Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Constellation tracking


Earlier in this chapter, we briefly mentioned that HMDs sometimes monitor positional movement as well as rotational. There are a few different methods of tracking an HMD positionally, but so far, every solution includes an external component not connected to the headset. In the future as the hardware gets better, we can expect a solution to positional tracking as part of the headset itself (referred to as inside-out tracking).

The Oculus Rift's solution to positional tracking is called constellation tracking. It uses an infrared camera that faces the user to detect small infrared LED markers, invisible to the naked eye, and extrapolate positional movement values based on the number of pixels those markers move in a frame.

Here's what the tracking camera of the Oculus Rift looks like:

As long as the Rift is in view of this camera, the user can laterally move their head and the HMD's display will update to reflect it; this can be used for mechanics such as leaning into or understanding something or sticking your head out from behind a corner. The constellation tracker is capable of tracking the Rift in a seated or standing experience, which means you could even engage the player in limited full body movement. The Oculus Touch controllers, shipping in late 2016, will include an additional camera to improve the quality of tracking further.

This is an image of an early Oculus Rift prototype that shows the exposed IR trackers covering the outside of the device:

The consumer version of the Oculus Rift has these markers embedded in the strap on the back of the headset as well, so there are markers that can help the constellation system track you no matter which direction you're facing.

Generally, the more realistic a VR experience is, the more the user forgets about the world outside of it. Positional tracking adds a lot of realism to the feeling of looking around in VR, so it's a good idea to design your game in a way that will take full advantage of it.