Oculus Rift - Dev Kit Discussion [Orders Arriving]

Allow? How would you prevent that? It's a PC peripheral.


Yeah, every re ail kit will be devkit.


Shit i already have cash to buy Rift but i wonder if it is better to wait for proper devkit...

What is status of mk1 devkits ? They are still selling them ?

Durante how are your framerates playing with Rift compared to normal display ?
 
I mean as in easy to hack and modify without breaking warranty and stuff like that, although I can imaging that will put up quite the legal shitstorm, so maybe not.
You wouldn't want to hack and modify a devkit since consumers would not have your physical modifications and would thus get an inferior experience, so that would not apply.

In terms of software you should be able to test what you want.
 
Good, but normally I play on 2560x1440 (and with proper AA on top of that), so there's a pretty big gap in pixel count, particularly compared to DK1.
Is there a reason it would be any different?

Also does any amount of supersampling save the 720 panel, you think the 1080? Can you do it? The jump to 1080 is super noticeable, but it's still not enough imo (Unfortunately the demos I tried don't have stuff like SSAA)
 
Probably a stupid question, and I doubt anyone knows, but when is the consumer Rift likely to come out? This year? Next year?

I need it.
 
Personally I would just wait. I had the urge to get the older SDK but they have fixed a LOT of stuff between the first SDK and the upcoming 2ND SDK. It's just worth waiting.
 
Anyone have any suggestions of cool stuff to show people? I've done the rounds with Rift Coaster, Don't Let Go, Minecraft and a few other random demos.

Titans of Space, Dreadhalls, HeliHell2 (helicopter demo), First Law v2, Delta Draconis, Planet 1, RiftRacer, Sightline, the other Rollercoaster demos.
 
Is there a reason it would be any different?

Also does any amount of supersampling save the 720 panel, you think the 1080? Can you do it? The jump to 1080 is super noticeable, but it's still not enough imo (Unfortunately the demos I tried don't have stuff like SSAA)

HL2 with 8xSGSSAA is much much better than without AA (or with not-as-good AA) on the DK1. I think 1080p with 4xSGSSAA will be perfectly fine for a first version.
 
Titans of Space, Dreadhalls, HeliHell2 (helicopter demo), First Law v2, Delta Draconis, Planet 1, RiftRacer, Sightline, the other Rollercoaster demos.

Thank you sir. Not to clutter this up even more with repetitive questions, but anyone have horror game suggestions? I've been playing through what I have to make sure it's not heart attack inducing before having others play it, and while everything is great in a solo environment, adding other people (even when silent and in a dark room) dilutes the experience quite a bit. I've yet to find anything that tops Alone in the Rift, which seems to work just because jump scares.

I really wish I hadn't waited so long to order one of these things. Absolutely mind blowing, and introducing other people to VR is the best.
 
Thank you sir. Not to clutter this up even more with repetitive questions, but anyone have horror game suggestions? I've been playing through what I have to make sure it's not heart attack inducing before having others play it, and while everything is great in a solo environment, adding other people (even when silent and in a dark room) dilutes the experience quite a bit. I've yet to find anything that tops Alone in the Rift, which seems to work just because jump scares.

I really wish I hadn't waited so long to order one of these things. Absolutely mind blowing, and introducing other people to VR is the best.

One of the games I listed in my last post, Dreadhalls, is a VERY cool horror demo, probably the best I've played yet. It's an evil, evil game. First time I noped out after about 2 minutes. Took me a little while to talk myself into playing again and finally finishing it. Great use of first person VR mechanics, 3D sound, and sadistic game design. It was after playing this one that I don't know if I would even want to play a AAA VR horror game like it. Be sure to play alone with headphones.
 
Here's further clarification from him:

http://www.reddit.com/r/oculus/comments/1vzd5f/because_it_only_has_about_6_upvotes_and_its/cex9w9o

"Mentioned this in my talk at Steam Dev Days, hopefully it gets posted online soon.

I want to note that the Rift will not be designed for experiences that allow you to walk around a room like the SDD tech demo, but the specifications and quality will be above the baseline level Michael Abrash outlined in his talk. Valve's prototype hardware and software are very well integrated and calibrated, more so than the Crystal Cove demos we got together for CES, but the actual components are not all that different. All the pieces are there."
 
Michael Abrash will go down as the man who quantified the base requirements to achieve Virtual Reality.
Oculus / Palmer Luckey will go down as the one who started the Virtual Reality revolution.
 
Does EQN have a first person mode? I've only seen third person footage, but it would probably be silly for an "Everquest" game not to have FP.
 
Dumb question.

Say I hook up a ps4 to an occulus.

Now assume no official support and non 3d content.

How good or bad will stuff look on it?

The TV I have upstairs in my office just crapped out, and would much rather spend 300$ for an occulus than buy a new tv for the space considering how fucking cramped it is in there.
 
Does EQN have a first person mode? I've only seen third person footage, but it would probably be silly for an "Everquest" game not to have FP.

i believe they confirmed first person mod for EQN. With google i found this; http://www.usgamer.net/articles/red...amer-gets-everquest-next-developers-to-answer
Just search for "First Person"

And i think you will not get a good experience with everything in EQN Landmark, the building is kind of complex and needs alot of buttons. ( http://www.youtube.com/watch?v=VV1_uXe7ONM )
But for exploring and gathering ressources VR should work fine. There will be first person and the UI outside the building-mode shouldn´t be that complex. Just look how the modded VR Minecraft UI works.
 
Dumb question.

Say I hook up a ps4 to an occulus.

Now assume no official support and non 3d content.

How good or bad will stuff look on it?

The TV I have upstairs in my office just crapped out, and would much rather spend 300$ for an occulus than buy a new tv for the space considering how fucking cramped it is in there.
Unfortunately it wouldn't work at all, since the PS4 would not render to both eyes. Instead you would see part of the screen with each eye.

Also, even if it did work, I think that the screen resolution for the first devkit is bad enough that you would be better off with most any sort of TV instead.
 
i believe they confirmed first person mod for EQN. With google i found this; http://www.usgamer.net/articles/red...amer-gets-everquest-next-developers-to-answer
Just search for "First Person"

And i think you will not get a good experience with everything in EQN Landmark, the building is kind of complex and needs alot of buttons. ( http://www.youtube.com/watch?v=VV1_uXe7ONM )
But for exploring and gathering ressources VR should work fine. There will be first person and the UI outside the building-mode shouldn´t be that complex. Just look how the modded VR Minecraft UI works.
I agree that it wouldn't work out of the box. I do think it would be possible to create a fantastic first person VR building interface, but it would need to be an entirely separate thing and designed from the ground up for that purpose.
 
Unfortunately it wouldn't work at all, since the PS4 would not render to both eyes. Instead you would see part of the screen with each eye.

Also, even if it did work, I think that the screen resolution for the first devkit is bad enough that you would be better off with most any sort of TV instead.

Bummer guess I'll wait for one if those sony sets to improve/get cheaper
 
Yeah, I backed this. Looks very intriguing



Hopefully they'll be able to sort out a contract with a panel manufacturer after shipping v1 and get some panels produced just for them to whatever specs would be best
custom panels would make the price rise considerably
 
seems that they are not.the next development kit will be the definitive one,and released near the release date of the consumer version

Is it known yet when we can expect the consumer version? This year? Next year? Also, what would theoretically be the differences between the consumer version and the final dev kit version?
 
Future for VR looks good
http://www.gforgames.com/gadgets/samsung-confirms-qhd-smartphone-uhd-4k-devices-40168/
According to the Korean media, during the Semiconductor and Display Technology Roadmap Seminar, Samsung revealed that it has an AMOLED QHD (2560 x 1440) smartphone display in the works. Nothing too surprising, and whether or not this panel will make its debut on the Galaxy S5 remains to be seen. What’s more interesting perhaps, is the fact that Samsung has also revealed its plans on launching AMOLED UHD (3480 x 2160) smartphones in the future. On a 5 inch display, this resolution would result in a mind-boggling pixel density of roughly 820 pixels per inch.
 
Okay so I'm going to buy a devkit in a few weeks. Will they sell devkit 2 or should I just buy this thing now?

Unless you're a developer don't buy dev kit 1. Stay away. It'll be a waste of money when the next dev kit comes out or the consumer version. Think of it as a prototype but not something to actually game with because the screen is pretty terrible.

They might release another dev kit later this year.
 
Sony managed 2000+ PPI on their true OLED screens for HMZ headsets.

One of the big issues with panel manufacturing is defect rates. iirc HMZ's tech uses small screens, about 1" in diagonal, the likelyness of a fully functional panel in a 5" diagonal plane is far less. At 2000dpi I'm sure these costs grow exponentially higher, and with the HMZ already priced far out of mainstream market we wont see that level for a long while.
 
It's an OLED. As far as I know (and I'm no hardware expert!) the inherent switch time of OLED is so low that strobing it is just a matter of the controller doing it, and not really dependent on the panel.
 
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