Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

Neos: The Universe [APK + DK2 build]

FrooxiusFrooxius Posts: 181
Hiro Protagonist
edited June 2015 in VR Jam 2015
Hello guys!

I'm happy to present you my latest VR experience, Neos: The Universe!, now also for DK2!

Developed for the 2015 VR Jam, this application offers an epic narrative experience that walks you through forty magnitudes of scale within a few minutes, showing you marvels of the universe and the human journey through it, but also lets you explore on your own, smoothly sliding between different scales and exploring all the interesting content using the touchpad on your GearVR or scroll button on your mouse. And be careful where you look at, you might get a surprise!

VR Jam page with APK download

DK2 builds:

Windows (219 MB)

OS X (219 MB) - UNTESTED!




Official website

Facebook page


This demo is also a technical showcase, pushing the limits of mobile VR to show you variety of structures that breathe with life using custom tailored shaders and even sneakily employing lightfields (more on them is coming soon!) - how else would we show complex structures that require hundreds of thousands of polygons to represent on your mobile phone? :)

Neos: The Universe is a continuation of the World of Comenius project, which allowed you to travel into the human body, take it apart, play around with 3D geometry or sketch your ideas with your hands a demonstration of the educational potential of VR and it's one of many precursors to a much bigger project I've been working on for months: Neos. A world where you can unleash your creativity and curiosity without restrictions of the real world. There's much more to come, so keep an eye out!

And of course, comments and feedback is welcome!


(Btw, I also have another small game entry if you want to check it out, it's not as polished as this, but could be fun maybe! Check out FlowerGuy!)

Comments

  • nilstasticnilstastic Posts: 140
    Art3mis
    Yeah, I'm pretty sure you'll win the experience category. So, better start planning what you'll do with all that money. =)
  • FrooxiusFrooxius Posts: 181
    Hiro Protagonist
    nilstastic: Thanks, though I'm not so sure myself... but in any case, it's simple... MAKE MORE VR (and AR) STUFF! :D
  • NilspferdNilspferd Posts: 51
    nilstastic wrote:
    Yeah, I'm pretty sure you'll win the experience category. So, better start planning what you'll do with all that money. =)

    I think so too. This is my favorite #1 from all games and apps. This is by far the most polished and immersive experience.
  • 8bit8bit Posts: 94 Oculus Start Member
    @Frooxius,
    Dude Neos looks awesome - keep up the great work. I'm getting the build now. Can't wait to try it.
  • mbzdmvpmbzdmvp Posts: 65
    Hiro Protagonist
    Amazing experience! Very well done!

    I have a technical question, how do you get the loading screen (with the loading bar) to be so smooth? When I call Application.LoadLevelAsync my FPS drops to around 1-4 and the headtracking gets very delayed.
    VR Jam 2015: Inside The Human Body
    Forum Post: viewtopic.php?f=77&t=23266
    V29IR5T.png
  • FrooxiusFrooxius Posts: 181
    Hiro Protagonist
    Thank you! ^^'

    mbzdmvp: That depends on many things. First, did you test that only in Unity Editor? The assets aren't properly serialized yet and there's a lot of overhead, so it's not going to be smooth in editor.

    Second, you might want to stop the actual swapping of the level until certain time, which can take a lot of time, causing a hiccup, which also depends on how much work you do in Awake/Start functions of your scripts (plus any other constructors), by setting allowSceneActivation to false and waiting until the load progress is almost 0.9.

    What I do myself is fade to black and then set allowSceneActivation to true, so it can finish the loading and initialization, while the player sees pitch black so cannot notice any hiccups.

    Third, what Unity version are you using? Unity 5 features many crucial improvements for asynchronous loading (though not as many as I'd love), so if you're on older version some things still get done synchronously, affecting your main thread.
  • davidjcdavidjc Posts: 356
    Controls dont work, mouse keyboard nothing. Just stuck at intro screen
  • mbzdmvpmbzdmvp Posts: 65
    Hiro Protagonist
    davidjc wrote:
    Controls dont work, mouse keyboard nothing. Just stuck at intro screen

    Enter to reset orientation, space to select the option you are looking at.
    VR Jam 2015: Inside The Human Body
    Forum Post: viewtopic.php?f=77&t=23266
    V29IR5T.png
  • mbzdmvpmbzdmvp Posts: 65
    Hiro Protagonist
    Frooxius wrote:
    Thank you! ^^'

    mbzdmvp: That depends on many things. First, did you test that only in Unity Editor? The assets aren't properly serialized yet and there's a lot of overhead, so it's not going to be smooth in editor.

    Second, you might want to stop the actual swapping of the level until certain time, which can take a lot of time, causing a hiccup, which also depends on how much work you do in Awake/Start functions of your scripts (plus any other constructors), by setting allowSceneActivation to false and waiting until the load progress is almost 0.9.

    What I do myself is fade to black and then set allowSceneActivation to true, so it can finish the loading and initialization, while the player sees pitch black so cannot notice any hiccups.

    Third, what Unity version are you using? Unity 5 features many crucial improvements for asynchronous loading (though not as many as I'd love), so if you're on older version some things still get done synchronously, affecting your main thread.

    I've tested it out on my Note, the Editor loads it in about 2 seconds, compared to the ~8 seconds on my phone.

    I didn't realize you could control the scene activation with a variable, that's a great trick!

    Unfortunately I am on Unity 4 due to some strange texture swapping bugs that occurred earlier in development. Can't wait to upgrade to 5!
    VR Jam 2015: Inside The Human Body
    Forum Post: viewtopic.php?f=77&t=23266
    V29IR5T.png
  • FrooxiusFrooxius Posts: 181
    Hiro Protagonist
    davidjc: Sometimes the application can lose focus. Make sure to click on the application window with your mouse so it's focused, otherwise it won't accept input.

    mbzdmvp: Ah I got the texture swapping bugs too actually, but soon they went away (actually when I added more stuff in, it's almost as if it happened if it had too little to render). Still it was very random bug, which makes it unsettling.

    And yes, it's definitely going to take longer to load on a phone, as it's not so powerful (it has to decompress the data and initialize various resources in the memory), which is one of the reasons I put the narration at the beginning to avoid longer wait without nothing happening and smooth it out.
  • nilstasticnilstastic Posts: 140
    Art3mis
    Frooxius wrote:
    nilstastic: Thanks, though I'm not so sure myself... but in any case, it's simple... MAKE MORE VR (and AR) STUFF! :D

    That's an excellent plan. =)
    I just hope that you'll have time for a programmer-centric post mortem. I'm amazed at how you managed to get such graphic fidelity out of such a not-so-powerful device.
  • minbari73minbari73 Posts: 25
    Brain Burst
    This was absolutely incredible. You made me cry dude. I wasn't expecting an emotional reaction from it at all, but the sense of awe i felt was real. Rather like what Tim Allen's character in Galaxy Quest must have felt when the aliens sent him back to Earth, i'd imagine.

    My only complaint that i have with this astonishing piece of software is that because the visuals are so overwhelming it's very difficult to pay attention to the narration. It could help if the echo was lowered or even eliminated altogether.

    Thank you!
  • spinaljackspinaljack Posts: 347 Oculus Start Member
  • nilstasticnilstastic Posts: 140
    Art3mis
    minbari73 wrote:
    This was absolutely incredible. You made me cry dude. I wasn't expecting an emotional reaction from it at all, but the sense of awe i felt was real. Rather like what Tim Allen's character in Galaxy Quest must have felt when the aliens sent him back to Earth, i'd imagine.

    My only complaint that i have with this astonishing piece of software is that because the visuals are so overwhelming it's very difficult to pay attention to the narration. It could help if the echo was lowered or even eliminated altogether.

    Thank you!

    I found the narration quite good actually, liked the whimsical approach and felt like it made it more engaging.

    Also, +100 spacepoints for mentioning Galaxy Quest, one of my favorite movies of all time!
  • minbari73minbari73 Posts: 25
    Brain Burst
    I had no problem with the performance or the approach, just the echo which for me at least made it difficult to pay attention to. It's probably just me.
  • Hi,
    I have a problem with the controls, i have a Motorola moto x and Google cardboard,
    The application start well but i cant control it.
Sign In or Register to comment.