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

As far as computer performance goes, from what I've read the consumer version will want / require a higher constant FPS than DK2, correct?

DK2 seems to be happy with 60 but I've hears them talk about 75,90+for consumer.

Thanks.

The consumer version will support multiple refresh rates and resolutions. Since the pixels are already being distorted by the lens, running at native resolution will be less important than on a regular monitor so you're good there.
 
As far as computer performance goes, from what I've read the consumer version will want / require a higher constant FPS than DK2, correct?

DK2 seems to be happy with 60 but I've hears them talk about 75,90+for consumer.

Thanks.

DK2 is 75hz, not 60 (you can run it in 60hz though).
 
As far as computer performance goes, from what I've read the consumer version will want / require a higher constant FPS than DK2, correct?

DK2 seems to be happy with 60 but I've hears them talk about 75,90+for consumer.

Thanks.
60fps will run, just like it will on any display, but it supports up to 75fps, and it's the more the merrier when it comes to VR.

I remember hearing 1440p/90fps for CV1, but they haven't said anything official yet. At some point you've got to weigh performance, framerate versus resolution.

The official "requirements" for DK2 simply state that you should be able to run "current games" at 75fps, but I have no idea what they consider a "current game". I can run a good many of them at 75fps, but not all of them (GTX-680 2GB). I've never really given it much thought before now because my monitor caps at 60fps anyway. I can guess about performance, but I won't know for sure until my kit gets here.
 
Actually in the same insecure performance dilemma. But I will happily tone down some bells and whistles to achieve a better VR experience.
 
Finally got around to recording some video last night. Made a video of the opening of the wii version of Metroid Prime up to the escape. I'm doing post processing on it to bring the filesize down because it's 33 gb uncompressed right now, then I'll upload it to mega.co

Also did some video of F-Zero GX and Sonic Colors. I'm surprised how well Sonic Colors works - assuming you have the stomach to handle 30 FPS (myself, I am lucky, I never have any signs of VR sickness even at low frames per second). The ability to make fine adjustments in the 2D sections of the camera and peek ahead or back or down or whatever is really useful, and the 3D makes lining stuff up for the free fall segments way easier. Best of all is the fast behind the back segments which are move at really incredible breakneck speeds in VR. I wish I could get Sonic Generations working in VR, because I assume it'd be even better.

Tried Mario Galaxy as well - it works except a lot of the special effects are broken. Water and ice and stuff like that are bizarre they appear as 2D layers reeeeeeally far away in the distance.

Ordered these parts to upgrade for DK2:

i7-4790K
Cooler Master Hyper 212 EVO
GIGABYTE GA-Z97X-UD3H
EVGA GTX 780 Ti Superclocked

Can't wait! :)

Hey you're the guy who was asking for help on the build over at /r/oculus, right? Great job taking my suggestion on the CPU, that's a great build! Very similar to mine, with an even better GPU.
 
It should still be quite a bit better, actually. It's an OLED screen, so it's much faster than the LCD in DK1, even without strobing. But at 75 Hz with strobing it will be much better still.

Plus it has a pentile display which, while offering lower subresolution on the red and blue channels, still will help with the screen door effect (or more specifically, help eliminate jail bars) due to the subpixel scattered arrangement.
 
Hey you're the guy who was asking for help on the build over at /r/oculus, right? Great job taking my suggestion on the CPU, that's a great build! Very similar to mine, with an even better GPU.

Nope. Wasn't me. I do post on the Oculus sub but I didn't ask anything about that over there. Only in the PC thread over here.
 
Nope. Wasn't me. I do post on the Oculus sub but I didn't ask anything about that over there. Only in the PC thread over here.

Strange Coincidence, then.

I'm just going to cross post this from reddit rather than retyping it up:

I've been meaning to set aside a day to do this - I'm going through a bunch of Wii and Gamecube games and trying them out in VR, and recording the experience and putting them online. I have a mega account for hosting larger files, and I'll be reuploading to youtube as well. I'm capturing from one PC to another using an Avermedia ExtremeCap U3 to make sure that the capture isn't interfering with the emulation, as this is all pretty CPU intensive stuff.

I've noticed that, when watching these videos on a normal screen, it's not immediately noticeable that I'm craning my neck all around - make no mistake, the ability to independently control my camera is a huge perk in every game I've tried. Some of these games have effects that break in VR - anything with water in Mario Galaxy 1 or 2 is completely broken. And some games, like Sonic Colors, will test how resistant you are to VR sickness because they cap at 30 FPS (I am extremely lucky in that I'm apparently completely immune to VR sickness, and always have been). I'll label the ones at 30 FPS as a courtesy, view those at your own risk.

You can watch these videos on your rift by just outputting the video into fullscreen. It might be stomach turning because I'm turning my head quite a bit, but it'll give you an idea of what these games are like in VR if your rig can't handle them. If you don't have a rift, the old stand by of putting your cell-phone real close to your face should still work too.

I'll keep updating this post with videos as I upload them. Again, as I said in the title, I'm open to requests. I'm uploading Sonic Colors now, and then Metroid Prime (Wii version) after that, and Rogue Squadron after that, so any requests might take time. Keep in mind, I might not be able to fill all requests, it sort of depends on if I have the game (I have an enormous Wii and GCN collection) and if they run well in dolphin. 2D backgrounds generally don't work, so no Resident Evil Remake, sorry.

F-Zero GX:
Mega: https://mega.co.nz/#!JUQxAaCR!4vJI9B-gIM5LSgylyQSvPKR4vWezH-W8FWNBea29jOc
Youtube: https://www.youtube.com/watch?v=YXZTTaosYmY&feature=youtu.be

Metroid Prime:
Mega: https://mega.co.nz/#!AMBVTYpA!D5wJEszY8jMCb-x8143879fxvF9Ems2d-3f-psAxjAs
Youtube: https://www.youtube.com/watch?v=ctRn9FG0D1c&feature=youtu.be

Zelda: Wind Waker
Mega: https://mega.co.nz/#!0EAVyD4C!Lpo25W3I_shbnW8Mmn4fLR7KqsyLgZpbkRTF6AbPcz8

This has a number of problems. First, I was using Dolphin's internal widescreen hack, which causes pop-in with NPCs and other objects. Someone developed an AR code widescreen hack that fixes this problem. Second, I had EFB to Texture enabled, which causes objects in the distance to appear very blurry. I actually played quite a bit not knowing I could fix this because I found the game to be so compelling. Third, it's not of a very interesting area of the game, just wandering around the town talking to people.

I'm recording another video right now of the first real dungeon with all these fixes, so the next video should be better.


EDIT: More info for the curious:

A guide for getting VR to work in Dolphin: http://mushroomtomatoes.com/2013/08...cube-n64-vc-and-wii-games-on-the-oculus-rift/

The settings they recommend for tri-def aren't really universal. Metroid in particular really screws up, you basically have to disable 3D by setting the FOV very low, or else 2D elements like the reticule are like right in your eyeball and you see double and it hurts.

Oh ya, I'll definitely be trying Wind Waker, and Maybe Majora's Mask or OoT as well (have the Master Collection disc for my GCN). And yeah, I'm going to upload some Mario Galaxy stuff too. I'll edit the OP to include the guide to getting dolphin working in VR.

My system:
CPU: i7-4790
GPU: AMD Radeon HD 7970 GHZ Ed
Ram: 16 GB DDR3 1600
Mobo: Gigabyte H97N Dual-Wifi

Dolphin flies on my machine normally, but VR can choke it up at times. I am indeed using a registered copy of Tri-def 3D.

EDIT: I have epic mickey 1 and 2, so I'll try those as well. I'm using a modded wii to dump my titles to a flash drive so it might be a while before I get to those.
 
Finally got around to recording some video last night. Made a video of the opening of the wii version of Metroid Prime up to the escape. I'm doing post processing on it to bring the filesize down because it's 33 gb uncompressed right now, then I'll upload it to mega.co

Also did some video of F-Zero GX and Sonic Colors. I'm surprised how well Sonic Colors works - assuming you have the stomach to handle 30 FPS (myself, I am lucky, I never have any signs of VR sickness even at low frames per second). The ability to make fine adjustments in the 2D sections of the camera and peek ahead or back or down or whatever is really useful, and the 3D makes lining stuff up for the free fall segments way easier. Best of all is the fast behind the back segments which are move at really incredible breakneck speeds in VR. I wish I could get Sonic Generations working in VR, because I assume it'd be even better.

Tried Mario Galaxy as well - it works except a lot of the special effects are broken. Water and ice and stuff like that are bizarre they appear as 2D layers reeeeeeally far away in the distance.



Hey you're the guy who was asking for help on the build over at /r/oculus, right? Great job taking my suggestion on the CPU, that's a great build! Very similar to mine, with an even better GPU.

Do you have Skyward Sword to try out? I want to try that out in VR so bad lol.
 
Is VR demanding like 3d? Does it render 2 videos like 3d? I have a 580 and want to know if the framerate I get in 2d would be the same in VR unlike in 3d mode where the performance takes a huge hit. I want to know before deciding on upgrading my gpu because I just want to run Assetto Corsa in VR and in 2d I can get 70-100+ fps but in 3d the game won't even run, don't really want to buy 780ti..
 
It's been a little bit since I caught up on Oculus news, so it's great to know there's still awesome stuff happening!

Krejlooc, you wouldn't happen to have Xenoblade Chronicles, would you? It's a 30 FPS title like Sonic, but I'd imagine the environments could be amazing in VR if there aren't too many 2D tricks happening to make them all come together.
 
Do you have Skyward Sword to try out? I want to try that out in VR so bad lol.

No, sadly. I did have it, but I leant it to a friend and he moved away with it. I've tried rebuying it, but the thing never drops in price! I'll just have to bite the bullet eventually I guess.

A problem with Wii games - it's easy to lose the sensor bar. In that regard, GCN games are actually better because you have a controller in your hand (and the reorientation control is mapped to clicking the right stick anyways).

Is VR demanding like 3d? Does it render 2 videos like 3d? I have a 580 and want to know if the framerate I get in 2d would be the same in VR unlike in 3d mode where the performance takes a huge hit. I want to know before deciding on upgrading my gpu because I just want to run Assetto Corsa in VR and in 2d I can get 70-100+ fps but in 3d the game won't even run, don't really want to buy 780ti..

It renders two view ports, yes. VR will basically be the bleeding edge of computing for the next several years. Remember back in the day, the neigh-mythical $2000 machines that were outdated by the time you got home? VR will be similar to that, haha.

I have Assetto Corsa, actually. I bought it during the steam sale but I haven't tried it yet. iRacing is great in VR, though. A problem with DK1 is the resolution, however, which equates to the draw distance, essentially. Racing games are absolutely terrific in VR, but not being able to see clearly very far in front of you is a problem. When my DK2 gets here in a couple of weeks, I'll be very interested in seeing how much further I can see in, say, Half Life VR.

It's been a little bit since I caught up on Oculus news, so it's great to know there's still awesome stuff happening!

Krejlooc, you wouldn't happen to have Xenoblade Chronicles, would you? It's a 30 FPS title like Sonic, but I'd imagine the environments could be amazing in VR if there aren't too many 2D tricks happening to make them all come together.

I have Xenoblade, I can try it out. It might have problems with the 2D stuff, though.
 
I have Xenoblade, I can try it out. It might have problems with the 2D stuff, though.

Cool, I'll be interested to hear how it turns out. Obviously it's not the best game for VR, but it'd be interesting to know if the environments hold up to stereo rendering.
 
Cool, I'll be interested to hear how it turns out. Obviously it's not the best game for VR, but it'd be interesting to know if the environments hold up to stereo rendering.

Some of these games are great spectacles in VR simply because of their 3D rendering. Mario Galaxy, when it works, is beautiful in 3D.
EDIT: Youtube link for F-Zero is done, gonna start uploading Metroid Prime now
 
Is VR demanding like 3d? Does it render 2 videos like 3d? I have a 580 and want to know if the framerate I get in 2d would be the same in VR unlike in 3d mode where the performance takes a huge hit. I want to know before deciding on upgrading my gpu because I just want to run Assetto Corsa in VR and in 2d I can get 70-100+ fps but in 3d the game won't even run, don't really want to buy 780ti..

The Rift is 3d. But there's more than one way to achieve a 3d effect. Quoting myself from a few pages back:

It's not accurate to simply say the scene is rendered twice. This gives a false impression of rendering power needed. Rift uses a technique that means most data from the first rendered frame is reused for the second. Only the vertex data is recalculated as there's no need to waste render time drawing a nearly identical frame from scratch.

The answer to your question is no, the 3d effect is not free. It will cost somewhere between 10-20%, depending on the game. The best place to ask for specifics might be Assetto Corsa forums.
 
Is that to say that Metroid Prime doesn't work well in 3D?

A lot of it's HUD elements are 2D and right in your face. If you set the FOV too high, then you begin to notice that the pointer is as close to your eye as it can possibly be, while the rest of the world has deep depth. It actually hurts me to play like that. I set my FOV down to 4 (from 103) and it became tolerable, while giving me the slightest tinge of depth.

I just rerecorded some prime footage, I had previously showed off the beginning escape, which is action packed and full of running, but doesn't work so well. Instead, I recorded some footage of right when you land on the planet, since that's supposed to be a moment that instills you with awe already. In VR it's completely jaw dropping. I suspect I'm going to sell some Nintendo fans on the rift by the end of the day.
 
I haven't been following as much lately-is it still possible to pre-order the Dev Kit 2 and receive it this summer? ( I seem to read August 2014 but not sure). Any known problems/issues I should be aware about? Feeling pretty tempted at the moment to dive in. Have a GTX 670 but not opposed to upgrading my PC this year if completely necessary.
 
I haven't been following as much lately-is it still possible to pre-order the Dev Kit 2 and receive it this summer? ( I seem to read August 2014 but not sure). Any known problems/issues I should be aware about? Feeling pretty tempted at the moment to dive in. Have a GTX 670 but not opposed to upgrading my PC this year if completely necessary.

Yup, it's still possible to pre-order the DK2 and new pre-orders are expected to ship in August.

https://www.oculusvr.com/order/

I don't think there are any big known problems but I wouldn't order unless you plan on doing development work or don't mind paying $350 just for fiddling around. Most VR content isn't likely going to be available until the CV1 is released.
 
Yup, it's still possible to pre-order the DK2 and new pre-orders are expected to ship in August.

https://www.oculusvr.com/order/

I don't think there are any big known problems but I wouldn't order unless you plan on doing development work or don't mind paying $350 just for fiddling around. Most VR content isn't likely going to be available until the CV1 is released.

Thanks. Agreed, the price is pretty steep for fiddling around but there are worse things, I suppose. Also, is the camera included in that price?

I assume the commercial release is still completely TBA?
 
Thanks. Agreed, the price is pretty steep for fiddling around but there are worse things, I suppose.

I assume the commercial release is still completely TBA?

TBA but I think most people are assuming it's coming sometime 2015. Oculus has at least stated that they'd be disappointed if they don't release it by the end of next year.

Also, is the camera included in that price?

Yes. They have the full list of what's included in the FAQ.

https://support.oculusvr.com/hc/en-us/articles/201835987

- Headset
- 2 pairs of vision lenses
- External camera (for positional tracking)
- Camera USB cable
- HDMI-DVI adapter
- Sync cable
- Power cord with adapter and 3 international power adapters (UK, AU, EU) - (to power the USB located on the Rift)
 
Thanks. Agreed, the price is pretty steep for fiddling around but there are worse things, I suppose.

I assume the commercial release is still completely TBA?

Yup, nothing solid about CV1 yet.

I went into the DK1 with a similar mindset, but really, it's a pretty steep price to play a few tech demos. The Rift is an incredibly cool piece of kit, and VR can be an unparalleled experience, but it's hard to justify right now. Had I not lived in a dorm at the time, I would have seriously regretted my purchase. It was pretty fun introducing people to VR though.
 
TBA but I think most people are assuming it's coming sometime 2015. Oculus has at least stated that they'd be disappointed if they don't release it by the end of next year.



Yes. They have the full list of what's included in the FAQ.

https://support.oculusvr.com/hc/en-us/articles/201835987

- Headset
- 2 pairs of vision lenses
- External camera (for positional tracking)
- Camera USB cable
- HDMI-DVI adapter
- Sync cable
- Power cord with adapter and 3 international power adapters (UK, AU, EU) - (to power the USB located on the Rift)

Thanks a lot for all the help. I read over the site, but I'm cynical and trust GAF's word over most sites :p
 
Yup, nothing solid about CV1 yet.

I went into the DK1 with a similar mindset, but really, it's a pretty steep price to play a few tech demos. The Rift is an incredibly cool piece of kit, and VR can be an unparalleled experience, but it's hard to justify right now. Had I not lived in a dorm at the time, I would have seriously regretted my purchase. It was pretty fun introducing people to VR though.

Am I incorrect or can you not use the Oculus in games that don't "officially" support it? Eg. I thought I've seen demos of games like Half-Life, etc?
 
Am I incorrect or can you not use the Oculus in games that don't "officially" support it? Eg. I thought I've seen demos of games like Half-Life, etc?

Half life 2 officially supports the rift

but yes, you can use injection drivers to map the rift's head tracking to the mouse movement. Doing this quickly gives you an understanding how how proper VR is more than just mouselook mapped to your head tracking, though. Which is to say, those injection drivers are generally pretty lousy and not suited for real play.
 
Half life 2 officially supports the rift

but yes, you can use injection drivers to map the rift's head tracking to the mouse movement. Doing this quickly gives you an understanding how how proper VR is more than just mouselook mapped to your head tracking, though. Which is to say, those injection drivers are generally pretty lousy and not suited for real play.

Yeah I'm definitely not doubting the fact you can't just sort of manually override OR into any game and have it work ideally.

Still, Half-Life 2 in Oculus sounds god-tier. You shouldn't have told me that; now I'm more tempted.
 
Yeah I'm definitely not doubting the fact you can't just sort of manually override OR into any game and have it work ideally.

Still, Half-Life 2 in Oculus sounds god-tier. You shouldn't have told me that; now I'm more tempted.

Valve officially added VR support to HL2 a long while ago. Their support is basically little more than head tracking support, though. In reality, their HL2 support was little more than a learning exercise to get familiar with VR.

We are making a full VR mod to supplement Valve's support. Our mod does a lot, like decoupling your gaze from your body orientation from your aim (so you can, say, walk north, look west, and fire east all at the same time, independently of one another), builds in floating huds (because HUDs don't really work in VR), rescales the world (because the scale in HL2 is really, really off), and soon enough, we'll add foot tracking for stuff like the Virtuix Omni and Cyberith Virtualizer along with PrioVR support and Sixense STEM support. We're also working on adding in Steam Controller support.

a video: https://www.youtube.com/watch?v=MH3v2VrCZ9Q
 
Since I'll actually have an oculus rift, would anyone be interested in trading their oculus rift hat in TF2 (I think it's untradeable, so it has to be an unactivated key) for anything in particular off steam while the steam sales going on?
 
Valve officially added VR support to HL2 a long while ago. Their support is basically little more than head tracking support, though. In reality, their HL2 support was little more than a learning exercise to get familiar with VR.

We are making a full VR mod to supplement Valve's support. Our mod does a lot, like decoupling your gaze from your body orientation from your aim (so you can, say, walk north, look west, and fire east all at the same time, independently of one another), builds in floating huds (because HUDs don't really work in VR), rescales the world (because the scale in HL2 is really, really off), and soon enough, we'll add foot tracking for stuff like the Virtuix Omni and Cyberith Virtualizer along with PrioVR support and Sixense STEM support. We're also working on adding in Steam Controller support.

a video: https://www.youtube.com/watch?v=MH3v2VrCZ9Q

Very cool, thanks for the info. Any idea when it'll all be finished?
 
Very cool, thanks for the info. Any idea when it'll all be finished?

Finished? Probably never, we'll likely always keep working on it, until we just move on to other stuff. Playable? You can download a playable version right now, although we have more recent versions that we haven't made available yet.

EDIT: The build above is like 9 months old, for example. It was one of the first public releases we put out. In fact, our mod pre-dates Valve's HL2 support. We provided headtracking through our mod for like 3 months before Valve stepped in lol.

Personal thrill of mine - having someone in an AMA ask Gabe Newell if he'd played our mod (since we make it a point to never try to bring it to valve's attention explicitly).

Heart racing, waiting for his reply.

"No."
 
Finished? Probably never, we'll likely always keep working on it, until we just move on to other stuff. Playable? You can download a playable version right now, although we have more recent versions that we haven't made available yet.

EDIT: The build above is like 9 months old, for example. It was one of the first public releases we put out. In fact, our mod pre-dates Valve's HL2 support. We provided headtracking through our mod for like 3 months before Valve stepped in lol.

Personal thrill of mine - having someone in an AMA ask Gabe Newell if he'd played our mod (since we make it a point to never try to bring it to valve's attention explicitly).

Heart racing, waiting for his reply.

"No."

Sorry, my wording of "finished" was a bit off. Sounds like it'd be a fun experience to play in Oculus as it stands today then.

Fingers crossed for Gabe!
 
Finished? Probably never, we'll likely always keep working on it, until we just move on to other stuff. Playable? You can download a playable version right now, although we have more recent versions that we haven't made available yet.

EDIT: The build above is like 9 months old, for example. It was one of the first public releases we put out. In fact, our mod pre-dates Valve's HL2 support. We provided headtracking through our mod for like 3 months before Valve stepped in lol.

Personal thrill of mine - having someone in an AMA ask Gabe Newell if he'd played our mod (since we make it a point to never try to bring it to valve's attention explicitly).

Heart racing, waiting for his reply.

"No."

Do you think you might go open source with this at any point? Is any of the code portable to other Source Engine games such as Portal? I'll be getting my DK2 when the first batch ships and would love to have something to work on.
 
Do you think you might go open source with this at any point? Is any of the code portable to other Source Engine games such as Portal? I'll be getting my DK2 when the first batch ships and would love to have something to work on.

Portal feels like it would be mind-blowing to play in Oculus but I can't speak to how it plays currently.

Anyone else?
 
Do you think you might go open source with this at any point? Is any of the code portable to other Source Engine games such as Portal? I'll be getting my DK2 when the first batch ships and would love to have something to work on.

Probably not. We intend to make careers out of this eventually, and a lot of our code could be used in other projects. Also, we're hopeful we can sell our mod eventually on steam, similar to how Black Mesa is doing it.
 
I am somewhat curious about what's involved in "porting" an existing game to the Rift, especially in regards to detaching camera control from mouse/gamepad while keeping directional control and gun aiming. Source has some form of Rift support built into it, but I haven't read any of the documentation to figure out how it works. The one I really want to see working, as close to native as I can get, would be Portal 2. Right now, it seems all the third-party injectors (with the exception of the one Krejlooc is talking about, kudos for that) just swap out accelerometer control for mouse control, so you're just aiming the gun and partially controlling your movement with your head. Which seems really counter intuitive and doesn't work very well from some first-hand reports I've seen on YouTube and the like. I hope people don't try things like that and think that's the way VR first-person shooters are headed.
 
Probably not. We intend to make careers out of this eventually, and a lot of our code could be used in other projects. Also, we're hopeful we can sell our mod eventually on steam, similar to how Black Mesa is doing it.

Can you add OR support to RTCW as well please ?

The full source code is available and its a slow game that would work great.
 
Valve officially added VR support to HL2 a long while ago. Their support is basically little more than head tracking support, though. In reality, their HL2 support was little more than a learning exercise to get familiar with VR.

We are making a full VR mod to supplement Valve's support. Our mod does a lot, like decoupling your gaze from your body orientation from your aim (so you can, say, walk north, look west, and fire east all at the same time, independently of one another), builds in floating huds (because HUDs don't really work in VR), rescales the world (because the scale in HL2 is really, really off), and soon enough, we'll add foot tracking for stuff like the Virtuix Omni and Cyberith Virtualizer along with PrioVR support and Sixense STEM support. We're also working on adding in Steam Controller support.

a video: https://www.youtube.com/watch?v=MH3v2VrCZ9Q
OH MY GOD ITS YOU!!!
Allow me to simply say that one of your earlier videos convinced me to put off completing Half Life 2 until I could experience it this way. Can I ask a few questions? Oh man this is awesome.

First, how long/difficult is it to set up the Razer Hydra with the oculus rift for HL2? Will you be supporting full DK2 headtracking shortly after DK2 arrives?

Second, does this work on Garrys Mod at all? I feel that would be an excellent VR playground.

Third, I can't remember because hype. DARN. Really excited to use and abuse your mod, looks incredible. IIRC, you had implemented a laser sight on weapons?

Oh yeah, I see you guys fixed the models being half invisible. Hrm, will looking down iron sights work? I see it does for the crossbow.
 
Probably not. We intend to make careers out of this eventually, and a lot of our code could be used in other projects. Also, we're hopeful we can sell our mod eventually on steam, similar to how Black Mesa is doing it.

Ah, well in that case, best of luck to you. Maybe I'll start from scratch myself on Portal. It was your work that inspired me to get into VR (I showed your mod to GAF forever ago: http://www.neogaf.com/forum/showthread.php?t=511555 ) so for that, thank you!
 
I think Valve specifically mentioned that they tried it and it was so awful, making EVERYONE sick, that they did not release it.
I imagine the biggest problem with the Portal games is the change of direction when moving through a portal. Up becomes down becomes sideways and so on. You'd have to add in some kind of auto-rotation to "reset" the character to right-side-up so the user could return their view to straight ahead. If that's not the issue, it sounds like some kind of implementation problem. Most of the "sickening" experiences I've heard about usually have some technical flaws causing it.. excessive latency, bad calibration, poor graphical performance, etc. Bearing in mind this is all second-hand, I don't have a DK1.
 
OH MY GOD ITS YOU!!!
Allow me to simply say that one of your earlier videos convinced me to put off completing Half Life 2 until I could experience it this way. Can I ask a few questions? Oh man this is awesome.

Much appreciated. I joined the team after it had begun, however. Much of this mod is owed to Nate, as he spearheaded the project.

First, how long/difficult is it to set up the Razer Hydra with the oculus rift for HL2? Will you be supporting full DK2 headtracking shortly after DK2 arrives?

Plug the Hydra into your computer via USB and start the game with the hydras on the base. That's all there is to it.

We'll fully support DK2. Even if Valve doesn't :P

Second, does this work on Garrys Mod at all? I feel that would be an excellent VR playground.

You can get the rift to work with Garry's Mod, but our mod is specifically for HL2. We're working with the actual Half Life 2 source code, not just the source engine.

IIRC, you had implemented a laser sight on weapons?

Yup, 3D reticules like laser sights are good VR design. 2D reticules like what you can see in the metroid prime video I just posted are BAD VR design. You're gonna want some depth.

Oh yeah, I see you guys fixed the models being half invisible. Hrm, will looking down iron sights work? I see it does for the crossbow.

Eventually we plan on having the full arm available, with shoulders and everything. You can look down Iron sights, but doing so will reveal some problems with the Hydras, noticeably that they're just not precise enough. Actually aiming down the sight is very difficult because these things are subject to noise interference. Because of that, you need to impliment a low-pass noise filter to remove the noise from the readings. This becomes a pick your own poison deal. Either you can use a lot of samples for your noise filter, which inherently induces latency but smooths out the readings, or you can use few samples, which keeps the latency low but makes the things jutter around quite a bit. When they track your hands, it's fine, because we don't notice such small movements very much, but when it's brought to your head, we notice small movements like that immediately. This is why the Hydras or STEMs really are not a good solution for positional head tracking. Bringing the sight to your eye exposes this flaw.

EDIT: For those not wanting to dig through my old posts to find the Metroid Prime video: https://mega.co.nz/#!AMBVTYpA!D5wJEszY8jMCb-x8143879fxvF9Ems2d-3f-psAxjAs
 
Can you add OR support to RTCW as well please ?

The full source code is available and its a slow game that would work great.

These mods are very time consuming, so we probably will stick to just one at a time. Keep in mind that nobody really knows how to make a VR game right now, it's a very experimental time, so a lot of our time goes into testing ideas just to figure out what works best.

RtcW would be cool, though. I'd love for someone to try it.

Ah, well in that case, best of luck to you. Maybe I'll start from scratch myself on Portal. It was your work that inspired me to get into VR (I showed your mod to GAF forever ago: http://www.neogaf.com/forum/showthread.php?t=511555 ) so for that, thank you!

Sorry duder, if you do begin working on portal and have any questions, feel free to drop us a line. We'd gladly offer some help, but I don't think I can speak for my team members and say it'd be cool to release our source. TBH we haven't really talked about it beyond us feeling this could be a career launching pad and understanding the value of our code and our desire to become one of those featured commercial mods that valve is supporting now.
 
Does anybody here here know what the maximum theoretical refresh rate of a 1440p screen is over DVI-D/HDMI? Looking at that Oculus FAQ I figure it's possible to calculate the maximum possible refresh rate of the CV1 as long as they don't change inputs for the consumer model and 1440p is actually the resolution.
 
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