13 Dec Project Stardust [Latest Version]
For those of you who aren’t familiar with this VR project or the purpose check out this post. It is an X-Wing Virtual Reality experience created by Dylan Stout, a VR researcher and software developer.
You can DOWNLOAD Project Stardust 0.71b HERE
Project Stardust – 0.71b.zip
File Size : 870MB [891,439 kb / 912,832,798 bytes]
Having troubles with the download?
In the event the above link does not work for you, try this one.
If neither of them work contact me on twitter.
Is this program safe?
I highly recommend running your own anti-virus scans on the entire contents of your download.
If you play the experience, PLEASE fill out the research survey HERE
- VR: SteamVR compatible HMD & Sensors
- INPUT: Oculus Touch Controllers, Vive Wands, or Index Knuckle Controllers
- CPU: Intel Core i5-4590/AMD FX 8350 equivalent or better
- OS: Windows 7 SP1, Windows 8.1 or later, Windows 10
- VIDEO CARD: NVIDIA GeForce GTX 970, AMD Radeon R9 290 equivalent or better
While the above are the minimum requirements for running the experience at an acceptable level for our research; lower-end systems have been reported to be compatible with running on lower graphics settings.
Steam VR Integration
Replaced Oculus API with SteamVR API. Theoretically compatible with any SteamVR enabled system; allows for user-defined input configurations, with some default configurations built-in.
Menu & Configuration System
A ray-cast menu system is used for both main menu and pause menu. Users can configure some minimal flight settings parameters and select levels to skip to.
With a new VR API it was necessary to create a new tutorial level. Asteroids, ringed planet, and specially made CR90 Corvette should introduce you to the controls.
Created new skyboxes for all levels. Replaced all models with 4 different LOD for swapping and optimization at distance. HDR, Bloom, Post Processing, & Lens Flares (ode to JJ Abrams). Optimized cockpit model & textures. General optimizations all around the board for graphics.
Made the enemy a little smarter in dogfights, now uses waypoint systems for attacking player.
Physics have been tweaked for the flight system to allow more fluid movements. Particle effects directly tied thrust input give users direct sense of motion and direction. Added a “boost” ability to allow for a momentary increase in thrust, also tied to a particle effect. User must be thrusting to boost. Added sensitivity settings to yaw / pitch / roll.
Death Star Surface Level
Retextured surface, added audio clips, and animated new ally movements.
Tweaked flight system while in trench for better control. Eliminated some obstacles to make the level easier to beat. New ally animations. Fixed torpedo and flight animation at end of trench run.
And of course, the death star explosion… my favorite part.
0.71b – Minor Fixes
- Hopefully fixed the trench “backward” movement problems near the end of the level.. Offset origins for floating point errors when user strayed too far from origin.
- Added Reticle position control that rotates the firing position up/down or left/right based on X/Y-axis offsets from center. Added UI elements for controlling this
- Removed lights from electricity particle effect when hit by laser. This was causing performance issues for some systems.
I am really excited to see this used on other systems besides Rift and look forward to your feedback. If you have any questions, comments, or run into problems feel free to contact me through Project Stardust’s twitter @XWingVR
This update has been quite a journey with over 400+ hours put into improving the game. As an avid Star Wars fan it has become a personal goal of mine to keep this project alive as long as possible. I hope it improves my abilities as a designer, programmer, researcher, and artist. Hopefully in the future Disney/LucasFilms will also see the research value of Project Stardust and how the Star Wars universe is enabling interesting insights into VR sickness and vection. I have NEVER and WILL NEVER monetize or profit from this project or it’s subsequent research in any way. The models, music, dialogue, and story are my own creative renditions on the original and are used for the sake of immersing the user in a way that contributes to more viable user data for the research. To those who know me it is no secret that I harbor a deep passion for both science fiction and grounded science, therefore this project is certainly fulfilling long-held childhood dreams of mine. Contribute to science and play the experience!
When I have the time I will write up a roadmap for the next update! May the force be with you all.