Oculus Rift - Dev Kit Discussion [Orders Arriving]

Good News Everyone!
Oculus Rift SDK 0.2.3 released: persistent player profiles, IPD tool included.

New Features

*Added Linux support to the Oculus C++ SDK and OculusWorldDemo, tested on Ubuntu 12.04 LTS.
*Added Oculus player profiles, used to save/restore player settings including interpupillary distance, height, and lens cups.
*Introduced Oculus Config Utility, allowing players to easily configure their Oculus profile. The utility includes an IPD measurement tool.
*Added OVR::ProfileManager and OVR::Profile classes to the SDK for accessing profile settings.
*OVR::HmdInfo class now report values based profile-configured IPD.
*Updated SDK samples to use player height and profile settings.
*Improved magnetometer algorithm to support a full sphere of orientations by tracking multiple reference points.
*Manual magnetometer calibration will now report failure in case of weak field or magnetic anomaly.

Unity

*Improved the quality OculusWorldDemo assets in Unity.
*Added UsePlayerEyeHeight property in OVRCameraController; if set, -player height will be taken from the profile settings.

Bug Fixes

*Fixed an OSX gamepad controller bug, causing Unity editor to crash -when adding an OVRPlayerController.
*Fixed a rare issue in Unity integration that caused right camera screen to turn white.
*Unity Crosshair rendering is now done on main 3D menu display instead of the UI layer.

Available at OculusVR
 
Those SDK updates sound nice. I finally got the shipping notification, 44xxx east coast, though using my order number as Mail Innovations on UPS still gives me nothing. The tracking number from the email doesn't have info besides that a label was created, but I imagine that will change and the order will arrive by next weekend. Trying to coordinate a signature is going to be a pain...
 
Wouldn't it feel weird to be sitting/standing still when playing, or no?

Like for instance in an FPS game where you are running and crouching and whatnot I feel like if it's as realistic as I hear I feel like I would need to walk and crouch as well.. lol
 
Fuck it.. I just pre-ordered one.

I can't wait for the consumer version, I want this thing fucking now.. O_O

Knowing my luck they will probably announce the 1080p version in like a week but whatever... lol
 
I wouldn't be upset if my Rift(ordered in May), got changed to an HD version before it shipped.

Won't happen...but I'll still secretly hope for it to :)
 
Fuck it.. I just pre-ordered one.

I can't wait for the consumer version, I want this thing fucking now.. O_O

Knowing my luck they will probably announce the 1080p version in like a week but whatever... lol

Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.
 
Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.

The consumer version is most likely 12-18 months away at the very least. Depending on your disposable income and patience, $300 is not a bad deal to be part of the conversation.
 
So in preparation what control scheme should I be using for the most immersion?

For games where you're walking around, simply standing up makes a huge difference in immersion. Which pretty much rules out mouse and keyboard.

My best experience has been playing standing up with the Razer Hydra but very few demos support it properly. Alone in the Rift nailed it down in my opinion. Analog sticks do what you expect with the addition of independent 1:1 aiming when moving the right controller.

There's also an Half-Life 2 mod that implemented this control scheme but it relies on a driver hack for the stereoscopic rendering. Now that the Source SDK has been updated with the VR stuff I guess it shouldn't be too long before the mod gets native support. Can't wait!
 
Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.

Yeah, probably dumb by me but as the next poster said it came down to be just being super impatient.

Oh well, the next one I do get would be the final consumer version whenever that is.
 
Those SDK updates sound nice. I finally got the shipping notification, 44xxx east coast, though using my order number as Mail Innovations on UPS still gives me nothing. The tracking number from the email doesn't have info besides that a label was created, but I imagine that will change and the order will arrive by next weekend. Trying to coordinate a signature is going to be a pain...


at the tracking site you can have the package to be picked up instead of deliver. That way you can just go and pick it up and sign without worrying about missing the delivery guy
 
Are you fucking kidding me?

"United States 07/03/2013 10:53 P.M. Voided Information Received"
"The sender has voided the UPS tracking number created for this shipment. UPS does not have possession of this shipment."
 
Yeah, probably dumb by me but as the next poster said it came down to be just being super impatient.

Oh well, the next one I do get would be the final consumer version whenever that is.

FWIW, I don't think you'll regret it. I know I didn't, and I plan on getting an upgraded kit if one releases. It's just that good.
 
Geez. There is no way, unless I'm a developer, that I would buy this right now knowing that the consumer version prototype has already been revealed and has a much better display.

It hasn't been revealed. Oculus hacked a smaller 1080p display onto the existing devkit to give people an idea of the improvements from a 1080p panel. It had a smaller FoV because the lenses were the same but the panel was smaller.

Basically just a tech demo.
 
Nevermind. Doesn't sound like anyone took a look - but apparently you're not supposed to distro on a trial license, so I've taken it down.
 
Got the UPS My Choice Alert during the night. Package from Oculus SMS scheduled for Friday delivery! Can't believe it's almost here. This is going to be the longest July 4th ever.
 
So after acquiring one unit for development purposes and having used it for a couple of weeks I have mixed feelings. The potential is there but there is some things that I am not sure they will be able to improve as much as I would like to for when the consumer version is ready.

The 1st one is the resolution. Right now the experience is like if you were watching an old TV from a few cm away. The pixels are so big a noticeable that affects the immersion a lot. I believe that even 1080p per eye would not be enough since not all the pixels are used on the screen. You can see on the computer screen considerably big black rounded borders. That means the resolution you are getting is even lower than the one the Oculus Rift screen can deliver. On top of that since the field of view is so big you would need a much higher resolution than the one in a TV to get the same level of definition. To achieve that I think a 4K or similar screen would be required which obviously could be too expensive and would also require a quite powerful computer if you want to render at native resolution.

The 2nd one and maybe more important (at least for me) than the first is motion sickness. It is extremely easy to get nausea when using the Oculus Rift. In my case to the point of feeling pretty bad for hours after using it (I decided not to develop for it for now because of it). Games will need to be adapted or specifically designed for the Rift in order to reduce it, what limits what devs can do if they want to make games that work the same way with and without the Rift. I also believe that it will be impossible to get rid of the motion sickness completely so that could drive away many potential customers.

Totally with you here. I absolutely can not play HL2 for more than 20 minutes without almost throwing up. And it doesnt go away when i stop playing. I kind of feel crappy all day.
It's a good appetite suppressant lol.
Honestly though, this is a major problem.

Fake edit: racing games and other games where my body is stationary do not cause me motion sickness. I think it has a lot to do with the feeling of sliding around.
 
I never got a shipping email, but I checked my order number with UPS tracking by reference and turns out it'll be delivered tomorrow!

What should I be doing to get ready? Download SDK? Anything else I need to get started?
 
Are you fucking kidding me?

"United States 07/03/2013 10:53 P.M. Voided Information Received"
"The sender has voided the UPS tracking number created for this shipment. UPS does not have possession of this shipment."
Same:

United States 07/03/2013 11:24 P.M. Voided Information Received
United States 07/02/2013 2:34 P.M. Order Processed: Ready for UPS

Even when I get told it's going to ship I get trolled, apparently. :P

*edit* Looks like the top Reddit comment is correct: http://www.reddit.com/r/oculus/comments/1hmhih/shipment_information_voided/
I copied the reference number and got a SECOND tracking number from the UPS site, which predicts a Tuesday delivery date.
 
racing games and other games where my body is stationary do not cause me motion sickness. I think it has a lot to do with the feeling of sliding around.

Interesting. Do you think games with headbob would alleviate this at all, or do you really need to be stationary in the game? I haven't played any of these titles, so I wouldn't know what they entail.
 
I never got a shipping email, but I checked my order number with UPS tracking by reference and turns out it'll be delivered tomorrow!

What should I be doing to get ready? Download SDK? Anything else I need to get started?

DL the SDK with the Tuscany Demos

then go here:

http://www.riftenabled.com/admin/apps

and download whatever interests you.

I'm all stocked up. I've got around 80 demos from that site ready to go, I got HL2 and Team Fortress 2 ready. I have Minecrift .27 running. I have the Outerra Alpha. I think I'll experiment with Vireio Perception and the 3rd part driver infused games later.

BRING IT ON
 
I've been sitting at that status with mid 44XXX in the US for like 1.5 months. Using the order number on the Mail Innovations UPS tracking page gives me maybe 5-6 results, none of which have any details or tracking information. As far as I know it's still in processing on the Oculus site as well.

I have no clue what may happen next. :(

I've been sitting in "Processing Limbo" for quite a while now.
Really? That kills my excitement. I hope it doesn't take long to go from processing to shipped.
 
One thing I'm wondering about, I've heard the currently limited resolution can make games look pretty hazy so are there any plans of adding in support for downsampling to each eye/screen? Is that even possible?
 
No clue whether its been mentioned, but Outerra has now Oculus Rift support:
jbp2msHYDDdB3e.jpg

Also:
untitled-18qkb2.gif


For any discussions and/or impressions please check the OT over here:
http://www.neogaf.com/forum/showthread.php?t=513621
 
Nothing to add except desperately waiting for consumer version. Every once in a while when I see this thread bumped I'll come in to say so. 2014 release really sucks, wish it was this fall.
 
Nothing to add except desperately waiting for consumer version. Every once in a while when I see this thread bumped I'll come in to say so. 2014 release really sucks, wish it was this fall.

Better tech (e.g. higher resolution screen, positional tracking) and time for devs to create content beyond the demos and retrofitting we're seeing now should make it worth the wait!
 
Ok good, just wasn't sure as I'd heard the complaints about clarity. Does it help at all?

I helps cleaning up the image. In some games though It kind of messes scale and proportions up, but it's tolerable.

Just don't expect downsampling to magically solve issues like screen-door effect or general blurriness of distant objects.
 
OH EM GE!


Shift 2 Unleashed on Oculus Rift VR headset [Using VIREIO for the rift warp, and FaceTrackNOIR for head tracking with "Shift 2 Camera Control" to provide trackIR support and POV adjustment.] No 3D rendering sadly.
http://www.youtube.com/watch?feature=player_embedded&v=Lg1mNbeRJPM

Waiting for the retail version is torturing me..

This. And videos like that one are not making it any easier! Damn, the way he can just look into the corner while driving through it, or take a quick look out the window at the car he's passing, or look up at the grand stands as he drives by, all so freaking natural. I can't imagine how perfect it'll be sitting in a racing rig with a steering wheel and a rift. I don't think I'd ever leave the house.
 
My oculus is waiting for me in the post office now. Ordered just a few weeks ago and expected august delivery, so this was a pleasant surprise. Didn't even know they had shipped it.
 
Heh, just now I heard the door bell, and when I opened the door there was a guy standing there, smiling, with a Oculus Rift in his hands.. I got no notice it was shipped, LOL, nice surprise.

(Order 053xxx, ordered May 8, to Norway)
 
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