Oculus Rift - Dev Kit Discussion [Orders Arriving]

The verge wrote this yesterday:

When we visited the Oculus headquarters a few weeks ago, we learned there were about 10,000 headsets ready to ship

This is the second time they've written that info. Are we really just waiting for them to get stuffed in boxes and shipped out? That goes against everything else we've ever been told, but this is the second time that info has been printed by The Verge. Are they still just wrong?

MERCIFUL CHRIST! Awesome demo of Rift with Hydra:
http://www.youtube.com/watch?v=07IwxUD8N8E&feature=player_embedded


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]

I'm waiting the input wars out. I think Leap Motion integration is going to come on fast and strong, or Move integration, or Wiimote, or whatever. I just know that I'm not plunking down my money until I'm sure. That looks awesome though, and it's definitely where this tech needs to go.
 
I think having physical controllers in hand will be better than Leap. Leap offers small and fixed workable area in front of user, and hydra/move can be used in much more ways. That RoadToVR guy specifically mentioned that his greatest immersion moment happened when he turned around and grabbed the ball on instinct. That cant happen with Leap.
 
Gone through the SDK. Quite interestingly, to render for the entire FOV on
the 1280x800 screen the render target needs to be set at 1600x1000 to produce
a texture large enough for the distortion operation to fill the Rift's screen
in such a way that its FOV is fully covered if one doesn't want to sacrifice
image quality due to scaling. Hence, 1600x1000 at 60fps instead of 1280x800
as many have thought.

What might be interesting as well is playing with the projection matrix and
distortion function itself. This may perhaps lead to new effect useful for
certain games. 8)
 
I think having physical controllers in hand will be better than Leap. Leap offers small and fixed workable area in front of user, and hydra/move can be used in much more ways. That RoadToVR guy specifically mentioned that his greatest immersion moment happened when he turned around and grabbed the ball on instinct. That cant happen with Leap.

I could see Leap being useful in certain circumstances, but it does seem like Hydra has the best compatability and lowest latency (assuming the base is close, which if you're using Rift, shouldn't be an issue) of all the listed options. Also agree about physical being better for most cases.
 
Have any shown up in Canada yet? I'm #118, but I've been out of town for a couple of days. It'd be slick if it was waiting when I got back.
 
They need to release the consumer version already! Damn it! Im looking forward to this more than the ps4/720/HD Zelda :/
 
MERCIFUL CHRIST! Awesome demo of Rift with Hydra:
http://www.youtube.com/watch?v=07IwxUD8N8E&feature=player_embedded

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]

Oh WOW, I just realized something, imagine playing a fighting game like this, punch and block.
Or a sword fight with or without a shield. Multiplayer against a friend.

The possibilities are endless.
 
They need to release the consumer version already! Damn it! Im looking forward to this more than the ps4/720/HD Zelda :/

I don't know if Oculus is coming to consoles, but if it comes down to it, I will choose VR and a new PC over the next gen consoles in a heartbeat. I've been wanting a compelling VR experience for what seems like forever now.
 
Erm, when it works SGSSAA is a far more effective AA method (in terms of IQ/performance) than the OGSSAA of downsampling.
Which seems to be almost never for me, hence why as a solution it's not by any means fantastic. It looks great when it works, yeah, but what's the point if it hardly ever works? The more engines with built-in downsampling support the better. Forcing a solution through your driver should be a last resort.
 
Have any shown up in Canada yet? I'm #118, but I've been out of town for a couple of days. It'd be slick if it was waiting when I got back.

I'm #107 in mid-Ontario and there's nothing yet. A Tuesday delivery wouldn't surprise me though.
 
Which seems to be almost never for me, hence why as a solution it's not by any means fantastic. It looks great when it works, yeah, but what's the point if it hardly ever works? The more engines with built-in downsampling support the better. Forcing a solution through your driver should be a last resort.
The point is that I'd rather have engines implement good AA than gloss over it by allowing downsampling and considering the problem solved. Downsampling is effective, but it's by no means efficient.
 
Damn this thing looks awesome. I really really want one but I am not good with SDKs or anything like that at all, so I don't think I'd get the full use out of it right now. But I really wanna experience it
 
Amazing stuff.

These guys have such a solid business going forward.

Since it's "just a display" they can sell different versions, from high-end to entry level.

They can even plan yearly hardware refreshes, changing resolution, screen quality, etc.

I'd just buy every new one every year.
 
You can totally cross-eye those videos. MOAR.
 
Oh WOW, I just realized something, imagine playing a fighting game like this, punch and block.
Or a sword fight with or without a shield. Multiplayer against a friend.

The possibilities are endless.

Wielding the sword or moving something heavy is not good, because our hands are not receiving feedback. Working with small objects or just waving our hands [casting spells] is much better. It doesn't break the illusion of VR...
 
Well, the hydra and the rift seem to be a really good fit for the time being. But i'm really looking forward to the Novint Xio if they manage to get it done in the near future. Naturally grapping the basketball is great, feeling its weight and texture while doing so must be really...real?
 
Well, the hydra and the rift seem to be a really good fit for the time being. But i'm really looking forward to the Novint Xio if they manage to get it done in the near future. Naturally grapping the basketball is great, feeling its weight and texture while doing so must be really...real?

The only thing that worries me a little about the Xio is they had the same exact "coming soon" when the Sony HMZ still hadn't been released. Hopefully the Rift spurs them to get going on it though. I don't even understand what I'm looking at, but it's so mental looking it looks like a perfect fit.
 
rift + hydra looks so awesome :O

imagine a Minecraft like game where you can scale the size of everything with your two hands, shape and form things with your hands and have a Dead Space like UI for first Person View :D (dead space UI should be standard for Rift + Hydra combi)

Imagine a D&D game where the Dungeon Master can really control the world :P

Or a Superman Game where you can throw Cars like Paperballs, fly around or can destroy everything (frostbite 3 engine :>)
 
Hydra looks interesting but I'm sure Oculus or Valve or another company will come out with a much better solution in time, in which you hopefully wont always feel like you're holding a controller rather than whatever object, eg a resistive/tracking glove, with much better accuracy/latency.
 
rift + hydra looks so awesome :O

imagine a Minecraft like game where you can scale the size of everything with your two hands, shape and form things with your hands and have a Dead Space like UI for first Person View :D

Imagine a D&D game where the Dungeon Master can really control the world :P

Or a Superman Game where you can throw Cars like Paperballs, fly around or can destroy everything (frostbite 3 engine :>)



The only videogame that can establish VR worlds found in Snow Crash or Ready Player One is a mashup of MMO genre, Minecraft and Media Molecule sculpting demo. That combination truly enables users to create any world imaginable.

Hydra looks interesting but I'm sure Oculus or Valve will come out with a much better solution in time, in which you hopefully wont always feel like you're holding a controller rather than whatever object, eg a resistive/tracking glove, with much better accuracy/latency.

Dont ignore the power of physical buttons. They are great for so many things, and if we dont have them, we are unable to to gazilion things.
 
I've read the site but I haven't seen any details regarding my doubt, so I'll ask here.

Assuming I pre-order this thing (I've been considering saving up, and it's by no means a small investment with my income in this country), do I get any sort of privilige when the consumer version releases? Do we get the final version for free, some sort of big discount, or just need to buy it again at whatever full price they decide on?

I'd love to develop and play around with the thing, but if getting the dev kit doesn't really give me a benefit for the consumer version, it might be better I just wait it out and save up for the consumer version instead. Otherwise I'll just be stuck with the prototype for another year...

Not really demanding to get stuff for free, but being an aspiring developer with a tight budget doesn't mix very well.
 
Dont ignore the power of physical buttons. They are great for so many things, and if we dont have them, we are unable to to gazilion things.

That's whats great about a glove solution, you can use your hands to do anything, you're not tied to a specific controller. You can hold a prop gun, a baton, a move/hydra-like controller, a steering wheel, etc and there's no breaking immersion unless you want to.
 
Ha now I want a hydra too

The Hydra on its own sucks though. I got one last year and it's a pretty poor motion control peripheral. Also it had problems with certain monitors, the light from the monitor would cause major stuttering in the Hydra even if you didn't touch it, it would bounce all over teh screen.
Looks like the rift could actually make the Hydra good.

You know what I want? Amnesia with the rift and Hydra mixed together well. Now THAT'S a frightening experience
 
I've read the site but I haven't seen any details regarding my doubt, so I'll ask here.

Assuming I pre-order this thing (I've been considering saving up, and it's by no means a small investment with my income in this country), do I get any sort of privilige when the consumer version releases? Do we get the final version for free, some sort of big discount, or just need to buy it again at whatever full price they decide on?

I'd love to develop and play around with the thing, but if getting the dev kit doesn't really give me a benefit for the consumer version, it might be better I just wait it out and save up for the consumer version instead. Otherwise I'll just be stuck with the prototype for another year...

Not really demanding to get stuff for free, but being an aspiring developer with a tight budget doesn't mix very well.

Nope, no discounts for consumer version (which is probably a year off honestly).
 
Hydra looks interesting but I'm sure Oculus or Valve or another company will come out with a much better solution in time, in which you hopefully wont always feel like you're holding a controller rather than whatever object, eg a resistive/tracking glove, with much better accuracy/latency.

Have you used Hydra? Because the PR rhetoric about the magnetic field makes it seem like the most accurate and low latency device out there. You just have to be close, wired, and can't have interference (all of which becomes less of a deal where you're corded up to a Rift anyways).
 
Have you used Hydra? Because the PR rhetoric about the magnetic field makes it seem like the most accurate and low latency device out there. You just have to be close, wired, and can't have interference (all of which becomes less of a deal where you're corded up to a Rift anyways).

Carmack and general user reviews tell a different story. It's the best out there because there's not much out there. I wouldn't jump on the hydra just because it's the best option at the current point in time, without giving other tech the chance to be developed specifically to support VR/Rift.
 
The only thing that worries me a little about the Xio is they had the same exact "coming soon" when the Sony HMZ still hadn't been released. Hopefully the Rift spurs them to get going on it though. I don't even understand what I'm looking at, but it's so mental looking it looks like a perfect fit.

True, the lack of updates is indeed worrying. Im wondering how they are doing financially since they only got the falcon going. Which, although an awesome piece of hardware, had its time already with a rather limited audience. The Xio, if it really can deliver haptic feedback like the falcon, could get them a lot of attention. But they probably need to hurry up with all those different input methods incoming.

Great to see so much support for the Gallery here btw, very promising experience!
 
MERCIFUL CHRIST! Awesome demo of Rift with Hydra:
http://www.youtube.com/watch?v=07IwxUD8N8E&feature=player_embedded


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]

mother-of-god.gif


Dude.....Pacific Rim....
 
I got my dev kit yesterday. The sense of scale is amazing, just going up one story and looking over a rail gives that same sense of uneasiness as it does in real life. You think to yourself "man, I dunno I might break a leg if I jump from here." Which you'd never really think of playing games on a monitor/tv, you might be mindful of your characters health, sure.. but not YOURS. That to me is the greatest thing about the Rift, it feels as if YOU are in the game, not that remote-control feeling of you giving commands to an on-screen person.

It's also weird not seeing your arms. Also, I think developers will need to be mindful of world objects going into your face. For example, walking up to a candle hanging from a wall, you can move so close it goes into your (virtual) head.. which is an odd feeling.

About the Rift itself, yeah the screen door effect is pretty bad and it's low resolution all around. However, the responsiveness is excellent, and for dev purposes it's great. When a consumer version hits that is higher resolution and/or just lacks the screen door effect it will be truly amazing.
 
Have you used Hydra? Because the PR rhetoric about the magnetic field makes it seem like the most accurate and low latency device out there. You just have to be close, wired, and can't have interference (all of which becomes less of a deal where you're corded up to a Rift anyways).

How does it compare to a couple of move controllers? I guess for official OC support they wouldn't be an option but I'd like to see what the community comes up with after experimenting with different input schemes. Don't want to buy a hydra just for this just yet (although half price is a good deal in the UK where it doesn't seem to be discounted often)
 
Have you used Hydra? Because the PR rhetoric about the magnetic field makes it seem like the most accurate and low latency device out there. You just have to be close, wired, and can't have interference (all of which becomes less of a deal where you're corded up to a Rift anyways).

The Hydra isn't as great as they proclaimed, I bought all that stuff too about great accuracy and magnetic fields but in the end the Hydra feels laggy and unresponsive sometimes. The magnetic field ball also gets interfered with easily and the light or something coming off my screen used to make the cursor stutter even when it wasn't moving. It had a lot of issues. It's not really better or worse than say a PS Move controller, it's about on par with it, maybe a little better. But it's not like an extension of your arm in the game, it definitely feels cumbersome to use. Not very comfortable in your hand either

It's also not supported very well by Razer themselves and the users put together control profiles for it, barely any games support it natively. But hopefully better recognition or more use and sales could make them do better updates for it
 
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