Oculus Rift - Dev Kit Discussion [Orders Arriving]

I just experienced the Tuscany demo and promptly shat myself! I cannot believe how this thing literally transports you to another place!!

If you've got the Rift dev kit, download the Tuscany demo and have it be the first thing you experience!

Oh and put on some music, as the demo has no sound.

Note: Many of you will want to wait for the consumer version, as the resolution is VERY low and the screendoor is in full effect here! Apart from that, the future just started today!

/plugs back in

Will have more later!! /BOOM
so what you are saying is wear a diaper. Got it.
 
so jealous, mine will be weeks yet :/ anyone care to test how much forcing sgssaa or downsampling can alleviate the low resolution
 
Not going to address physical pixel visibility with downsampling.
I think it should help with jaggy edges though. I'm not sure how, or if, it will affect the psychological effect of the brain melding the screen door effect away, mentioned in referenced to TF2.
 
Apparently the initial shipment was 300 Rift's, with some people getting two of them. That is...that is an incredibly low amount if it's true.
 
Apparently the initial shipment was 300 Rift's, with some people getting two of them. That is...that is an incredibly low amount if it's true.

Could just be one days shipments. Five business days would be around 1,500 which lines up with their recent update.
 
Where is that information coming from?

Here

The first 300 units are either on their way or have already landed.

The boxes also have XXX/300 written on them (with X being whatever number the person is receiving).

Could just be one days shipments. Five business days would be around 1,500 which lines up with their recent update.

I know very little about how shipping large quantities of product works. Would it make sense to ship 300 at a time instead of a bigger batch if they had them to ship?
 
I think people are making that assumption because the boxes are labeled xxx/300.

That very well could be. Since they're all exactly the same, it seemed odd to label them individually. There's no difference if number 1 receives the box intended for number 300, or vice versa, so why do it?

Hopefully we'll see 301/600 tomorrow or something.
 
Here



The boxes also have XXX/300 written on them (with X being whatever number the person is receiving).



I know very little about how shipping large quantities of product works. Would it make sense to ship 300 at a time instead of a bigger batch if they had them to ship?


Depends how they are doing it. If they are using an external company, it might be cheaper for them to have a steady stream of regular work based on projected production, allowing resources to be allocated efficiently, rather than a Big Bang once every 2-4 weeks as shipments come in from china.
 
So I've only played around with the Tuscany demo, but here are some quick impressions.

Overall, it's very impressive. Perhaps the best thing about it is that it just works. The whole thing sort of short-circuits your brain so you don't really notice the technology. The pixels are definitely visible, but after a couple of minutes I didn't really notice them, but I could understand if others find it more of a problem. The first time I turned around in the chair was kind of a "wow" moment. For me, the fidelity in the head tracking and the FOV were both really impressive. I can't wait to try it out with other stuff.

Besides the pixels, I would say the one real downside is that there's a definite disconnect between looking around in the goggles and looking with the controller. You have to get used to when you just want to move your head to look versus when you want to use the controller. It's probably something that will get more natural as I use it more, but it's definitely weird, largely because the rest of it feels so convincing.
 
Besides the pixels, I would say the one real downside is that there's a definite disconnect between looking around in the goggles and looking with the controller. You have to get used to when you just want to move your head to look versus when you want to use the controller. It's probably something that will get more natural as I use it more, but it's definitely weird, largely because the rest of it feels so convincing.
What I'm guessing about the controller movement is that slower motion and vehicle motion are going to work out better. Or at minimum, motion that ramps up gradually.

I'm guessing that if you were wearing say, some sort of jetpack with gradual acceleration and deceleration, it would "feel" more believable.
 
What I'm guessing about the controller movement is that slower motion and vehicle motion are going to work out better. Or at minimum, motion that ramps up gradually.

I'm guessing that if you were wearing say, some sort of jetpack with gradual acceleration and deceleration, it would "feel" more believable.

That makes some sense. After a bit more time in the demo, I would say that the controller feels better than mouse+keyboard, probably for exactly these reasons. I'd also so the decision they made to lock down the controller so you can only use it to look left and right (keeping up and down for the rift) makes a lot of sense. I could feel myself adjusting to it as I screwed around with the demo, so I wouldn't be surprised if it's eventually not a problem.
 
Just tried the demo. This is brilliant! I see some initial teething problems before the developers figure out good control mechanisms. It is so much closer to reality than other 3D tech I have tried, the lack of head bob and unnatural movement speed makes things a bit disorienting. I don't know how to phrase it, but maybe something along the lines of the uncanny valley for face tech?
 
Man, I want one even more now than I did when it was just a concept. This is like the Minecraft of gaming gimmicks; comes out of nowhere, surprises everyone and is on its way to becoming a huge success (almost) just by word of mouth.

In a sense, it's like the first time the Wii was publicly shown all over again. The concept has been tried before, but this time around it actually works. And it seems to have the same 'insta-click' effect the Wii controller had, where people see its potential the first time they try it.

Now the only thing the Rift needs is some good dev support (unlike the Wii), but that doesn't seem to be a problem seeing its popularity even in the developers community. And support for the Rift can of course be applied to a lot of older games unlike motion controls, so the amount of games actually shouldn't be a problem. Even if they just make this thing work with Minecraft I'd buy it.

Keep the impressions coming guys!
 
These first impressions sound really awesome. Can't wait to see what a consumer version looks like at the end of the year...
 
Do we know anything about using two Rifts at the same time?

As in two people with their own Rifts, hooked up to the same computer

Functionally in regards to that there will be no change, the Rift is just a monitor/controller and has no mandate for supporting local system multiplayer, that is still on the developer just as in any other instance.
 
Anyone in the Denver area getting one want to let me come try theirs out? Ill throw you some cash just to check it out for half an hour or so. Ill be waiting for the consumer model, but goddamn do I want to check this thing out.
 
I just hope this is the beginning of a wave of first person exploration and adventure games, and even a shift in focus from combat to other things. The Witness looks like it could be just amazing with this thing.

Yeah hopefully a lot of random experiences like holidays to a virtual beach, town.
Having a virtual house.
More games like Mirror's Edge or experiences like Dear Esther.
Or even education related like some sort of virtual surgery practice
 
Not going to address physical pixel visibility with downsampling.
True, but without proper AA (which means something much better than post-AA) the usual artifacts (aliasing obviously, edge/shader shimmer, texture noise, etc.) will be far worse at such a low resolution.

However, I believe they said they already included the option for downsampling in their SDK integration with the major engines, so that shouldn't be a major issue.
 
However, I believe they said they already included the option for downsampling in their SDK integration with the major engines, so that shouldn't be a major issue.
Megaton if true. No more shitty forced SGSSAA. I would kill for built-in downsampling support in UE.
 
For anyone who hasn't added yourself an indie developer account yet, do that. There are some interesting posts on the forums, for instance a thread started by Notch. :P

And about the UDK, this is hopefully in the UDK, or at minimum involved in the UE3 integration:
A few of the optimizations included in the Oculus - Unreal Engine integration:
- Added roll and z-depth to shaders
- Optimized low latency VR rendering - sensor update on the render thread, disabling GPU buffering and adding full scene super sampling (1.5-2x)
- Made UI and videoes work with head tracking and z-depth
- Players can now head-look during Matinee sequences
- Added console commands and config settings for all parameters
It seems to mention full scene super sampling up to 2x. :D
 
For those with a kit, is the sdk set worth getting if you're a huge vr fan but not a developer? Is it hard to setup?
 
I just experienced the Tuscany demo and promptly shat myself! I cannot believe how this thing literally transports you to another place!!
Arrgh ... man, stfu!
Tell more, please!

If you've got the Rift dev kit, download the Tuscany demo and have it be the first thing you experience! ...
Will do. But first the Rift has to arrive. Damnit!

Have created an indie developer account, nick: ps. Time to study the SDK in
detail. If anyone is interested in making fast and breath-taking 3d Rift
games, hit me up. Actually, I'm looking for a native c/c++/asm programmer with
a hang to mathematics that goes alongside with we programming the hell out of
the Rift and whatever console comes next.
 
For those with a kit, is the sdk set worth getting if you're a huge vr fan but not a developer? Is it hard to setup?

And if you're really mainly interested in the demos etc, will those be distributable separately?


For anyone who hasn't added yourself an indie developer account yet, do that. There are some interesting posts on the forums, for instance a thread started by Notch. :P

Would love minecraft, and it already does anaglyph 3D, but I don't know if they could do the warping, and the HUD would need a huge amount of work
 
Is that when they are planning for it to come out? If so that's earlier than expected!
There hasn't been any information on the planned release date of the consumer version so far.

Megaton if true. No more shitty forced SGSSAA. I would kill for built-in downsampling support in UE.
Erm, when it works SGSSAA is a far more effective AA method (in terms of IQ/performance) than the OGSSAA of downsampling.
 
There hasn't been any information on the planned release date of the consumer version so far.

Erm, when it works SGSSAA is a far more effective AA method (in terms of IQ/performance) than the OGSSAA of downsampling.

I sadly have a horrible time setting negative LOD Bias always. It seems to not affect the blur...
sadly
 
I sadly have a horrible time setting negative LOD Bias always. It seems to not affect the blur...
sadly

don't drivers nowadays do that automatically ? (Nvidia at least)

Vids are starting to appear on the YT
http://www.youtube.com/watch?v=qZXZ9FImiTg

will looking around in TF2 also move the head of your player model so that other players can see I shelled out $330 for a VR headset ? 8)

(theyll see if you equip the Oculus hat :p)
 
MERCIFUL CHRIST! Awesome demo of Rift with Hydra:
http://www.youtube.com/watch?v=07IwxUD8N8E&feature=player_embedded

The Oculus Rift and Razer Hydra Are a Winning Combo

If you intend to develop for the Rift and haven’t jumped on the Razer Hydra bandwagon yet, I highly advise that you do so (don’t miss their current sale).

Interacting with the Tuscany demo using the Razer Hydra was not only natural — it was fun! Reaching out and touching objects with your own virtual hands is miles more immersive than using a keyboard and mouse. You can do things with the Rift and the Hydra that you simply can’t do with a monitor and traditional input.

The moment that really sold me was when I tossed a basketball up into the air above my head (see 3:35 in the video). I threw it in a way that the trajectory of the ball would have it landing somewhere slightly behind me. My natural reaction was to look at the ball as it was coming down, lean back, and grab it — and that’s exactly what I did. I didn’t have to think to myself, ‘how do I need to move the controls in order to do what I want to do,’ I simply followed the ball as it flew through the air, reached up behind me, and plucked it out of the air.

I was blown away the moment I caught the ball and realized what had just happened. The immersion that comes from the Rift and the Hydra is extremely impressive and vividly promising. The barriers that separate humans and computers are falling away before our very eyes.
http://www.roadtovr.com/2013/03/30/...13-oculus-rift-razer-hydra-tuscany-unity-demo

Playing with the objects, especially ball, is so awesome. With Rift and Hydra, we will finally be able to get awesome volleyball videogame! [more stationary than basketball]
 
How would PlayStation moves differ from the hydra (other than the lack of analog joysticks)? I found tumble a great experience using move on a 3DTV

That video was awesome. And to think the Hydra was $40 on Woot the other week.

They're offering it at 50% off for rift buyers at the moment
 
Obviously these things will need to come from the indie scene, but adventure games built with Rift/Razer in mind would be so cool.
 
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