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Oculus Rift Dk2 Roller Coaster Download
- excellent. love the shaders epic built for this demo, really looks like the ikea black-brown texture when you are at this scale.0
- Awesome!! Is this done with the landscape spline tool? Do you mind briefly sharing how you managed coaster physics (Matinee/Blueprint)?
- Backer
'Have faith.'-Palmer Luckey - UE4 seems to have the same bug as previous Unreal builds for me - sub-par FPS and severe head tracking latency. Every other engine and demo runs smooth, but I still can't figure out what my issue is with Unreal (using an Nvidia GTX 560M).
The Furious Angels - an Oculus Rift Online Gaming Community! - I have the same sub-par fps & latency problems with any Unreal4 demo so far. Using GTX 560M
- AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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Well at least we've maybe found the culprit. Are you on an Asus G747x? I just updated the bios to check if that was an issue, but it didn't help. Drivers are up-to-date.I have the same sub-par fps & latency problems with any Unreal4 demo so far. Using GTX 560M
The Furious Angels - an Oculus Rift Online Gaming Community!- The Geometry Shader link worked fine, except for the chair comprising the coaster itself - in my left eye it was fine, but in my right eye it was missing the texture (was a matte white), and self shadowing was flicking on and off (only for the chair - everything else was fine)
Video card is a GTX 670, and latest non-beta drivers (335.23)
Couldn't work out how to take a screenshot easily, so didn't :P - My system used for this was cpu Intel i7 2700k default clock and gpu nvidia gtx 570. Both the normal and geometry shader version ran at about the same frame rate. All Unreal demos max my gpu though, so that's the bottleneck. It stayed at a mostly constant 45 frames per second. Still playable and enjoyable. Using the current nvidia drivers listed in the nvidia app, 331.65.
- Ran very well on my system(i5-2500k, 7950).
I had the same problem as Koshinator with the geometry shader.
I am running a 7950 using driver package 13.152.
My only issues is that the physics are really off. I understand that is not the point of the demo but it really breaks all realism for me and keeps me from being immersed. At the moment only the roller coaster demo with the track editor has semi-realistic physics and even though the environment is very plain it keeps me immersed.
The idea is amazing though and I really enjoyed looking around the room from such a tiny perspective.
Thanks for the cool demo! - Thanks looks pretty damn awesome! Could you provide some Linux binaries as well? Thanks a lot!
- Great Demo
I have a 'white flicker' in the right screen. With your G shaders. (i can't post a pic)
The sense of scale is very good when you are down on the floor near the table (before the green book)
Asus GTX 780 cu : NVIDIA 7.6.740.0
Did you make this in BP ?
Can you share a bit on how you build the 'track following'?
Yep, there's a hidden landscape terrain under the floor to allow me to use the landscape spline tool. I then coded a new PlayerController that finds the terrain in the level and access it's spline info and moves the chair along the track. The physics are a bit dodgey, I just have triggers to set the speeds at certain points and it accelerates up/down to those speeds to make it smooth.Awesome!! Is this done with the landscape spline tool? Do you mind briefly sharing how you managed coaster physics (Matinee/Blueprint)?
Once I fix some bugs in this code, I'll post it up to github so folks can build their own rollercoasters!
Try adding these lines to this file, it should speed up your framerate;UE4 seems to have the same bug as previous Unreal builds for me - sub-par FPS and severe head tracking latency. Every other engine and demo runs smooth, but I still can't figure out what my issue is with Unreal (using an Nvidia GTX 560M).
UE4RollercoasterSavedConfigWindowsNoEditorEngine.iniGunLock - Multiplayer FPS
UE4 Rollercoaster
HydraDeck - RTS- Really great demo Teddy, my only observation was that there was little variation in speed in the car, which given the length of the track felt a little unrealistic, it felt like the car was powered not simply gravity based. I think the original Rift Coaster did the same but because the track was much shorter and the the drops closer together it wasn't as noticeable.
All the same, love your work mate.
Regards
StuPer
Yep, there's a hidden landscape terrain under the floor to allow me to use the landscape spline tool. I then coded a new PlayerController that finds the terrain in the level and access it's spline info and moves the chair along the track. The physics are a bit dodgey, I just have triggers to set the speeds at certain points and it accelerates up/down to those speeds to make it smooth.Awesome!! Is this done with the landscape spline tool? Do you mind briefly sharing how you managed coaster physics (Matinee/Blueprint)?
Once I fix some bugs in this code, I'll post it up to github so folks can build their own rollercoasters!
Thanks Teddy0k! I love the covert landscape layer underneath the carpet. Such hack. I've also had 'dodgy' experience in setting up a roller coaster in UDK with a similar system based on splines. I'm working on making a UE4 coaster, but my colleagues argue attempting to Matinee the PlayerController on top of the spline-based track, and predict better results and more convincing 'gravity.' Do you have any experience using Matinee as a solution, or do you have plans to further smooth out a spline-trigger-movement based system? Do you think UE4 has any unique advantages over UE3 in this topic?- Really cool demo and really fun!
I love the scale! I was feeling like a Lego's man
Thanks for sharing this experience!0 - Great job! Feels like in CS1.6 de_rats map:)
after running UE4Rollercoaster with Geometry Shaders i have one error - white/orange chair (its shadeless) on right eye only, and it blinks from time to time, rest of the room works fine, left eye view works perfect.
GTX 760, i7 2600k. Latest nvidia drivers downloaded today 335.23.
Screenshot is tottaly black i cant try to do it with some screen-recording software later if you want me to.
I would like to ask you 2 questions. Where can i get demo of this room? Its already inside UE4?
And where did you get that rollercoaster sound? Its great. - Great rollercoaster! I don´t usually like rollercoasters in VR because they make me nausseaus but this one didn´t. Maybe it was because I was always in control of my own rotation so the horizontal line always were where it was suppose to be. I use a Radeon HD 5870 graphics card and the chair was flickering in the geometry shaders version. I also noticed that the scale was to big in this demo. The chair you are sitting in is the size of car. I am sitting in my real chair and from the depth it looks like my feet are touching the seat of the virtual chair.
- I would like to ask you 2 questions. Where can i get demo of this room? Its already inside UE4?
The room is on the UE4 marketplace. You can download it from there. - Woah, very nice idea. Reminds me of the end of the Roald Dahl film The Witches.0
- Same problem as mentioned by others where the chair gets rendered white.
I was wondering btw what it would feel like if your PoV would not only get adjusted horizontally but also vertically. I mean it seems weird that if I just keep looking straight ahead when the cart/chair plunges down my view actually stays completely level. I know the RiftCoaster doesn't do this either, but did anyone check what would happen? Does it feel unrealistic somehow?
PS: For those people who like me got a missing msvcr120.dll error on startup, you can download this from Microsoft: http://www.microsoft.com/en-us/download/details.aspx?id=40784 - Once I fix some bugs in this code, I'll post it up to github so folks can build their own rollercoasters!
Nice!
Looking foward to that!.
Thanks - Would love to try it, but a got an error about MSVCR120.dll missing. Tried to download the DLL manually and installed VCRedist_x64.exe but still no success. OS is Win7-64.
EDIT: Fixed it with the Redistributable for Visual Studio 2013 (64 Bit). For anyone with the same problem: http://www.microsoft.com/en-us/download/details.aspx?id=40784
(Maybe you should include that in your setup)
I also wonder if it's possible to turn on (temporal) anti-aliasing?
spyro - Really great graphics. The giant scale of everything feels pretty awesome. Nice job.
The only major thing that you need to fix is the camera's orientation. The camera just keeps looking forward, which isn't correct. It needs to follow the orientation of the roller coaster car that you're sitting in. The rider's orientation is relative to the orientation of the car. - 0
- DK2 ordered on March 19, 2014 at 11:03 AM PDT status: RECEIVED
- Cool demo.
I also see the flickering textures on the chair with the Geometry Shaders version (Radeon HD7950 on Windows 8.1). Also, the geometry version didn't seem any faster to me - according to 'stat FPS', it was a bit slower sometimes (55FPS vs 60FPS of the regular version, when looking with most of the room in view). - For those with the Visual Studio Redistributable 2013 problem, use the 64 bit (x64) version not the 32 bit (x86) version.
Good work Freddy, where have you been my friend? - Your coaster made this Top 5 listGot a game in development or a cool piece of VR tech you want to show off? We are looking for demos, trailers and all things VR. Just send us a mail and we would be more than happy to feature it on our site.
http://www.virtualrealityreviewer.com - Darn - no 32 bit version. Any chance you can provide this also? I have an older PC.