Oculus Rift - Dev Kit Discussion [Orders Arriving]

Has there been any talk of the Virtuix Omni at all? It's an Omni directional treadmill with no moving parts that is made for VR. It uses a specially designed low friction surface and comes with special shoes you have to wear. You can walk, run, strafe and jump. It uses Kinect which sends input into the game which is how they can support things like jumping. It's still at the prototype stage, but they're doing a Kickstarter in May to start a push towards getting it released. This + Rift would be awesome.

Video of them playing Skyrim using it here: http://www.youtube.com/watch?v=FxwknXZ_fR0

I don't have the balance that intuition is telling me I'd need for that thing.

Ah cool, it must be the stand alone package. + and - change adjust your IPD in the SDK version.

Is there a console? Can you put noclip (or the unity equivalent) into it?

I knew I should have bit that first day: lol. Could have got my curiosity satisfied and then taken an easy profit. Oh well, hopefully my non-order got a real developer higher in the que.

I had a chance to pledge right when the KS went up, but I thought it would be kind of jank and unusable by someone that wasn't a developer. Then people started using the thing at tradeshows, and now I'm kicking myself. Oh well. Someone has had their Rift paid for by the Rift (if they choose to go that route).
 
Remember this is a dev kit, and panels are expensive. In a month Apple will probably be showing their Ipad Mini with a little over 7 inch retina display with likely over 1080p resolution. Give that panel 3 to 5 years to come down in production costs and slap that into the Oculus Rift consumer version it will likely be much better from what that guy was calling a "blurry" and low resolution experience.

3-5 years? What planet are you on? I'm betting the consumer will ship by this time next year with a 1080p panel in the 5-6" range such as the 5.5" one in the Optimus G Pro.
 
I had a chance to pledge right when the KS went up, but I thought it would be kind of jank and unusable by someone that wasn't a developer. Then people started using the thing at tradeshows, and now I'm kicking myself. Oh well. Someone has had their Rift paid for by the Rift (if they choose to go that route).

Same. I even had the 275 (DIY kit) ready for checkout on the Amazon page, but then I stupidly backed out. And I knew they would be selling for crazy money on ebay. Not sure what I was thinking.
 
3-5 years? What planet are you on? I'm betting the consumer will ship by this time next year with a 1080p panel in the 5-6" range such as the 5.5" one in the Optimus G Pro.

Both Brendan Iribe and Palmer Luckey have stated that the Oculus Rift consumer version is likely 2 to 3 years away as recently as CES 2013. I'm just being realistic that it will be 3 to 5 years before we see the Rift in stores. Both have said several times that they do want to go into consumer production until there is enough support for it. Sure they could probably rush a consumer version to market in the next year but it would likely fail, due to cost and lack of support. Its best to have the dev kits in game developers hands for over a year to work out issues make the product better, and gain support and a backlog of games before releasing a niche product like the rift.
 
Both Brendan Iribe and Palmer Luckey have stated that the Oculus Rift consumer version is likely 2 to 3 years away as recently as CES 2013.

conservative estimates. 2013 seems completely viable from a software and hardware availability perspective. either way, I'm getting a dev kit to enjoy the whole journey from the first stumbles through to AAA built for VR experiences some years from now.
 
Both Brendan Iribe and Palmer Luckey have stated that the Oculus Rift consumer version is likely 2 to 3 years away as recently as CES 2013. I'm just being realistic that it will be 3 to 5 years before we see the Rift in stores. Both have said several times that they do want to go into consumer production until there is enough support for it. Sure they could probably rush a consumer version to market in the next year but it would likely fail, due to cost and lack of support. Its best to have the dev kits in game developers hands for over a year to work out issues make the product better, and gain support and a backlog of games before releasing a niche product like the rift.

If the wait is that long I may get a dev kit when it is readily available and more supported.
 
Both Brendan Iribe and Palmer Luckey have stated that the Oculus Rift consumer version is likely 2 to 3 years away as recently as CES 2013. I'm just being realistic that it will be 3 to 5 years before we see the Rift in stores. Both have said several times that they do want to go into consumer production until there is enough support for it. Sure they could probably rush a consumer version to market in the next year but it would likely fail, due to cost and lack of support. Its best to have the dev kits in game developers hands for over a year to work out issues make the product better, and gain support and a backlog of games before releasing a niche product like the rift.

They have not said this....12-24 months is what they said. Please wake up.
 
Both Brendan Iribe and Palmer Luckey have stated that the Oculus Rift consumer version is likely 2 to 3 years away as recently as CES 2013.
Citation please, I've been following the Rift pretty religiously and I don't remember that. The only date I ever heard is "2014".
 
We don't really know if the Rift will be its own system, a partnership with Valve or what'll happen... they've also hinted at developing haptics and looking into other controller options, positioning tracking and other stuff that is not yet official.

But I still believe they'll release it about a year from now. Why not? I'm sure the launch lineup would be good enough to be commercially viable. A decent driving game, some kind of simulator package, a few ports and a few apps... hell, they could probably sell out all the kits they can produce for christmas 2013, if they wanted to
 
I wouldn't be shocked if we saw an "updated dev kit" in 2014 as opposed to a true consumer release. Then 2015 for a 100% awesome consumer kit with all of the kinks ironed out and tonnes of hype built up.

I work in electronic retail, and the reason we sell so many Pi boards, for example, is that they have entered the enthusiasty-public's minds as this neat thing to have. Launching before the public know what the hell it is is suicide. Even if they sold like hot cakes for a few months, the massive lack of supporting software would drive people away from the concept. And you can bet that we'll be wading through the "IT CAUSES DEATH" media idiocy before it will be accepted too, just like Glass is enduring at the moment.

I am waiting for an improved screen before I buy one, really. I'd be happy to jump on the train when I could get something like 1024x768 or 1280x1024 per eye.
 
We don't really know if the Rift will be its own system, a partnership with Valve or what'll happen... they've also hinted at developing haptics and looking into other controller options, positioning tracking and other stuff that is not yet official.

But I still believe they'll release it about a year from now. Why not? I'm sure the launch lineup would be good enough to be commercially viable. A decent driving game, some kind of simulator package, a few ports and a few apps... hell, they could probably sell out all the kits they can produce for christmas 2013, if they wanted to

Valve could already own a pretty sizable chunk of the venture for all we know. Something spooked Zenimax after all.

I'm thinking CES 2014 for the announcement of the thing and maybe closer to E3 for the launch.
 
I wouldn't be shocked if we saw an "updated dev kit" in 2014 as opposed to a true consumer release. Then 2015 for a 100% awesome consumer kit with all of the kinks ironed out and tonnes of hype built up.

I work in electronic retail, and the reason we sell so many Pi boards, for example, is that they have entered the enthusiasty-public's minds as this neat thing to have. Launching before the public know what the hell it is is suicide. Even if they sold like hot cakes for a few months, the massive lack of supporting software would drive people away from the concept. And you can bet that we'll be wading through the "IT CAUSES DEATH" media idiocy before it will be accepted too, just like Glass is enduring at the moment.

I am waiting for an improved screen before I buy one, really. I'd be happy to jump on the train when I could get something like 1024x768 or 1280x1024 per eye.

Doesn't the consumer version offers 1080p per eye?
 
Doesn't the consumer version offers 1080p per eye?

We don't know! It could be 4k and launch in 2025 for all we know. It could directly tap into your corneas. It could come with that PS2 hand location sensing thing I tried out at a GAME once.

Did anyone actually buy that junk?
 
Can someone explain the limitations of this for me? The final consumer version I mean. Like if I wanted to play TF2 at 1080p/60fps, would it be 60fps in the device? Do you have to lower the resolution in-game and then it's going to be blurrier?
 
Doesn't the consumer version offers 1080p per eye?

Almost certainly not. It will most likely be a 1080p screen (1920x1080) with the horizontal resolution split between both eyes (960x1080 per eye).

Edit: beaten

Can someone explain the limitations of this for me? The final consumer version I mean. Like if I wanted to play TF2 at 1080p/60fps, would it be 60fps in the device? Do you have to lower the resolution in-game and then it's going to be blurrier?

The resolution is split between two eyes. Your computer will render the scene twice at half the horizontal resolution of whatever panel they use, and the full vertical resolution. So each eye is seeing 60 individual frames per second, offset for 3D.
 
A lot of optimism on where this will be in the next 5 years... but I'm not hearing any hype anywhere except from the deepest darkest pits of the internet. I hope beyond hope that not only will this technology meet my expectations (never used one yet) but that it does catch on... just because something is a good idea is no guarantee that it'll pan out in the long run.
 
After spending a couple of days with the dev kit, I'm pretty sure I will be buying whatever the consumer version is on day 1.
 
Can someone explain the limitations of this for me? The final consumer version I mean. Like if I wanted to play TF2 at 1080p/60fps, would it be 60fps in the device? Do you have to lower the resolution in-game and then it's going to be blurrier?
The major limitation is resolution, even in the consumer device, to a lesser degree. Even though it will (presumably) offer the same 1080p you have on your TV/PC, it will be over a much larger view area, thus the effective resolution per degree of your field of view will be significantly smaller.

A lot of optimism on where this will be in the next 5 years... but I'm not hearing any hype anywhere except from the deepest darkest pits of the internet. I hope beyond hope that not only will this technology meet my expectations (never used one yet) but that it does catch on... just because something is a good idea is no guarantee that it'll pan out in the long run.
Honest question, where would you expect to hear hype about a developer kit? Unless you work at a game development studio or the graphics group of a university.
 
A lot of optimism on where this will be in the next 5 years... but I'm not hearing any hype anywhere except from the deepest darkest pits of the internet. I hope beyond hope that not only will this technology meet my expectations (never used one yet) but that it does catch on... just because something is a good idea is no guarantee that it'll pan out in the long run.

Think of it this way: It will either be a niche PC product (ala Track IR) with support from a few key games and a price tag to match, or it will be a more widespread product with a lower price tag (due to economies of scale) and more support from a wider variety of games.

It's happening either way.

That is what I mean.^^

I'm not the nomenclature police, but I think that would be 960p.
 
A lot of optimism on where this will be in the next 5 years... but I'm not hearing any hype anywhere except from the deepest darkest pits of the internet. I hope beyond hope that not only will this technology meet my expectations (never used one yet) but that it does catch on... just because something is a good idea is no guarantee that it'll pan out in the long run.

It will catch on for sure. Most people don't know what this is, and so the implications of the technology are not clear to them. At this point, unless you've been hands on, you need an interest for the technology and a sense of imagination to even recognize what it is. This technology will be ready for prime time in about 1-2 years (with adequate tracking of hands, haptics etc), and when that happens, this thing will be the hottest thing around. Everyone would like to try it out, and the versatility of use is immense. Training of all sorts (like driving), curing phobias, Google street view, meditation apps, excercise, education and of course... the glorious VR arcades.
 
Honest question, where would you expect to hear hype about a developer kit? Unless you work at a game development studio or the graphics group of a university.

You expect big "game changers" to be everywhere. For example, the original Wii was everywhere in the year leading up to the release including being on many news stations, talk shows, etc etc.

Even in a developers state you'd expect something that is supposed to revolutionize the largest entertainment industry (in the US anyways) would be getting a lot more attention.

Admittedly, it is, by it's nature, something that's hard to show off on TV or the like.

My point was simply, there are a lot of people counting their chickens before they hatch. Consumers are fickle, even if this technology pans out and is everything it says and more, it could be snubbed by the masses simply because they don't like how the outer shell looks. Or how it might make them look foolish waving their arms around. There is a certain stigma that VR gained due to it's portrayal in the late 80's and 90's.
 
Ebay Watch: $710

You expect big "game changers" to be everywhere. For example, the original Wii was everywhere in the year leading up to the release including being on many news stations, talk shows, etc etc.

Even in a developers state you'd expect something that is supposed to revolutionize the largest entertainment industry (in the US anyways) would be getting a lot more attention.

Admittedly, it is, by it's nature, something that's hard to show off on TV or the like.

My point was simply, there are a lot of people counting their chickens before they hatch. Consumers are fickle, even if this technology pans out and is everything it says and more, it could be snubbed by the masses simply because they don't like how the outer shell looks. Or how it might make them look foolish waving their arms around. There is a certain stigma that VR gained due to it's portrayal in the late 80's and 90's.

This is a Kickstarter based dev kit and it showed up on Jimmy Fallon. I don't know how much more exposure a piece of developer kit can accomplish.
 
This is a Kickstarter based dev kit and it showed up on Jimmy Fallon. I don't know how much more exposure a piece of developer kit can accomplish.

I hadn't realized it had been on Jimmy Fallon so that's at least something.

If anyone's wondering how bad the screen door effect and resolution are, someone on reddit managed to capture it pretty well in this youtube video (be sure to switch to 1080p and full screen): https://www.youtube.com/watch?v=UG8a0oOlAog

Doesn't look too bad... though dem pixels are what's making sure I sit this out till there is a higher res consumer model.
 
If anyone's wondering how bad the screen door effect and resolution are, someone on reddit managed to capture it pretty well in this youtube video (be sure to switch to 1080p and full screen): https://www.youtube.com/watch?v=UG8a0oOlAog

That looks better than I had feared based on some still photographs of the view from inside the Rift. The trail on the reticle is a bit concerning if it isn't just an artifact of the camera, but from a piece of duct taped together kit to this...I'm impressed.
 
The Youtube compression does dull it a little bit. Also, there's some motion blur but I haven't seen anything like the reticle in that video so that's probably from the camera or something.
 
This is one phenomenon where I truly believe the hype. Once it's out, word of mouth will be insane. In some of the reaction videos people have tears in their eyes, after testing what is simply a demo of a landscape. When you have more thoroughly designed experiences, it gets much more powerful. When they roll out the haptics and position tracking as well, this will become the hottest thing since movies or records
 
If anyone's wondering how bad the screen door effect and resolution are, someone on reddit managed to capture it pretty well in this youtube video (be sure to switch to 1080p and full screen): https://www.youtube.com/watch?v=UG8a0oOlAog
One interesting thing is that the trail/ghost of the reticule and gun seem to be everywhere, but when the sniper gets backstabbed at https://www.youtube.com/watch?v=UG8a0oOlAog&feature=player_detailpage#t=133s he INSTANTLY vanishes as far as I can tell, no ghost involved. How bad does the ghosting appear when wearing the unit, and is it different with TF2 compared to the other demos?
 
One interesting thing is that the trail/ghost of the reticule and gun seem to be everywhere, but when the sniper gets backstabbed at https://www.youtube.com/watch?v=UG8a0oOlAog&feature=player_detailpage#t=133s he INSTANTLY vanishes as far as I can tell, no ghost involved. How bad does the ghosting appear when wearing the unit, and is it different with TF2 compared to the other demos?

If there is ghosting like that during the game I've honestly never noticed it. There is some motion blur, i.e. if you turn your head quickly, things will get a little blurry until you stop moving, but I think the ghosting on the reticule must come from the camera or something or I am not very observant. I will look closer the next time I play.
 
If anyone's wondering how bad the screen door effect and resolution are, someone on reddit managed to capture it pretty well in this youtube video (be sure to switch to 1080p and full screen): https://www.youtube.com/watch?v=UG8a0oOlAog

Thanks. Good find.

As I thought, the caveat is definetly there. And the dev kit is definetly limited on that front. But it does little to really diminish the overall effect.

Personally, I think if I play without my glasses, resolution and screen door issues will become moot!
 
Selling the future? Never!

Hm... $1000+, though... I could probably reimburse the Rift, buy one of those Korean 1600p panels, and then also buy the consumer version of the Rift when it comes out...
 
Both Brendan Iribe and Palmer Luckey have stated that the Oculus Rift consumer version is likely 2 to 3 years away as recently as CES 2013.

Shit from a bull covered in lies! Neither of them ever said that. They want to have content ready when it reaches the market, that's the closest thing to that they've said. It sounded like 2-3 years to you but it's anyone's guess. Holiday 2014 is mine.
 
Selling the future? Never!

Hm... $1000+, though... I could probably reimburse the Rift, buy one of those Korean 1600p panels, and then also buy the consumer version of the Rift when it comes out...

I would sell a Rift for a grand in a second if I had one. I'd get itchy as the third party driver support came online and games like Skyrim and ME became somewhat playable, but I could will it out until May/June and the general availability on their site.
 
Someone posted this on the MTBS forums. It's a kid's first reaction trying the Rift. Priceless.

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

This kid nearly gave me a heart attack. Not because of anything he did, but because I had unplugged my headphones from my computer and plugged them into my TV for Game of Thrones and I realized mid-video that I never plugged them back into the computer. I thought it was some kind of wizardry allowing me to hear the video through the headphones...

My video card is plugged in via HDMI. I feel so stupid right now, not only because I didn't realize I could just leave them plugged into the TV and not have to keep switching, but because I had to think about it for so long after it happened.
 
This kid nearly gave me a heart attack. Not because of anything he did, but because I had unplugged my headphones from my computer and plugged them into my TV for Game of Thrones and I realized mid-video that I never plugged them back into the computer. I thought it was some kind of wizardry allowing me to hear the video through the headphones...

My video card is plugged in via HDMI. I feel so stupid right now, not only because I didn't realize I could just leave them plugged into the TV and not have to keep switching, but because I had to think about it for so long after it happened.
How high are you right now?
 
It's not just the resolution, it's the 'fill factor' that causes that screen door effect.

You can imagine that if you are just showing, say, a solid block of color on a menu screen -- you shouldn't see pixels even at a very low resolution. But that isn't the case because it's really the space between the pixels that is the problem.

Though going to 1080 will likely mean the screen also has a better fill factor.
 
Top Bottom