Oculus Rift - Dev Kit Discussion [Orders Arriving]

Unsure if anyone else has posted this demo yet, but man is it sweet:

http://blog.kiteandlightning.la/arttech-demovirtual-reality-iron-man-ui/

Very short but very polished, it's a little Batcave demo that shows off some mindblowing 3D holographic UI stuff. Just so cool. A little taste of what AAA quality production can be in VR. It's a must try for anyone who has a Rift, without a doubt. I'm upset there isn't a Mac version that I could show off to people at work, because this is AWESOME. Just wish it wasn't so short...
 
Unsure if anyone else has posted this demo yet, but man is it sweet:

http://blog.kiteandlightning.la/arttech-demovirtual-reality-iron-man-ui/

Very short but very polished, it's a little Batcave demo that shows off some mindblowing 3D holographic UI stuff. Just so cool. A little taste of what AAA quality production can be in VR. It's a must try for anyone who has a Rift, without a doubt. I'm upset there isn't a Mac version that I could show off to people at work, because this is AWESOME. Just wish it wasn't so short...

Tried that two days ago. It is really well done, but as you said, short. The holographic UI was incredibly cool with the Rift.

I just wish I could have gotten in the Bat mobile and drove off. :(
 
What's the best demos using the Razer Hydra?

Not a demo, but the Half Life 2 VR mod is the very best use of the Hydras still, I have played the entire game through including Episode 1 with it and it is mind blowing:

http://vrmods.wordpress.com/instructions/

PS - the instructions on that page are 90% valid still, the only difference is, Valve have changed the way Half Life 2 runs in VR mode now, the executable no longer accepts the -vr parameter, instead you just toggle it on the main menu options screek I think.
 
sorry for doublepost but man... is the crystal cove already outdone?

https://twitter.com/DaveOshry/status/434027067835822080

I just saw the future of VR at @Oculus. Wow. Even if you've seen Crystal Cove. Even if you were at Dev Days. You ain't seen nothing yet.

edit:

and he posted on reddit: http://www.reddit.com/r/oculus/comments/1xulre/oculus_has_a_prototype_even_better_than_ccvortex/

Stop creeping on my Twitter! I didn't even know there was an r/Oculus - hah!

I'm under NDA obviously, but the tech that Oculus is preparing for the final consumer version is the best VR I have ever seen. I wanted to stay in it and walk around, but the room was only so big and I only had so much time. Everything was perfect. The fidelity, the latency, the scale, the presence. It was the first time I truly felt like I was in VR.

Do I regret backing the Kickstarter or having multiple DK1s? Absolutely not. If anything, it's amazing to see how far the technology has come since I first met Nate and Palmer in a room at Quake Con with duct tape and ski goggles.

If I'm allowed to say more, I always will. @DaveOshry is the best place to find me. I'm as excited as you guys are. Which is why I'm making an Oculus-ready game.

Also, subbed!
 
Interesting that he says

I wanted to stay in it and walk around, but the room was only so big and I only had so much time.

I thought Oculus was targeting a seated experience for V1? Crystal Cove really only works when you're seated too and facing the camera (else you turn 180 degrees and you likely lose positional tracking which is probably a weird experience to have it suddenly go away).

I wonder if he got to see a prototype of V2? Maybe just a tech demo and something Oculus may/may not productize? After all, in pictures of Oculus HQ, you could see a room which had multiple motion cameras which looked like it could handle a headset moving in space similar to the Valve setup.

Hell, maybe they are designing Crystal Cove to be modular. Right now they only showed off one camera in front of someone. What if Oculus sold additional cameras users could buy and setup if they wanted full 360 degree tracking? The cameras are likely fairly cheap to fit within Oculus' price target so it's possible, but may be something that is optional and only for hardcore users or something?

Maybe he didn't mean that literally and I'm just overblowing it?

Can't wait to hear more from Oculus about what their actual consumer plans are!
 
Very exciting. Too bad he couldn't give more details. I wonder if this demo they are now showing to developers like him is intended for the initial CV1 or if they are doing a Valve-ish "Hey look at what we'll be doing in a couple years."
 
Maybe he didn't mean that literally and I'm just overblowing it?

He said:

I believe they're still aiming for a seated experience, so don't get too excited! I only said that I wanted to walk around, not that I could :-p

But i can imagine that you can get 360 degree with a extra cam or extra IR-LEDs for the back of your head. Or you can mount the cam on your rift and put IR-LEDs around you. A cam inside the rift would be just the best, you would get real life video stream and AR possibilities but maybe it´s just to hard to set up for consumer use.
 
I think Oculus won't pursue a non-seated experience until they can build a wireless rift. Tripping on the cord or having to invest in some sort of ceiling harness isn't particularly consumer-friendly.
 
Playing Half Life 2, I find that when the subtitles or HUD life/power gauges pop up, I often see them in double vision and have to focus on them to make them clear. Is there some adjustment I can make to account for that, do I just have shitty vision, or is that normal?
 
He said:



But i can imagine that you can get 360 degree with a extra cam or extra IR-LEDs for the back of your head. Or you can mount the cam on your rift and put IR-LEDs around you. A cam inside the rift would be just the best, you would get real life video stream and AR possibilities but maybe it´s just to hard to set up for consumer use.

Although, I'm sure the IR camera isn't going to add a whole lot to cost, It's sounding like they will have to include it. That plus the OLED panel is giving me the impression that they will end up hitting a $499 or higher price point. Then there is the upgrades you might need to do if you want a good experience in most AAA games. Hmmm... hopefully none of this will be much of a problem and you can use current hardware to get good enough performance.


Hope we'll see the UHD panel by CV1... And praying to the techno gods that we will get a good price lol.
 
I saw an interview with Palmer where he explained more about the positional tracking. The Crystal Cove has various sensors in it that approximate your position. It uses these in combination with the tracking camera. So even if you turn away from the camera, there is still some positional tracking, just less accurate. It doesn't seem like a huge deal, and I'm sure that their onboard sensors will continue to improve.
 
No harm in supporting it, I suppose, but its purposes are very narrow and overlap pretty significantly with what the consumer rift is supposed to deliver, unlike something like CastAR. I'd guess that low FOV means that watching movies will probably be better on an HD rift anyways.
 
I saw an interview with Palmer where he explained more about the positional tracking. The Crystal Cove has various sensors in it that approximate your position. It uses these in combination with the tracking camera. So even if you turn away from the camera, there is still some positional tracking, just less accurate. It doesn't seem like a huge deal, and I'm sure that their onboard sensors will continue to improve.

It gracefully falls back to what we currently have on the DK1, which is rotational tracking. Not positional. It's not just about accuracy, you completely and suddenly lose translation movement so chances are your brain and stomach won't be fans of that.

It's better than nothing of course and it might work well enough for some type of games.
 
Found this gem, NaissanceE, thanks to the gaf high res pics thread. This is one of the sorts experiences I can't wait to have through VR - inexplicit exploration in unfamiliar environments. Devs seem to be open to Rift support, and there doesn't appear to be any technical hurdles in implementing it.
 
Haha I saw this about a month ago when I was watching dreadhalls videos, and later recognized your avatar here. Gotta say your "Gooonne, byyee, cya later you scary bitch!" Had my dying of laughter first time I saw it.
Haha awesome :D glad you liked it.

Horror games are soooo fun on the rift. "Terrorift" is another great one
 
It gracefully falls back to what we currently have on the DK1, which is rotational tracking. Not positional. It's not just about accuracy, you completely and suddenly lose translation movement so chances are your brain and stomach won't be fans of that.

It's better than nothing of course and it might work well enough for some type of games.

But, as has been said it's all about accuracy, the Crystal Cove has sensors on all sides so it won't have to "fall back", just become less accurate. Unless you're doing backflips or walk away or something, I guess...
 
It gracefully falls back to what we currently have on the DK1, which is rotational tracking. Not positional. It's not just about accuracy, you completely and suddenly lose translation movement so chances are your brain and stomach won't be fans of that.
Are you sure about that? I assumed it could fall back on integrating accelerometer data for short losses of absolute positioning information, and re-calibrate automatically again once you face the camera. Obviously that's only for short losses of signal, like looking behind you for a second.
 
Found this gem, NaissanceE, thanks to the gaf high res pics thread. This is one of the sorts experiences I can't wait to have through VR - inexplicit exploration in unfamiliar environments. Devs seem to be open to Rift support, and there doesn't appear to be any technical hurdles in implementing it.
I've been playing it, but there's like an hour or so where it would not only be crazy seizure inducing (super bright black or white flashes), but you basically can't see anything. It would be really frustrating and potentially dangerous I would think.

The "normal" parts of the game where you can explore architecture would be great for the Rift, I just wish some games had only that part. :P
 
I dunno if anyone else is enjoying it, but AAaAaaAAAAaAaAAA for the Awesome is so good with the Rift. Falling is the best, and the trippy environments are super rad.

This is basically why I want it. Need a new pc first...but can't wait to try it!
 
Is there any estimate of when the CV1 is actually going to launch now? I'm getting more excited every week now, but the launch seems to be pushed further back everytime I check..
 
Is there any estimate of when the CV1 is actually going to launch now? I'm getting more excited every week now, but the launch seems to be pushed further back everytime I check..

Later this year at the earliest and 2015 at the latest unless something goes really wrong on their end. My guess right now is mid 2015 but I'd love to be wrong and see a Q4 2014 launch.
 
Later this year at the earliest and 2015 at the latest unless something goes really wrong on their end. My guess right now is mid 2015 but I'd love to be wrong and see a Q4 2014 launch.

Damn, 2015 really sounds so far.. Last year I was hoping it would be H1 2014, we all know that's never going to happen.
 
I've been playing it, but there's like an hour or so where it would not only be crazy seizure inducing (super bright black or white flashes), but you basically can't see anything. It would be really frustrating and potentially dangerous I would think.

The "normal" parts of the game where you can explore architecture would be great for the Rift, I just wish some games had only that part. :P

I'm sure every present game has some sort of issue like that, but the idea of this sort of experience is what makes me so excited for VR.
 
Cliffy B just posted on his blog, sounds like he just saw the newest Oculus prototype too:

http://dudehugespeaks.tumblr.com/post/76895976512/the-reality-of-virtual-reality



"It seems like every time a good/great 3d game comes out one of the first things I almost always read on the Internet is

"OMG IMAGINE THIS ON THE OCULUS RIFT."

STOP.

STOP.

FFS STOP."



"Having seen the latest of what the tech has to offer (and I believe a myriad of experiences are going to continue to blossom for the emerging tech) there’s one sensation that I couldn’t get out of my head, and it’s the true feeling of flight. I have a recurring dream in which I’m being chased by a monster and if I concentrate hard enough I start flying up, up and away, gleefully flipping off whatever beast is in pursuit. In one of the recent demos, when I looked down, I had that very same sensation of flight and it was thrilling.

I have never, ever had that outside of a dream. Ever.


And for those of you who like to dismiss the tech saying “Oh it’s just like 3d, no one will want it” you obviously haven’t used it."



Even having only used the dev kit, I agree with him on basically every point. Anyone with a little foresight can see that the near future of this tech is VERY bright. The population at large has no idea how powerful this thing is going to be.
 
Looking forwad to playing a game with the release version of OR where you actually sit in a chair/couch etc. that hovers slightly above any surface and moves about. So, not a mech or plane cockpit, a car or anything like that. Just your chair.

By looking down you'd see your sitting body moving according to OR's motion sensor tech. There would be tons of chair/couch etc. models to choose from to help closely or exactly match the one you're sitting on. If your feet are not dangling the virtual chair would have a rack for your legs for improved immersion factor.
 
Looking forwad to playing a game with the release version of OR where you actually sit in a chair/couch etc. that hovers slightly above any surface and moves about. So, not a mech or plane cockpit, a car or anything like that. Just your chair.

By looking down you'd see your sitting body moving according to OR's motion sensor tech. There would be tons of chair/couch etc. models to choose from to help closely or exactly match the one you're sitting on. If your feet are not dangling the virtual chair would have a rack for your legs for improved immersion factor.
I know just the chairs!

chairs16jux.png
 
Looking forwad to playing a game with the release version of OR where you actually sit in a chair/couch etc. that hovers slightly above any surface and moves about. So, not a mech or plane cockpit, a car or anything like that. Just your chair.

By looking down you'd see your sitting body moving according to OR's motion sensor tech. There would be tons of chair/couch etc. models to choose from to help closely or exactly match the one you're sitting on. If your feet are not dangling the virtual chair would have a rack for your legs for improved immersion factor.

Someone needs to take Mechwarrior Online away from Piranha Games and make it an OR title. I'd never take it off again. There's literally no limit on how much money I'd be willing to spend on a game like that.
 
So, I found this: an Oculus Rift Simulator

Played around with the in-program settings, as well as my desktop settings.

For those with dev kits, is this an accurate representation of what the picture is like?

Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.

The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.

I'm out unless CV1 has a 100-120hz panel.
 
So, I found this: an Oculus Rift Simulator

Played around with the in-program settings, as well as my desktop settings.

For those with dev kits, is this an accurate representation of what the picture is like?

Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.

The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.

I'm out unless CV1 has a 100-120hz panel.


In a way, yes. But not really. It's as close as a 2D screen representation could be, I guess. As bad as the resolution and pixel smearing is, the FOV, scale, and pure natural 3D you get from looking through the Rift's lenses makes it MUCH more palatable, believe me. But yea the consumer version will no doubt be a huge, needed leap from the DK1 for the average consumer.
 
So, I found this: an Oculus Rift Simulator

Played around with the in-program settings, as well as my desktop settings.

For those with dev kits, is this an accurate representation of what the picture is like?

Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.

The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.

I'm out unless CV1 has a 100-120hz panel.

The current Rift's ghosting does not look nearly as terrible as it does in the simulation. I imagine the reason it looks that bad in the simulation is to make it so that the low persistence mode can show a noticeable improvement. You have to remember, the simulation running on your monitor is likely running at 60Hz instead of the 80-120Hz Oculus may choose to define the low persistence threshold as. So because the simulation cannot technically show low persistence on your monitor, it has to move the baseline down to something a bit crummier.

I guess an analogy would be watching an advertisement comparing 4k televisions to 1080p ones on your 1080p television, and the commercial showing a much crisper image on the 4k screen despite the fact that you shouldn't actually be able to resolve a difference between the two on your tv. They just had to make the 1080p image look a little worse than reality.
 
So, I found this: an Oculus Rift Simulator

Played around with the in-program settings, as well as my desktop settings.

For those with dev kits, is this an accurate representation of what the picture is like?

Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.

The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.

I'm out unless CV1 has a 100-120hz panel.

Not really, DK1 is much worse in terms of pixel structure. That simulation looks more like like a DLP projector or something. In reality the RGB sub-pixels and black interspacing are crystal clear, neither of which are really visible in the simulation. It's still a neat example though.
 
Good to know the effect is really exaggerated.

Still, anything other than a 120hz panel would be a step down from what I currently use, but I'm sure the guys at Oculus are very much aware of how important high refresh rates are from a gaming perspective.
 
I know its already been said but the blurring in that simulator is very exaggerated, as is the "screen door effect", DK1 would be unusable (for consumer enjoyment IMO anyway) if it was like that and while its far from perfect its also nowhere near unusable.
 
Well, it's official guys. No more Dev Kits (DK1) will be produced.

Posted by Oculus Community Manager Cybereality:

"Certain components used in the Oculus Rift developer kit are no longer being manufactured, meaning they are no longer available to us for production. As a result, we don't have the necessary materials to produce additional kits. We still have some stock available, but we're quickly running out. We are looking into alternate sources for the needed components, and we don't yet have a timeline for when additional units will be available. We'll be sure to keep everyone posted.

As we sell out of inventory in each region we plan to suspend sales in that region until we are able to deliver new orders. Currently we are only selling and shipping to the following countries:

United States
Canada
Countries in the European Union
Japan
South Korea
Australia
Switzerland
Norway

We never expected to sell so many development kits and VR only made this much progress with the community's support and enthusiasm. Even though we never wanted to sell out, it's a good problem to have -- Thank you!"



But you all know what this could mean....

DK2/CV1 announcement @ GDC?!
 
If they're going to announce a DK2 in a few weeks, this is a lame way to get rid of their current stock if you ask me.. Even if it's true what they are saying, you can at least give a hint of a new DK.
 
Exciting to see some movement on that front. Crossing fingers for GDC though even if devkit v.2 is announced I wouldn't expect delivery before August at the earliest.
 
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