Another news post, more happenings over at vrgirlz.com. New releases and bug fixes with new version updates… and an MVR release!
To get in the mood, please check out this track:
Bel Heir – Kiss The Devil
We have been very busy rolling out the next batch of updates for our BVR line of products, now up to version 1.33. With many bug fixes, plus additions and version changes. Be sure to grab the latest update of any of your purchases by logging into your account and going to the downloads section.
Introducing our latest updates
AVR – Advanced Virtual Rendering
BVR – Basic Virtual Rendering
MVR – Mobile Virtual Rendering
We have finally released our first set of AVR products and MVR products.
AVR products will initially feature 5 scans per pack, BVR 10x poses (maybe 1 extra bonus) per pack and MVR 10x poses (maybe 1 extra bonus) per pack. For future AVR version updates we might roll out 10x poses per pack, this is still under debate simply because of memory constraints and download sizes increasing. AVR’s use a lot of higher resolution textures, they also take a lot of man hours to produce. So we could potentially drip feed them out into new version updates.
Eventually pricing will come down on the store, once VR hits the consumer market. Until then we are in the realm of niche.
Everything on VRGIRLZ is experimental, from controller key mappings, to presentation, to sounds. We need your feedback to try and improve the overall experience.
If you think what we offer isn’t currently good enough, or that the pricing is too high, we recommend to hold off purchasing until the site is more mature and the content has been finalized. However, if you can support us now, at this early stage, it will help us immensely!
The support and feedback we have had so far has been incredible and allowed us to now pursue this passion full time. We are gaining momentum and have some incredible features planned for the future.
Ariel VRGoddess V (vr walk through)
Example screen shots from the new AVR products
AVR’s differ greatly from BVR’s because they unlock real-time lighting and more interactivity. We currently use Unity4 which has some limitations (it was never designed for this!) so we are doing the best with what we have but we plan to convert over to deferred rendering and run with Unity 5 very soon. This will enable us to utilize multi-lighting and hopefully begin to integrate order independent transparency for hair with DX11, eventually DX12. As well as begin custom development on interior rendering for things like bedrooms and apartments.
We are super excited about working with Oculus SDK 0.5.1 because of ‘virtualTextureScale for dynamic resolution scaling’ …but we want the dust to settle first, before we integrate it.
This will allow us to support a wider range of lower end PC’s as well as experiment with more complex features because we can increase performance by dropping quality, dynamically. As well as waiting for the performance flood gates to open once VR SLI enters the game. Exciting times a head.
MVR Blue Sapphire II Release
Introducing our first MVR (GearVR) product – Blue Sapphire II.
After the success of our first GearVR beta demo, we decided to release our first MVR product based on the feedback we received. It seems the side loading process wasn’t as hard as expected, although still an annoyance (lookin at you Oculus!!).
It seems people persevered and enjoyed what we had to offer. Although the MVR products features scans that are of a lower mesh quality and texture resolution, they still hold up pretty well and run very smoothly on the GearVR. Although watch out for any over heating.
We’ve been able to last 15 minutes or so until over heating, just the right amount of time. Clever ‘design feature’ Samsung, very clever.
Blue Sapphire II MVR product features:
5 lighting conditions (for setting the mood)
Touchpad controls with user interface
Amazon Fire controller support
AVR future features
Here is a brief glimpse of our current research into the new AVR features that will be released for free in the coming months
We expect to be able to convert our older BVR and possible MVR products to feature eye follow and head rotation. This will be a few months down the line before fully tested and implemented. The eyes don’t just follow but the underlying geometry of the eyelids, wet layer and eyelashes need to correspond. We are also working on a new eye shader with iris response, parallax, caustics and refraction.
They will also eventually make it into the AVR products but this will be harder as skin physics take precedent first..
Skin physics, deformation and poking!
These are the effects we are most excited to share with you. Skin physics and deformation will come first, then eventually LEAP support. We are looking forward to LEAP 2.0. It would be great to talk with LEAP about getting access to their next generation of tracking hardware and software, you know, for science. If you know anyone there, please do give us a mention.
Currently getting the LEAP hands to behave nicely is a battle, getting correct skin collision and finger interaction without them going all octopus is very hard to do. Considering that there is no actual force feedback we have to really hack the collision so that it works correctly. But seeing your hands in VR with a realistic skin shader applied is a very “woah!” moment.
We have had lots of feedback from customers and some great ideas.
Can we combine different scans together? Not currently but it’s a great idea. We are contemplating the idea. (thanks to ‘dave’ for that one!)
Why have the controls changed, can we have them back? This is a good point. We have tried to make sure that keys and controls match across all 3 product ranges. We have reverted the new AVR controls back to match BVR as close as possible. F1 keys screen will reflect these changes (thanks to ‘fluffy’ for that one!)
Video viewer in game? Yes and yes. This would be awesome. What we want to do is allow players to press a key to view into their desktop from our application. To then control anything on the desktop, such as viewing extra videos, or control music or browse the web. This isn’t something that we can do currently but if anyone out there knows how we could approach this, please contact us. (thanks alex!)
It would be awesome if you could add a character shadow! We can and we have. It’s been there since version 1.0. Key H. (thanks for reminding us Todd)
We will continue working on bug fixing and version upgrades for the next few weeks. There wont be any major announcements for a while, but we hope to continue to release more AVR, BVR and MVR products each week, time permitting.
Thanks to anyone who has bought with us, given us feedback, written to us and left reviews. It all means a great deal and we read everything and try to take on board all criticism as well as any positive comments.
Thanks for reading
PS. We have also included our first test environment. Something we like to call the ‘virtuous paradise’.
It was originally built for the DK1 so the environment doesn’t really hold up in single camera mode or on the DK2 but we thought it was a fun place to escape to.