VR lovers, one for you

Thank you all for the comments,

Yes we have a lawyer looking into it right now, searching the bases and submitting patents, and we are seriously looking into patenting 7 different things, if we manage to get 2, we are fine.

At the end of the week we will push this build out, so all of you with DK1 will be able to test it, or you can just play around without the Oculus Rift, it works the same..
There are a lot of issues right now, and we are writing things down, we will add the known issues list when we push out.
I will personally look into the list not to look as FD changelogs, but with real explanations :D

Yes the keyboard will be hard to get, but we have simple solutions for the problem, like a cam above keyboard streamed inside :) we can do that as a temporary solution but that is not something that would satisfy us.

We designed a virtual keyboard inside on our own 3D GUI, it will look like elite dangerous GUI (it is soo sexy), and you will be able to customize it completely, but we are waiting to finish with that as we ad leap motion and nimble sense later on.
You will be able to use that keyboard and type in, virtually. Also a 3D mouse, used with 3D control devices.

We are also planning full voice controls to be added to keyboard shortcuts, we already have voice controls implemented trough Kinect 1, but that solutions was bad and it is commented right now, later on we might expand it to kinect2, we will see, i tried multiple times to get it in its beta program, but they were cold as ice.. Now we just moved on to more important things, like getting stuff to work inside..

From next week we move on to upgrading the engine, adding DK2 support, and a whole lot of optimizations, and another big feature to control the running apps from spacesys, we have the texture stream, but the mouse input is still done on the app itself, there is a game we have to play with Windows right now, and they play dirty :)

I guess that it is hard to grasp how spacesys will operate, or be usable from the videos and explanations that i do now, and we are keeping some things to ourselves ;)
We have a huge list of mechanics to add, and control devices to add, it is scary when i think of it. But with those implementations it will be much simpler to use SSyS than windows for the first timers or kids..

But as the market grows, and it will grow huge in about a year or two, we will find our users if we overcome those simple problems. And they are simple, it just takes work.
I can assure you that we will push on, we are doing it for 2 years now and there is no stopping.. We are growing our team the smart way, looking at all directions with open minds.

P.S.

I will upload a video to show you how it looks when you have a design software running inside spacesys, like 3DS Max and Visual Studio, with 15 tools floating around, multiple screens, with a keyboard streamed underneath, for such a thing you would need 6 normal screens, here you just need to turn your head.

With oculus rift running at 4k, or later at 8k, we will have fantastic results..
And with resolution upscaling..

I better shut up now--..
 
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This. Yes. Give me more of this.

I'm running 3 displays and a DK2. Being able to 'tab out' without taking the rift off to google things would rock. Can I have this running just on the rift monitor?

I have a DK2, MS Kinect, DK1 and Leap Motion, so if you need a beta tester to really push things, let me know. I'd love to work in 3DS in VR (once the headset resolution gets a little higher)
 
You will have multiple choices how to do things.. Run SSyS in 2D mode or stereoscopic, and have the game launched inside in 2D or stereoscopic.
We are working on optimizations right now, and focus switching.. But we are far away from a "perfect" solution, we need few more months to be really usable.

As we progress, we will need more testers. We will push out this build in a week, (should have been this one, but we all got a flew (nothing to do with ED gamma :) )) once we do, i will post the download link here so you can try it out.

But don't expect a finished product.. we are still @ alpha.

We currently support kinect1, but kinect was so bad we dropped the development and focused on other stuff, now we are looking into Leap and Nimble sense, that will be one of the first things we add next.


We decided to wait it out till the CV rift comes out, but since that is a year away at least we will add the DK2 next. (in a month) DK1 is supported.
 
We just released Alpha 2.0

This is the current version of SpaceSys, so please understand that this build is AN ALPHA! NOT A FINISHED PRODUCT.

This is a small preview of things to come. its an early stage, and what we have done so far was a research if something like our VR-OSE was possible at all, with the technology available to us.

You can download it here : DOWNLOAD LINK



Be nice, and don't delete something :)
 
This is something I've been waiting for since I got my dk2. But it looks as if the dk2 hasn't been implemented yet. But other than that this looks amazing, oh and I too changed majors to engineering thanks to elite. It's a small world we live in eh?
 
This ! ! ! Is basically exactly how I envisioned a VR desktop too.

:cool: AWESOME :cool:

You say you will support the Leap Motion as well? Which is excellent btw. I just wonder how? Glued to the Oculus Rift? (hint :p - randomish video I found btw) I've actually yet to try and strap my Leap to the DK2, but I imagine that might be the best solution to combine them atm.

As for keyboards.. personally I don't have any particular issues using the regular (or real / physical) keyboard even if I'm not seeing it (usually). Well apart from breaking immersion a bit. I imagine using a virtual keyboard (with the Leap, for example) might work as a temporary short-term fix, but for more lengthy typing sessions I do think a real one is better (ofc a virtual one might get a more suitable form/functions/swipe mechanics etc, so there's that). The mouse however I guess could easily (and preferably) be replaced by some Leap magic in this environment. Not that I know, ofc - I'm just speculating a bit :) (my few Leap Motion tests for regular desktop use is rather disappointing though).

I also wonder if this latest alpha supports DK2? (If not, do you have an approximate ETA on that?)

One more (stupid) question: What will the "Spacesys Early Access" get me? I see it says "You will get the licence and updates to SpaceSys as we develop", I was just wondering if that's the licence for the eventually final product also?



EDIT: There, voted on Steam too.

Btw it wasn't that easy to find in the official Steam client! First select "Greenlight" from the "Community" menu at the top, then from the Greenlight menu bar below, under "Browse", select "Software" - and make sure "Browse by" in the right-side part of the screen have "Most Recent" selected instead of the default "Your Voting Queue", THEN make a search for "spacesys"... Having the wrong category selected and the search don't work for some reason. Just FYI.
 
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I've been waiting for something like this (*Edit* If it only worked on the Rift!!). It says "rift turned on but not detected". :(

Also, I get this error on start...

Code:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.


************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at _3DeaConfigUI.ConfigForm.<SearchCompleteNotifier>d__da.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)




************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18052 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
3DeaConfigUI
    Assembly Version: 0.2.0.0
    Win32 Version: 0.2.0.0
    CodeBase: file:///C:/Program%20Files/3Dea/SpaceSys/Bin/3DeaConfigUI.exe
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18044 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18021 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
System.Data.DataSetExtensions
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.DataSetExtensions/v4.0_4.0.0.0__b77a5c561934e089/System.Data.DataSetExtensions.dll
----------------------------------------
LicenseChecker
    Assembly Version: 0.0.0.0
    Win32 Version: 0.2.0.0
    CodeBase: file:///C:/Program%20Files/3Dea/SpaceSys/bin/LicenseChecker.DLL
----------------------------------------
CustomMarshalers
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/CustomMarshalers/v4.0_4.0.0.0__b03f5f7f11d50a3a/CustomMarshalers.dll
----------------------------------------


************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.


For example:


<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>


When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
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Working on it... We found some last minute bugs, config app is something we overlooked a bit, context menus are also creating some issues, we are clearing them out and will release an update in few days. Hopefully clearing them all.

We have been concetrated on the live app support, we waited to see what will be the final solution for the rift. We implemented support for DK1, DK2 and GearVR support is on the way. They will be integrated after new year, along with the hardware rendering of apps inside 3D.
Since OR just bought Nimble VR we will skip the leap motion support till later, it paid off to wait a bit with that, things are still very uncertain, they decide to change plans in a day, Leap is still a very valid option, as we only care about the mechanics, not what we use, but dev support is dev support. :)

Thank you guys for the support, if you find any more bugs, please share them on our forum so we can get on it right away..

And, happy release ppl! I have waited for this exactly 30 years. Today is a great day..
 
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