Hi @grumbly , that's definitely not expected behavior given your computer's CPU and GPU—those are more than enough to drive the glasses. One place we do sometimes see issues is with buggy USB controllers, which unfortunately vary somewhat across vendors. I don't know if that specific Lenovo model was affected, but there were a number of Lenovo machines released in the 2017-2019 period that needed a firmware upgrade for USB to work reliably.
It might be worth checking if there are any firmware updates available for your machine from the vendor. If there are, I'd try upgrading that, and also upgrading to our latest driver release, and then see if you're still seeing the issue.
@vthyng said in Wartile?:
artile would support tilt five since we were given free keys for it almost 3 years ago. Can anyone say if there is a way to get it to work or if this is still going to happen?
Thanks,
Sorry for any confusion. The free Wartile update adding Tilt Five compatibility hasn't been released yet and is currently in active development for release this winter. It will be the first Tilt Five game released on our Unreal SDK which will be released in beta in a few days. The PC version was given to our backers on 12/24/19 to enjoy as a holiday gift to show our appreciation for everyone's support and patience.
Hi @Cubeproject, it looks like you currently have the raised portion of the XE board at a 90° angle. However, the raised portion of the XE board needs to be at a 45° angle, which is what it will be when using the kickstands that come with the board in the correct configuration. If you're not using that angle, the glasses pose will be incorrect.
I checked with our hardware team for a more detailed description: "When the kickstands are in the correct configuration there is a slightly debossed t5 logo visible on the back panel, facing away from the game board."
Once that's resolved, you should see improved correspondence between positions between the game world and the real world. Be advised that the correspondence isn't 100%, and you may see a measurable offset as you move your head around. Some of is due to tradeoffs being made that keep the tracking more responsive for games, and improving the overall experience is something we're regularly working on, so this should improve over time.
EDIT: Here are some photos showing how the kickstands should be configured:
Also see: XE Game Board Setup
Hi @ericdavies, if you haven't seen it yet, check out the Unity SDK examples project that is bundled with the SDK (under "C:\Program Files\TiltFive\SDK\UnityExamples\Tilt Five SDK Examples.zip"). For an example of changing the view based on whether glasses are connected, have a look at the contained "Glasses Detection" scene.
Also, for a more comprehensive guide, check out Tilt Five Tips and Guidelines.
I can confirm all the hardware-related points and I'd like to add some:
The little fan apparently has a hard time keeping the projectors cool. If you live in Northern Europe and have a gas heating you might want to use Tilt5 a lot this winter.
Wand- and Head-tracking are surprisingly good but not as good as you might be used to from recent VR hardware (sometimes perspective is a bit off, things become a bit whonky, etc.).
The lines between the elements of the folded gameboard are noticeable but not to the point where it prevents you from getting immersed. Makes you wonder though if a rollable fabric version might be feasible in the future.
If you sit relatively close to the game board you will realize that the projectors do not always cover the whole board. Sitting or leaning too far away from the board will leave you with a slightly blurry picture. Getting too close will confuse the head tracking. Once you find the sweet spot things work fine though, you'll have a pretty bright projection with decent resolution and good stereoscopic effect.
Using the raised XE-Board you will have a very visible change in brightness near the fold which is not surprising given the angles at which you look at the reflective material.
When unpacking the XE-Kit (probably all editions) you will be amazed by a really beautiful box. Lovely artwork.
The first-time-user-experience of the Unity SDK is awesome (haven't looked into APIs yet). It comes with a simple plug-in package to import and a zip-file with a sample project with lots of good examples (built with 2018.4 LTS but easily upgradable without errors to 2019.4 LTS ). Using the plugin you have your first demo running in minutes.
Hi @Luisjunior, you may have already seen but just in case, I would check out the Tilt Five Tips and Guidelines at docs.tiltfive.com, particularly the section "Graphics Guidelines". There are a number of guidelines in there that can help to ensure a more comfortable viewing experience, notably for color and texture selection as well as contrast and antialiasing.
It sounds like you've already come across the fact that different people experience the colors and brightness differently, so there is no substitute for testing and adjusting based on feedback, but hopefully these guidelines can help to provide a better starting point.
Hi @XP3, in addition to the link that Isomorph provided, please see the Tilt Five Developer Portal, which should have what you're looking for (drivers and Unity SDK).
Hi Frank,
Thanks for your patience. We apologize for the delay in our reply. We don't get many questions on the forums and this one slipped through the cracks.
As you're aware, Windows 10 is the only OS we officially support at this time. Android support is a priority being actively worked on now for release in the future, but we've focused our efforts on Windows 10 first.
That being said, we'd like our Tilt Five AR system to be on multiple platforms. As a small but growing company, we may look into adding MacOS and Linux support down the road but we don't have anything official to share on that at this time.
In the meantime, if you're a Mac user with an Intel-based Mac, you can install Windows via Bootcamp and play your Tilt Five. I can confirm that MacOS users within the company have tested Tilt Five on Windows via Bootcamp on Intel Macs extensively and have not experienced any issues.
Once again, apologies for the delay in getting back to you, and please let us know if you have any other questions or if we can help with anything else. Thanks!
Yeah. Can confirm the SDK link is unavailable as of now. Which could be a good thing as maybe that means they are putting together an official site with the SDK versions, including Linux hopefully
@damaged1 hi borky, welcome
@Jeri-Ellsworth might be something to be said for attempting to recreate certain types of glitchyness in some places from an artistic point of view, a little roughness can add to the realism, nothing in real life is perfect, especially if we've all been trained by decades of scifi to almost expect these slight imperfections.
@iByte Unity mars is slam based and a total different way tilt 5 is designed.
Don't get so exited about those slam based AR devices they are relatively slow.
Therefor Tilt5 approach fits gaming much better compared to those slam based devices as fast motion is a pain for slam atm.