I had a thought the other day about optimising the rendering of these ray marchers.
Yeah the crossing the eyes thing I do not understand.
Or do you mean that you don't have any dev kit yet so you're having to do that?
Amazing stuff! Will it automatically grab new shaders off the website, or is it just the ones you've hand picked?
As for the Dynamic resolution, that doesn't work very well. On my Radeon card it always dumps down to SUPER-LOW, or what I imagine is the lowest setting it absolutely can. Bumping it up in rez does not effect the framerate at all, at least in the menus, so I have to imagine it's one of those Anti-Radeon bugs that seem to plague so much Rift demos. I'm guessing GeForce handles OpenGL, or whatever's being used in these demos, better then Radeon. Usually forcing it to use DirectX is the solution to get around alot of these bugs. I didn't even know there were words on those menu images until you added the forced increase to the resolution.
But the controls for resolution and screen cropping are working great. I think Oculus would prefer to have simpler controls for demos, so this might not get you on the main page, but I found it no problem with tweak and mess with.
There are 2 or 3 that aren't responding to positional tracking. One of them was that landscape with the snake-like growths coming out of it. I can't recall what the others were.
Also, all of the joystick input seems to be off. I've been trying to control it with an Xbox controller and it seems like the button layout is scrambled.
I can't help but to wonder though. The performance from Boxplorer was far better at full resolution (at least on the DK1). Well this Shader website collection is really cool, I think it's more aimed for real-time editing for websites, and lacks the full performance possible if it was more dedicated to handling fractals. Your time might be better spent getting Boxplorer up and running with the DK2 and developing some kind of interpreter for the Shaders to make them work with it. I'm not too sure what's involved behind-the-scenes, so that's just a suggestion.
As for the controls, the Xbox controller is utterly bristling with buttons, so any of those might do. I'd suggest throwing a cheat-sheet using the Start button so people always know what button does what.
But I would suggest scrapping the automatic resolution changer, in favor of using the controller. Make a clear statement on the starting screen, maybe off to the side, that users can change the performance using the controller. Since the starting menu screen is the most important, and always runs well, definitely force it to run at a high starting resolution. Without the main menu, the whole experience becomes very difficult.
All of the Boxplorer demos except for the bug walking around seemed to run at 30 to 70+ FPS at full DK1 resolution. I know the DK1 is alot lower resolution then the DK2, but it was still higher then settings I'm comfortable with on this demo. The Reflectiods, running with full reflections, ran at faster, at a higher rez then your Reflectiods, without reflections. It actually ran so fast, I could barely believe my computer produces those images. Quite mind blowing! There were controls in Boxplorer for altering Reflectiod in real time, and the no matter how convoluted I managed to get the landscape, it always kept at least 40fps. A little choppy sometimes, but never unusably slow.
Back to the subject of controls, a few of those fractal shaders can be easily altered by changing a few numbers, correct? How about allowing some facet of the controller to slide those numbers up and down, like Boxplorer allowed with Reflectiod? Real-time altering of fractals is AMAZING! If the users can alter just 2 or 3 parameters with a few button presses, I'm sure they'll spend hours seeing what kind of results they can get. I know I did!
Real-time altering of fractals is AMAZING!
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