Oculus Rift - Dev Kit Discussion [Orders Arriving]

Demo'd my Rift to a few people at work yesterday. Had to use our Mac workstations so I only showed them Tuscany and Titans of Space.

Every single one of them loved it while it was on, but almost every one of them said they felt nauseous afterward. VR sickness is still a very real issue. The difference now is that the experience is so compelling it's making people see past it a certain extent and making them want to overcome it instead of completely turning them away.

You know, the weird thing was I didn't necessarily feel strange while I was using the Rift, but after I took it off, then I got a bit dizzy.
 
Did you walk off an edge and look down? Really want to hear more about people's experiences with height via the rift.

Haven't played Mirror's Edge but I did a lot of falling experiments with the Jetpack demo. For me I find that I don't really get a sense of vertigo from just being on a high ledge and looking down, but I do usually get that panic and tightening in my stomach when falling from really high places. In the jetpack demo I found that falling right alongside the face of the building, first looking straight down while freefalling and then looking up a bit and seeing every floor whiz by faster and faster really heightens the sensation. Standing while playing in those situations also ups the immersion a lot.
 
I couldn't get mine to work. Did you follow a tutorial or something?

I had problems getting it to work yesterday and this may sound really weird but all I did was copy d3d9.dll and libfreespace.dll from the Perception folder into the Mirror's Edge Binaries directory. I was able to get it to work without even opening Perception and having it running. Strange I know but it worked just by opening Mirror's Edge from the binary folder

Yes I walked to the ledge and looked down and it's a very unsettling feeling. I felt like I was inside the world of Mirror's Edge and it's fucking awesome
 
The most serious issue this device faces is a unified, reliable way to correct for IPD and other 3D settings. The immersion is amazing, but after a time the strain it's causing me is terrible. I've been off it for 20 min now and I literally still feel cross-eyed.

The SDK comes with a calibrator for this, as does TF2 that can be ported to half-life, but the two don't provide the same results. Also, i think the IPD calibrator in TF2 is broken. Im seeing double on the weapons I'm holding. When the 3D works it's amazing. When it's 'off' it's absolutely horrible and I have no idea how to fix it.
 
The most serious issue this device faces is a unified, reliable way to correct for IPD and other 3D settings. The immersion is amazing, but after a time the strain it's causing me is terrible. I've been off it for 20 min now and I literally still feel cross-eyed.

The SDK comes with a calibrator for this, as does TF2 that can be ported to half-life, but the two don't provide the same results. Also, i think the IPD calibrator in TF2 is broken. Im seeing double on the weapons I'm holding. When the 3D works it's amazing. When it's 'off' it's absolutely horrible and I have no idea how to fix it.

Make sure you have both windows and TF2 running at 1280x800 when you do the calibration test. And make sure your eye is looking at the green line as you move it instead of looking straight forward and moving it in your periphery.

You should definitely not being seeing anything in double.
 
Make sure you have both windows and TF2 running at 1280x800 when you do the calibration test. And make sure your eye is looking at the green line as you move it instead of looking straight forward and moving it in your periphery.

You should definitely not being seeing anything in double.

Thanks. I'll try that when I'm seeing straight again. On the up down calibration, I'm not seeing any green lines, only white. Is that normal? And for HL2, should the fov be changed? If so to what?
 
I just picked up games with OR support.

Dark
Doom 3
HL2

Will give impression tomorrow.

IF anyone who got the Mirror Edge working, it would be great for the rest of us to link or give step by step :)
 
I just picked up games with OR support.

Dark
Doom 3
HL2

Will give impression tomorrow.

IF anyone who got the Mirror Edge working, it would be great for the rest of us to link or give step by step :)

Here's my re-post of how I got it to work tonight:

I had problems getting it to work yesterday and this may sound really weird but all I did was copy d3d9.dll and libfreespace.dll from the Perception folder into the Mirror's Edge Binaries directory. I was able to get it to work without even opening Perception and having it running. Strange I know but it worked just by opening Mirror's Edge from the binary folder
 
Here's my re-post of how I got it to work tonight:

I had problems getting it to work yesterday and this may sound really weird but all I did was copy d3d9.dll and libfreespace.dll from the Perception folder into the Mirror's Edge Binaries directory. I was able to get it to work without even opening Perception and having it running. Strange I know but it worked just by opening Mirror's Edge from the binary folder

Thanks chris,
Will try it tomorrow :)
 
Thanks. I'll try that when I'm seeing straight again. On the up down calibration, I'm not seeing any green lines, only white. Is that normal? And for HL2, should the fov be changed? If so to what?

I'm not sure about the white lines thing. Pretty positive they were all green for me though. Once you do the TF2 calibration and copy the correct settings from config file to config file, you shouldn't have to do any more tweaking in HL2. At least I didn't have to.
 
I am still getting my new PC set up and haven't tried the Oculus yet. I did however look at a couple of things in the Oculus developer forums, and I noticed this about the UDK, since people were asking about the lack of updates. This was on July 4th:

Nate Mitchell said:
Sorry for the delay -- I asked Cyber to let me respond to this post myself.

We haven't had an UDK update recently because the fixes/updates are taking longer than we expected. To be completely transparent, Andrew Reisse, who we lost in late May, was the lead programmer on the Oculus - UDK project. Andrew was a brilliant rendering engineer with almost a decade of Unreal knowledge and expertise. With Andrew's departure, our UDK plans were knocked us off our trajectory and since then, we've been working to get back on track.

That said, the team here is completely committed to the Oculus UDK. We believe the UDK is an awesome developer toolset and some of the best community projects have been developed using it. That's why we (with Andrew's leadership) worked with Epic to build the Oculus UDK in the first place.

One of our best senior software engineers has stepped up and taken the reigns on everything Unreal, including the Oculus UDK, and he's getting up to speed on Unreal technology as quickly as he can. We're making great progress, but we still expect it to take us a few weeks (at the earliest) until we have something ready for release. We're actually searching for a great, lead Unreal developer to join us full time to takeover leadership. If you're interested in the role, please email us at careers@oculusvr.com!

I didn't realize Andrew Reisse, the developer who was killed in an accident, worked on the UDK integration. That brings the impact close to home, and it's certainly understandable that it has taken them time to get back up to speed.
 
I haven't powered it up yet, but just trying it on I can definitely see the light coming around the edges, through the vent holes etc. as people have mentioned.

I also encountered a problem that I didn't anticipate but should have -- my head is very nearly too big. I have a 7 3/4 hat size (24"), rendering me unfit for most any human hat, and I have to put both Rift side straps to the maximum possible distance...at which point the plastic of the buckle is kind of uncomfortable on the back of my head. :( Maybe I can put some sort of padding there, but that will make the fit even tighter. Be warned if you have a big head!
 
I haven't powered it up yet, but just trying it on I can definitely see the light coming around the edges, through the vent holes etc. as people have mentioned.

I also encountered a problem that I didn't anticipate but should have -- my head is very nearly too big. I have a 7 3/4 hat size (24"), rendering me unfit for most any human hat, and I have to put both Rift side straps to the maximum possible distance...at which point the plastic of the buckle is kind of uncomfortable on the back of my head. :( Maybe I can put some sort of padding there, but that will make the fit even tighter. Be warned if you have a big head!

That is indeed a big head you have sir!
 
We'll see if I survive the day after spending a lot of the night doing PC setup and a bit of Rift testing.

The IPD that the new SDK utility reported (69 mm) didn't work at all in the UDK. But, using 64 in the UDK seemed to work nearly perfectly. The Unity house demo seemed super blurry in one eye, but for some reason the UDK Epic Citadel worked great. I walked around and tried the fly command. I might still have to change a lens cap. I am super glad they let me mix and match lens caps though, since one of my eyes is much blurrier than the other. Screen door and blur are quite bad as people mention, but the motion detection is good, like people say.

Even shooting rockets worked okay with the Rift.
 
That is indeed a big head you have sir!
HIs head is as big as his body!
image.php


(I thought I had a big head, but 24" is on another level)
 
So I got my dev kit in yesterday. My first decision was to wear my glasses with it on or not. The instructions say if you are nearsighted, like me, then use the "C" lenses and go without your glasses. This seemed to work best for me, although I did try the "A" lenses with my glasses on, but it was too uncomfortable.

I only tried a few demos out so far. Blue Marble, Rift Coaster, and a few others. The most wow moment I had was with Minecraft. In Minecraft you don't notice the horrid blockiness of everything due to low resolution, since the game is designed that way to begin with. Plus, things look fucking huge! Very impressive going up against a tower I built that is near max height.

Blue Marble was kinda cool, and I said "wow" aloud when you go flying by the moon.

Overall, my first impression is that it's neat, but the low res ruins the immersion in most things. I'll definitely buy one in the future, but only if it's the HD version, which at this point I assume the consumer version will be.

Motion sickness: I kept the thing on for a good 30 minutes and finally started breaking out in a sweat. Had to quit and go lay down for about 10 minutes. The only time I've ever been motion sick in my life to this point was on a glass-bottomed boat tour on a rolling ocean.

Later, I tried it again, and in Minecraft I got motion sick after about 15 minutes, but I think this was more due to me trying out Razer Hydra controls, which I could never quite get right.
 
I'm really looking forward to playing the Hell sections of Doom 3 in the Rift. For one thing I haven't played that far into the game since back in '03 or '04, but I remember loving the mutating environments. I'm sure it's ridiculous in the Rift.

Hell was the scariest part of Doom 3 and HL2. Really really intense and really awesome.
 
I had problems getting it to work yesterday and this may sound really weird but all I did was copy d3d9.dll and libfreespace.dll from the Perception folder into the Mirror's Edge Binaries directory. I was able to get it to work without even opening Perception and having it running. Strange I know but it worked just by opening Mirror's Edge from the binary folder

Yes I walked to the ledge and looked down and it's a very unsettling feeling. I felt like I was inside the world of Mirror's Edge and it's fucking awesome

Wow, this actually worked, thanks a lot! The mod still needs to be improved but it was excellent for what it is.
 
Yep, that sounds about right. I am 53XXX, am in the US and haven't heard anything yet on mine :(

I really have to set a mental limit for myself, checking oculusvr.com/sales everyday can't be good for my health.... I have to find a way to put this out of my mind.... not sure how!
 
Without reading all 64 pages of this thread. What does Skyrim support look like? Is it already out? Coming? If it is already out, how is it?


Playing modded Skyrim with Occulus rift would be amazing to me.
 
Man, I have huge tunnel vision in Rift. I guess it's a combination of my nearsightedness and using the C lenses, and a dash of astigmatism? Still, very disappointing, really breaks the immersion.
 
Had a rift back in May and sold it. Starting regretting it so I ordered another one that showed up yesterday. Got it out of the box..plugged it up...head tracking sensor doesn't work. FFFFUUUUUUU

Working with Oculus Rift support now for replacement. Should have kept the first one. :(
 
Had a rift back in May and sold it. Starting regretting it so I ordered another one that showed up yesterday. Got it out of the box..plugged it up...head tracking sensor doesn't work. FFFFUUUUUUU

Working with Oculus Rift support now for replacement. Should have kept the first one. :(

So I'm assuming that you ordered your second one in May?

Order #?

US or another country?

I ordered May 8th, still waiting patiently :) .
 
Man, I have huge tunnel vision in Rift. I guess it's a combination of my nearsightedness and using the C lenses, and a dash of astigmatism? Still, very disappointing, really breaks the immersion.

Get laser surgery and use the A cups. Don't be a pussy. Do it!
 
This one is odd but quite fun.

http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17956&hilit=Japan

Are there others that are rift compatible?

Yeah there was a post on reddit about Japanese games, a commenter was saying most of them were fetishism:

Hey Rifters!

Cymatic Bruce here, I have a new video up!
http://www.youtube.com/watch?v=DuTf95-7Nx0

Enjoy the exploration of a different culture's take on VR fantasies. :3

Demo Links:
Titan [by warapuri]:
http://www.unitygames.jp/game/ug7000490

Dogeza [by oukaichimon]:
http://ouka.s108.coreserver.jp/dogeza.html

Fantasy Night [by Hanguny]:
https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=1592

Lukalus Live and NSFW [by yuuji]:
http://bowlroll.net/up/dl21149
http://bowlroll.net/up/dl21083

Macross VF Sim [by SolidM]:
http://solidm.blog89.fc2.com/blog-entry-35.html

Miku 360 [by oukaichimon]:
http://ouka.s108.coreserver.jp/miku360.html

Mikulus and Mikulus River [by GOROman]:
http://bowlroll.net/up/dl19888
http://bowlroll.net/up/dl21181

Mysterious Race (Vanshiplus) [by nano06126728]:
http://bowlroll.net/up/dl20938

Tsuitekulus [by hecomi]:
http://bowlroll.net/up/dl20861

Vespa Test [by GOROman]:
http://bowlroll.net/up/dl19835

Yunalus [by ILLUSION]:
http://www.riftenabled.com/admin/app/235
 
So I'm assuming that you ordered your second one in May?

Order #?

US or another country?

I ordered May 8th, still waiting patiently :) .

No I bought the broken one in March from Oculus Rift. The one I had (and sold) in May I bought from a a guy on ebay.
 
Had a rift back in May and sold it. Starting regretting it so I ordered another one that showed up yesterday. Got it out of the box..plugged it up...head tracking sensor doesn't work. FFFFUUUUUUU

Working with Oculus Rift support now for replacement. Should have kept the first one. :(

Make sure you don't have the logitech gaming application installed. That was the problem I had to get the head tracking working.
 
Make sure you don't have the logitech gaming application installed. That was the problem I had to get the head tracking working.

Yeah that was the problem for me when I had the first one but this time I think it's just busted. I've tried multiple usb cords and I even plugged it into my wife's macbook pro and it doesn't detect it either.
 
Yeah there was a post on reddit about Japanese games, a commenter was saying most of them were fetishism:

Hey Rifters!

Cymatic Bruce here, I have a new video up!
http://www.youtube.com/watch?v=DuTf95-7Nx0

Enjoy the exploration of a different culture's take on VR fantasies. :3

Demo Links:
Titan [by warapuri]:
http://www.unitygames.jp/game/ug7000490

Dogeza [by oukaichimon]:
http://ouka.s108.coreserver.jp/dogeza.html

Fantasy Night [by Hanguny]:
https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=1592

Lukalus Live and NSFW [by yuuji]:
http://bowlroll.net/up/dl21149
http://bowlroll.net/up/dl21083

Macross VF Sim [by SolidM]:
http://solidm.blog89.fc2.com/blog-entry-35.html

Miku 360 [by oukaichimon]:
http://ouka.s108.coreserver.jp/miku360.html

Mikulus and Mikulus River [by GOROman]:
http://bowlroll.net/up/dl19888
http://bowlroll.net/up/dl21181

Mysterious Race (Vanshiplus) [by nano06126728]:
http://bowlroll.net/up/dl20938

Tsuitekulus [by hecomi]:
http://bowlroll.net/up/dl20861

Vespa Test [by GOROman]:
http://bowlroll.net/up/dl19835

Yunalus [by ILLUSION]:
http://www.riftenabled.com/admin/app/235

Do you mean looking at anime pics in 3D? no action
 
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