Oculus Go

Oculus Go

Postby samnorth » Wed May 02, 2018 11:35 am

Oculus Go was released today - https://www.oculus.com/go/

Anyone planning to use it or had access to the developer units?

Just curious...
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Re: Oculus Go

Postby kaas » Wed May 02, 2018 3:03 pm

Ordered one yesterday. Already using the Rift but expect the GO to be useful as well for smaller projects. Clients don't really need 6 DOF and teleporting is ok for them I expect (prefer free locomotion myself). GO is more easy to take along and also can be nice to lend to clients for a while.
Polycount won't be a problem I expect, shadercount might be (using UnrealEngine). Have to wait until its delivered and find time to test...

Also curious for experiences of people who had the chance to test it already.
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Re: Oculus Go

Postby solo » Wed May 02, 2018 7:03 pm

Interesting, good price but I am not sure if it has it's own screen or one needs a phone. If it indeed has it's own screen how well does it work? I'm no gamer but wondered how it would perform on a heavy model in Enscape or Lumion.
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Re: Oculus Go

Postby Rich O Brien » Wed May 02, 2018 8:45 pm

No phone needed.

It is storage space that will be the killer. 64GB for the maxed out version.

It does support still image and video in 360 format but not models. If Lumion can export to the format then you can import it.
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Re: Oculus Go

Postby kaas » Wed May 02, 2018 9:19 pm

If you're familiar with UnrealEngine (and maybe Unity as well?) you should be able to build an app containing your 3d model to the GO. The GO is compatible with Oculus Gear apps and UE can export to that one fine.

Edit; as far as complexity of models - some presentations suggest around 100k to 200k polys and 100 to 200 shaders would be all it can handle. Will depend on the model (lods etc).

Hope tot test it soon. GO hasn't shipped yet (and lacking time)...
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Re: Oculus Go

Postby samnorth » Thu May 03, 2018 10:18 am

I assumed there would be a compromise :?

Kaas it sounds like you intend to use the Go as i would have hoped; if you have any feedback in time it be great to hear.
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Re: Oculus Go

Postby kaas » Thu May 03, 2018 1:05 pm

@samnorth. Will do. Maybe also keep a look at the UnrealEngine forums - VR sub section. I'm sure there will be posts about the GO there soon as well.
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Re: Oculus Go

Postby kaas » Sat May 05, 2018 7:17 am

Tested the GO yesterday. In short;

For 200-ish $/€ its amazing you can actually do vr now.

For not too complex models it works better than expected (150k poly).

Not always getting 60fps but for archviz of designs for my clients that is no problem. Again - its only €200.

I expect optimizations / changes to the model will be needed for a stable 60 fps / 72 fps.

Using free locomotion works quite ok. Haven't found templates for teleportation for the GO yet(or Gear).

Having 'just' 3 degrees of freedom (rift/vive have 6) isn't a real problem for evaluating an office or house. Sure, when you're used to 6dof you will miss it a bit.

Using Unreal Engine, you do need to make a separate project for the GO because several settings must be changed and UE will re-calculate all shaders for the GO (optimizations, loosing some fancy effects in the process).
This way, you can't have just 1 project that runs fine on desktop, fine in the Rift and fine in the GO as well (until now I did have just one project for desktop & Rift).

You probably also have to do optimizations to your 3d model / project for it to run nicely on the GO. That can turn into a time sink.
Using an Oculus Rift for the last year, quite early I upgraded my gtx1060 (that runs fine with most of the AAA-games) to a gtx1080 just to get more gfx power so I could import any 3d design without having to do optimizations to the model for it to run nicely.
With the GO that will be different I expect.

Still have to do more testing...
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Re: Oculus Go

Postby samnorth » Sun May 06, 2018 8:53 am

That's very helpful info @Kaas - thanks :thumb:
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