3 ms·
Requires OS X Yosemite. If you've chosen not to upgrade, for example because you value your privacy and disagree with Apple's recent data collection policies w
by sillysaurus3 12y ago
Requires OS X Yosemite. If you've chosen not to upgrade, for example because you value your privacy and disagree with Apple's recent data collection policies which are enabled by default in Yosemite, then you won't be able to run this.
I don't understand why. As far as I know, there's no such thing as an executable that requires Windows 8. Or, if there is, then no one would think of excluding those who are running Windows 7. So why exclude those who are running older OS X versions? Are there any legitimate technical reasons for this decision?
It would be cool if you could watch this on Youtube. I know you won't get the same experience as if you had a Rift, but there are hundreds of thousands of people who would love to watch a reaction video of someone experiencing it, along with seeing their perspective.
EDIT: Okay, this was a dumb thing to say. It came across as a complaint, but really I was just trying to ask a question. Sorry.
- tibbon 12y agoI dunno about you, but when I'm developing something quickly I often like to just use (and test on) the newest thing out there. Backwards compatibility (and sometimes lack of developer features) is costly if you're on a budget. For example, I'm building an iOS app right now and only targeting 8.1 at the moment while I'm initially testing. Going back a few versions... I just don't have time for at this stage.
- ohwhen 12y agoHi, I'm one of the makers. I run Mavericks and can run the Mac app (that has 3D sound), but you will need to hold down Control when opening the app (its in the README). If you still can't run it, you can download the PC version (which is just the regular movie file) and use any Oculus Rift compatible player (though you won't have 3D sound unfortunately).
- sillysaurus3 12y agoCool, thanks! What sort of libraries are used for crossplatform 3D sound nowadays? FMOD used to be the gold standard for this. I'm wondering if it's still sufficient, or if that's changed. Thanks for your time! EDIT: Oh, I see. The PC version is just an MP4 file. Neat hack. I wonder if there are any video formats which embed 3D sound... EDIT2: Hmm, just to let you know, it seems the mp4 file is somehow corrupt: http://i.imgur.com/Zn44nvJ.png http://i.imgur.com/Zn44nvJ.png It plays, but only one frame every five seconds or so are showing up. I'll try redownloading it.
- JonnieCache 12y agoWhat is 3D sound in this context? At the end of the day you've got however many channel to work with, and that's it. You can do lots of fancy phase trickery to make things sound like they're going up and down on the Z axis, but it's still delivered in stereo or 5.1 or whatever. When I think of 3D sound I think of stuff like ircam spat[0] but that just outputs normal audio like anything else. [0] http://www.fluxhome.com/products/plug_ins/ircam_spat-v3 http://www.fluxhome.com/products/plug_ins/ircam_spat-v3
- bencoder 12y ago3d sound in this context means when you turn your head the sound remains in the same '3d' position(so if the sound was coming from the side and you turn to face it, it now sound like it's coming from ahead), which is important for vr (with headphones). This isn't really possible with a prerecorded video file unless you have a clever player that can do the 3d transformations from the original sound channels, but I'm not aware of any that can do this yet
- JonnieCache 12y agoI suppose this would be pretty difficult with "live" recorded sound. Stereo microphone arrays are a complex business already, AFAIK there's no audio equivalent of the 360 degree cameras they use for recording VR. Microphones simply cannot be made as directional as speakers. However with a multichannel surround sound recording, panning/fading the tracks dynamically according to head movements is trivial, all games do this. So I guess you would want a file format that placed all the channels in 3D space over time. That's the kind of thing the spat software I linked in the above post does, except it's also doing cutting edge acoustic modelling and so forth. It needs a hefty computer.
- ohwhen 12y agoAbsolutely true what you're saying. That's why we didn't use live audio for this, but all the sounds were made by a sound studio and placed in a virtual room around a head. We just didn't have the budget to record binaural audio, so we're faking it, till we making it :)