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Oculus Rift - Dev Kit Discussion [Orders Arriving]

So how feasible is it to display and move around real-life environments with the rift?


I would be pretty awesome to walking around a football field in the middle of a game. although I doubt it's possible, but what do I know.
 
I wish I had of kickstarted this now, I'm really intrigued.

I wonder if they plan on creating more flexible systems, there are some fairly significant health issues that will bring this bad PR should it ever go mainstream.
 
So how feasible is it to display and move around real-life environments with the rift?


I would be pretty awesome to walking around a football field in the middle of a game. although I doubt it's possible, but what do I know.
For first-person experiences, I'd imagine it's roughly the same difficulty as it already was to create a first-person [shooter] environment in UDK/Unity/whatever. Which is to say, quite feasible for one or two people, but can take quite a while to do it well. Plus, extra effort to test it with the Rift and avoid things that make people sick or don't work well.

Also, I don't think photorealistic is an option yet until higher resolution displays become available, even if there were an engine that could somehow render it.
 
Meaning to dabble in creating an environment for first person exploration. The pipeline that I have in my head is to create models in Blender, and take them into UDK. While that is admittedly simplified, is that the process I should be looking at?
 
Ok, I just had one of the most incredible experiences.

I ran the Epic Citadel map from the UDKGame, brought the console down and typed 'Fly'. I then proceeded to fly up to one of the towers and stuck my hand out as if to touch the stone wall as I flew by. It was an amazing and emotional experience. I can't believe how realistic it was! I really felt that I was there.

I'm sorry, but when they get the resolution sorted out, some people are never going to come back.

And I'll reiterate, the Unreal Engine is amazing in the Rift!!

Go immediately, put on a song you love, and fly around the Epic Citadel. Oh and make sure to touch the stone on the way by. ;)
Damn, I'm so jealous right now!

*Must resist to buy a Devkit now*
 
Meaning to dabble in creating an environment for first person exploration. The pipeline that I have in my head is to create models in Blender, and take them into UDK. While that is admittedly simplified, is that the process I should be looking at?
If you're using UDK, that's probably the best free approach, yes. I felt like the community for UDK had become less active as the UDK was updated less often over the last several months, but maybe the Oculus release will bring some new people into the scene.

There's a GAF UDK thread if you want to ask UDK-specific questions where more people might see it: http://www.neogaf.com/forum/showthread.php?t=430197&page=15

For Blender, I'm in the process of learning/relearning it, using 2.6x. I think it can work pretty well and it has some things that are designed for streamlined export/import to UDK, but there are gotchas that you have to learn along the way by following guides or tutorials. For Blender-specific questions, there's a Blender IRC channel (maybe on freenode, I forget) that is super helpful, but search the internet/manual/guides/tutorial stuff before asking of course. :) There is a ton of free Blender information, examples, and guides available. Some are about the process of going directly from Blender to UDK, too.

Bear in mind there can be a heavy learning curve for both Blender and the UDK. You can become really fast at using Blender, but it might take quite some time before you learn all the weird user interface tricks.
 
Would it be possible to create a decent 3D camera with the same optical setup as the Rift, so that you could playback imaginary first person video through the Rift? Obviously this would be without headtracking and you'd be in the hands of the cameraman who is deciding where you're looking... but I think it would be an interesting experience just to get real 3D video on there.
 
I'm planning on recreating my living room, and setting people up stood by my PC, facing the same way they are really facing. Then I'm planning on the door out of the living room to open out onto a scene much like the desert from Beetlejuice.

I want to recreate the world using a go pro or something that is pointed at the back of my head. Then, on the virtual representation of my screen, I would have an image of me looking at an image of me...

Basically I want to re-enact a scene from Spaceballs.
 
It doesn't seem like my Rift will arrive this week after all :(

Bear in mind there can be a heavy learning curve for both Blender and the UDK. You can become really fast at using Blender, but it might take quite some time before you learn all the weird user interface tricks.
The funniest part is when you tell someone who is struggling to learn "modern" Blender that it used to be much worse!
 
It doesn't seem like my Rift will arrive this week after all :(

The funniest part is when you tell someone who is struggling to learn "modern" Blender that it used to be much worse!
"Hey, at least it doesn't crash all the time now!"

I've considered trying the Maya bindings, which I think are more similar to the UDK's bindings. The big downside to that is that I assume most any Blender tutorial will have all the Blender mouse/key bindings set to the Blender default, which means I might have even more trouble following them. But man if it isn't confusing having Blender and UDK be opposites for mouse coordination, with different camera controls. :P
 
Oh wow! That looks like it works really well. Seems like something that could easily be added to future models, though you'd just need some sort of external base station for it to track position relative to, like the Hydra does.
The Rift already has a "base station" of a sort -- the video/usb connection box. It could be added to that.
 
i wish the hydra would be wireless. I still dont get it why they made a wired Motion Controller? Is the mechanic behind Hydra not possible without wires?
 
i wish the hydra would be wireless. I still dont get it why they made a wired Motion Controller? Is the mechanic behind Hydra not possible without wires?
What is your avatar from? It's cool.

And I think the Hydra isn't wireless because they were concerned about additional latency or complexity or interference. I'm not sure.

Does anyone know for sure if the Hydra can support four controllers? It comes with two controllers and a base station, and only one base station per PC is supported, but I couldn't find 100% confirmation that you can use 3+ controllers on a single base station if you had two Hydra sets.
 
i wish the hydra would be wireless. I still dont get it why they made a wired Motion Controller? Is the mechanic behind Hydra not possible without wires?

I don't think. It was originally scheduled for wireless. And then it got delayed a bit. And wired became the shipping model with zero hint of wireless ever returning.

Factor in people reporting skipping problems if they're using a 3D monitor (I'm guessing the glasses signal cause some kind of interference), and it's my guess they were having similar issues with the wireless model.
 
What is your avatar from? It's cool.

And I think the Hydra isn't wireless because they were concerned about additional latency or complexity or interference. I'm not sure.

Does anyone know for sure if the Hydra can support four controllers? It comes with two controllers and a base station, and only one base station per PC is supported, but I couldn't find 100% confirmation that you can use 3+ controllers on a single base station if you had two Hydra sets.

1. No idea, i just saw a big picture of it somewhere and used it :)

edit: Google pciture search
Name of the guy who made it is Mike Mitchell
Has sth. to do with The Muppets oO
other guy from him
http://25.media.tumblr.com/tumblr_lvjjz0yc461qzlfumo1_500.jpg

2. Someone on reddit posted "The hydra supports up to 6 inputs so it should be trivial for them to add more" so it sounds like you could use multiplie Hydras but can you buy them cheap without the station?
 
1. No idea, i just saw a big picture of it somewhere and used it :)

edit: Google pciture search
Name of the guy who made it is Mike Mitchell
Has sth. to do with The Muppets oO
other guy from him
http://25.media.tumblr.com/tumblr_lvjjz0yc461qzlfumo1_500.jpg

2. Someone on reddit posted "The hydra supports up to 6 inputs so it should be trivial for them to add more" so it sounds like you could use multiplie Hydras but can you buy them cheap without the station?
I saw that exact comment on reddit, and that's why I started searching. I couldn't find any confirmation of the Hydra supporting more than 2 controllers. There's some other sixsense devkit that supposedly supports 6 though.
 
http://www.youtube.com/watch?v=85KtcZ4NNL4

Virtual Cinema still my object of desire.

Gaia Online (I know) had a virtual theater feature a few years back. Your character would walk around the theather, you'd take a seat, and a movie would play at intervals, the original selection being old public domain films (such as house on haunted hill). It was great because you could virtually watch a movie with a bunch of other people/friends.

Best part: If at any point you felt like it you could throw a tomato at the screen, creating a splatter for a few seconds. And this could be spammed to annoy the other viewers. :)

Can you say..NeoGaf Oculus movie nights?
 
Has there been any sort of update on how far along in the shipment queue we are? My hype levels are waning the longer I have to wait.
 

I tried to find sources newer than 2004 from my university library on the subject. Basically the gist from the 90's/early 2000's when Sony was selling quite a few very expensive HMD was that they caused developmental issues in kids eyes. If someone under the age of 16 was using them.

The old manuals for HMDs always had HUGE warnings about letting anyone under the age of 16 or so use the headset for fear of... something.. they never specified nor can I find any academic source that tests these things as dangerous. I'm guessing this was internal testing by Sony or someone during the time that revealed potential problems.

*edit one of the sources from the 90's claims it caused eyestrain and screwed up binocular alignment in vision.
 
http://www.youtube.com/watch?v=85KtcZ4NNL4

Virtual Cinema still my object of desire.

Gaia Online (I know) had a virtual theater feature a few years back. Your character would walk around the theather, you'd take a seat, and a movie would play at intervals, the original selection being old public domain films (such as house on haunted hill). It was great because you could virtually watch a movie with a bunch of other people/friends.

Best part: If at any point you felt like it you could throw a tomato at the screen, creating a splatter for a few seconds. And this could be spammed to annoy the other viewers. :)

Can you say..NeoGaf Oculus movie nights?

I know it's not going to be great on the devkit due to resolution, but deep down inside, this is one of the most interesting/fun things I plan to try as well.

That's a good thing if so. If your hype is gone, or you have low expectations going in, maybe you'll be pleasantly surprised!

Maximum hype, it's the NeoGAF way! (not sure if I could ever fully lose hype for this thing, finally VR!!!!!!)
 
@OculusVR said:
Come and get it! @TeamFortress 2 hats are ready for @kickstarter backers! Sign in here for your hat code: oculusvr.com/sales/

I confirmed that this is apparently for Kickstarter backers only so far, signing in did not give me a code. I asked @Oculus3D when the rest of us can expect codes, will update if I get a reply.

Edit:

@OculusVR said:
@TxdoHawk Pre-orders before 4/1/13 will have access to hat codes when their order status changes to "processing".

Which makes sense. Otherwise, people would be grabbing the code and cancelling their pre-order. I'm just a little disappointed though, was looking forward to running around with that thing strapped to my heavy's face.
 
Got my tf2 hat. No email. I just checked the order page. I'm sure there will be another update soon. Now just waiting for shipping notification...
 
Initial reactions:

1) Screen resolution is super noticeable. Very low res, pixels everywhere. Can't even read the text in TF2 VR mode.

2) Don't notice any latency in TF2 or the SDK demo. Very easy to lose myself in the demo exploring.

3) Makes me nauseous, but I'm getting used to it. My eyes are a bit fubar but they're adjusting just like with the 3DS 3D.

4) Augh, my brain. The feeling of being inside the world is amazing, but TF2's fast action is hard to track with moving my neck. I think this is going to feel great in a slower action game like Skyrim.
 
i wish the hydra would be wireless. I still dont get it why they made a wired Motion Controller? Is the mechanic behind Hydra not possible without wires?

A guy from Sixense was asked about that on the MTBS forums. The main factor was - guess what - the price. Apparently the wireless version would have been too expensive. Also, the wire guarantees you're in the optimal working range of the base station.

That being said, while he didn't confirm anything, I'm pretty darn sure they're working on V2. He clearly said the rise of VR gave a new life to the hydra. They seem to be working pretty closely with the Oculus guys. Good times.
 
Initial reactions:

1) Screen resolution is super noticeable. Very low res, pixels everywhere. Can't even read the text in TF2 VR mode.

2) Don't notice any latency in TF2 or the SDK demo. Very easy to lose myself in the demo exploring.

3) Makes me nauseous, but I'm getting used to it. My eyes are a bit fubar but they're adjusting just like with the 3DS 3D.

4) Augh, my brain. The feeling of being inside the world is amazing, but TF2's fast action is hard to track with moving my neck. I think this is going to feel great in a slower action game like Skyrim.

Don't have mine yet but here's a few suggestions anyway:

- Have you done the IPD adjustments? Apparently it's super important.
- One Rift owner suggested to close your eyes whenever you're using something else than your head to turn.
 
Worked fine here. No email.

Code should appear right there a few moments after you click the button.

Just got mine.

It didn't work in Chrome for some reason, but it came right up in Opera.

As someone that doesn't want to play TF2 long term (did that pre-hats), is the move to keep the code and then sell that, or claim the code and sell the hat via some sort of in-game system?

Not that it's guaranteed to be worth anything; I just don't want to kick myself later :P

I got my Rift!

... in TF fucking 2.

That's a start right?

My Rift is almost guaranteed to arrive the day after I move, and to be enjoyed by the people that bought our house.

I wonder if I need to alert UPS that I'm moving or something
 
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