Oculus Connect 2 Highlights

Some notes on this developer focused conference (watch the whole thing here if you have the time:  -> 1.5hrs):

  • What Michael Abrash is thinking right now – well worth watching for anybody making content.  I love his visionary talks.  This starts around 1 hour 3 minutes into the overall keynotes video.  “These are the good old days…”.  These are exciting times, but the massive challenges to get things perfect is highlighted (taste, sound, vestibular, vision and haptics).  Summary of recent findings and research approach.

  • Here’s an interesting slide on how far vision would need to go in order to be near perfect.

  • The Oculus Studio’s VR short Henry” is released on Oculus share for you to try at home if you have a DK2!   Also – they’ve released the project so you can see how it was built!  And so you can rebuild it yourself in Unreal Engine 4 – this is really cool since Unreal Engine 4 is free to use unless you are making money from it!  Great study material for anybody building content…

  • On the cheaper/mobile end of the market, Samsung have redesigned Gear VR to fit every 2015 Samsung phone – a vote of confidence then.  This is not the unit that those who want to experience the best will go for, but this is arguably the most important market for many software developers as the number of users who are potential customers for software is much greater…
Samsung Gear VR

New Samsung Gear VR

  • Samsung’s device is going to be $99 – that’s cheap compared to prices we have seen so far.  Don’t forget that this device has more features than if you just stuck your phone in a holder with lenses and a strap…

  • Will be ready for 2015 Black Friday… (November)…

  • Mobile software development kit (SDK) for mobile is going to version 1.0

  • Oculus Arcade: Sega, Warner Brothers Midway and Bandai Namco.  This was shown.

  • The increasing availability of traditional media (rent films etc).  E.g. Netflix made available now… Hulu etc coming soon – the big boys.

  • Tighter integration with Facebook and Twitch video sharing/viewing

  • To run the Rift (the flagship unit) will require powerful PCs.  Oculus is pushing the standardization of hardware specifications to make it easier for consumers to buy, sellers to sell/market and developers to predict likely behaviour of their software.  Recommended spec: NVIDIA-GTX 970/AMD 290 or Greater, Intel i5-4590 + and 8GB+ RAM.  “Oculus Ready” badging.  Initial partners Dell/Alienware/Asus.  Targetting < $1000 price point.

  • Rift SDK 1.0 release date – if developers build with this then their games with be ready for Rift release day…

  • Minecraft Windows 10 will support Oculus – quite a turnaround.  It’s past history now, but it was common knowledge that Notch (original creator of Minecraft – now sold to Microsoft) was not a fan of Facebook.  Noted that we have also seen many Hololens demos.

  • Touch controllers will include a 2nd sensor to increase the area the system will be able to track.

Janus Presence Server Part 3

 

6 x JanusVR clients and the Janus Presence Server running on my PC

6 x JanusVR clients and the Janus Presence Server running on my PC

So, it’s up and running 🙂  Kinda.

The 6 x JanusVR clients above are connected to the Janus Presence Server running within a CentOS 7 instance (Vagrant and Virtualbox).  All on my PC!

I added a bit of console logging to the server to make it easier to know what it was up to.

Progress check:

A. Develop JMeter Scripts
A1. Install Eclipse XX DONE
A2. Compile JMeter DONE
A3. Run JMeter DONE
A4. Create simple test set to call against Janus Presence Server API – share on GitHub – FAILING
A5. Maybe see if the Janus Presence Server scales…

B. Build Janus Presence Server Box
B1. Create CentOS 7.0 Vagrant box DONE.
B2. Upload Vagrant base box to Atlas DONE
B3. Configure new CentOS 7.0 box with Node – upload to Atlas  DONE (Download here!)
B4. Configure new CentOS 7.0 box with Janus Presence Server preinstalled – upload to Atlas – IN PROGRESS

C. JMeter Test Client Box
C1. Build JMeter Base Test Client Box
C2. Build janus presence test client box – upload to Atlas

So after quite a lot of messing around I have a CentOS 7.0 box which I can kinda mess around with 🙂  I’ve installed Janus Presence Server on it and it works – but will probably rebuild to a cleaner version before I upload a copy onto Atlas.

Some notes:

  • Default requiretty from has been commented out of **/etc/sudoers** file
/etc/sudoers
#
# Disable "ssh hostname sudo <cmd>", because it will show the password in clear.
# You have to run "ssh -t hostname sudo <cmd>".
#
#Defaults requiretty

  • The latest feature on vagrant which will replace the default vagrant key with a new one was a bit of a pain in the butt… during packaging it would replace the default key with a safer random one.  This meant that if you downloaded the version that I uploaded to Atlas earlier on then you would be prompted for a login details before being to SSH in… however, there was a workaround – simply switch off the box that you want to package before kicking off the vagrant packaging process.
  • Need to sort out the firewall rules.  At the moment I just switch off the firewall to make things work.
systemctl stop firewalld

Once the Janus Presence Server was up and running  I could mess around with it.  It was particularly interesting to see the interactions between each of the JanusVR client.  Head spinning amount of potential here.  Fascinating stuff! – especially the way that users can move shared objects around… wooo magic!  Wondering how the various Janus Presence Server’s may share information one day.  It was also interesting to see the connections and disconnections with the various servers when I walked around the vr space.  I’ll post up a video to show this later on.