Hale-XF11
Member
Time check, where do you think you are in line?
8:29 AM PDT was my confirmation!
9:16 AM PDT was my confirmation time.
I'm gonna throw out a random guess and say that I'm roughly somewhere around the 3,000th order in line.
Time check, where do you think you are in line?
8:29 AM PDT was my confirmation!
download this, extract it, and run it in 1080p. use your favorite framerate counter.
If this runs great (think 75 fps), then pretty much everything will.
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=6568
If that runs badly, but this runs well:
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=1374
then there are still lots of great experiences for you to look forwards to.
Time check, where do you think you are in line?
8:29 AM PDT was my confirmation!
I'm not sure if mine went through, I clicked on the box that asked for confirmation that I wanted to charge card/order etc and it just sent me back to the billing info screen. No e-mail as of yet, just curious if this is the same bug other people were having with the ordering earlier, and how long it took them before receiving a confirmation e-mail. Don't want to order it twice by accident and be charged twice is all.
How many dk1's were sold?
I'm probably something like 20,000th in line. Saw over on /r/oculus people ordering 10+ units![]()
Oh man, I was really hoping that Quake would be workable using Vorpx or something. The wait for the DK2 is going to be excruciating.
You know that the 18-20months news was a misinterpretation from a journalist?
From Palmer
Running a 6950 here, downloaded the Technolust demo and ran it at 1080p. I couldn't get outside of the room or anything (since I can't actually look around to interact with this, since I don't have a Rift), but the lowest my framerate ever dropped was to 58. It basically stayed at 60fps the whole time, and I'm fairly certain the game didn't want to go above that. So that should pretty much mean I'm good for at least 60 of the 75fps in most Rift games, right?
Impressions please!![]()
	Will do going to be flying home shortly going to be doing a write up on the flight.
I got to check both VR systems on the floor.
![]()
download this, extract it, and run it in 1080p. use your favorite framerate counter.
If this runs great (think 75 fps), then pretty much everything will.
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=6568
If that runs badly, but this runs well:
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=1374
then there are still lots of great experiences for you to look forwards to.
Whelp, too late for me now. I've already boarded the VR train and it's not about to stop... thinking of making some content for it anyhow
download this, extract it, and run it in 1080p. use your favorite framerate counter.
If this runs great (think 75 fps), then pretty much everything will.
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=6568
If that runs badly, but this runs well:
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=1374
then there are still lots of great experiences for you to look forwards to.
March 19, 2014 at 08:28 AM PDT
Owned!
I'm probably something like 20,000th in line. Saw over on /r/oculus people ordering 10+ units![]()
Well, I've failed both of these tests. lol
For some reason, Technolust actually runs better than Ocean Rift for me.
Ocean rift I'm getting minimum 40 fps while with Technolust I'm getting minimum 55 fps. This was me running them at 1080p @ the best settings.
Time to save up for that 780...
What's your spec?
I'm using 2500k and gtx 670. Getting kinda worried here.
About Technolust, is there a way to look around vertically?
I tried it last night, but I could only look horizontally, both with my gamepad (DS3) and mouse.
This made it impossible to complete the first room (I think?) and I have the same issue with pretty much all games.
Is the first room a good indicator of the average framerate I will have?
Doubt it. They reported the first 36 hours they sold 12,500. So assuming around 8AM-ish the morning of the 19th (Wednsday), that gives you until about 8PM on the 20th (Thursday) to be in the first batch of 12k or so.
yup. most other Unity games/demos/experiences are much less demanding.
gotcha. technically feasible, but poses it's own challenges and is probably not a desirable end user experience. what do you think the ideal way to achieve this at 60 hz would be, considering Sony might be heading that route?
Ultra-low persistence at low refresh rate in VR is unacceptable.Well, potentially lowering refresh rate of the display too, if they can still get low persistence that way.
You sure about that? Gaf has been talking about CV2 being 4k and I just can't imagine the hardware required to run, say Star Citizen on that.
I think it would make sense to release CV2 when eye tracking inside the headset is ready.When do you imagine the CV2 will be out though?
	
	You could still render at 1080p for a 1440p kit. It probably won't be worse, and could be better.Seriously, would it be a good idea for them to also sell a 1080p consumer version?
I think the fears about a 1440p/90hz unit scaring off lots of customers is quite valid. I mean, I'm doing it, no question. I'm waiting to upgrade my GPU for when it comes out. But even then, I expect the games to push my rig hard.
There's going to be a lot of people who are unable to get the required performance they need.
What's your spec?
I'm using 2500k and gtx 670. Getting kinda worried here.
So assuming around 8AM-ish the morning of the 19th (Wednsday), that gives you until about 8PM on the 20th (Thursday) to be in the first batch of 12k or so.
http://vrfocus.com/archives/1467/12-5k-rift-dk2s-sold-first-36-hours-oculus-confirms/
12500 DK2 sold in 36hours.
I hope they can produce enough devkits, it will maybe get to pretty high numbers for a Devkit till July.
Yea I doubt they'll have the excrutiatingly slow rollout for this version like they did with the DK1. I sure hope not, because those extra months of waiting (and the goddamned U.S. customs issue fiasco) nearly killed me.
Same here man. I bought in on the second to last day of the KS. Being in the third of fourth batch or whatever it was was torture. I got DK2 last night around 9 pm PST so I'm hoping to get it in the first batch but not holding my breath. I'd think they've got production sorted to be more efficient now though...I hope
Ok stupid question but, why won't it be worse? Whenever i play a game below the native resolution of my monitor it looks noticeably bad, wouldn't it be the same for playing 1080p on a 1440p rift?You could still render at 1080p for a 1440p kit. It probably won't be worse, and could be better.
It's not like you get "native pixel mapping" at any resolution on a Rift.
http://vrfocus.com/archives/1467/12-5k-rift-dk2s-sold-first-36-hours-oculus-confirms/
12500 DK2 sold in 36hours.
I hope they can produce enough devkits, it will maybe get to pretty high numbers for a Devkit till July.
What's the FOV of the Morpheus? I'm pretty sure they'll be able to increase it in the consumer version. I know they said 90 degrees, but is that horizontally? I'm guessing so..
Since I know for the OR DK1, it had a horizontal FOV of 90 degrees as well.
Ok stupid question but, why won't it be worse? Whenever i play a game below the native resolution of my monitor it looks noticeably bad, wouldn't it be the same for playing 1080p on a 1440p rift?
Who here is actually thinking a 2014 release for CV1?
I dunno...it's hard to compare that stuff without seeing them one after another. The whole screen positioning on the Morpheus was wonky...you can see out the bottom of it, you can see the far left and right edges. I don't know the numbers, but I noticed it very quickly.There exists an interview(s) where Sony were claiming Morpheus is around 90 horizontal and 120 vertical and that those values are assuming a sub-optimal offset to account for people with glasses and shit. They could be bullshitting or were ignorant of the reality and just making stuff up to have something to say. Feep are your comparisons to DK1 or DK2? Is DK2 higher than DK1?
The reduction in screen door and visible pixel structure from 1080 to 1440 may be worth the trade off of scaling artifacts.
That's quite comforting to hear.You could still render at 1080p for a 1440p kit. It probably won't be worse, and could be better.
It's not like you get "native pixel mapping" at any resolution on a Rift.
Who here is actually thinking a 2014 release for CV1?
So is March 19, 2014 at 09:12 AM a good time? Should be in first batch?
I meant it wouldn't look (much) worse to play 1080p on a 1440p physical CV1 than on a 1080p physical DK2 -- it may actually look better in some aspects. The reason is that unlike a monitor, due to the distortion process, you'll never get 1:1 physical/rendered pixel mapping across the whole screen anyway. OTOH, you might get less visible pixel structure with 1440p physical.Ok stupid question but, why won't it be worse? Whenever i play a game below the native resolution of my monitor it looks noticeably bad, wouldn't it be the same for playing 1080p on a 1440p rift?
Sorry if this has been asked before... but is there a site that lists all the best demos and show offs for this thing?
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