Half Life 2 now has official Rift support if you opt in to the Steampipe beta: https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=957
Edit: Nevermind. Beaten.
Edit: Nevermind. Beaten.
Official Half-Life 2 support coming to Oculus Rift
Interesting, can't wait for videos and impressions.
Production is going well and getting faster as we go along. We're on track to deliver all the Kickstarter orders before the end of May (though the last international orders are may not reach backers til early June since some countries take a long time to move a package through).
We'll start fulfilling website pre-orders in late May / early June. It's impossible to give exact dates/numbers when we're dealing with so many moving parts, but if you ordered in 2012, we expect you'll have your kit in June. If you're placing an order today, the wait will definitely be a little longer. Our order rate keeps going up, we had a lot more orders last month than previous months; We just updated our website to reflect that current pre-orders will not ship until August (we hope that we can scale up our production to deliver units even faster as the line gets longer).
Sorry I was off in the last shipping post!
Wow.. just tried out Half Life 2 and this is so much better than hacked-in support. Stoked to play through this in VR!
It really needs a vr_calibration command like TF2, though.
it doesn't have one? hmmn. it supposedly has all the same cvars. there's probably a way to match the calibrations you got from TF2 pretty easily.
it doesn't have one? hmmn. it supposedly has all the same cvars. there's probably a way to match the calibrations you got from TF2 pretty easily.
so yeah, look up what tf2 has for these cvars:
vr_ipdtest_left_i
vr_ipdtest_left_o
vr_ipdtest_left_t
vr_ipdtest_left_b
vr_ipdtest_right_i
vr_ipdtest_right_o
vr_ipdtest_right_t
vr_ipdtest_right_b
vr_separation_user_inches
vr_separation_toein_pixels
then put them in an autoexec.cfg for HL2.
Doesn't seem to. I hope someone figures it out soon because I restarted the game and I think that part in the intro where the G-man is all up in your face may have damaged my ocular muscles![]()
i'm struggling to get this to feel anything approaching right. looking up and down feels REALLY weird.
It looks mostly right to me after copying my VR settings from TF2.
it's the episodes as well.Is this for the HL2 EPs too or just vanilla HL2?
w00t !
*status will be changed to processing, check your address data*
I'm in the Netherlands, so let's see how fast that new European fulfillment center is![]()
United Kingdom 05/07/2013 10:24 A.M. Order Processed: Ready for UPS
(...)
Scheduled Delivery:
Friday, 05/10/2013, By End of Day
Just preordered yesterday. I know I won't get one until around September, in all likelihood, but I just can't wait for a consumer model. If they announce the consumer version before mine ships, ill cancel it.
I've been a 3D lover for a few years now and one of my earliest equipment purchases was a parallel viewer. I just tested it on the Minecraft gameplay and it looked awesome
I also made a video to explain what it is and where to get it: http://www.youtube.com/watch?v=TVEug0o5eAw
It sounds like from some of the comments elsewhere that Valve needs to get the IPD automatic adjustment thing added to HL2 pretty quick, like they put in TF2. Some person/people were having significant problems converging the images, or having a headache, or I think seeing double after taking the Rift back off.
Playing HL2 might be great, but it's not worth it if it screws your eyes up.For now it sounds like copying the TF2 settings can help but I hope Valve still adds calibration.
Feasibility of 3rd person gaming in VR
http://www.youtube.com/watch?v=K03okCfcXUQ
Very interesting stuff, I always thought that 3rd person VR gaming could be great, and Cymatic Bruce agrees. Now, Remedy needs to port Alan Wake 1 to the Rift and offer few control options.Also for that platforming part of discussion, I want to see Trine1/2 ported for rift.
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n0n44m, what order number do you have?
I can't focus at all at work. VR has broken me.
Excited that you're this impressed.
Just hope the rumors of Dev Kit 2 are real. I justify the extra wait by telling myself a lot of the kinks will be worked out by then and I'll have a bunch of software ready to play.
Excited that you're this impressed.
Just hope the rumors of Dev Kit 2 are real. I justify the extra wait by telling myself a lot of the kinks will be worked out by then and I'll have a bunch of software ready to play.
Same here, but it's sooooooooo tempting to pull the trigger on the current one
Excited that you're this impressed.
Just hope the rumors of Dev Kit 2 are real. I justify the extra wait by telling myself a lot of the kinks will be worked out by then and I'll have a bunch of software ready to play.
More impressions.
WThe first taste of 1:1 scale I got with my Rift is something I'll always remember
cool stuff
For those trying out the official HL2 support, I could be wrong but setting the interface to fov 75 seems to snap the fov into a 110 degree mode. I noticed that when set to 90, I actually had a 'smaller' fov and there was strange warping. I think they hard coded 75 to be a rift mode.
no. I've always hated how it looked. no idea if it works or not.do you play HL2 with Cinematic Mod, or does VR not work witht the mod?
Game looks alot better with the mod, hope VR works with it :/
Someone else here had the motion sensor die and apparently Oculus support quickly handled it and was quite helpful. If you can't get in touch with support, post here again and maybe that person can share what they did to get a reply.So umm... my Rift some how managed to die last night. Can't get the Rift to turn on anymore, there's no video out - not even a "No Signal" screen like I used to get when the Rift was on with no video cable in. Power LED shuts off after 1 second of hitting the power button. Oddly though, the Rift is still detected by Windows display management as a Rift DK and head tracking still works, but I can't get the screen to turn on anymore.
Contacted Oculus, but haven't heard back from them yet. This sucks, I really wanted to try HL2. :/
Is the Oculus capable of viewing other 3D content such as movies? I understand that they would likely look really funky as it is not meant to play movies, but I wondered if anyone has attempted to do such.
The Sony HMZ is waaaay too expensive considering games come first for me.
Of course, it's more of a software thing than a hardware thing.
Only problem with viewing videos in the Rift as opposed to the HMZ is the Rift's resolution is effectively halved by the way it accomplishes 3D. Which means even a 1080p Rift's video will still only have an effective resolution of 960x1080. Less, really, because that assumes that what's left over is taking up 100% of your FOV which as someone who has watched videos in the Rift is a very unrealistic assumption. So realistically, I'd say the resolution is probably only 66-75% of that so about 640 x 720 is about the effective resolution you're look at for video content in the future 1080p consumer Rift.
Which is poor, to say the least, compared to the HMZ's full, 1080 effective resolution.
HMZ is 720p. Just fyi. not that I've ever even considered keeping mine on my head for 2 hours straight to watch a film. my 3DTV is a much better solution for films.