Oculus Rift unboxing and article

When has virtual reality worked before?
There is a convergence of software and hardware technology that allows consumer VR in and beyond 2012 to be much better as well as cheaper than ever before. You can read the details about that in every early article about the Rift.

Is there an actual market for this besides enthusiasts?
Who knows? Why should that affect our excitement? We are enthusiasts.

Will this get the support in years to come?
Maybe, maybe not. See above.

If the device is so enticing why is an unknown company funded by kickstarter making this and not a tech giant with millions of R&D money?
Because large corporations lack vision and agility, and (like you) have given up on VR. The only reason the Rift even happened is because Palmer was building it literally in his garage.

Maybe I am crazy for thinking these things but something in my head is telling me to hold off until the hypetrain and the pr bull has died down.
As you say yourself, Oculus is a tiny company. They can't afford to pay off hundreds of journalists and dozens of developers. Or do a huge PR blitz. Thus, it seems very reasonable to assume that the hype is genuine.
 
All those questions have been answered by the hundreds of articles and interviews about the Rift. You are clearly not reading about it very thoroughly.

He clearly hasn't seen or read any coverage. This isn't some device that gets shown without anyone being allowed to demo it; hundreds of people have tried it at this point, and the reviews have been overwhelmingly positive. These reviewers run the gamut from regular people at conventions to tech journalists, none of which have any reason to bullshit.
 
When has virtual reality worked before? Is there an actual market for this besides enthusiasts?
Who cares? Enthusiasts can keep very niche products going for decades.
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Then when everybody else 'gets it' we can be all hipster about it and go back to CRTs.
 
It's 1280x800, but only half the horizontal resolution per eye (since the screen is split in half with each eye getting its own view).

It's going to be very pixelated, and you're going to be able to see the black space between pixels. From the reviews I've read, the human brain tends to smooth things out, but it's not going to look like an HD display, or even an SD display seen from the standard viewing distance. The point of the kit is for developers to take it and figure out how to make games for VR, so an HD screen wasn't necessary or cost effective.

I'm hoping that there is an easy way to open up the devkit and put in our own display. I can see 7 inch 1080p+ displays becoming very affordable before the consumer kits come out. From all the impressions it sounds like, besides positional tracking, the resolution is the biggest factor holding the devkit back.
 
Just read trough it. Sounds reasonable, few things broken, few things left to experimentation, but sounds like it will be great for testing the game.

I'm just glad its already implemented. It's not "coming soon" or "coming in the next few weeks" anymore, it's there and ready for people to use the moment they get their kits. Very cool.
 
When has virtual reality worked before? Is there an actual market for this besides enthusiasts? Will this get the support in years to come? If the device is so enticing why is an unknown company funded by kickstarter making this and not a tech giant with millions of R&D money?

These are just a few of the questions I keep asking myself when reading about the oculus. Maybe I am crazy for thinking these things but something in my head is telling me to hold off until the hypetrain and the pr bull has died down.

Nothing has ever worked until it worked obviously and big companies aren't always the most creative. Not sure how anyone can doubt that millions will want a VR device done right either.

Support is a genuine question though so far its looking good, also its not a big enough concern to explain your lack of understanding in other peoples hype. This looks like the first legitimate VR gaming device, it'll have niggles like any other first. But its still going to be exciting to use this kind of thing for the first time and its still going to push other companies forward into even better VR devices. Which is exciting in of itself. Again I don't understand anybody, especially a gamer, who wonders why people would be excited about a device which will push us further towards full immersion into the games we play. You know this thing is also 3D and moves your view realistically with the movement of your head yes?
 
I'm hoping that there is an easy way to open up the devkit and put in our own display. I can see 7 inch 1080p+ displays becoming very affordable before the consumer kits come out. From all the impressions it sounds like, besides positional tracking, the resolution is the biggest factor holding the devkit back.

I'm not an expert, but I think that would require a change of lenses, a change in the SDK code, etc. I'm sure it can be done (people have been making their own DIY Rifts since the design was revealed) but it wouldn't be easy.
 
I don't think people quite grasp how big of a paradigm shift this could actually be. Since the 1930's we've been looking at flat screens for our entertainment and information. The 20th century was dominated by it. So over the last 80 years The screens have gotten bigger, clearer, better but we're all still constricted to a framed image. What happens when you take that frame away and people can actually be INSIDE the entertainment? The oculus rift is the average consumers first taste of what could dominate the way we spend time and get entertainment in the next 80+ years.
 
PSA for any backers, Woot has got the Razer Hydra available for $45 ($40 + shipping).

http://www.woot.com/offers/hydra-pc-gaming-controllers-1

FUUUCK I MISSED THIS LAST TIME (it was a woot one day sale like a week or two ago). THANK YOU!

Bought.

!!!!!

Anyone seriously considering trying any development, or demoing any development of "hands on" VR, this device was specifically recommended by Palmer.

http://www.youtube.com/watch?v=GWRVGlwkAx4

http://www.youtube.com/watch?v=FatcGuk9suY
 
I'm not an expert, but I think that would require a change of lenses, a change in the SDK code, etc. I'm sure it can be done (people have been making their own DIY Rifts since the design was revealed) but it wouldn't be easy.

I don't see any changes needed to the lenses or warping code as long as the new screen is the same dimensions as the old one. As long as that's the case the existing equipment will show the same image, just at a higher resolution. Devs will need to allow the higher resolution ingame but that should be it.
 
FUUUCK I MISSED THIS LAST TIME. THANK YOU!

Bought.

!!!!!

I'm planning on buying the consumer version of the Rift. Can you tell me why I would want this? How much does it normally cost? I need to be convinced to buy it. How long will this sale last?

Edit: 2 more days. ok. I need to head to the bank and make a deposit so I can afford this thing if it's going to seriously enhance potential OR experiences.
 
I'm planning on buying the consumer version of the Rift. Can you tell me why I would want this? How much does it normally cost? I need to be convinced to buy it. How long will this sale last?

Edit: 2 more days. ok. I need to head to the bank and make a deposit so I can afford this thing if it's going to seriously enhance potential OR experiences.

Watch videos of it being used in Portal 2 if you want to see what it's capable of. I can't bring myself to buy one personally because I don't know what kind of support there will be and in what games. I'll probably kick myself (and then spend twice as much on one) when Portal 2 support comes around for the OR, but it's a risk I'm willing to take.

The short list of OR add-ons is the PS Move, the Wii Motion Plus, the Leap Motion, and the Hydra. No one knows which will come out on top.
 
I'm planning on buying the consumer version of the Rift. Can you tell me why I would want this? How much does it normally cost? I need to be convinced to buy it. How long will this sale last?

Edit: 2 more days. ok. I need to head to the bank and make a deposit so I can afford this thing if it's going to seriously enhance potential OR experiences.

It's a dev toy. If you are waiting for the consumer version, you can probably wait on this too. I edited my post with a couple of youtube vids showing some basic functionality.

Here's portal 2 eyefinity (huge FOV) with the hydra:

http://www.youtube.com/watch?v=RZWjbfL6qH4
 
You can still order one with an estimated May delivery at Oculus's website.



Not much. It would cost less to just buy Oculus than to R&D their own though. A big company would have to worry more about the lack of patents that Oculus holds compared to how much Oculus is probably worrying about that.

Doesn't the dev kits have a substantially lower resolution than the final build?
 
I haven't seen many people talk about this, but anyone else just as excited by the prospect of having a virtual movie theater to watch movies and play videogames as they are about fully immersive vr games?

http://youtu.be/85KtcZ4NNL4
Have it networked, with Microsoft Avatars and party chat and you can experience the noisy busy cinema without leaving your home.

Doesn't the dev kits have a substantially lower resolution than the final build?
They definitely want to up the resolution of the consumer version, but nothing has been announced yet.
 
Watch videos of it being used in Portal 2 if you want to see what it's capable of. I can't bring myself to buy one personally because I don't know what kind of support there will be and in what games. I'll probably kick myself (and then spend twice as much on one) when Portal 2 support comes around for the OR, but it's a risk I'm willing to take.

The short list of OR add-ons is the PS Move, the Wii Motion Plus, the Leap Motion, and the Hydra. No one knows which will come out on top.

It's a dev toy. If you are waiting for the consumer version, you can probably wait on this too. I edited my post with a couple of youtube vids showing some basic functionality.

Here's portal 2 eyefinity (huge FOV) with the hydra:

http://www.youtube.com/watch?v=RZWjbfL6qH4

Thanks for the info. I guess I'll hold off then.
 
I'd be shocked if the SDK didn't have all of the demos they've shown thus far (various Unity and Unreal demos mostly).

I was hoping the same, but from the Verge article today:

"Setup is a breeze, just a matter of plugging in three cables and installing the software on a sufficiently powerful PC, a few minutes to adjust the Rift precisely to your head, and then a click on one of the included samples in the Oculus SDK to jump right in. There’s a simple demo of sensor fusion to let you see how the Oculus motion tracker works in three dimensions, a barebones room with some hand-coded virtual objects to navigate, and then the pièce de résistance: a picturesque cliffside villa named Tuscany. The feeling the Oculus Rift gives you is really beyond description, but I’ll try anyhow: With the 3D visuals, the wide field of view, and the motion tracking that shows you whatever your head points at, it feels like you’re truly in another world... only you’re looking at that world through a mesh helmet. The reality is that you’re seeing the actual rows of pixels, but your brain fills in some of the blanks."

Could be more, but they only mention those. Even if Tuscany is the only fully rendered sample demo, that's fine. I was fearing that they wouldn't supply any. And now that the TF2 update has already been released, we know there are 2 things that will work 100% for sure Day 1. Hawken is still planned for Day 1 support but as far as I know it hasn't actually been implemented yet.
 
Doesn't the dev kits have a substantially lower resolution than the final build?

It does. Did I imply that it didn't? O_O

I was hoping the same, but from the Verge article today:

"Setup is a breeze, just a matter of plugging in three cables and installing the software on a sufficiently powerful PC, a few minutes to adjust the Rift precisely to your head, and then a click on one of the included samples in the Oculus SDK to jump right in. There’s a simple demo of sensor fusion to let you see how the Oculus motion tracker works in three dimensions, a barebones room with some hand-coded virtual objects to navigate, and then the pièce de résistance: a picturesque cliffside villa named Tuscany. The feeling the Oculus Rift gives you is really beyond description, but I’ll try anyhow: With the 3D visuals, the wide field of view, and the motion tracking that shows you whatever your head points at, it feels like you’re truly in another world... only you’re looking at that world through a mesh helmet. The reality is that you’re seeing the actual rows of pixels, but your brain fills in some of the blanks."

Could be more, but they only mention those. Even if Tuscany is the only fully rendered sample demo, that's fine. I was fearing that they wouldn't supply any. And now that the TF2 update has already been released, we know there are 2 things that will work 100% for sure Day 1. Hawken is still planned for Day 1 support but as far as I know it hasn't actually been implemented yet.

The more scenic areas to just walk around in on day one, the better.
 
Hmmm, I've heard that the low resolution being described as blurry before, but this is the first time I hear mesh helmet. Sounds like there's some serious screendoor effect going on here. I wonder how big of an issue this will be.
 
Hmmm, I've heard that the low resolution being described as blurry before, but this is the first time I hear mesh helmet. Sounds like there's some serious screendoor effect going on here. I wonder how big of an issue this will be.

I've very infrequently read of the screen door effect with the Rift. Seems like it's something people notice at first but then quickly goes away as they get sucked into the game.
 
I was hoping the same, but from the Verge article today:

"Setup is a breeze, just a matter of plugging in three cables and installing the software on a sufficiently powerful PC, a few minutes to adjust the Rift precisely to your head, and then a click on one of the included samples in the Oculus SDK to jump right in. There’s a simple demo of sensor fusion to let you see how the Oculus motion tracker works in three dimensions, a barebones room with some hand-coded virtual objects to navigate, and then the pièce de résistance: a picturesque cliffside villa named Tuscany. The feeling the Oculus Rift gives you is really beyond description, but I’ll try anyhow: With the 3D visuals, the wide field of view, and the motion tracking that shows you whatever your head points at, it feels like you’re truly in another world... only you’re looking at that world through a mesh helmet. The reality is that you’re seeing the actual rows of pixels, but your brain fills in some of the blanks."

Could be more, but they only mention those. Even if Tuscany is the only fully rendered sample demo, that's fine. I was fearing that they wouldn't supply any. And now that the TF2 update has already been released, we know there are 2 things that will work 100% for sure Day 1. Hawken is still planned for Day 1 support but as far as I know it hasn't actually been implemented yet.

The guy who did that open source Oculus driver and now I believe works for Oculus in some capacity said they don't have the rights to distribute most of the demos, so many of them will not be available. Do they not have to acquire some type of rights to demo stuff at trade shows, or put it on national TV (Jimmy Fallon)? I guess the community will probably rip installable packages out of the UE3 and Unity SDK's, but it's weird they couldn't get rights to publish them on the Oculus dev hub.
 
Hmmm, I've heard that the low resolution being described as blurry before, but this is the first time I hear mesh helmet. Sounds like there's some serious screendoor effect going on here. I wonder how big of an issue this will be.

it seems like they're aiming for a 5-inch 1080p panel for the consumer version. What companies make those for phones? I have no idea about resolutions for mobile devices.
 
Hmmm, I've heard that the low resolution being described as blurry before, but this is the first time I hear mesh helmet. Sounds like there's some serious screendoor effect going on here. I wonder how big of an issue this will be.

I'll definitely be waiting for impressions. I tried the Sony headset thing and the screen dooring was just too much for me. Had to pass on it.
 
I eagerly await the HDMI consumer version then with full surround audio.

Only if they still offer the barebones kit. I have multiple headsets from gaming related to music recording, not to mention a decent home theater rig now. This way costs will be kept down. If they used quality components to match the immersion I wouldn't doubt seeing this thing's price double or more if they added audio.

Price of entry is one of the key points this thing has going for it.

it seems like they're aiming for a 5-inch 1080p panel for the consumer version. What companies make those for phones? I have no idea about resolutions for mobile devices.

Samsung?
 
It does. Did I imply that it didn't? O_O



The more scenic areas to just walk around in on day one, the better.

I didn't mean to imply you did.

I was actually just asking. Wasn't sure about the answer. I was really tempted to order this, so I could play it early. But I'm not sure if it's worth dropping $300 to get a downgraded version (resolution wise). I mean, if you aren't a dev, you are basically biting the bullet to get early access. Which there is nothing wrong with that. But I know for a fact I'll be buying the consumer build. So I would basically be paying twice for this.

Still, really jealous of everyone getting to try this out so early.
 
I didn't mean to imply you did.

I was actually just asking. Wasn't sure about the answer. I was really tempted to order this, so I could play it early. But I'm not sure if it's worth dropping $300 to get a downgraded version (resolution wise). I mean, if you aren't a dev, you are basically biting the bullet to get early access. Which there is nothing wrong with that. But I know for a fact I'll be buying the consumer build. So I would basically be paying twice for this.

Still, really jealous of everyone getting to try this out so early.

The dev kit is 1280x800, with the horizontal resolution split in half (so each eye receives 640x800). The retail Rift should be 1920x1080 (960x1080).

I'm planning on selling the devkit Rift when the consumer Rift is imminent. I'm sure someone will want it, even if I only get a hundred or two for it. Then again, I might keep it so that I can A/B the two and really see the difference.
 
I've very infrequently read of the screen door effect with the Rift. Seems like it's something people notice at first but then quickly goes away as they get sucked into the game.

People previously had exposure to the old 5 inch screen, which may have had a less pronounced screen door effect.
 
Always hoped it would take off, I see this as innovation moreso than anything like MOVE, Kinect, etc.

The only thing holding back full immersion is the fact that a game is on a rectangle in front of you, would love to eventually watch HDTV nature shows with it and a pair of nice headphones, on top of games of course. Open my window in the middle of winter while wearing it and play Skyrim, it's like I'm really there.
 
Great value as a dev device. The future is coming a little faster than I expected. I'm dying to see what will happen after a few more iterations.
 
When has virtual reality worked before? Is there an actual market for this besides enthusiasts? Will this get the support in years to come? If the device is so enticing why is an unknown company funded by kickstarter making this and not a tech giant with millions of R&D money?

These are just a few of the questions I keep asking myself when reading about the oculus. Maybe I am crazy for thinking these things but something in my head is telling me to hold off until the hypetrain and the pr bull has died down.

VR is going to be a huge part of everyone's future, (not just gamers).

Watch this space!
 
Won't be getting my dev kit till May, but honestly I'm not interested in a non-Oculus native "patched in" modes of TF2 or Doom 3. Sounds like a puke fest.

I'm more interested in taking in the scenery slowly with a Oculus session of a fully modded version of Skyrim. The only exception is racing games, which would seem like a blast even if it were just patched in and not built from the ground up for Oculus.

FYI, some third parties are already developing software to make current games compatible with the dev kit upon release. Google "VorpX Driver."
 
Also wanted to comment on the new 7 inch screen they are using. They have stated that while the pixel density won't be as high, the new screen is better in many ways including faster fill rate, less motion blur and lag and it's brighter.
 
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