![]() On a test of vorpX again with the most recent version in February 2022, the tool did not seem to attach to Firestorm to provide VR capability.įinally, from 2019 Peter Kappler created his VR Mod to Firestorm code using the SteamVR headset independent approach (so it should work with any headset make) with the intention of making an easier to insert and hence maintain approach. It should work with Second Life, Firestorm and other virtual world viewers. ![]() VorpX allows some applications and games not specifically designed for VR headsets to work in 3D/VR mode. go back to VoidPointer’s last commit.Īlternative Approaches Using Generic VR Packages If they go back to their approach they must ditch all the mods made in that final summer – i.e. Basically it was rubbish when that version was released and that seemed to be an indicator to Philip Rosedale (still there at the time) that it should be scrapped as a development route. I understand a summer intern worked on it. Then they really ruined it in its very final version. I believe people will use 2D for most things and switch to 3D for the immersive experience when needed.īut it got put to one side as I think they thought frame rates could not be high enough. It assumed everyone would keep their headset on 100% of the time (as did Sansar and High Fidelity). The viewer did try (in my opinion) to put too much into VR mode… making lots of tools and windows/menus etc be in the 3D space. The viewer was in my opinion almost ready to go for users willing to make sure the frame rate was appropriate for the area being used. VoidPointer was a real enthusiast for VR and even was a kickstarter backer for the original Oculus. VoidPointer Linden developed the LL VR viewer through several versions and I worked with him at the time as things developed using the repository nightly builds and giving him a lot of feedback. Technical Approach: description to be on Discord commented… the CtrlAltStudio approach used variable focus based on distance to camera, adjusted to the scale of Second Life/OpenSim. ![]() His approach though is probably still the best we have seen. But it needed a lot of maintaining, so as soon as LL said they were doing a VR viewer he stopped development of CtrlAltStudio. This approach gave a really good crisp image. ![]() It was later amended when the Oculus Rift DK2 and software drivers appeared that allowed a more direct feed to the HMD. ![]() When the Oculus VR headsets first appeared, David Rowe amended CtrlAltStudio to do very nice VR support for the Oculus Rift. CtrlAltStudio also added gesture tracking with the Microsoft Kinect Sensor. It could also support the Nvidia 3D a active shutter glasses with 100Hz monitors (dithered between two images). The 3D Lab at the University of Michigan added 3D stereoscopic viewing capabilities to the Second Life viewer via a patch in 2007.įrom mid 2011 Kirsten’s Viewer added a 3D anaglyph (red/cyan glasses) viewer capability.įrom 2014 David Rowe in the CtrlAltStudio viewer added 3D stereoscopic capabilities for anaglyptic (red/cyan) glasses to modify Firestorm. They are collected together here for convenience. These notes were originally posted on the Discord Firestorm VR Mod channel to explain the history behind the various 3D and VR Viewers for Second Life and OpenSim. ![]()
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