05-02-2014 10:10 PM
Built with SDK 0.4.3.1 on Unity 4.5.5p3.
Requires Oculus Runtime 0.4.2 or newer.
Confirmed to work in both "Direct HMD Access from Apps" and "Extend Desktop to the HMD" modes.
Regardless of the mode, use the _DirectToRift.exe to start the program.
Runs at a minimum of 130 FPS on an Nvidia GTX 660.
NOTE: In Direct mode, you may experience judder even if your PC is fast enough, and usually this can be fixed by toggling Vsync off and back on again using the V key.
05-02-2014 10:29 PM
05-02-2014 11:00 PM
05-02-2014 11:08 PM
"Hadwell" wrote:
Is the limitation on the legible text on the panels the quality of images you could find to make the textures out of?
05-03-2014 12:54 AM
05-03-2014 01:34 AM
05-03-2014 01:43 AM
"enda" wrote:
Looks fantastic.
I have tried it on the mac and after I get past the res selection screen, my monitor just flashes black.
I know that when I did the PC build of the Enterprise from my Mac there were issues too, in that case it was painfully slow frame rate, obviously unity does not like to export to another platform.
I can always download the pc version and play it on my Bootcamp partition.
Could you render out a 64bit mac version?
05-03-2014 02:03 AM
05-03-2014 02:13 AM
"drash" wrote:"enda" wrote:
Looks fantastic.
I have tried it on the mac and after I get past the res selection screen, my monitor just flashes black.
I know that when I did the PC build of the Enterprise from my Mac there were issues too, in that case it was painfully slow frame rate, obviously unity does not like to export to another platform.
I can always download the pc version and play it on my Bootcamp partition.
Could you render out a 64bit mac version?
Interesting -- so you had to fix the slowdown of the PC version of your awesome demo by building it from within Windows? That's alarming!
Here's a download link for the 64-bit Mac version. Let me know if that helps or not, and thanks for the inspiration!
05-03-2014 02:21 AM