Oculus Rift - Dev Kit Discussion [Orders Arriving]

Wondering if anyone with info could answer my question:

What is the effective resolution for the OR? Both at 720p and 1080p. And would i need to run a game at effectively 120fps@1080p to get 60fps on the OR? Just trying to figure out the power requirements and was not able to find it on the OR website.
 
Wondering if anyone with info could answer my question:

What is the effective resolution for the OR? Both at 720p and 1080p. And would i need to run a game at effectively 120fps@1080p to get 60fps on the OR? Just trying to figure out the power requirements and was not able to find it on the OR website.

1080p Rift will just house ordinary 60hz 1080p tablet/phone screen. Game will be rendered as for a PC game [SBS], just warped a little to eliminate effect of fish lenses. For best experience you will have to achieve vsynced 1080p gameplay @ 60fps. So, there is no need for 120fps [and nobody is building 120hz tablet/phone displays anyways].
 
Wondering if anyone with info could answer my question:

What is the effective resolution for the OR? Both at 720p and 1080p. And would i need to run a game at effectively 120fps@1080p to get 60fps on the OR? Just trying to figure out the power requirements and was not able to find it on the OR website.

For the dev kit:

1 1280x800 screen that shows 2 640x800 images at the same time.

For consumer rift (minimum)

1 1920x1080 screen that shows 2 960x1080 images at the same time

For the current dev kit you need to be able to effectively be able to run the game at 640x800 @120fps. For the consumer rift in theory you'd need to be running 960x1080 @ 120fps.

So, it requires more juice than running a single 800p/1080p image, but less than rendering 2 simultaneous 800p/1080p images.
 
BTW I was just flying a mig fighter jet in that Outerra Anteworld alpha. Good god was that fun. Looking "up" out the glass hatch to see the ground while I'm flying upside down is WILD.
 
1080p Rift will just house ordinary 60hz 1080p tablet/phone screen. Game will be rendered as for a PC game [SBS], just warped a little to eliminate effect of fish lenses. For best experience you will have to achieve vsynced 1080p gameplay @ 60fps. So, there is no need for 120fps [and nobody is building 120hz tablet/phone displays anyways].
You can't really compare rendering two viewpoints of 960*1080 each to rendering a single 1920x1080 viewpoint.

Also, note that due to the distortion applied by the Rift, you generally need to render a viewport that is ~30% larger than the screen size to get full quality at all pixels.

And you need much better AA than on a screen for acceptable IQ due to the low pixel density.
 
1080p Rift will just house ordinary 60hz 1080p tablet/phone screen. Game will be rendered as for a PC game [SBS], just warped a little to eliminate effect of fish lenses. For best experience you will have to achieve vsynced 1080p gameplay @ 60fps. So, there is no need for 120fps [and nobody is building 120hz tablet/phone displays anyways].

For the dev kit:

1 1280x800 screen that shows 2 640x800 images at the same time.

For consumer rift (minimum)

1 1920x1080 screen that shows 2 960x1080 images at the same time

For the current dev kit you need to be able to effectively be able to run the game at 640x800 @120fps. For the consumer rift in theory you'd need to be running 960x1080 @ 120fps.

So, it requires more juice than running a single 800p/1080p image, but less than rendering 2 simultaneous 800p/1080p images.

Thanks to you both. The answers were thorough , if somewhat differing a little, but i get the gist of it. Really liking the 960X1080 resolution @120fps for en effective 60fps each eye. I reckon any high end sli configuration for next years cards should do fine with the rift. Really looking forward to experiencing this with my own eyes.
 
I've been gathering up a bunch of games and demos to test out on my headset once it comes in Tues and came across this which I don't think has been brought up here yet. It's an SNES9x emu for the Rift:

mxC6Ku8_zps8c8d1fc5.jpg


LINK

Also I finally broke down and bought Minecraft since I know it's something that I could find myself getting really into in VR. Unfortunately the mod isn't playing very nice with me at the moment. I'm guessing it has something to do with the recent update 1.6.1 that's preventing this from working.

Minecrift_zpsd3ef36ef.png
 
BTW I was just flying a mig fighter jet in that Outerra Anteworld alpha. Good god was that fun. Looking "up" out the glass hatch to see the ground while I'm flying upside down is WILD.
I subscribed to the Outerra thread but I don't -think- I bought the alpha yet (I'd better find a way to check). Rift support is probably going to be what forces me to get it, though. :P
 
I never compared anything with full 1080p image quality. I mentioned SBS rendering.

You said there's no need for 120 FPS. This is technically correct (for now!), but in terms of computation, rendering 2 smaller viewports at 60 FPS is more similar to rendering one viewport of that size at 120 FPS than it is to rendering a viewport that is twice as large at 60 FPS.
 
I subscribed to the Outerra thread but I don't -think- I bought the alpha yet (I'd better find a way to check). Rift support is probably going to be what forces me to get it, though. :P

I will say that you definitely lose a lot of the detail when you get high into the atmosphere. Everything except directly below you is a blurry haze. I can still make out a lot of the land formations directly below my plane though. Looking behind you at the ground while you climb straight into the sky as if you were launching into space is a cool experience. Flying low to the ground is seriously intense. Surprisingly I can do a good amount of hard banking and rolls without feeling too disoriented. Just realized I haven't even flew out into space in camera mode yet...

Also just did the jetpack demo. Easily one of my top 5 so far. It's using the destroyed city unity assets, so there are blown out skyscrapers all over for you to fly on and around. Once again the scale is off the charts. I did it standing up (which as other have said it does a lot for immersion in anything where your character is standing), and it was just pure joy floating and flying between the buildings. Landing on the high floors to take in the sights. Day/night cycle keeps that pretty interesting alone. Leaping off the roofs, freefalling and then hitting the thrusters at the last second to stop inches off the ground. So cool. Definitely see myself spending a good bit of time in that one.
 
I've been gathering up a bunch of games and demos to test out on my headset once it comes in Tues and came across this which I don't think has been brought up here yet. It's an SNES9x emu for the Rift:

mxC6Ku8_zps8c8d1fc5.jpg


LINK

Also I finally broke down and bought Minecraft since I know it's something that I could find myself getting really into in VR. Unfortunately the mod isn't playing very nice with me at the moment. I'm guessing it has something to do with the recent update 1.6.1 that's preventing this from working.

Minecrift_zpsd3ef36ef.png


Yeah, grab the 1.5.2 version, there are websites that have archived older versions if you can't get it from mojang anymore

You can still run 1.6 alongside it
 
I am hoping that within the next two years, we get to see an OR with OLED screens... maybe even for when they initially release the product they will have an OLED version lol. Would seal the deal for VR for me, with the awesome blacks and lack of ghosting, Has anyone tried 3rd person perspective games? Is it similar to the 3DS in "looking" into the games world?
 
Watching people play this with War Thunder is crazy. It honestly seems like once the resolution is better this will makes driving and flying games easier. For both of those being able to look ahead will be crazy helpful. I can't wait till more sims have support for this (ARMA 3 needs this so bad). Hopefully Oculus VR can push this tech to crazy places.
 
Also just did the jetpack demo. Easily one of my top 5 so far. It's using the destroyed city unity assets, so there are blown out skyscrapers all over for you to fly on and around. Once again the scale is off the charts. I did it standing up (which as other have said it does a lot for immersion in anything where your character is standing), and it was just pure joy floating and flying between the buildings. Landing on the high floors to take in the sights. Day/night cycle keeps that pretty interesting alone. Leaping off the roofs, freefalling and then hitting the thrusters at the last second to stop inches off the ground. So cool. Definitely see myself spending a good bit of time in that one.

Thanks! Really glad you liked it, you made my day :)

I have a version that I didn't package up and release yet with rotating/moving/orbiting planetoids and some basic networking support. I could look at putting that out sometime if there was any interest.
 
Thanks! Really glad you liked it, you made my day :)

I have a version that I didn't package up and release yet with rotating/moving/orbiting planetoids and some basic networking support. I could look at putting that out sometime if there was any interest.

No, thank you. Very cool demo man. I can't speak for everyone else but personally I'd love to see more. I felt like a kid on a playground. Those stationary planetoids in the original demo are a nice touch, would be even trippier to interact with them if they were moving. Looking forward to booting it up again, will def play some more tonight.

I just got out of Quake 1 which was nostalgia overload but I'm feeling pretty sick from the insane running speed, strafing, and jumping all around. Still a privilege to see the first "true 3D" game in, well, true 3D.
 
Screw it, going to order one. Should have done so months ago but oh well, get to pay shipping costs for my hesitation. Hopefully it arrives early August, and not late.

Before I do so, is there anything to enter into the promo code slot? Would love to save a few dollars. Imagine that might be for when they release the consumer model and people who ordered will get a discount?
 
Screw it, going to order one. Should have done so months ago but oh well, get to pay shipping costs for my hesitation. Hopefully it arrives early August, and not late.

Before I do so, is there anything to enter into the promo code slot? Would love to save a few dollars. Imagine that might be for when they release the consumer model and people who ordered will get a discount?

Do it, man. I highly doubt you'll regret it. Even with the current stuff available I feel like I have plenty to get my money's worth. And even though it's an unpolished experience at this point, playing games with the Rift feels like treading new ground. It's a new, uncharted frontier in gaming. For every disorienting moment or old leftover game mechanic that just doesn't work, there is a moment of pure awe or a brilliant mechanic that translates into VR better than you ever imagined, or even brand new mechanics entirely that work astoundingly well. Regular gaming just seems so....boring....and safe after the Rift.
 
Alright, about to order but one last question because it's kind of unclear. I'm at the part where I'm about to pay using paypal. It's asking me to agree to charge 315 dollars to my paypal account. Which is fine but the problem is that I'm worried it won't use my balance. Would rather pay 200 instead of 315 via my card.

Can anyone confirm it takes you to the normal paypal pay confirmation/choice screen or if it takes into account your paypal wallet?
 
Aye, Strike Suit Zero on the HMZ-T1 is pretty sweet, can't imagine what it'd be like on the Rift. (order 5#### - hurry up!)
 
Alright, about to order but one last question because it's kind of unclear. I'm at the part where I'm about to pay using paypal. It's asking me to agree to charge 315 dollars to my paypal account. Which is fine but the problem is that I'm worried it won't use my balance. Would rather pay 200 instead of 315 via my card.

Can anyone confirm it takes you to the normal paypal pay confirmation/choice screen or if it takes into account your paypal wallet?

As far as I understand it'll follow normal PayPal rules - it'll take from your balance first, and if there isn't enough it'll charge e remainder to your card?
 
Feel like I'm really gaining some immunity to the VR sickness stuff. Last night and this morning I was doing some pretty crazy stuff and I don't feel even an ounce of uneasiness. Those first 2 days were pretty weird though. I have to say it did remind me a lot of coming down off of shrooms or something. I'd feel my stomach turn a bit in a demo so I'd take the rift off, and while I never felt violently ill, I just had this strange feeling like something wasn't quite right. It was this slight, nagging feeling of uneasiness. The experience inside the rift was always so cool that it kept drawing me back in despite the strange symptoms, and now it seems to be paying off.

So if you get your rift and you get similar feelings, just try to take it slow, play in short bursts, and ease into the demos where you do crazy mindbending flips and whatnot. Simple games where you only control with your head, like Proton Pulse, and guided tour demos like Blue Marble and Titans of Space are good things to start out with.
 
DOnt get me wrong the SNES emu is cool.

But does anyone else think emulating what you could do the exact same thing in real life is silly? Its not really the same thing as the theater experience I dont think because thats a social thing.

Im waiting for the demo where you use the oculus rift to use the oculus rift.
 
DOnt get me wrong the SNES emu is cool.

But does anyone else think emulating what you could do the exact same thing in real life is silly? Its not really the same thing as the theater experience I dont think because thats a social thing.

Im waiting for the demo where you use the oculus rift to use the oculus rift.

While I still haven't been able to play with the SNES emu I think the thing that would make emulators more interesting is what you build around it to help add to the experience. I still occasionally go back and play a lot of retro games, so having a new environment to play them in would be nice. For example the SNES emu has a mod that puts you in a Tron like room playing a TV, and the City Quest game sticks in an old school 80s bedroom playing off an old computer monitor.

City Quest video

I don't think the environments have to be limited to just rooms though. Maybe when you're playing something like Metroid you could be playing it off a TV in a cave or Samus' ship (adding some echo to the sound in the cave would add to the effect), or you could switch to Zelda and play the game in an open grassy field, or play Mario 64 through one of Peach's paintings in her castle. Doesn't have to be logical, but if it's creative enough it could make replaying those old games feel fresh.
 
DOnt get me wrong the SNES emu is cool.

But does anyone else think emulating what you could do the exact same thing in real life is silly? Its not really the same thing as the theater experience I dont think because thats a social thing.

Im waiting for the demo where you use the oculus rift to use the oculus rift.

Man if they made like a room with 90s stuff all over the place and your Snes sitting there hooked up to a old tv and a collection of carts on a shelf... that would be amazing.
 
Man if they made like a room with 90s stuff all over the place and your Snes sitting there hooked up to a old tv and a collection of carts on a shelf... that would be amazing.

We need something that picks up breath, so we have to blow out our carts to get them to work every now and then.
 
I can't find the unreal demo where you walk around , I think it's called citadel?

I also can't find the roller coaster demo?

Anyone have link for either ?

Thanks
 
When is this expected to be actually released? As much as I want to, I am not forking out 300 bucks for a prototype. At least not until they up the resolution.
 
When is this expected to be actually released? As much as I want to, I am not forking out 300 bucks for a prototype. At least not until they up the resolution.
Not anytime soon I'm guessing.

I also want to give this a try but 300 just seems a lot. I don't even have a monitor for my pc right now and with that money, I could probably buy a 120hz monitor or something
 
When is this expected to be actually released? As much as I want to, I am not forking out 300 bucks for a prototype. At least not until they up the resolution.

Not anytime soon I'm guessing.

I also want to give this a try but 300 just seems a lot. I don't even have a monitor for my pc right now and with that money, I could probably buy a 120hz monitor or something

No one really knows, though I believe the CEO said they were hoping to get the consumer version out within a matter of months rather than years. While the slides everyone was buzzing about a while back pointed to Q3 2014 as a possibility, I believe they have since said that their actual roadmap is different.
 
I can't find the unreal demo where you walk around , I think it's called citadel?

I also can't find the roller coaster demo?

Anyone have link for either ?

Thanks
The Epic Citadel demo is part of the Rift SDK which can be downloaded from https://developer.oculusvr.com/ I believe. You may need to make an account and make up a game name first. It's part of the UDK package.

If there is another place to download it I am not sure, since the official UDK site does not have Rift support and unfortunately I do not believe there are plans to merge the Rift UDK branch with the normal UDK branch.
 
As far as I understand it'll follow normal PayPal rules - it'll take from your balance first, and if there isn't enough it'll charge e remainder to your card?

Yeah, it did. To clarify I meant I was confused as to whether it would go to the sign in page and let me the choose the right credit card as well. Before hitting confirm it asked if it could charge pay 315 which was very vague.

It all worked out though! Ordered one and it'll ship some time in August according to the page. Now for the horrible wait. Anyone have any idea when in August it might be? How often a month do they make shipments? In my dreams it'll get bumped up.
 
The Epic Citadel demo is part of the Rift SDK which can be downloaded from https://developer.oculusvr.com/ I believe. You may need to make an account and make up a game name first. It's part of the UDK package.

If there is another place to download it I am not sure, since the official UDK site does not have Rift support and unfortunately I do not believe there are plans to merge the Rift UDK branch with the normal UDK branch.

Thanks for the response man. :)
 
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