The 1.1 viewer series enable you to have a look around in Second Life and OpenSim with your Oculus Rift headset. This release adds variable walk speed and Kinect for Windows “spot standing” control, plus a number of other enhancements and fixes to the previous alpha. For discussion of this release, see the blog post.
- Windows: 188.8.131.52376 Alpha 5, 18 Nov 2013.
If you have a previous 1.1 alpha installed then you can install this release over the top. If you have a 1.0 version of the CtrlAltStudio Viewer installed it is recommended that you do a clean install.
Changes this version:
- Added configurable walking / flying speed.
- Added Kinect for Windows support as a controller. You nominate a “home” spot with a gesture, then as you move away from it your avatar also moves forwards/backwards/left/right accordingly, with speed depending on how far off your home spot you go. There are also gestures for “fly up”, “fly down”, and “stop controlling”. It can be used with all display modes: normal, stereoscopic 3D, and Oculus Rift.
To use Kinect for Windows you’ll need either the Kinect runtime or the Kinect SDK installed.
- Added Rift orientation prediction, configurable from 0 to 50ms, to help reduce latency.
- Added text to Riftlook left/right keys strafe option, saying “Shift-left/right keys turn”.
- Added option to show or hide floating text in Riftlook view.
- Changed nudge at start of walking and flying to be smaller.
- Changed to not render floating text in front of object’s position.
- Changed to not jump cursor to centre of display when click on object in Riftlook or mouselook.
- Fixed display being messed up when window regains focus or restores from minimized while in Riftlook. 1
- Fixed to not jump cursor to centre of display when enter Riftlook.
1 With help from Griff Golding.
Rift setup and usage:
- PC configured to have the Rift display duplicate the PC display.
- Viewer configured for Oculus Rift output — Preferences > Graphics > Display Output.
- Viewer configured to run full screen — Preferences > Graphics > General.
- Basic Shaders or better turned on (Advanced Lighting Model recommended) — Preferences > Graphics > General.
- Also recommended is turning Antialiasing on (requires Advanced Lighting Model) — Preferences > Graphics > Hardware Settings.
- A viewer restart is required after changing Display Output and Full Screen settings.
- To display and use UI in the Rift — Preferences > Move & View > View > Show user interface in Mouselook, and Enable context menus in Mouselook.
- To display avatar toasts in the Rift — Preferences > Chat > General > Show chat in bubbles above avatars.
- Configure other Rift-specific options as desired — Preferences > Graphics > Display Output.
- Toggle into “Riftlook” mode by clicking on the “3D” toolbar button or typing Ctrl-Alt-3.
- Move your head to look around. Use the arrow or WASD keys to move about.
- Exit from Riftlook mode with Esc or Ctrl-Alt-3.
- If you want to start up in Riftlook automatically immediately after logging in, add “–riftlook” to your command line.
- To use Kinect for Windows you’ll need either the Kinect runtime or the Kinect SDK installed.
- The menu bars and toolbar aren’t displayed in Riftlook.
- Right-clicking on objects in Riftlook always displays the context menu in list form rather than pie form, even if “Use Pie Menu” is configured in the preferences.
- Improper display during teleport while in Riftlook.
- Flickering objects at the edge of the screen.
- Variable walk / fly speed doesn’t work properly in OpenSim: walking is always at normal speed and though flying speed can be varied somewhat it is much more jerky than in Second Life.
- Variable walk / fly speeds can be a bit jerky at slower speeds, and the avatar won’t necessarily animate smoothly.
- Kinect for Windows control is available only on Windows builds.
- SpaceNavigator control doesn’t work at slowest walk speed setting. And at slow walk speed settings movements are particularly jerky.
- SpaceNavigator control doesn’t vary walk speed with offset from zero position.
Based on Firestorm 4.4.2 code and built using the Oculus Rift SDK 0.2.5 and Kinect for Windows SDK 1.8. Many thanks to the Firestorm team for providing their codebase and to Cinder Roxley for providing the Mac OSX code changes and Rift SDK packaging.