now somewhere...
    KhenaB wrote:
    i kept thinking how much it would be fun to rig and animate them!
    I'm going to keep you in mind next time I want to rig and animate something then!
    ccs wrote:
    I also love what you did with the Oculus menu and camera bounds. Oculus should take these ideas back and make them standard in the SDK. :)
    I'm sure that Oculus is dealing with one high-level crisis after another and are unable to spend time on the end-user polish just yet, but maybe someday they will wow us with a great official implementation of some of these things.
    DrDeathO5 wrote:
    it shows you that you don't need high poly models to feel immersion.
    Indeed, lightmapping does wonders. I cannot wait for Unity 5 where the process becomes a bit more streamlined.
    Kamus wrote:
    i wish i could walk up to that dragon, or whatever it is that is covered by fog in one of the locations
    Glad you noticed! You can "walk" there but you'll have to use WASD, not your real legs. :)
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • TamulurTamulur Posts: 55
    Hiro Protagonist
    That is a fantastic demo. It was so fun not only to explore the world and uncover new travel destination but also to see all the new ideas that went into it.
  • senritsusenritsu Posts: 30
    Brain Burst
    Brilliant demo. Before my favorite demo was titans of space, for the incredible impression the sense of scale made, but this is even better :D

    And as many have pointed out already, the camera bounds and stuff are great, and should be made standard.
  • NukemarineNukemarine Posts: 493
    Hiro Protagonist
    Since you made a dedicated thread, just wanted to pop in and say how great of a demo this turned out to be. It hits my computer hard since I can't turn off MSAA (meaning judder and other things hurting the VR aspects) but it's easy to tell how great this demo looks. Awesome job on creating my favorite go to demos for others to check out.
  • drashdrash Posts: 2,840
    Trinity
    For those that saw Tom Heath's "Elevating your VR" talk at Connect or saw the slides somewhere, he mentioned that if the player's IPD is wrong, that it will scale incorrectly with position (I may have misheard the exact words). There's actually a good example of this in the WorldMap XI demo. If you adopt the IPD and height of the small Tarutaru race, the IPD is actually quite wide (double the average) so everything looks small. Then, if you start learning around, you're going to feel like the positional tracking is not 1:1. It feels like your view doesn't move enough relative to the physical distance your head is moving. And yet, relative to world space, it is still moving 1:1. The only difference is that your IPD is wrong! (Normally if you're shrinking/growing the player in cases where the player is still in the player's shoes, the correct thing to do is scale the whole camera controller, not scale the ICD itself.)

    @Nuke, thanks again for your feedback. I'll get a more optimized version out at some point.
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • Excellent, worked flawlessly!
  • wow thanks! wonderful demo! made me realized i would often be running away while screaming AAaaaaahh when playing mmorpg in VR... can't wait for it.

    That aside, i got 5 FPS even before starting to load any models, so i suppose its the floor/sky mesh which is slowing down everything then? I tried off every parameters but didn't gain any fps. (just for information BF4 run fine with ultra setting on so my PC is not that much bad ^^ )

    Did you used Unity? anyway we can load theses model in Unity?
  • Gary00Gary00 Posts: 2
    NerveGear
    Works buttery smooth! I cannot begin to tell you how much I appreciate being able to toggle things like camera bounds.
  • drashdrash Posts: 2,840
    Trinity
    I've just uploaded an update for this, which will only really matter to you if you weren't quite hitting 75 FPS with v1.0.

    ----

    v1.1: Some performance optimizations. For most of the demo, it is now running at 250-300 FPS on GTX 660, up from 140 FPS in v1.0. It will still run slower in the two areas where you can see stars or splotches in the sky (140 FPS on GTX 660). It is easy yet time-consuming to address that, so I'll have to get to that later on when I have more time.

    Download link has been updated at the bottom of the first post.

    ----

    @Gary00, Board1976: Glad it worked well for you guys. :)

    @sgallouet: Your 5 FPS is extremely low, so I'm not sure that even v1.1 will help you get to 75 FPS, but I'm curious to know how much it helps! Yes, made with Unity. Was a long process to massage the models into Unity, complete with textures that include the original alpha channel, setting up custom lightweight shaders, etc. Going into VR, seeing little details that don't look right, fixing them, repeat. Quite fun! It's amazing how hard it is to notice little problems on the monitor. I dare not distribute any of these models directly though, if that's what you're asking, sorry! If you like, you can PM me and I'll give you some tips on the overall process.
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • Yes, the models are amazing. its the first time in a game you can really sense when a mobs is pissed off just by looking at his eyes!! terrific. really happy you made that demo.
    I'm still working on the dynamic and control of my own demo which require animated model so i wont try get them anytime soon but thanks for your help!

    So now i have 13fps with the v1.1 and 15fps when looking at the sky :)

    But here is what i found in the log file :

    Initialize engine version: 4.5.3f3 (fca41a4fabea)
    Forcing GfxDevice: 1
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 9.0c [aticfx32.dll 8.17.10.1247]
    Renderer: Intel(R) HD Graphics 4000
    Vendor: Intel
    VRAM: 2062 MB (via DXGI)
    Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=0
    Begin MonoManager ReloadAssembly

    Thus i suppose it mean its not using my ATI graphic card but the integrated intel one instead... i will try to Google to see how fix that.

    EDIT : if you have the same issue as me we have to go to windows "POWER OPTION" -> high performance (which should be activate) -> switchable dynamic graphics -> then change from 'optimized perf' to ' maximize perf'.
    Now got 60 fps ( rift is configured at 75hz but my main screen cant do more than 60hz)
  • drashdrash Posts: 2,840
    Trinity
    sgallouet wrote:
    Thus i suppose it mean its not using my ATI graphic card but the integrated intel one instead... i will try to Google to see how fix that.

    EDIT : if you have the same issue as me we have to go to windows "POWER OPTION" -> high performance (which should be activate) -> switchable dynamic graphics -> then change from 'optimized perf' to ' maximize perf'.
    Now got 60 fps ( rift is configured at 75hz but my main screen cant do more than 60hz)
    Great find! Hopefully this improves your experience with other demos as well. But, note that your monitor running at 60hz shouldn't have any effect on whether DK2 demos run at 75 FPS, though. I personally haven't had to do anything fancy to get that to work. Also, I know that for demos that run in Extended mode (not this one), it helps to have the DK2 as the primary display to get it up to 75 FPS.
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • You are correct : 65 fps now. (and 75 when looking at the sky) The 'max perf' trick didn't improved perf on like BF4 or half life 2 VR mod but it did improve in some other unity VR demo as well. The funny things is in the log it still say it use the intel card but this time with DX11 instead of DX9. (however it does use the ATI card now)

    EDIT: down to 30 fps in direct mode.
  • vicvipervicviper Posts: 14
    NerveGear
    I've upgraded to Oculus Runtime 4.3beta and WorldMap XI crashes at startup :cry:
  • drashdrash Posts: 2,840
    Trinity
    vicviper wrote:
    I've upgraded to Oculus Runtime 4.3beta and WorldMap XI crashes at startup :cry:
    All my demos built against SDK 0.4.1 do that sadly. Will release updated versions as soon as 0.4.3.1 is out!
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • idoido Posts: 82
    Brain Burst
    So this is best run in 0.4.2, right?

    Looking forward to giving it a go during my lunchbreak!
  • drashdrash Posts: 2,840
    Trinity
    ido wrote:
    So this is best run in 0.4.2, right?
    That is correct! :)
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • gatorkeagatorkea Posts: 19
    NerveGear
    This is amazing, I am a huuuuge ffxi fan and this just blew my mind to pieces . Nice job!
  • gatorkeagatorkea Posts: 19
    NerveGear
    will this program be expanded upon? I bet the actual game would be awesome to play in 1st person view with the oculus :D
  • drashdrash Posts: 2,840
    Trinity
    @gatorkea, nice to know there's other huge FFXI fans around. :) I don't plan to expand on this any further though, aside from SDK updates.

    I do have one more FFXI demo in the pipeline that's totally different than this or Bestiary XI, if I can ever find the time to finish it up...
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
  • drashdrash Posts: 2,840
    Trinity
    I took some time to update this demo. No new content, but this demo is like a test bed for some usability updates I'm working on:

    v1.2
    -- Updated to SDK 0.5.0.1 (which means it works again with the newer Oculus Runtimes)
    -- Added experimental "rotation disc" mode
    -- Added snap turn via scrollwheel
    -- Added ability to move forward/backward using mouse buttons
    -- Added options menu

    Download for Windows is available here.

    The "Rotation Disc" feature looks like this:
    wmxird1.gif
    You just hold down a key (Ctrl/MMB/Btn Y) and indicate with your head which way you want to be facing, then let go of the key. I intend to incorporate this and the options menu into my other projects going forward so if anyone has feedback on this I'll happily accept it. :)
    TitansOfSpacePlus_CoverArt_VRLandscape5_60p.png
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