Oculus Rift Development Kit 2 announced, up for preorder (based on Crystal Cove)

They had a high speed camera and recorded a normal keyboard stroke which displayed a letter on screen 42ms later.
On the same system tapping with the Control VR (pretending to do a keystroke) displayed a letter on screen 54ms later.

So current latency is 12ms. Aiming for 4ms latency when it ships this december.

They are using an electrometer to prevent drifting... I'm skeptical.
 
Current latency is 54ms in comparison to a keyboard input, 12ms is the difference between a keyboard and Control VR as recorded on a Red Epic. Not reliable, but certainty a ball park figure.
 
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I'll tamper my expectations because I expect the update will be when units leave the manufacturers. Still, an update!
 
So pumped!

I am going to get elite: dangerous as soon as it hits it's next price drop also.

You are in for a treat. E:D is one of the best Rift experiences you can play. Just don't open the galaxy map, last time I played that was very much broken in the Rift -- though, hopefully that will be fixed for the next beta release along with an update to use the latest Oculus SDK. :D
 
You are in for a treat. E:D is one of the best Rift experiences you can play. Just don't open the galaxy map, last time I played that was very much broken in the Rift -- though, hopefully that will be fixed for the next beta release along with an update to use the latest Oculus SDK. :D

It's really so good.

The difference from monitor to VR is night and day.

Setting aside DK1's low res, sensor drift, smearing, spotty not blacks - it's a revelatory experience.

As in, yes - it's making a game built for monitors better than it could be playing it on the monitor.

You instinctively move your head around; flying around capital ships and asteroids becomes incredibly easy when you can keep them in view without effort. Engaging in dog fights is a joy - been able to easily track where enemies move out of your frontal view cone, and still see where they're pointing, so you can instinctively point your ship to intercept their heading.

Once CV1 is out, I'm afraid there's no coming back from these sorts of experiences gents.
 
It's really so good.

The difference from monitor to VR is night and day.

Setting aside DK1's low res, sensor drift, smearing, spotty not blacks - it's a revelatory experience.

As in, yes - it's making a game built for monitors better than it could be playing it on the monitor.

You instinctively move your head around; flying around capital ships and asteroids becomes incredibly easy when you can keep them in view without effort. Engaging in dog fights is a joy - been able to easily track where enemies move out of your frontal view cone, and still see where they're pointing, so you can instinctively point your ship to intercept their heading.

Once CV1 is out, I'm afraid there's no coming back from these sorts of experiences gents.

Maybe DK2 (or CV1 or whichever is the July version) will make things different, but my experience tends to be the opposite in the Rift. Aside from my bad glasses, bad vision, the poor resolution, and/or a combination of the above, maybe I've played games too long? My preference and habit is to keep my head forwards and look around with my eyes. ESPECIALLY if I'm wearing bulky headphones and a Rift, looking around can become awkward or annoying, when it would be easier and more effective to just spin with a mouse or gamepad.

Hopefully the next version of the devkit produces more of a sense of presence, and/or there are some games that head movement is less of an issue for.
 
Looks like the incoming mass email was a bit of a "miscommunication" :(

From the same thread:

Just to be clear, we probably won't be sending out a mass email on July 1st.
My comment was in reference to a post I plan to make in the forum (and probably Reddit)
regarding the DK2 shipping status. Basically it will be a new DK2 Shipping thread with the
most recent information at that time. Sorry for any confusion.
 
Maybe DK2 (or CV1 or whichever is the July version) will make things different, but my experience tends to be the opposite in the Rift. Aside from my bad glasses, bad vision, the poor resolution, and/or a combination of the above, maybe I've played games too long? My preference and habit is to keep my head forwards and look around with my eyes. ESPECIALLY if I'm wearing bulky headphones and a Rift, looking around can become awkward or annoying, when it would be easier and more effective to just spin with a mouse or gamepad.

Hopefully the next version of the devkit produces more of a sense of presence, and/or there are some games that head movement is less of an issue for.

My comments are specifically in reference to Elite Dangerous.

And it works so well because your hands are already completely occupied with piloting the ship.

In a FPS, it's not as compelling an experience - because the presence is been broken by the control medium.

But a VR FPS, designed specifically for a VR control medium would likely be a revelatory experience as well.

Been able to control exactly where you're shooting with your hand, using it to grab an interact with objects in the virtual world, as though it was really there - would be next level experience for most gamers.
 
My comments are specifically in reference to Elite Dangerous.

And it works so well because your hands are already completely occupied with piloting the ship.

This. It's why seated cockpit simulations are so perfect for VR. It just translates so well for the medium. I can't wait to try the HOTAS, DK2 and E:D combo.
 
My comments are specifically in reference to Elite Dangerous.

And it works so well because your hands are already completely occupied with piloting the ship.

In a FPS, it's not as compelling an experience - because the presence is been broken by the control medium.

But a VR FPS, designed specifically for a VR control medium would likely be a revelatory experience as well.

Been able to control exactly where you're shooting with your hand, using it to grab an interact with objects in the virtual world, as though it was really there - would be next level experience for most gamers.
I don't own Elite Dangerous so I hope you're right. I tried one or two space cockpit demos and didn't like it much, but it may have largely been because I could barely make out anything outside the cockpit because of the blur/resolution. =P

*edit* That said, I think I disagree about the hand control experience stuff. Not only because of the somewhat poor experience I have had with the Hydra motion controls, but because motion controls are awkward -- actually holding your hands up to aim lightgun style blocks your view of the screen, gives you gorilla arm syndrome (blood draining out of your arm, the same problem that exists with vertical touchscreen or tablet monitors), and gives you less precise control than a mouse. Again, maybe that's just my peculiar preference from playing too many games, though.

I do agree about the cockpit style of view working better, like racing or space games. And I do have a new joystick, so I should try to combine everything.
 
I don't own Elite Dangerous so I hope you're right. I tried one or two space cockpit demos and didn't like it much, but it may have largely been because I could barely make out anything outside the cockpit because of the blur/resolution. =P

*edit* That said, I think I disagree about the hand control experience stuff. Not only because of the somewhat poor experience I have had with the Hydra motion controls, but because motion controls are awkward -- actually holding your hands up to aim lightgun style blocks your view of the screen, gives you gorilla arm syndrome (blood draining out of your arm, the same problem that exists with vertical touchscreen or tablet monitors), and gives you less precise control than a mouse. Again, maybe that's just my peculiar preference from playing too many games, though.

I do agree about the cockpit style of view working better, like racing or space games. And I do have a new joystick, so I should try to combine everything.

There are a couple decent VR FPS demos around, but for the most part, the current consumer available motion control tech is just... sub-par. It's like the VR-HMD before the Rift arrived.

The control glove stuff looks pretty promising... (although has a critical flaw of lacking tactile controls - so is really a supplmentary input device rather than a primary input device).

But once you're conditioned to play with your arms rather than rest them on KB+M, and when the games are properly designed for VR experiences (taking into account arm fatigue), it should obviate the issues you seem to face.

I mean... I think once optimized VR FPS will involve significantly less grunts and more exploration - simply because that's what will be appealing to players in an immersive environment.

And I'm totally down with that, because I'm thoroughly over traditional FPS.
 
Did anyone else back the Sixense STEM? Their latest email update says they changed some stuff with the STEM packs, and I was wondering what if it changed anyone's view on the controller and if they plan to change their order. I would make a new thread for it but I'm currently occupied with a bunch of stuff and can't get to my computer.
 
So is this going to be for dev/hacker people indefinitely or will the dirty proles get a consumer version anytime soon? It feels like they just keep making the dev version better and better and that's fine but normal people want this too =/
 
So is this going to be for dev/hacker people indefinitely or will the dirty proles get a consumer version anytime soon? It feels like they just keep making the dev version better and better and that's fine but normal people want this too =/

At the absolute latest the first consumer version will be out late 2015. I wouldn't be surprised to see a Spring 2015 release of it though but I'm hoping for an announcement for CV1 to release this holiday.
 
Did anyone else back the Sixense STEM? Their latest email update says they changed some stuff with the STEM packs, and I was wondering what if it changed anyone's view on the controller and if they plan to change their order. I would make a new thread for it but I'm currently occupied with a bunch of stuff and can't get to my computer.
Yep. From my understanding, they made the STEM modules in the controllers non-removable, and changed the design of the STEM modules so that they are no longer separate from their power and transmission source, which makes them seem less embeddable.

But it's hard to react to a design change for something that hasn't launched. If nothing else was going to accept a bare STEM module then the point is moot.

I dunno, we'll see.
 
Had anybody tried out assetto corsa with the rift yet? I would imagine it would be a great sensation.
Last I tried was about a month ago. It's merely okay, due to both the limitations of the DK1 (no positional tracking and blurry at high speeds) and mediocre implementation (buggy shadows, excesively bright and everything looks ridiculously small.)

Nothing that couldn't be fixed in a few weeks, though.
 
Cybereality made this post in Reddit just a day ago,

"Sorry for the confusion. That FAQ is outdated and not completely accurate. To be specific, old content made with the 0.2.x versions of the Oculus SDK will not work on the DK2. Content made with the newer SDK (0.3.x) will work, but only in a "compatibility mode." This means basic rendering and tracking will function but not the fancy new DK2 stuff. For full DK2 compatibility developers will need to recompile their games with an upcoming SDK that will be released around the time DK2 launches. Sorry for the mix-up here, and I hope that all makes sense."

So, none of the current DK1 demos are compatible with the DK2 unless they were recompiled with the most recent SDK. If Oculus was smart, they better release that upcoming SDK they're mentioning before DK2 even hits offices and homes.

What's bad about this is that many developers have already moved on from these projects and more than likely won't have time to recompile.

Hopefully, Oculus or someone releases a wrapper of some kind.

When DK2 releases, there might not even be any demos or anything people can try out with it.
 
Cybereality made this post in Reddit just a day ago,



So, none of the current DK1 demos are compatible with the DK2 unless they were recompiled with the most recent SDK. If Oculus was smart, they better release that upcoming SDK they're mentioning before DK2 even hits offices and homes.

What's bad about this is that many developers have already moved on from these projects and more than likely won't have time to recompile.

Hopefully, Oculus or someone releases a wrapper of some kind.

When DK2 releases, there might not even be any demos or anything people can try out with it.
I'm confused by your post. Versions of the 0.3.x SDK have been out for at least two months, correct? There might not be MANY demos recompiled with it, but two months is long enough that one would assume SOME demos now use it.

They have to launch this new SDK ASAP. I'm really surprised this new hasn't gotten more attention.
Possibly because it has been out for developers, and has continued to be developed and updated, since April.
 
Oculus Agrees to Acquire Carbon Design Team

We’re thrilled to announce that we’ve agreed to acquire the Carbon Design team, one of the premier industrial design and product engineering teams in the country, with over 50 awards to their name.
As part of the deal, the team will officially become a key component of the product engineering group at Oculus, operating from the Carbon studio in the Seattle area.
They’ll also be working closely with the Oculus R&D team based out of Redmond.
We expect the deal to close by the end of summer.

The Carbon team brings their expertise around building great feeling, great looking consumer products like the Xbox 360 controller.
We’ve been working with Carbon for nearly a year on multiple unannounced projects.


“A few seconds with the latest Oculus prototypes and you know that virtual reality is for real this time.
From a design and engineering perspective, building the products that finally deliver consumer virtual reality is one of the most interesting and challenging problem sets ever.

This is an entirely open product category.
With consumer VR at its inception, the physical architectures are still unknown — We’re on the cutting edge of defining how virtual reality looks, feels, and functions.

We’re incredibly excited to be part of the team and we’re looking forward to helping design the future.
”

- Peter Bristol, Creative Director at Carbon Design

As a company, Carbon Design has a 20 year history of taking consumer, industrial and medical products from concept to completion.
Carbon approaches products with a design-driven methodology rooted in quality engineering, ergonomics, deep user insights, and rapid iteration.

All of this adds up to an incredible skill set to deliver ground-breaking new virtual reality products.

Please join us in welcoming the Carbon team to Oculus!

If you’re interested in joining Oculus in Irvine, San Francisco, Seattle, or Dallas, we’re recruiting!
You can see the latest job posts at www.oculusvr.com/careers.

– The Oculus Team

Seems like a huge step in the right direction, loved the Xbox 360 controller and I'm looking forward to see what they can make of the HMD.

Edit: There's already a thread about this, sorry for repost: http://www.neogaf.com/forum/showthread.php?t=843656
 
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