48. PUBLIC RELEASE

14 comments

Public Release is now available on Steam or via VivePort.
I hope you’ll enjoy this small VR tour. Thanks to supporters and followers for waiting so long.
If you have remarks or if you want to report bugs, you can do it in the comments below.
After inspection, I keep all the justified/realistic requests in my TODO list.

 

RELEASE NOTES

1.001

  • Fix floor colliders

1.0

  • (Artefacts) Fix Depth of Field
  • (VR) Change “HTC Vive found” with “OpenVR driver found”
  • (Props) Add Origami
  • (Balcony) Finetune rain droplets for VR
  • (Settings Panel) Add spacebar as default jump key
  • (Props) Remove branded bottles in bathroom

0.999

  • (VR) Add walk mode > use right side of touch pad (see howto)
  • (Props) Fix object scales in kitchen
  • (Props) Fix lathes on balcony window
  • (Sounds) Fix ambient sound radius in kitchen
  • (Known bug) Lightmap artefacts (wall near the piano, balcony ceiling)

0.997

  • (VR) Fix white glare in left eye
  • (VR) Fix non responding controllers when SteamVR home button is pressed

0.990

  • First public release

 

COPYRIGHTS

Working with this kind of materials sounds cool but making VR experiences based movie franchises can be quite embarrassing. Copyright agreements are not an easy subject. I spent a lot of time to discuss with guys at Warner Bros. (Los Angeles). They were very friendly and encouraging.

WB contacted me in February 2017. They asked to test the experience and they did in July 2017. They liked it and they were really interested to use it as promotional content for the new movie but they finally decided to not follow me on this project unfortunately. Here is their final statement:

“… After closer inspection of the marketing department, WB passed because the market is just not developed enough warrant the creative and marketing efforts that would be needed to support this to the level that would be expected by Warner Bros. and filmmakers alike. …”

Anyway, WB allows me to release it for free and ask for donations to improve it. Thanks to them.

 

admin48. PUBLIC RELEASE

14 comments

Join the conversation
  • Marton - December 26, 2017 reply

    Hi!

    I just got the chance to try the beta release. Oh my god. This is fantastic. What an experience.
    As for bug reports, this is what I found: https://i.imgur.com/UMcGU5m.jpg
    https://i.imgur.com/PmvR6oZ.jpg
    You can walk through the lamp next to the piano.

  • Marc Savary - December 27, 2017 reply

    I’m reporting some bugs, I tested the program only in FPS mode (not VR).
    Bugs:
    •White stripes planes appearing and disappearing depending on the POV orientation, this occurs mostly in the floor entrance, living room, balcony and kitchen (bathroom, toilets an bedroom seem unaffected). The problem seems to be linked to volumetric lights as it disappear when VL are turned off.
    •The flashlight is off-centered, like your character is holding it in his right hand but not compensating the angle, that is especially problematic when standing close to the thing you’re trying to see.
    •The Pepsi bottles lying horizontal on the floor by the bar and by the desk don’t always catch the light of the flashlight, depending on the POV orientation.
    •From the balcony the lathes of the living room blinds are popping out of the left hand window frame.
    •From the balcony the other animated billboard, the one further away than the geisha, only shows horizontal and vertical white/red/green sometimes checkered patterns, not sure if it is supposed to be that way, but it looks like a bug to me.

    Suggestions (forgive me if those are obvious to you and I just don’t see why you choose to do things a different way):
    •The head bobbing should have an on and off button in the option menu
    •The mouse smoothing should have an on and off button or a setting in the option menu
    •The jump key should appear in the option menu, because, even if you don’t want the jump key to be assignable to another key, the menu serve as a controls guide (I didn’t know I could jump until I hit the space bar by mistake)
    •It would be nice to be able to see the street at the same POV in the movie when Deckard is at the balcony, namely the living room windows. For this we should be able to open those windows (and there must be a guardrail or something) or at least be able to get the blinds out of the way.
    •In the movie the ceiling of the balcony seems entirely covered with flat tiles (not Ennis House tiles).

    Marc Savary - December 29, 2017 reply

    Additional note: White stripes planes bug also disappear when depth of field is deactivated.

  • Locomojo - December 27, 2017 reply

    I agree with Marc in regards to the street POV from the balcony matching the film. Also the outside rain is possibly too big and/or too white. Fabulous work!

  • Dillon Robinson - December 28, 2017 reply

    Hey, my bug reports are on the site, thank you for taking them into consideration Quentin!

    Have you heard of something called OVRDrop for SteamVR yet? It does cost a few bucks, but it’s very cool. It lets you move around and scale a screen in 3D space and tell it what window/monitor to render the content from. It’s based in SteamVR and overlays on to any game you play within the SteamVR ecosystem.

    So I just launched BR9732, sat down on Deckard’s couch, and put the screen aligned the best I could with the Esper screen…and streamed Blade Runner to that screen. I just watched Blade Runner IN Blade Runner in virtual reality. I can die a happy man. Thank you.

  • Spikerama - December 29, 2017 reply

    Hi, thanks so much for such an awesome project. Been dying to try this on my Vive so I downloaded the Beta. Managed to get it working ok but my BUG is that I can not pick up the blaster at the menu screen. Controller appears ok and I can reveal the sub menu on the controller but not mater that I try, I can not grab the Blaster to launch the world.

    Anyway keep up the good work. Can’t wait to get in there.

  • Martin Rudefelt - December 29, 2017 reply

    Just tried the beta, been waiting a long time to try this on my Rift. Sure, some small bugs here and there, as expected. The view from the balcony is stunning, and the rest of the apartment is great as well. You’ve done a man’s job sir, no question about it. If you’re ever in Stockholm, I owe you a beer. 🙂 /Martin R

  • Gregan - December 30, 2017 reply

    Une tuerie! Un grand travail pour les amateurs/ fans de l’univers! Merci Quentin!
    Si il faut des retours d’utilisateurs rift, here I am!
    Encore mille Mercis!

  • Q.

    Q. - December 30, 2017 reply

    Just want to thank you all guys! For the feedback, for the donations, … I wasn’t excepting this.
    I’ll thread all these remarks as soon as I can.

    Cheers,

    Q.

  • Patrick - January 1, 2018 reply

    First, thanks! Love the piano and esper machine. Hard copy output would be cool.
    Bug feedback:
    Similar as noted above, controllers for me disappeared after Steam home button press, came back on second press, but could not teleport. Not sure about other actions. I have latest drivers and beta opt-in. Got glare on left side of right eye, second time, got full glare on left eye. Would not go away until restart.

  • SpAiK - January 3, 2018 reply

    First of all, incredible work done here man! You deserve all the compliments. I tried it yesterday for the first time and was very impressed by the details and the moment I reached the balcony with such stunning view.

    I should mention that at first try I almost waited for 5 minutes looking to the front thinking it was loading, to find at last that the first “catch and shout” screen was standing at my right. I don’t know why, but it always appears in that position even if I’m perfectly aligned at SteamVR home. This misalignment also happens on stage. I should mention that I’m using an OSVR HDK2 if that could have some relation.

    Apart from that everything seems to be fine, although I missed some more interactivity with scene objects. Anyway, great work sir!

    Locomojo - January 4, 2018 reply

    This happens also on the consumer HTC Vive.

  • Gregan - January 6, 2018 reply

    Voici mon modeste rapport des petits trucs qui pourraient être améliorés,
    je pense que vous avez déjà conscience de la plupart d’entre eux où ne sont pas prévus pour être règlés
    mais c’est ma manière de contribuer.
    Au passage, encore un immense Merci pour le temps passé a recréer cet athmosphère qui nous a tous
    tant fasciné, un magnifique travail d’orfèvre!

    SUGGESTIONS

    – optimisation ( si c’est encore possible ) la carte graphique ( GTX 1080 ) est au max en VR,
    surtout sur le balcon ( pluie gourmande en ressources )
    – Ajout d’un mode de deplacement libre avec rotation camera ( comme dans la version non-vr )

    BUGS ( version VR )

    ENTREE

    – Le manteau de deckard a une texture cuir et non trenchcoat ( genre plus tissus imperméables normalement )

    SDB

    – Les produits de toilettes pas complètement posés sur l’étagère ( ils flottent un peu )

    BALCON

    – Les gouttes de pluie sont trop grosses / épaisses et trop lumineuses
    – La voiture de police a un déplacement curieux
    – La texture du plafond est en tuiles dans le film
    – Certaines textures au sol ( en bas dans la rue ) sont floues

    SALON

    – La physique du liquide des bouteilles est manquant ( mais bon, c’est un détail )
    – Sous win 7 : crash lors du lancement de l’esper
    – Le pistolet est sensé être a droite de la partition ( scène du piano )

    admin

    admin - January 7, 2018 reply

    Merci pour le feedback Gregan. Tout ne sera pas réalisé mais je retiens certains points pertinents 😉
    Bizarre pour ta 1080. En VR, j’ai de très bonnes performances avec une GTX 980, moyenne avec une 970.
    Essaie de t’assurer que rien d’autre ne tourne sur ta machine et de laisser la fenêtre Windows en 1280×720.

Leave a Reply

Your email address will not be published. Required fields are marked *