Oculus Rift SDK 0.2.3 released: persistent player profiles, IPD tool included.
New Features
*Added Linux support to the Oculus C++ SDK and OculusWorldDemo, tested on Ubuntu 12.04 LTS.
*Added Oculus player profiles, used to save/restore player settings including interpupillary distance, height, and lens cups.
*Introduced Oculus Config Utility, allowing players to easily configure their Oculus profile. The utility includes an IPD measurement tool.
*Added OVR:rofileManager and OVR:
rofile classes to the SDK for accessing profile settings.
*OVR::HmdInfo class now report values based profile-configured IPD.
*Updated SDK samples to use player height and profile settings.
*Improved magnetometer algorithm to support a full sphere of orientations by tracking multiple reference points.
*Manual magnetometer calibration will now report failure in case of weak field or magnetic anomaly.
Unity
*Improved the quality OculusWorldDemo assets in Unity.
*Added UsePlayerEyeHeight property in OVRCameraController; if set, -player height will be taken from the profile settings.
Bug Fixes
*Fixed an OSX gamepad controller bug, causing Unity editor to crash -when adding an OVRPlayerController.
*Fixed a rare issue in Unity integration that caused right camera screen to turn white.
*Unity Crosshair rendering is now done on main 3D menu display instead of the UI layer.
Available at OculusVR
Fuck it.. I just pre-ordered one.
I can't wait for the consumer version, I want this thing fucking now.. O_O
Knowing my luck they will probably announce the 1080p version in like a week but whatever... lol
Fuck it.. I just pre-ordered one.
I can't wait for the consumer version, I want this thing fucking now.. O_O
Knowing my luck they will probably announce the 1080p version in like a week but whatever... lol
Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.
So in preparation what control scheme should I be using for the most immersion?
Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.
Guy falls while trying the Rift. Poor guy! http://www.dbtv.no/?vid=2524934900001
Those SDK updates sound nice. I finally got the shipping notification, 44xxx east coast, though using my order number as Mail Innovations on UPS still gives me nothing. The tracking number from the email doesn't have info besides that a label was created, but I imagine that will change and the order will arrive by next weekend. Trying to coordinate a signature is going to be a pain...
Yeah, probably dumb by me but as the next poster said it came down to be just being super impatient.
Oh well, the next one I do get would be the final consumer version whenever that is.
Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.
So you have two? Damn! Am still waiting for the crap to arrive!My Rift arrived today!
That's all.
So after acquiring one unit for development purposes and having used it for a couple of weeks I have mixed feelings. The potential is there but there is some things that I am not sure they will be able to improve as much as I would like to for when the consumer version is ready.
The 1st one is the resolution. Right now the experience is like if you were watching an old TV from a few cm away. The pixels are so big a noticeable that affects the immersion a lot. I believe that even 1080p per eye would not be enough since not all the pixels are used on the screen. You can see on the computer screen considerably big black rounded borders. That means the resolution you are getting is even lower than the one the Oculus Rift screen can deliver. On top of that since the field of view is so big you would need a much higher resolution than the one in a TV to get the same level of definition. To achieve that I think a 4K or similar screen would be required which obviously could be too expensive and would also require a quite powerful computer if you want to render at native resolution.
The 2nd one and maybe more important (at least for me) than the first is motion sickness. It is extremely easy to get nausea when using the Oculus Rift. In my case to the point of feeling pretty bad for hours after using it (I decided not to develop for it for now because of it). Games will need to be adapted or specifically designed for the Rift in order to reduce it, what limits what devs can do if they want to make games that work the same way with and without the Rift. I also believe that it will be impossible to get rid of the motion sickness completely so that could drive away many potential customers.
Same:Are you fucking kidding me?
"United States 07/03/2013 10:53 P.M. Voided Information Received"
"The sender has voided the UPS tracking number created for this shipment. UPS does not have possession of this shipment."
racing games and other games where my body is stationary do not cause me motion sickness. I think it has a lot to do with the feeling of sliding around.
I never got a shipping email, but I checked my order number with UPS tracking by reference and turns out it'll be delivered tomorrow!
What should I be doing to get ready? Download SDK? Anything else I need to get started?
Nine Dots have put out a GoD Factory: Wingmen alpha demo supporting the oculus rift available here, it's something you should all check out.
I've been sitting at that status with mid 44XXX in the US for like 1.5 months. Using the order number on the Mail Innovations UPS tracking page gives me maybe 5-6 results, none of which have any details or tracking information. As far as I know it's still in processing on the Oculus site as well.
I have no clue what may happen next.![]()
Really? That kills my excitement. I hope it doesn't take long to go from processing to shipped.I've been sitting in "Processing Limbo" for quite a while now.
One thing I'm wondering about, I've heard the currently limited resolution can make games look pretty hazy so are there any plans of adding in support for downsampling to each eye/screen? Is that even possible?
You already can downsample in most Rift demos and games.
Nothing to add except desperately waiting for consumer version. Every once in a while when I see this thread bumped I'll come in to say so. 2014 release really sucks, wish it was this fall.
Ok good, just wasn't sure as I'd heard the complaints about clarity. Does it help at all?
OH EM GE!
Shift 2 Unleashed on Oculus Rift VR headset [Using VIREIO for the rift warp, and FaceTrackNOIR for head tracking with "Shift 2 Camera Control" to provide trackIR support and POV adjustment.] No 3D rendering sadly.
http://www.youtube.com/watch?feature=player_embedded&v=Lg1mNbeRJPM
Waiting for the retail version is torturing me..
Nevermind. Doesn't sound like anyone took a look - but apparently you're not supposed to distro on a trial license, so I've taken it down.