Oculus Rift - Dev Kit Discussion [Orders Arriving]

Package Status:Order Processed: Ready for UPS

Whatever that means!

Order Processed: Ready for UPS
UPS has received the electronic transmission of the shipment details and billing information for this shipment from the sender. Once the shipment is moving within the UPS network, the tracking status will be updated.

It seems it was update to that yesterday. Hopefully it means anytime for transit.

prays.
 
A collegue at work asked me today if I'm planning on buying that Oculus Rift thing. I said yes, she asked if she could try it out.

Kicker: The only game she ever played in the last 10 years would be The Sims. This thing really seems to be able to reach mainstream by now.
 
Received mine today. First impressions:
Package: I've seen pictures but I was still surprised how professional the whole packaging looks. I received all the necessary cables and connectors btw.
Screen: It is really crap. The resolution and screen door are just as bad as I expected, but what bothered me even more is the quality of the screen. Colors, contrast and black levels are atrocious. It really drags the experience down.
Nausea: After trying a couple of the demos I was feeling slightly awkward but ok. Then I tried Heli-Heli... Ugh, I'm still recovering.
Immersion: So, I guess this is the important part. As so many have said before, the potential is great. The feeling of scale and the 3d are unmatched, but I still have to say that none of the demos actually awed me as much as I had expected and the main reason for that is the screen. I simply cannot look behind the blur, pixelation, screendoor and washed out look. :(

Truth be told, I haven't yet calibrated the Rift in any way and haven't tried a lot of the demos or HL2 or Minecraft so a lot of these early impressions may still change, but at this moment I feel that the real VR revolution is still a long way off. Most importantly the screen needs to be upgraded immensely for this to be a viable gaming alternative for me. 1080p is not going to be enough. Not by a long shot.
 
I think that UPS status is just the normal one as your order sits in Processing. Which for everyone in the United States, currently means that everything has been stuck for like 3-4 weeks because of customs problems.

It would seem as though using the Rift with something like a kinect 2 sensor would allow the use of hands feet etc. in the world without gloves/suit/controllers. Has anyone hacked it to work with a camera yet for that?
I believe the major issue there is that even with the newer kinect, latency is going to be terrible. Getting any sort of camera/webcam to have latency of 20 ms or less from real life to screen display is a very difficult problem as far as I know.
 
A collegue at work asked me today if I'm planning on buying that Oculus Rift thing. I said yes, she asked if she could try it out.

Kicker: The only game she ever played in the last 10 years would be The Sims. This thing really seems to be able to reach mainstream by now.

I've only given demos to a couple of people because I don't want them to think that the pixelated dev kit is what I'm so excited about. The first thing I tell people that I do give demos to is "Imagine this, but like an HDTV".
 
I wonder what kind of capital/volume you need to get a custom line of panels made.

I think the technical quantity is a metric shitload. Apple are one of the few companies that actually get custom panels made, and even then a lot of Apple devices use "off the shelf" panels. The further problem is that what Oculus would want is even higher pixel density (potentially much higher pixel density) than anything else out there, which is an even bigger problem for a custom panel that just a slightly unusual size or something like that.

Their best hope is that smartphone spec-wars continue and people keep buying phones with far higher resolution screens than their eyes could possibly discern. If there's demand for a 4K phablet, then there's a screen for a next-gen Rift.

The ideal is a curved OLED screen that has a longish aspect ratio that is able to provide a wider FOV than would otherwise be possible with flat panels.

Could probably also have a more streamlined design with such a panel.

In theory, yes, but in practice they're probably the only company in the world with actual demand for such panels, and I don't doubt that curved panels are much more expensive to manufacture in the first place.
 
800vs1080.jpg
Awesome comparison, thank you for posting!

I've heard the 1080p version at E3 used the same lenses as the 720p prototype so the FOV was slightly narrower and the actual screen (incl. pixels) looked smaller than it is supposed to be.
Is that true? Do you think if the next dev kit/consumer version has proper lenses for the smaller 1080p screen the screen door effect will be more prominent again?
 
Tried a couple games and demos, the most impressive I played is... Dear Esther, by far. It looks amazing, I don't know if it's because the art design of the game, due to his brown-grey colors the screen door effect is less visible.

Btw, a wireless rift would be amazing, any talks about this?
 
Btw, a wireless rift would be amazing, any talks about this?
Don't think this is possible because of the higher latency of wireless connections.

Fuck YES!

Surgeon Simulator 2013 adds support for Oculus Rift, Razer Hydra

http://www.joystiq.com/2013/06/17/surgeon-simulator-2013-adds-support-for-oculus-rift-razer-hydra/



it's going to turn the game from a hilarious joke, into a really fun experience, imho.
Great news! But I have a feeling, that with the Razer Hydra the game will become too easy^^
 
I think the technical quantity is a metric shitload. Apple are one of the few companies that actually get custom panels made, and even then a lot of Apple devices use "off the shelf" panels. The further problem is that what Oculus would want is even higher pixel density (potentially much higher pixel density) than anything else out there, which is an even bigger problem for a custom panel that just a slightly unusual size or something like that.
While I completely agree with your overall argument, it's not quite higher density than anything else out there. If you built a 6" display with the pixel density of a HMZ-t1 it would be about 10k by 6k pixels ;)

Tried a couple games and demos, the most impressive I played is... Dear Esther, by far. It looks amazing, I don't know if it's because the art design of the game, due to his brown-grey colors the screen door effect is less visible.
Does Dear Esther have native Rift support? I think I picked that up in a recent indie bundle.
 
I think that UPS status is just the normal one as your order sits in Processing. Which for everyone in the United States, currently means that everything has been stuck for like 3-4 weeks because of customs problems.


.

That status was placed just yesterday, while my processing mail was received 3 weeks ago
 
While I completely agree with your overall argument, it's not quite higher density than anything else out there. If you built a 6" display with the pixel density of a HMZ-t1 it would be about 10k by 6k pixels ;)

Well, if we're being pedantic, I think the viewfinder in the NEX7 wins in pure pixel density for a consumer product, at 2500 pixels per inch. You'd literally be just short of 16K resolution if you managed to scale it up to the 7" form factor used in the dev kits.

It's probably for the better that that's not feasible yet, to be honest, as I think the octo-SLI Titan rig you'd need to run games at that res may be a tad out of my price range at the moment...
 
Well, if we're being pedantic, I think the viewfinder in the NEX7 wins in pure pixel density for a consumer product, at 2500 pixels per inch. You'd literally be just short of 16K resolution if you managed to scale it up to the 7" form factor used in the dev kits.

It's probably for the better that that's not feasible yet, to be honest, as I think the octo-SLI Titan rig you'd need to run games at that res may be a tad out of my price range at the moment...

I bet we could run HL2 and Doom 3. Maybe anyway :)
 
I bet we could run HL2 and Doom 3. Maybe anyway :)

Even that'd be a stretch. You're rendering 64x as many pixels as you would for a 1080p screen, and you have to do so at a locked 60fps. So, if you can get the game running in 1080p at a minimum of 3840fps, then you should be good for a 16k Rift*.

*Yeah, I know it doesn't quite work that way, but it gives you an idea of the kind of performance required.
 
I just got an update that the Strike Suit Zero Rift beta is now available to backers! May be the best thing for space fans at least until EVR and/or Star Citizen are out.
I'll try it as soon as I'm home.

It's probably for the better that that's not feasible yet, to be honest, as I think the octo-SLI Titan rig you'd need to run games at that res may be a tad out of my price range at the moment...
Well, you could just go with rendering at 8k by 4k and upsampling, would of course be a bit weak ;). At least in HL2 you should get away with SLI Titans then.

Of course, this leaves out the question of how to drive that display in terms of cabling/signalling!
 
how about having a 4k screen, but only rendering 4k in the centre portion, and the render at progressively lower res for the outer ring that you can't see as clearly anyway, then merging the two?
 
how about having a 4k screen, but only rendering 4k in the centre portion, and the render at progressively lower res for the outer ring that you can't see as clearly anyway, then merging the two?
That's hard to accomplish with current graphics APIs, particularly the "progressively lower res" part. I guess the most doable would be something like a low-res render with full FoV, and a high-res render of the center 50° (or whatever), and then blend that on top of the full render in the correct position.

Still, I don't think we'll get displays larger than 2560x1440 (at best) in a consumer VR device anytime soon, so no need to think too hard about this for now.
 
Of course, this leaves out the question of how to drive that display in terms of cabling/signalling!

About sixteen HDMI cables should do the job. Just pretend they're dreadlocks.

That's hard to accomplish with current graphics APIs, particularly the "progressively lower res" part. I guess the most doable would be something like a low-res render with full FoV, and a high-res render of the center 50° (or whatever), and then blend that on top of the full render in the correct position.

Still, I don't think we'll get displays larger than 2560x1440 (at best) in a consumer VR device anytime soon, so no need to think too hard about this for now.

If we're talking tech that won't be around for years, then I might as well point out that it'd be relatively trivial to do what he's asking in a real-time ray-tracing engine. Just increase the sampling frequency towards the centre of the image and do some post-process noise reduction for the outer region.

Alternatively, just have the player play a character wearing glasses. Then you can render everything inside the glasses at full res and everything outside them at a lower res.

Anyway, this is dragging things a bit far off-topic.
 
What's the latest ordering number getting served?
They're not going out in order due to customs shenanigans. I've seen 46xxx and 20xxx orders arriving the last few days for some people (Europe).

Outside the US, I think orders of 46xxx and above were going out. Customs stuff may be resolved though for the US! After being stuck like three weeks, UPS says this:

Estimated Delivery:
Friday, 06/21/2013

It's in transit just two states away! It appears to be using the post office for some reason? Anyway my address is eastern US, order 44xxx.
 
Outside the US, I think orders of 46xxx and above were going out. Customs stuff may be resolved though for the US! After being stuck like three weeks, UPS says this:

Estimated Delivery:
Friday, 06/21/2013

It's in transit just two states away! It appears to be using the post office for some reason? Anyway my address is eastern US, order 44xxx.

Congrats man. I still havent seen any movement of mine 43xxx.
 
Just some crazy speculation based on links I've stumbled upon today: are Razer and Sixense about to release a new Hydra + MakeVR bundle?

Razer is running a promotion where you have to guess the "revolution" they are about to come out with here.

Meanwhile, MakeVR, Sixense's VR 3D modelling program, has slipped past its original April Kickstarter date. The Sixense rep on the Oculus development forums has posted this on June 7th:

There have been some change in plans for MakeVR and I have been asked not to talk about them or to state any dates. The good news is that I can guarantee you are going to like what Sixense will be doing in the future. There will be an official announcement coming soon.

In other words, both Sixense and Razer are promising new announcements in the near future. Could the two announcements be linked, with MakeVR pushing the updated, more VR-friendly Hydra like Portal 2 was partnered with the original Hydra? They might be unrelated, but apparently Hydra stock is running out everywhere and the timing makes sense.
 
Congrats man. I still havent seen any movement of mine 43xxx.
I could have sworn it said that earlier today, but maybe I typed the wrong order number again. I put in my 44xxx number again just now and it just says ready for UPS. :( So I guess still stuck in customs without updates.
 
Just some crazy speculation based on links I've stumbled upon today: are Razer and Sixense about to release a new Hydra + MakeVR bundle?

Razer is running a promotion where you have to guess the "revolution" they are about to come out with here.

Meanwhile, MakeVR, Sixense's VR 3D modelling program, has slipped past its original April Kickstarter date. The Sixense rep on the Oculus development forums has posted this on June 7th:



In other words, both Sixense and Razer are promising new announcements in the near future. Could the two announcements be linked, with MakeVR pushing the updated, more VR-friendly Hydra like Portal 2 was partnered with the original Hydra? They might be unrelated, but apparently Hydra stock is running out everywhere and the timing makes sense.

The stars seem to align!

I was very disappointed not to hear about them at E3 but it seems Hydra 2 is coming after all!

And hopefully without wires!
 
The stars seem to align!

I was very disappointed not to hear about them at E3 but it seems Hydra 2 is coming after all!

And hopefully without wires!

Oh yes. Motion controller with wires is just.. not really cool.

What i would really like is, if they would sell extra magnetic sensors i can just put on everything.

We should find out on the 25th or shortly afterwards; nothing is guaranteed, but I imagine this would be the announcement if we're going to hear about Hydra 2 in the next little while. I'd assume wireless would basically be a given if this does turn out to be related to a Hydra successor. Rumble was also in the original devkits but later cut due to costs, so who knows if they'll look into bringing that back for a possible successor.

Hopefully they do something about the range of the base station so you could, say, turn around and still have control over your hands/weapons in the game. Of course, watch this announcement be for some keyboard while MakeVR gets a delayed Kickstarter in August.
 
We should find out on the 25th or shortly afterwards; nothing is guaranteed, but I imagine this would be the announcement if we're going to hear about Hydra 2 in the next little while. I'd assume wireless would basically be a given if this does turn out to be related to a Hydra successor. Rumble was also in the original devkits but later cut due to costs, so who knows if they'll look into bringing that back for a possible successor.

Hopefully they do something about the range of the base station so you could, say, turn around and still have control over your hands/weapons in the game. Of course, watch this announcement be for some keyboard while MakeVR gets a delayed Kickstarter in August.

The Hydra is a fundamentally flawed design. A magnetic field is WAY too prone to interference, which is why the range sucks and why it's somewhat clumsy even in optimal circumstances. I'm not sure there's any way to get around it through iterative improvements, I'm thinking they need a whole new design based on a completely different foundation.
 
The Hydra is a fundamentally flawed design. A magnetic field is WAY too prone to interference, which is why the range sucks and why it's somewhat clumsy even in optimal circumstances. I'm not sure there's any way to get around it through iterative improvements, I'm thinking they need a whole new design based on a completely different foundation.

Would anything to do with literal revolutions fit the bill? Razer's billing their promotion as "revolution" (with this image), so if there is something that makes sense...
 
Awesome comparison, thank you for posting!

I've heard the 1080p version at E3 used the same lenses as the 720p prototype so the FOV was slightly narrower and the actual screen (incl. pixels) looked smaller than it is supposed to be.
Is that true? Do you think if the next dev kit/consumer version has proper lenses for the smaller 1080p screen the screen door effect will be more prominent again?

I can confirm this. The FOV was narrower, the screen looked smaller and thad gave an additional bump to the perceived pixel-density.

Nonetheless, the 1080p-Display nearly doubles the ammount of pixels. So even with the regular Rift-FOV the difference will be quite big. The HD-prototype-demo surely makes me want to see an even higher resolution on the retail-product.

Seeing the amazing resolutions in smartphones nowadays and the dawn of affordable GPUs that can output 3D at those resolutions without breakiing into sweat, there should not be any reason not to go down that route. I am sure Oculus VR will add headtracking on the final product aswell. Everyone I talked to confirmed, they are making efforts in that direction.
 
Holy balls alive.

I'm a couple weeks late to the party, but I just tried Alone in the Rift demo...

http://www.neogaf.com/forum/showpost.php?p=62294189&postcount=2642


Probably the strongest showcase for why VR is next gen gaming to date.

Because even though the scenario is rote and typical, and it's just another typical girl popping up out of nowhere demo, and your brain expects it and all that...

The experience is so immediate, so visceral, so immersive, that your reactions will literally bypass your conscious brain.

You WILL scream in fear. I could see it coming a mile away. And the last scene before it cuts to black, one side of my brain was telling me to expect it, even as the other half was screaming out loud.

Was laughing at myself after that - certainly wasn't expecting to scream like a little girl!

Jesus. One of the most intense experiences I've had in any form of media. Just make sure you're standing while you experience this.
 
Holy balls alive.

I'm a couple weeks late to the party, but I just tried Alone in the Rift demo...

http://www.neogaf.com/forum/showpost.php?p=62294189&postcount=2642


Probably the strongest showcase for why VR is next gen gaming to date.

Because even though the scenario is rote and typical, and it's just another typical girl popping up out of nowhere demo, and your brain expects it and all that...

The experience is so immediate, so visceral, so immersive, that your reactions will literally bypass your conscious brain.

You WILL scream in fear. I could see it coming a mile away. And the last scene before it cuts to black, one side of my brain was telling me to expect it, even as the other half was screaming out loud.

Was laughing at myself after that - certainly wasn't expecting to scream like a little girl!

Jesus. One of the most intense experiences I've had in any form of media. Just make sure you're standing while you experience this.

this was my reaction to Ocean Rift. Physical, audible screaming, followed by laughter at what just happened. Alone in the Rift didn't hit me quite as hard, but then a giant shark didn't sneak up from behind me and chomp it's teeth down out of my periphery.
 
Hey folks, I just released a game/demo for the Rift this morning. It's a 70s-themed motorbike jump "sim" called Jump Star VR, set as the motorcycle stunt craze was at its height. It's an attempt to provide an experience you couldn't get without the Rift (unless you happen to have been a superstar stuntman in 1976).

Let me know what you think! There's a readme in the rar file that explains the controls but it should be easy to figure out. It plays best with a controller but works with the keyboard too.

Oh and it's a bit unusual in that you don't launch it with your Rift already on... have it close by and just follow the prompts :)

Download (Windows) Mac version coming soon!



I've never worked so hard on anything that provides 10 seconds of gameplay before :)
 
Hey folks, I just released a game/demo for the Rift this morning. It's a 70s-themed motorbike jump "sim" called Jump Star VR, set as the motorcycle stunt craze was at its height. It's an attempt to provide an experience you couldn't get without the Rift (unless you happen to have been a superstar stuntman in 1976).

Let me know what you think! There's a readme in the rar file that explains the controls but it should be easy to figure out. It plays best with a controller but works with the keyboard too.

Oh and it's a bit unusual in that you don't launch it with your Rift already on... have it close by and just follow the prompts :)

Download (Windows) Mac version coming soon!

I've never worked so hard on anything that provides 10 seconds of gameplay before :)

Looks awesome dude. I don't have my Rift yet (DAMN YOU CUSTOMS) but I'll add it to my massive collection of demos that have been waiting on my hard drive for months.
 
Hey guys, I have no idea if this means anything, but those of us stuck in customs, check your UPS tracking. Mine still only says "06/21/2013 Shipment information received by UPS Mail Innovations", but the difference is it said "05/28/2013" the entire time before that. Again, no idea if this means anything, but it's at least a change?
 
I know this is a dev-kit discussion but, when realistically, do you guys see Rift being a consumer product? By 2015, or later?
 
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