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[Updated]Virtual-Comics

opamp
Protege
Update:

Version 1.1.0 is up on share but for some reason it still says "pre-0.6.0" even though it has been updated to 0.7.0.0.

https://share.oculus.com/app/virtual-comics

Changelist

Updated Oculus SDK to 0.7.0.0.

Improved memory usage.

implemented first pass of multi-threaded thumbnail generation(still needs some work).

Included VirtualComicsLauncher.exe with Windows file browser for direct opening of comicbooks.

Added experimental HMD pitch reset option to setting to allow for reclined viewing.

Tested and working on runtimes 0.7.0.0 / 0.8.0.0 windows 7 & windows 10.



Update:

Beta version uploaded.
https://www.dropbox.com/s/8418lucrjvtkwp6/ComicRifter64.rar?dl=0

As I had the day off today I thought it would be interesting to experiment with a comicbook reader in the rift.
And with a zoom function it isnt as bad as I thought it would be although CV1 res would certainly help thing.

I need to try this with a comic which uses multiple sized panels next and possibly play around with a sharpen shader.

Check out the readme for controls.

https://drive.google.com/file/d/0BzgVPR4xFGgjalZmalR6Wm5JYW8/edit?usp=sharing
*EDIT Fixed bad link.
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.
38 REPLIES 38

opamp
Protege
"cefyl" wrote:
The problem is really with the rar file type. I unrared one of my .cbr that doesn't work, zipped it and renamed with .cbz extention and it worked perfectly.


You'll be happy to know that I think i've found the problem.
It was an issue with the unrar callback procedure. The hopefully fixed version should be below.

https://www.dropbox.com/s/js7vuzdza4onet7/Virtual-Comics-1.0.2.rar?dl=0
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.

Fuzzyz
Honored Guest
"opamp" wrote:
"cefyl" wrote:
The problem is really with the rar file type. I unrared one of my .cbr that doesn't work, zipped it and renamed with .cbz extention and it worked perfectly.


You'll be happy to know that I think i've found the problem.
It was an issue with the unrar callback procedure. The hopefully fixed version should be below.

https://www.dropbox.com/s/js7vuzdza4onet7/Virtual-Comics-1.0.2.rar?dl=0


This fixed my .cbr issue with Windows 8.1. Thanks for the great support : )

andersonc
Honored Guest
Thanks for making this, I've been using it for the past couple of days and it's great! The only that I miss right now is the lack of vertical reorientation when reseting the hmd position. That kind of prevents me from using it while laying on the bed or when using a recliner... 😐

VizionVR
Rising Star
Hey, just putting this out there, but you know that you don't have to unpack a CBR file in order to rezip it as a CBZ, or CBZ to CBR. All you have to do is change the file extension. I've had to do this many times when using other comic book readers.
Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.

sgehrman
Honored Guest
Opamp,

I'm fairly new to UE. As a test I tried displaying one of the sample comic images inside a static mesh, but when I look at it in oculus, the text is hard to read and looks a bit fuzzy. Your app displays the images very clear and sharp. Just wondering if you had to do something special with the images to make them so crisp on the Oculus.

Thanks,

-steve

opamp
Protege
Oops, Late replies...

"andersonc" wrote:
Thanks for making this, I've been using it for the past couple of days and it's great! The only that I miss right now is the lack of vertical reorientation when reseting the hmd position. That kind of prevents me from using it while laying on the bed or when using a recliner... 😐

Im going to look into adding a pitch setting amongst over things in the next version.
Although it may be a while as im focusing on a couple of other projects ATM.


"sgehrman" wrote:
I'm fairly new to UE. As a test I tried displaying one of the sample comic images inside a static mesh, but when I look at it in oculus, the text is hard to read and looks a bit fuzzy. Your app displays the images very clear and sharp. Just wondering if you had to do something special with the images to make them so crisp on the Oculus.


The trick is to disable AA as temporal and FXAA it dont help readability at all.
The other issue is with UE4 tonemapper destroying contrast which means you either have to disable the tonemapper or rewrite it.
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.

jpslara
Honored Guest
"opamp" wrote:
"cefyl" wrote:
The problem is really with the rar file type. I unrared one of my .cbr that doesn't work, zipped it and renamed with .cbz extention and it worked perfectly.


You'll be happy to know that I think i've found the problem.
It was an issue with the unrar callback procedure. The hopefully fixed version should be below.

https://www.dropbox.com/s/js7vuzdza4onet7/Virtual-Comics-1.0.2.rar?dl=0


hi, opamp, If this the same version that you mantain on https://share.oculus.com/app/virtual-comics, because the link from https://www.dropbox.com/s/js7vuzdza4onet7/Virtual-Comics-1.0.2.rar?dl=0 do not work any more.

is it any chance you port this software to android to play on cardboard?

opamp
Protege
"jpslara" wrote:
"opamp" wrote:
"cefyl" wrote:
The problem is really with the rar file type. I unrared one of my .cbr that doesn't work, zipped it and renamed with .cbz extention and it worked perfectly.


You'll be happy to know that I think i've found the problem.
It was an issue with the unrar callback procedure. The hopefully fixed version should be below.

https://www.dropbox.com/s/js7vuzdza4onet7/Virtual-Comics-1.0.2.rar?dl=0


hi, opamp, If this the same version that you mantain on https://share.oculus.com/app/virtual-comics, because the link from https://www.dropbox.com/s/js7vuzdza4onet7/Virtual-Comics-1.0.2.rar?dl=0 do not work any more.

is it any chance you port this software to android to play on cardboard?


Opps, Late reply.
Been very busy recently.

The version on share will be the latest version.
For an android version I need to borrow a phone that UE4 supports(im not much of a geek when in comes to mobile tech. And my current phone isnt compatible) plus a bit of an overhaul under the hood(its not very memory efficient).

Most of my time recently has been spent fighting with UE4 creating a stereo camera rig for portals and other stereo post effects.
But I am going to revisit this in about a months time and look at adding some of the requested features.
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.

jpslara
Honored Guest
"opamp" wrote:

Opps, Late reply.
Been very busy recently.

The version on share will be the latest version.
For an android version I need to borrow a phone that UE4 supports(im not much of a geek when in comes to mobile tech. And my current phone isnt compatible) plus a bit of an overhaul under the hood(its not very memory efficient).

Most of my time recently has been spent fighting with UE4 creating a stereo camera rig for portals and other stereo post effects.
But I am going to revisit this in about a months time and look at adding some of the requested features.


Thank for replay

opamp
Protege
Version 1.1.0 is up on share but for some reason it still says "pre-0.6.0" even though it has been updated to 0.7.0.0.

https://share.oculus.com/app/virtual-comics

Changelist

Updated Oculus SDK to 0.7.0.0.

Improved memory usage.

implemented first pass of multi-threaded thumbnail generation(still needs some work).

Included VirtualComicsLauncher.exe with Windows file browser for direct opening of comicbooks.

Added experimental HMD pitch reset option to setting to allow for reclined viewing.

Tested and working on runtimes 0.7.0.0 / 0.8.0.0 windows 7 & windows 10.
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.