Oculus Rift - Dev Kit Discussion [Orders Arriving]

I just finished off Doom 3. I'll save the add-on and the bonus levels for a rainy day. It was an amazing experience start to finish. Definitely recommended. It hasn't knocked RE4 off the top spot as my favorite gaming experience of all time, but it's probably second or third.

as for getting the rift to downscale to 1080p... that happens automagically in the Oculus's box. just mirror your desktop at 1080p, making sure you set the Oculus as your primary display.

edit: so happy to see more and more people getting to try this out.
 
LordCanti, so glad to see you finally got yours in the mail.

And you MUST play HL2 and Doom properly tweaked(I see you have tried HL2... that rooftop scene at the beginning...) I agree with you on your cons(especially the part about your eyes getting dry lol), but again as you say, it doesn't matter while you are playing. What lenses are you using? I keep going back and forth between A and B cups. Can't quite decide which is most comfortable to me.
 
LordCanti, so glad to see you finally got yours in the mail.

And you MUST play HL2 and Doom properly tweaked(I see you have tried HL2... that rooftop scene at the beginning...) I agree with you on your cons(especially the part about your eyes getting dry lol), but again as you say, it doesn't matter while you are playing. What lenses are you using? I keep going back and forth between A and B cups. Can't quite decide which is most comfortable to me.

I'm on A cups right now. I might try the B's when I take the A's off to get the one $(#$ piece of dust (I hope; could be a scratch) off the screen. The A's aren't quite perfect for me in terms of fit. Oddly enough, they let my eyes get too close to the screen to the point that I can see the divider on the right side. If I manually pull the headset back a bit, the divider goes away without losing too much FOV. I need to mess around with the screws on the side maybe.

I still need clarification on the TF2 IPD test to find my IPD. I did it by moving the green line until I barely saw green (not a line anymore; really just a green pixel or two) and I'm not sure if that's correct, or if I'm supposed to stop when it ceases to be a "line". I came out with a 62.5 IPD which sounds about right. I did try HL2 though, and it was a great and terrifying experience until I hit the load screen wall and had to bail. There is an early section where you're running through buildings and along the rooftop that genuinely kind of unnerved me a little bit. It felt like I was running from the Combine and not Gordon, which isn't a feeling I've had very often with video games or movies.

My eyes are bone dry at this point. I need to find some visene if I'm going to continue. Dust and moisture are also accumulating on the lenses which I'll need to keep on top of. The screen isn't hermetically sealed by any stretch of the imagination, so I'd imagine that this will continue to be an issue.
 
What has been working good for me is B cups, then close both sides all the way and click out each side 5 notches. So far that has been the best "fit" for me.

As far as dust goes... just make sure when you take the lenses out you do so with the screen facing down, of course.
 
I'm on A cups right now. I might try the B's when I take the A's off to get the one $(#$ piece of dust (I hope; could be a scratch) off the screen. The A's aren't quite perfect for me in terms of fit. Oddly enough, they let my eyes get too close to the screen to the point that I can see the divider on the right side. If I manually pull the headset back a bit, the divider goes away without losing too much FOV. I need to mess around with the screws on the side maybe.

I still need clarification on the TF2 IPD test to find my IPD. I did it by moving the green line until I barely saw green (not a line anymore; really just a green pixel or two) and I'm not sure if that's correct, or if I'm supposed to stop when it ceases to be a "line". I came out with a 62.5 IPD which sounds about right. I did try HL2 though, and it was a great and terrifying experience until I hit the load screen wall and had to bail. There is an early section where you're running through buildings and along the rooftop that genuinely kind of unnerved me a little bit. It felt like I was running from the Combine and not Gordon, which isn't a feeling I've had very often with video games or movies.

My eyes are bone dry at this point. I need to find some visene if I'm going to continue. Dust and moisture are also accumulating on the lenses which I'll need to keep on top of. The screen isn't hermetically sealed by any stretch of the imagination, so I'd imagine that this will continue to be an issue.

I'm pretty sure that's the correct calibration method. It says 'until you can barely see any green'. Sounds like you have it right.
 
I think I'm bungling vireio somehow. None of the games I've tried have worked. Mirror's Edge comes up with a black screen with the menu on the bottom (start game, load game, etc) and Skyrim won't run at 1280x800, causing double vision. The tracking does work on Mirror's Edge...just not the game video, and I don't know what Skyrim's issue is.

Edit: Updated to the newest version and that fixed the black screen issue in ME. Now the res is just a bit wrong, as is the FOV. This is going to take some tinkering.

Edit 2: Derp, they couldn't fix the HUD since that's not accessible by the driver, thus it hangs over. The game has quirks (it will suddenly think the ground is straight ahead as far as the tracking is concerned) but it's pretty cool.

Edit 3: That was dust I saw and not a scratch. I got it off with the cleaning cloth, put the lenses back on and...another speck of dust. X_X Here we go again.

I'm pretty sure that's the correct calibration method. It says 'until you can barely see any green'. Sounds like you have it right.

That IPD looks right in motion on TF2, so I guess I've got it down. I just need to copy it over to other programs now.
 
One last time.

Anyone in the Denver area get one of these? I'd love to check one out for 15-20 minutes and would gladly throw you some cash if you could be so kind. Me and my girlfriend are both really stoked to try one, but aren't personally interested in purchasing one until the consumer model hits.
 
One last time.

Anyone in the Denver area get one of these? I'd love to check one out for 15-20 minutes and would gladly throw you some cash if you could be so kind. Me and my girlfriend are both really stoked to try one, but aren't personally interested in purchasing one until the consumer model hits.

Check the mtbs3d forums. Someone over there started a thread and google map for such reasons.
 
Tried blue marble and proton pulse today.
I really liked that both controlled by where you look, first time seeing that in demos.
Proton pulse was terrific, I'll definitely be spending more time with this one.
 
I dont know. This will have uses beyond gaming. I could definitely see it becoming something becomes 'normal' for anybody to use down the line. It could potentially be useful for workplace training, tourism, car or home shopping, driver education, kids entertainment, etc. I'm not even the most imaginative person in the world and I can foresee quite a bit of extremely useful and cool purposes.

Same. Maybe not for full mainstream gaming yet (I,m yet to get used to strafing while not actually moving), but I can see this becoming mainstream in many other fields.

The Tuscany demo and the architecture demo over on MTBS shows that VR will be great for visualising things - I can see people using them when planning a new kitchen, or home remodelling for example.


Tried blue marble and proton pulse today.
I really liked that both controlled by where you look, first time seeing that in demos.
Proton pulse was terrific, I'll definitely be spending more time with this one.

Not tried proton pulse yet, will check it out. I'm definitely better when the motion on screen is impacted by motion of my head. So eg walking in the direction you are looking. It's strafing left/right and also turning with the mouse that affects me . i think mice are a bit too sudden and fast,perhaps a controller with some acceleration into the movement rather than suddenly moving would be better.


I wonder if a controller like a Segway might be good? So you lean to move. Having some physical input connected with movement might help reduce motion sickness.
 
Quick question (well two):

1: How do I set my monitor to 1080p and have the Rift auto-downscale that to it's native res when in game? I've got it set to 1080p/mirror right now, but that's not working (I have to use the native res of the Rift and then mirror)
2: With the TF2 IPD test, do I want to push the green line until I can just barely see a hint of green period, or just until the green "line" is almost gone.

.


1. Mine just worked. Rift accepts 1080p fine. Some unity demos don't seem to like it, and I switch down for that,but the hardware itself should be ok.

2. I don't think it matters as long as you are consistent for all lines and both eyes. I did it so that the ends of the lines disappeared but I could still see the centre part. Some people recommend making the line disappear and the brining it back a click or two. Also close one eye when you're doing it, I foolishly didn't and it messed up the measurements. I guess Tf2 is super conservative by default because I pushed those lines out really far.
 
1. Mine just worked. Rift accepts 1080p fine. Some unity demos don't seem to like it, and I switch down for that,but the hardware itself should be ok.

2. I don't think it matters as long as you are consistent for all lines and both eyes. I did it so that the ends of the lines disappeared but I could still see the centre part. Some people recommend making the line disappear and the brining it back a click or two. Also close one eye when you're doing it, I foolishly didn't and it messed up the measurements. I guess Tf2 is super conservative by default because I pushed those lines out really far.

AH! I think I just realised his problems with 1080p. For the Valve games you HAVE to set your monitor to 1280 x 800. It's a quirk of their implementation for some reason. Everything else you can mirror at 1920 x 1200.
 
The calibration tool in TF2 is great, it really gives you the scale of the screen. Which is massive.

I still need to build my "VR legs"; I'm feeling pretty strange after a 30 min session.

But damn I want to go back to City 17.
 
Was watching a video of Palmer Lucky yesterday (forget where it was from), and when talking about the resolution in the consumer model, he stressed it would be MUCH higher resolution. Was struck by how much he emphasized it. Cause we know 1080p really isn't that much higher. I wonder if they could get cram two small cell phone screens in it. One for each eye. It would obviously be a more exotic solution, but it could get you close to full 1080p if you had the rig to power it.
 
Was watching a video of Palmer Lucky yesterday (forget where it was from), and when talking about the resolution in the consumer model, he stressed it would be MUCH higher resolution. Was struck by how much he emphasized it. Cause we know 1080p really isn't that much higher. I wonder if they could get cram two small cell phone screens in it. One for each eye. It would obviously be a more exotic solution, but it could get you close to full 1080p if you had the rig to power it.

Really good to know, as it seems resolution is the main complaint that's holding the devkit back. Definitely waiting for the consumer version release to build a new PC so I can play next gen games properly.
 
Was watching a video of Palmer Lucky yesterday (forget where it was from), and when talking about the resolution in the consumer model, he stressed it would be MUCH higher resolution. Was struck by how much he emphasized it. Cause we know 1080p really isn't that much higher. I wonder if they could get cram two small cell phone screens in it. One for each eye. It would obviously be a more exotic solution, but it could get you close to full 1080p if you had the rig to power it.

They've said before that two screens are difficult to sync well enough for VR, haven't they? I think they'd run the risk of putting out kit that no one has the computer to run if they went right for 2560xWhatever.
 
They've said before that two screens are difficult to sync well enough for VR, haven't they? I think they'd run the risk of putting out kit that no one has the computer to run if they went right for 2560xWhatever.

I've never heard him say it, but it's entirely possible they have stated that.

A lot of games are fairly easy to run at 1080p @120hz (which is basically the same thing) on a new mid range card. Obviously that's going to have issue with AAAA games designed to push PS4 to it's limits at 30hz. But if that's the case, many people will probably have issues even with just one screen 1080p/60hz. Seems like most of the most interesting software isn't going to be the AAAA ports anyways though.

I wonder how it would look upscaled from a lower rendered resolution (if necessary). At least the pixel structure would be significantly reduced. Probably all moot. But it just got me thinking because he was so emphatic with his emphasis.
 
Resolution alone isn't a big problem.

Playing with the devkit really makes you understand where the problems are; the biggest problem at the moment is motion resolution. Everything gets blurry really fast, and while you end up forgetting it, it's there.

So having a 1080p screen (which is double the pixels) but with a much higher switching time for its pixels is going to be good enough.

And they were also talking about pixel placement and density (basically they want the center of the screen to have more pixels).
 
It sounds goofy, but I'm excited for VR cinema's after putting a bunch of content through one last night. At higher resolutions, it will be like the Rift is both a Rift and an HMZ-T1 combined, with a cool theater atmosphere for those times when you want to move your head around and stretch a bit without looking at the screen.

Resolution alone isn't a big problem.

Playing with the devkit really makes you understand where the problems are; the biggest problem at the moment is motion resolution. Everything gets blurry really fast, and while you end up forgetting it, it's there.

So having a 1080p screen (which is double the pixels) but with a much higher switching time for its pixels is going to be good enough.

And they were also talking about pixel placement and density (basically they want the center of the screen to have more pixels).

Oddly enough, the motion resolution doesn't really bother me that much. I know it's causing nausea in some people, but it hasn't had that effect on me. It's certainly slightly immersion breaking, but it's not as bad as I was hearing from people.

The resolution on distant objects is what breaks the thing for me. In TF2, if a guy isn't right in front of you, he's a blur. Obviously I'm hoping for both improved resolution and motion handling, but if they just improve resolution, I think it will be a great upgrade.
 
Oddly enough, the motion resolution doesn't really bother me that much. I know it's causing nausea in some people, but it hasn't had that effect on me. It's certainly slightly immersion breaking, but it's not as bad as I was hearing from people.

The resolution on distant objects is what breaks the thing for me. In TF2, if a guy isn't right in front of you, he's a blur. Obviously I'm hoping for both improved resolution and motion handling, but if they just improve resolution, I think it will be a great upgrade.

I was just saying that we don't need retina resolutions yet.

You're right, objects in the distance are really immersion-breaking. It also really depends on the game and how it's rendered, its texture quality, etc.

The Tuscany demo has horrendous backdrops, the trees are a pixel mess, etc.

Half Life 2 (a very old game) is much more pleasing to look at. A 1080p Rift with a better screen (more responsive and with better IQ as far as colors and blacks go) is going to be amazing.
 
I really need to stop reading this thread.

My best friend is expecting his Rift any day, and his enthusiasm/passion is infectious. Meanwhile, as i've said... I have a special longing for Rift myself, as my disability means there is a whole world of experiences, vantage points, etc... which I have never had a chance to feel/see. If I get one, I definitely plan on blogging about it as it might be a neat perspective (pardon the pun) of having never seen a world from six-feet off the ground, or looking off the edge of something... riding a roller-coaster, etc....

BUT... I also know my limited funds for 2013 are semi-ear-marked for a new console, and as such I've promised i'll at least wait through E3 to see where my real passions are. If this were a retail product with a wide array of game support I think it would be easy, but its sounding like the dev-kits and 3rd party drivers makes a small selection of titles a really hit or miss experience.

That said.... perfect Minecraft VR keeps calling me. :-p

I'd love to hear more people's thoughts on this Virmeio 3rd party driver thing...

Oh, and random aside... but can the Rift be your primary display, or 2d content? IE... can I just browse the web, use my desktop, and jump into a game, or is there a lot of putting it on, taking it off, etc...?
 
I'd love to hear more people's thoughts on this Virmeio 3rd party driver thing...

Oh, and random aside... but can the Rift be your primary display, or 2d content? IE... can I just browse the web, use my desktop, and jump into a game, or is there a lot of putting it on, taking it off, etc...?

There's definitely some cool medical uses for this thing like in your case, but also in cases where someone has a paralyzed phantom arm for instance, where the Rift could be used to trick the brain into thinking the paralyzed phantom arm is actually working, and basically turn it into a working phantom arm (if that makes any sense) which is less painful (if painful at all). I saw a TED talk about doing that using mirrors, but if you can do that with a mirror, I can only imagine what you could do in VR goggles once they're higher res.

As for Vireio, it's...it's okay. The tracking is the real letdown there for me so far. When it's working it works fine, but when it's not it thinks the ground is eye level and eye level is up in the sky. There's no such problem in games/demos/etc designed specifically for the Rift. I'm sure the guys making it will keep updating it and fix those issues, but right now it's iffy. I'm going to try Minecraft as soon as I'm done typing this.

You could use the Rift as a primary 2D display if the resolution was higher, and it was projecting the desktop in a perfect square in the middle of your vision, like the VR cinema player does for movies. Right now the resolution is too low to read text, so it's a constant on/off scenario where you've got to pop the Rift off to read menus and such. That'll be better in the retail version.
 
Resolution alone isn't a big problem.

Playing with the devkit really makes you understand where the problems are; the biggest problem at the moment is motion resolution. Everything gets blurry really fast, and while you end up forgetting it, it's there.

So having a 1080p screen (which is double the pixels) but with a much higher switching time for its pixels is going to be good enough.

And they were also talking about pixel placement and density (basically they want the center of the screen to have more pixels).

When people in this thread first started talking about it, I thought it was just based off really crap screens. But I'm not sure about that anymore. I've noticed people say it doesn't blur when you move with the mouse, just your head. And unfortunately, those are two entirely separate issues.

http://blogs.valvesoftware.com/abrash/why-virtual-isnt-real-to-your-brain/

I realize most people won't read that. And even fewer will understand much of it. But the concluding paragraphs are somewhat non-techy. A lot of that blurring isn't really screen related in the traditional sense. It's an issue that would be there even with a faster switching panel. Unfortunately it's brain related and specific to VR.
 
Resolution alone isn't a big problem.

Playing with the devkit really makes you understand where the problems are; the biggest problem at the moment is motion resolution. Everything gets blurry really fast, and while you end up forgetting it, it's there.

So having a 1080p screen (which is double the pixels) but with a much higher switching time for its pixels is going to be good enough.

And they were also talking about pixel placement and density (basically they want the center of the screen to have more pixels).


I can live with the motion res, but I just want more resolution and fill factor. An OLED screen for great blacks, fill factor and motion res would be great.

I wonder if they can use super hires screens but only render the centre at high detail and the outer 'ring' at lower detail?
 
I can't get Minecrift to work, so I guess I won't be trying that out. Bummer :P

When people in this thread first started talking about it, I thought it was just based off really crap screens. But I'm not sure about that anymore. I've noticed people say it doesn't blur when you move with the mouse, just your head. And unfortunately, those are two entirely separate issues.

http://blogs.valvesoftware.com/abrash/why-virtual-isnt-real-to-your-brain/

I realize most people won't read that. And even fewer will understand much of it. But the concluding paragraphs are somewhat non-techy. A lot of that blurring isn't really screen related in the traditional sense. It's an issue that would be there even with a faster switching panel. Unfortunately it's brain related and specific to VR.

I was surprised how much the motion latency/blur/whatever relating to the tracking didn't bug me. Yeah it's a little bit behind, but it's so close that it's not a huge problem. Older VR solutions were so laggy that they'd give you a headache and make you want to vomit within the five minutes your five dollars let you play at the arcade. We've come so far from that, and even at this low-res devkit stage, we've surpassed anything that has come before (that didn't cost tens/hundreds of thousands and go directly to the military).
 
Sounds like it's kind of a nightmare to get these things calibrated. Do you guys think that it will be this way with the consumer release? Obviously refined. But I wonder if you have to do this much tweaking, if that's something that an average consumer would want to mess with.
 
You trying 0.26 optifine integration? With minecraft launcher it should be really straightforward. Download optifine U3 and minecrift zip, unzip minecrift. Open magic launcher and make a new setup based on standard minecraft. Add optifine, then jrift.zip then classes.zip. Done

You have to have the MS visual C++ 2012 redistributables installed too from here http://www.microsoft.com/en-us/download/details.aspx?id=30679 (both x64 and x86)
 
I had my mother play for about five minutes (tuscany demo). The reaction was, in this order:

"Oh my God this amazing!"

"Oh my God I'm going to puke!"

I think a lifetime of video games has deadened me to any motion sickness.

You trying 0.26 optifine integration? With minecraft launcher it should be really straightforward. Download optifine U3 and minecrift zip, unzip minecrift. Open magic launcher and make a new setup based on standard minecraft. Add optifine, then jrift.zip then classes.zip. Done

You have to have the MS visual C++ 2012 redistributables installed too from here http://www.microsoft.com/en-us/download/details.aspx?id=30679 (both x64 and x86)

I'm quickly learning not to follow reddit or other links to things because they're always outdated. With the magic launcher I had it up and running in seconds.

Minecraft...may be the killer app of this thing. The scale is reeeedonkulous.
 
Now I have to try minecraft.

Walk right up to a mountain and look up. It's glorious. I've had that sensation in Shadow of the Colossus while looking up at the Shrine of Worship (a huge spiral tower), but that didn't fill my whole FOV and the 3D wasn't perfect due to the shutter glasses. That experience will be common when the consumer version of this is out.
 
Sounds like it's kind of a nightmare to get these things calibrated. Do you guys think that it will be this way with the consumer release? Obviously refined. But I wonder if you have to do this much tweaking, if that's something that an average consumer would want to mess with.


Well, considering the consumer version is at very least 1.5 years from launch, I'd say so. Palmer was smart to launch the dev version so early so that enthusiasts could beta test and problem shoot. If it was my choice, is embed some sort of simple calibration option in the OR. TF2 has shown how much better the experience can be by adding such a feature.

BTW, I started playing Half-Life 2 for the first time, ever. I am doing so in the rift and I must say it is awesome. What I find most interesting is how I remember my vr game experiences. Normally when I remember a game, I remember the entire experience i.e. my physical surroundings, the tv, what is on the screen, etc. With vr, I only recollect the game's inner world and me as an actor. It's a somewhat strange sensation, something between remembering a dream and real life.
 
I'm almost embarrassed to say it, but I have yet to try this with Minecraft.

I really need to buy Minecraft now.

God damn it.
 
Minecraft needs AA, and it really shows off the low res - stuff far away is just a fuzzy blob, but close up they look really clear and amazingly solid

They're still working on tweaking things like adding different control schemes, but its already damn good



Which reminds me, I need to pop onto the neogaf server using the rift
 
Amazing

Thanks for the share.

I had to watch it until close to the end before he finally revealed that he had never played the game before. I kept thinking the entire time something was up with how he would get all excited over the basic stuff in the intro as though the headset somehow radically changed the way everything looked.
 
Just bought one, shipping to Spain is $70! and with the exchange rate I finally paid 297 euros, now the loong wait..email I got said they will deliver it as soon as they have more in stock :(
 
I had my mother play for about five minutes (tuscany demo). The reaction was, in this order:

"Oh my God this amazing!"

"Oh my God I'm going to puke!"

I think a lifetime of video games has deadened me to any motion sickness.



I'm quickly learning not to follow reddit or other links to things because they're always outdated. With the magic launcher I had it up and running in seconds.

Minecraft...may be the killer app of this thing. The scale is reeeedonkulous.


Canti.... Canti.... STAHP!!!! You're killing me. Minecraft was always the game I would imagine when dreaming up perfect rift experiences... Its also an appropriately "endless" game, which I still end up playing for a few hours ever week. It is my de-stress "relax" game, and may always be such. If any game could've single handedly sold me on OR, right now, with perfect implementation... this would be the one.

I still intend to keep my word, and see how E3 plays out... but man... if nothing else, I feel enthusiastic about this... and I can say that it has been a long time since I was enthusiastic for anything in this industry. I've just taken to having such a clinical view of things... acting like an analyst more than an enthusiast, etc... I want the "awe" back... you know? I want that moment of controlling Mario, in Mario 64 for the first time, in 3d, with analog movement, and just "feeling" the whole industry change in that instant.
 
God damn, switching to processing has just made each day's wait that much worse...

I've even been all over twitter looking for any Rift related impression or tiny piece of info. There are sooooo many positive reviews out there it's crazy. Aside from complaints of motion sickness it's nothing but praise. The more impressions I read the more I feel like there is no way this won't catch on. Everyone digs it.

MUST. HAVE. MINE. NOW.
 
Canti.... Canti.... STAHP!!!! You're killing me. Minecraft was always the game I would imagine when dreaming up perfect rift experiences... Its also an appropriately "endless" game, which I still end up playing for a few hours ever week. It is my de-stress "relax" game, and may always be such. If any game could've single handedly sold me on OR, right now, with perfect implementation... this would be the one.

I still intend to keep my word, and see how E3 plays out... but man... if nothing else, I feel enthusiastic about this... and I can say that it has been a long time since I was enthusiastic for anything in this industry. I've just taken to having such a clinical view of things... acting like an analyst more than an enthusiast, etc... I want the "awe" back... you know? I want that moment of controlling Mario, in Mario 64 for the first time, in 3d, with analog movement, and just "feeling" the whole industry change in that instant.

Current minecraft mod is already amazing and they are working to make it even better.

And someone for mojang tweeted a pic of minecraft modded for the oculus rift. Either they are playing the mod too, or they are working on official support

Edit: they were playing the mod - dinnerbone tweeted about it too
 
Has anyone else watched the demo videos of Bioshock Infinite and more with the VorpX drivers? I'm about to take a look.

They're here: http://www.roadtovr.com/2013/05/31/...e-library-with-vorpx-and-the-oculus-rift-5874

First impressions are promising, imho. Hopefully it's a bit easier to configure and to get a sense of 1:1 scale. I'm not sure these videos really demonstrate that, and naturally they have HUD issues (which I don't think will be solved like they are in Doom 3 just by turning the HUD off). I'm sure you'll be able to get good 3D with this, I just don't know that it's going to feel nearly as impressive as proper VR if it doesn't approach real world scale.
 
Current minecraft mod is already amazing and they are working to make it even better.

And someone for mojang tweeted a pic of minecraft modded for the oculus rift. Either they are playing the mod too, or they are working on official support

Edit: they were playing the mod - dinnerbone tweeted about it too

Minecraft works really well even at this point for sure. It'll work better when they've figured out how to make the graphical mods work and everything.

I loaded up King's Landing from Game of Thrones and proceeded to blow it sky high. It was very satisfying.

Has anyone else watched the demo videos of Bioshock Infinite and more with the VorpX drivers? I'm about to take a look.

They're here: http://www.roadtovr.com/2013/05/31/...e-library-with-vorpx-and-the-oculus-rift-5874

First impressions are promising, imho. Hopefully it's a bit easier to configure and to get a sense of 1:1 scale. I'm not sure these videos really demonstrate that, and naturally they have HUD issues (which I don't think will be solved like they are in Doom 3 just by turning the HUD off). I'm sure you'll be able to get good 3D with this, I just don't know that it's going to feel nearly as impressive as proper VR if it doesn't approach real world scale.

That seems to be the hangup with these non-VR games (except minecraft); Nothing is quite perfectly to scale, the FOV isn't quite right, the tracking isn't perfect, etc. It'll get better, but on a game by game basis. Personally, I want to play GTA IV with the Ice Enhancer and First Person mods (maybe even the Iron Man mod).
 
There was someone from reddit on a tour in Valve, posted pics etc. And than someone asked if he saw a oculus rift and thats the answer

Yes! It was actually an upgraded version. So it not only had Gyration, but it had translation within a small room. So if I moved around, like peaking a corner, it would actually work like that! Supper immersive! O yeah, I also did not get nauseas or seasick, but that might be beacuse it was upgraded with translation. Or maybe I played just for a couple of minutes. Who knows? I need more time with it to figure it out.

And about resolution. He does not used Rift before i think and if the res. was good enough for him maybe it´s already higher in the newer Version.
resolution was good enough for me.

http://www.reddit.com/r/gaming/comments/1feqgi/i_had_the_opportunity_to_visit_valve_for_2/ca9kj6a

Here are his nice pics from Valve http://imgur.com/a/mQMdi
 
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