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Introduction and System Requirements2:54 with Nick Pettit
In this course, we're going to take an existing VR project and convert it from a seated VR experience into a room-scale experience. Room-scale VR is a term that describes virtual reality experiences in which you stand up and walk around within a small area that's about the size of a room.
In order to follow along with this course, you'll need the following:
- HTC Vive - This course will teach how to set up Unity with the HTC Vive. The Oculus Rift with Touch controllers may also work with some modifications.
- Windows PC - At the time of this writing (October 2016) there are no major VR headsets that support macOS.
- NVidia GTX 970 (equivalent or better) - The VR headsets in this course require a desktop graphics card that's better than or equivalent to the GTX 970. Less powerful graphics cards might work, but you may experience degraded performance.
- Room-Scale VR - Project Files - This is a zip file that contains the Unity project for this course. Download the file, unzip it, and then open the project in Unity.
Hi, I'm Nick.
Virtual reality is an amazing way to experience media and entertainment because
it tricks your senses into believing your present in another time, place or reality.
There are many elements that contribute to this feeling of presence.
Viewer wraps around your entire field of view.
It allows you to look in 360 degrees and
positional audio allows you to locate the sources of sounds.
However there's multi presence than just visuals and sound.
Room scale VR is a term that describes virtual reality experiences, in which you
stand up and walk around within a small area that's about the size of a room.
This area is typically called a tracking volume.
Because it's a chunk of 3D space.
A volume where your headset can move freely within the virtual world or
can be tracked.
The term room scale VR also sometimes encompasses motion controllers.
Although they can also be used with seated experiences or omitted completely.
Motion controllers allow you to use your hands in VR to interact with
objects in a way that's analogous to how you might interact in the real world.
For example in a traditional video game, you might click the mouse or
press a button to perform an action such as throwing a basketball.
When using motion controllers you would instead walk up to the ball and
reach out with your controller and hold down a button to pick it up.
This is sometimes called hand presence because
the ability to use your hands in VR just as you do in the real world
can contribute to the feeling of being present in a different reality.
In this course, we're going to take an existing VR project and
convert it from a seated VR experience into a room scale experience.
You'll need a few things to follow along.
First, you'll need a VR headset that supports room scale VR.
You'll also need hand controllers.
In this course we're going to work with the HTC Vive headset.
But with some modification you should also be able to use the Oculus Rift
in combination with the Oculus touch controllers.
Second, You'll need a Windows PC preferably running Windows 10 or later.
Right now there are no popular VR headsets for
desktop computers that support Mac OS X.
Finally, you'll need a graphics card better than or
equivalent to the Nvidia GTX 970.
It's possible that older and
less powerful GPUs will work but you may experience degraded performance.
Now let's take a look at the project.
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