New pre-orders will ship sometime in August according to Oculus.
Damn, well. maybe it will ship sooner.. I can still work on the software w/o it though in the meantime. Thank you.
Hmm. Yeah..
You order one?
New pre-orders will ship sometime in August according to Oculus.
Damn, well. maybe it will ship sooner.. I can still work on the software w/o it though in the meantime. Thank you.
Hmm. Yeah..
You order one?
A lof interesting, new information in this article.
Also a bit of a bash on AntVR from Palmer himself.
Some quotes;
"The features of DK2 are actually pretty close to what's going to be in the consumer product, in terms of the kind of tracking, the wide field of view. But the consumer product's going to be thinner, lighter, better ergonomics, but also higher resolution and higher framerate, wider field of view. Pretty much improved in every specification."
"But for the consumer version were making every piece from the ground up. There isnt a single piece from DK1 or DK2 that will go into it... I just really dont care if people want it sooner, because we have to do it right, not soon."
"WHATEVER IT COSTS US TO MAKE, THAT IS WHAT WERE GOING TO SELL IT FOR"
"...ANTVR - theyre saying Oculus doesnt have a consumer product yet, but our dev kit is better than what theyre selling to consumers. Just saying its for consumers doesnt make it a good product."
http://www.stuff.tv/oculus/oculus-founder-tells-stuff-were-going-sell-rift-cost-price/news
So I'm guessing don't expect CV1 this year or even early next year.
Regarding DK2, on the Oculus Reddit, someone stated that DK2's are set to start shipping mid July around the 15th or 16th.
Quoting for new page.
There is two solutions, one is use contact lenses and other one don't know it is possible in consumer version is to get prescription lenses replace the circle lenses but check out this thread. https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=8128I'm still worried because of my vision (-1.5 on both eyes). I won't use my DK2 with my glasses on, so everything will be pretty blurry right?
There is two solutions, one is use contact lenses and other one don't know it is possible in consumer version is to get prescription lenses replace the circle lenses but check out this thread. https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=8128
You can't use this with glasses?
Man that would suck so much. Never thought about it. Pls say it's not true.
Well, doesn't sound great:There is two solutions, one is use contact lenses and other one don't know it is possible in consumer version is to get prescription lenses replace the circle lenses but check out this thread. https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=8128
So it's not about the lenses, it's about the distance. And you decrease the FoV that way.It's technically possible, but didn't make sense to include into DK2 (it adds complexity). It works by basically changing the distance between the lens and the screen (which is what the different eye-cups do, they all have the same lens in them). Because of this, it creates moving parts that complicate the design and didn't make it into DK2. I would like adjustable optics, and will bug the team to put this into the consumer version.
You can't use this with glasses?
Man that would suck so much. Never thought about it. Pls say it's not true.
Hey guys, Im thinking about pulling the trigger on a kit.. are they shipping yet.. or is the wait months?
Ah I see, so what do u think the time would be if I ordered one now?
What was the wait like for the DK1?
They did say previously that they are ready for production on a larger/more quick scale than DK1, so I don't believe any orders will be delayed for months this time around.On the Order page it says August...
In simple terms, the optics in the Rift are designed to make the screen (and thus content) appear to be much further away for the purpose of focusing your eyes. If you had to focus your eyes on a screen right in front of your head for a long time, that would be uncomfortable at best and detrimental at worst.Can someone explain HOW this thing needs glasses, at least for nearsighted people? I thought that near/farsightedness was a function of your eye's focus, which is something that -one- eye can do, thus unrelated to stereovision. Shouldn't your eyesight be identical to just having an object nearby?
Can someone explain HOW this thing needs glasses, at least for nearsighted people? I thought that near/farsightedness was a function of your eye's focus, which is something that -one- eye can do, thus unrelated to stereovision. Shouldn't your eyesight be identical to just having an object nearby?
Can someone explain HOW this thing needs glasses, at least for nearsighted people? I thought that near/farsightedness was a function of your eye's focus, which is something that -one- eye can do, thus unrelated to stereovision. Shouldn't your eyesight be identical to just having an object nearby?
The optics in the rift are focused to infinity, so that your brain thinks you're looking at things that are far away instead of a screen which is only an inch away from your eyes.
Hrm. Okay. So its not that my eyes need to adjust focus per object, per distance, they just need to be permanently adjusted.
That's.... Somewhat annoying. Oh well.
EDIT: As for above it would be much better to wait until the CV1, because well have better cheaper cards more suitable for that.
so if your nearsighted you will need to use your glasses / contacts?
I'm still worried because of my vision (-1.5 on both eyes). I won't use my DK2 with my glasses on, so everything will be pretty blurry right?
I'm really happy I started using contact lenses regularly a year or so before the Rift kickstarter. Since I also have astigmatism I'd have to use glasses otherwise, and I didn't find that very comfortable with DK1.Most people are able to fit their glasses in the oculus rift fine using either the A or B lens cups fine. My glasses don't fit comfortably.
If you're farsighted you'll be pretty much in the clear because the rift is focused at infinity.
Near sighted people will use mostly the B or C lens cups making it almost as if you were wearing your glasses.
Astigmatism is where you get in trouble. I have an astigmatism so I either deal with it or wear my contacts. My frames are just a little shy of fitting in the rift comfortably.
I'm slightly confused here, if you're short sighted why would you need glasses to see a screen that's only a few centimetres from your face.
Because the optics are designed to make your eyes converge/focus towards infinity. If they made you actually look at the screen an inch from your face, the eye strain would be unbearable.I slightly confused here, if you're short sighted why would you need glasses to see a screen that's only a few centimetres from your face.
They did say previously that they are ready for production on a larger/more quick scale than DK1, so I don't believe any orders will be delayed for months this time around.
What cost thing?the cost thing confuses me.
Because the optics are designed to make your eyes converge/focus towards infinity. If they made you actually look at the screen an inch from your face, the eye strain would be unbearable.
You look at stuff in the Rift (basically) the same way as you do in real life - so if you can't see things clearly in the distance in reality, the Rift screen is going to be unclear too.
Because the rift has lenses in it too. As far as your eyes are concerned, that screen is miles away.
Iribe said:"Internally at Oculus, we do have the consumer prototype. And we have a consumer prototype that's now significantly less weight, so that it weighs almost nothing. You barley feel this on your head.. That was a big challenge, obviously, getting the weight down. It has a lot of core technology in it... It's very comfortable."

The first time I picked it up I didn't think it was real. But it is.

Try it anyway dude. I have a dioptre of -1.5 and will try it out. You can sell it for a higher price afterwards on Ebay.Well shit, I think I'll be cancelling my order, thanks for the answers.
What cost thing?
already posted it in the other rift thread, here again:
http://www.reddit.com/r/oculus/comments/27xwdi/brendan_iribe_we_do_have_the_consumer_prototype/
So what we know about CV1: Higher res than 1080p, more than 75hz, higher fov than DK2 and alot less weight than DK2
edit: oh a Platform engineer from Oculus posted there, his comment

Astigmatism is where you get in trouble. I have an astigmatism so I either deal with it or wear my contacts. My frames are just a little shy of fitting in the rift comfortably.
Silver has devised a pair of glasses which rely on the principle that the fatter a lens the more powerful it becomes. Inside the device's tough plastic lenses are two clear circular sacs filled with fluid, each of which is connected to a small syringe attached to either arm of the spectacles.
The wearer adjusts a dial on the syringe to add or reduce amount of fluid in the membrane, thus changing the power of the lens. When the wearer is happy with the strength of each lens the membrane is sealed by twisting a small screw, and the syringes removed. The principle is so simple, the team has discovered, that with very little guidance people are perfectly capable of creating glasses to their own prescription.
They emphasise bringing it in 'at cost' or at a low cost - yet they're going to want people to have a 780Ti to run it well enough. It is covered in the interview with Tested to a degree and they recognise that it is a challenge.
I'm nearsighted with 0 problems viewing things up close but I still had a blurry time when using the 1080p(?) kit at PAX last year. Now I'm not sure if it just wasn't calibrated right for my eyes due to how fast things were moving there to get everyone in line to try it out but I did have a hard time focusing on objects and things overall were just a bit too blurred out for meCan someone explain HOW this thing needs glasses, at least for nearsighted people? I thought that near/farsightedness was a function of your eye's focus, which is something that -one- eye can do, thus unrelated to stereovision. Shouldn't your eyesight be identical to just having an object nearby?
How, with what settings and with what applications?Oculus should also put out a minimum spec recommendation to run the thing.
Am I misinterpreting this, or does this suggest that running a game for DK2 (1080p containing two half-resolution viewports) is no more demanding than running a game normally (a single 1080p viewport)?
