I have a DK2 on order that should be getting here sometime in June.
June?
I have a DK2 on order that should be getting here sometime in June.
Probably JapaneseJune?
Interesting to hear that a large number of DK2s ordered day one were from Japan. I'm in that batch so I'll definitely be getting mine as soon as possible I guess. Wish I knew Palmer was coming out here before hand.
We've be experimenting with it at work. I would say from a low budget indie game point of view, start experimenting with Unity. There's lots of support already out there and it's free (ish). We knocked together a demo in a week or so that was good enough to start getting ideas with.
June?
Cool, I will look into Unity.
If anyone has any other recommendations of programming languages or graphics engines to learn, I'm all ears.
Posted this in the other thread.
Just tried out the OR for the first time, the DK1 and it was a nice experience. The screen door effect didnt bother me as much as I thought it would. Same with the low resolution and I noticed no latency issues.
One issue that came up though is with FOV. Still felt like I had a minor binocular effect with my peripheral vision.
Mind you, the Rift was not calibrated for me whatsoever and I just tried it out real quickly at school. IPD or anything like that wasnt adjusted in the software either.
Tried out A and B cups.
Even with A cups with a 64mm IPD on the most standardized settings and the lenses as close to your eyes as humanly possible, you'll always get a slight binocular effect with the 90 degree horizontal FOV. Even If you're close enough that you don't see much of the material surrounding the lense, you'll just see more of the edges of the rendered image that look like black blinders.
When I explain the experience to other people I describe it as basically it looks like it would if you were wearing scuba-goggles in another world, with a thin netting scretched over it. Your vision is restricted but it still feels like there is an environment beyond the edges wrapping around you. At least the 110 vertical gives you almost complete coverage up and down, and after you start to get lost in a good game or demo you tend to forget about it.
It's just one of those things we'll have to live with until more exotic solutions like curved or multiple screens become an affordable reality. With a single screen it's very problematic and inefficient to start going over 110 degrees horizontal.
Oh, and what software did you try out?
Downloading. Looks like a pretty demanding demo.Looks like the Unreal 4 Engine Cave demo can be used on the Rift:
http://www.theriftarcade.com/unreal-4-engine-cave-demo/
Anyone able to try it out?
Were you to judge success by the response of The Internet when Facebook acquired nascent virtual reality hardware company Oculus Rift, developers didnt like the deal.
But were you to judge success by its actual sales, it may be a different story.
Oculus Rift tells TechCrunch that its sold about 25,000 second-generation DK2 development kits to developers since the pre-order page went live March 19.
It says it sold about 60,000 first-generation DK1 units over the lifetime of that kit.
We never expected to sell so many development kits, wrote a Oculus Rift community manager last month after a component shortage forced the company to halt sales of the DK1.
Sales of the DK2 appear to be outpacing this predecessor, and with the backing of Facebook a social network giant with deep technology resources but little experience scaling a hardware company the expectation is that the company will be better-positioned for developer sales success.
Its hard to contextualize the sales of developer-only hardware, which is a technology development and distribution model not emulated by Oculus Rifts closest presumed competitors.
The company, mostly silent since its acquisition by Facebook, wouldnt offer comment.
Were it to comment, a spokesperson would expectedly just echo the sober agreement between the company and developers who purchased its DK2 (the author included): that the current hardware is just a preview meant for developers only and not a consumer product.
There are presumably higher expectations for a consumer release. Microsoft and Sony said sales of the XBOX One and PS4 devices reached approximately 3 million and 4 million, respectively, last year.
Oculus Rift is perhaps rightfully careful not to overhype.
It slipped on its first expected shipment dates for some DK1 customers that backed the project with $2.4 million on Kickstarter.
Oculus Rift promises to ship the DK2 in July.
Oculus Rift Shares Developer Hardware Sales Data [2014-04-14]
Nothing new really, expect for those interested in the current sales number.
Kinda makes me sad that they are so set on July, seems a bit far away when they already are demoing DK2s.
You can be sure they're sending those early units out to the name developers that they've already got relationships with. Anybody who's plebeian enough to go through a form on a website gets to wait.I'd rather them send out what they got when they have it, rather than stockpile. Get people developing ASAP.
I know! I read that earlier and I am hoping they are building up a large stock. Maybe even start sending them out early because it seems developers would want to get their hands on them to get as much time with them before CV1 launches.
So, I take it Timewarp translation has been resolved? Based Carmack.
I haven't looked at the SDK yet, but I was last told that its still a problem they are working on. It was only orientation warping for now.
The FOV surprised me the most. I knew the horizontal FOV was "only" about 90° so I was prepared to get a rather narrow horizontal view. The FOV was just like I expected it, but I would have never guessed that it looks so... round. It felt like I was looking through a telescope rather than wearing scuba goggles like many others have described the OR experience.
Meanwhile, two guys have managed to get a VR headset from 1995 up and running on an MS-DOS PC: http://imgur.com/a/VfYTL
I believe they are totally different things. Timewarp reprojects each rendered frame with the rotational movement since you started rendering it. It basically tries to cut out the rendering time for each frame from the total feedback loop time.Do we have details on Carmack's TimeWarp system? How does it compare to Sony's implementations?
I see, that explains a lot.Sounds like it wasn't fitted well. The lenses have to be the correct distance from your eyes, and the correct distance apart. The show floor is one of the worst places to try VR, because the hardware can't be calibrated for each user.
Oh, I expected somethign about forward/backward movement. not turning. Still interesting.I don't know if it's been posted yet, but the guys at Cloudhead games have come up with a very cleaver solution to the problem of player locomotion what in a VR environment.
Check it out
Oh, I expected somethign about forward/backward movement. not turning. Still interesting.
I'm really looking forward to The Gallery, probably one of the first game to release with a heavy focus on the VR experience.
From all accounts, moving backwards and forward doesn't seem to be an issue as long as you're not moving too fast. But turning makes people sick.
I don't know if it's been posted yet, but the guys at Cloudhead games have come up with a very cleaver solution to the problem of player locomotion what in a VR environment.
Check it out
Cool seeing it demoed at the very end (where they freeze the 3D scene rendering). Should be pretty much unnoticeable (the inaccuracies I mean) if the base rendering framerate is close to the intended locked framerate.Nice video of how Time warping works
https://www.youtube.com/watch?v=WvtEXMlQQtI
Nice video of how Time warping works
https://www.youtube.com/watch?v=WvtEXMlQQtI
My DK2 is set to be shipped in july. I'm really tempted to upgrade to get a really smooth VR experience. But I don't know if I should.. What do you guys think? Should I update my graphics card or my processor as well? And to what should i upgrade?
My current rig:
8GB RAM
INTEL Core i5 2500K
2x RADEON HD6950
My DK2 is set to be shipped in july. I'm really tempted to upgrade to get a really smooth VR experience. But I don't know if I should.. What do you guys think? Should I update my graphics card or my processor as well? And to what should i upgrade?
My current rig:
8GB RAM
INTEL Core i5 2500K
2x RADEON HD6950