Oculus Rift - Dev Kit Discussion [Orders Arriving]

Vireio Perception is starting to work pretty well with the latest build on mtbs. I just played some Half Life 2 and Skyrim and there are definitely still issues but they're getting to be playable.
Have you tried Mirror's Edge with the Perception driver yet? (assuming head tracking works)
 
Have you tried Mirror's Edge with the Perception driver yet? (assuming head tracking works)

I tried it with the previous version and head tracking worked but the stereo rendering and warping was all messed up. I haven't tried it with the new version yet.
 
Oh my god.

It seems like they seriously shipped my Rift to Australia instead of Austria. I guess I'd have received it by now otherwise.

riftshippinghoiy7.png


I don't know whether to laugh or cry. My shipping address on the Oculus page very clearly says "Austria".

Lol. Jesus. I live in Perth! Give that to me! Stop wasting time and money shipping it all over the world! Durante can have mine afterwards.
 
Vireio Perception is starting to work pretty well with the latest build on mtbs. I just played some Half Life 2 and Skyrim and there are definitely still issues but they're getting to be playable.

What sort of issues? How playable is half life 2? That is one game that I am itching to revist.
 
Is there any good one-stop resource for Rift news, i.e. community drivers, shipping updates, game compatibility, etc? I keep bookmarking all these cool Rift finds but it might be cool to have them all on one place.
 
Is there any good one-stop resource for Rift news, i.e. community drivers, shipping updates, game compatibility, etc? I keep bookmarking all these cool Rift finds but it might be cool to have them all on one place.
Reddit collects stories, mtbs3d is of course popular, and the Oculus forums themselves have news. I'm not sure if there's anything that collects everything yet, so I keep scavenging. :P

More shipping details:
https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=103&start=70#p1741

Of note, they mention that they are shipping 1000-1500 a week, the bottleneck is units coming out of the factory (they do NOT have a huge stock in their warehouse waiting to ship out), and each week they will ship the majority of units to different regions.
 
Reddit collects stories, mtbs3d is of course popular, and the Oculus forums themselves have news. I'm not sure if there's anything that collects everything yet, so I keep scavenging. :P

More shipping details:
https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=103&start=70#p1741

Of note, they mention that they are shipping 1000-1500 a week, the bottleneck is units coming out of the factory (they do NOT have a huge stock in their warehouse waiting to ship out), and each week they will ship the majority of units to different regions.

So why didn't they just say so earlier? They were talking about 500 units per day from the factory, with ten days production before the new year shutdown. So they should have circa 5,000 units at their warehouse.

1,000 units to Europe and Asia in the next few weeks, when more than half of all orders are from those regions, is a joke
 
So why didn't they just say so earlier? They were talking about 500 units per day from the factory, with ten days production before the new year shutdown. So they should have circa 5,000 units at their warehouse.

1,000 units to Europe and Asia in the next few weeks, when more than half of all orders are from those regions, is a joke

I'm confident I know what happened (or at least have a good theory).

I believe they got their test units a couple of weeks before the holiday started, but ended up making some last minute changes to it (firmware and changing the glue if I remember correctly) and didn't get any units produced before all of February was lost to the holiday.

So production for units arriving now likely started as soon as the factory opened again in the beginning of March. Sea Freight is listed in their production schedule as taking ~28 days. 300ish units produced on March 1st were immediately shipped out and arrived on March 27th; they were promptly turned around as the first X/300 shipments we saw. Our 1000-1500 unit estimate comes from the likely 300 units I believe the factory is turning around per day now. Each week I'm sure Oculus is taking a delivery of that many Rifts and is promptly turning them around.

This theory is pretty much exactly backed up by the chart, except that their final rate of production seems to be closer to ~300 units a day rather than ~500.
 
Oh my god.

It seems like they seriously shipped my Rift to Australia instead of Austria. I guess I'd have received it by now otherwise.

riftshippinghoiy7.png


I don't know whether to laugh or cry. My shipping address on the Oculus page very clearly says "Austria".
Fellow Austian here, I know that feel. I feel sorry for you.

I'm very excited about the Oculus Rift, the first reviews really sound amazing!
I'm not quite sure if I can wait for the consumer version...
 
Oh my god.

It seems like they seriously shipped my Rift to Australia instead of Austria. I guess I'd have received it by now otherwise.

riftshippinghoiy7.png


I don't know whether to laugh or cry. My shipping address on the Oculus page very clearly says "Austria".

I'm also from Austria (in my case Vienna). Did you order before the kickstarter or the unassembled ones? I have the Order Number 0005XX and my Status says processing for shipping. I don't have a Tracking number yet but your story is worring me a bit...
 
I'm also from Austria (in my case Vienna). Did you order before the kickstarter or the unassembled ones? I have the Order Number 0005XX and my Status says processing for shipping. I don't have an Tracking number yet but your story is worring me a bit...
I had order #58, one of the unassembled kits. I did send them an email about the mistake, so that my fellow countrymen hopefully won't suffer the same fate.

Oh, and it made it from Hong Kong to Vienna tonight, might even arrive today.
 
I had order #58, one of the unassembled kits. I did send them an email about the mistake, so that my fellow countrymen hopefully won't suffer the same fate.

Oh, and it made it from Hong Kong to Vienna tonight, might even arrive today.

Big Thanks from all of us :) i hope you really get it today! Ich drück dir die Daumen ;)
 
I had order #58, one of the unassembled kits. I did send them an email about the mistake, so that my fellow countrymen hopefully won't suffer the same fate.

Oh, and it made it from Hong Kong to Vienna tonight, might even arrive today.

this is where I really start to regret forgetting to check Kickstarter for a couple of days when I was away on holiday last summer! Hah. Order no 5100 ish.
 
Just checked my order status, order #044755, still hasn't shipped.


They left out the "quit fucking asking", part.
People who ordered from Oculus website will have to wait all the kickstarter kit have been sent off. Hopefully not too long, maybe 4 to 8 weeks at most.
 
What sort of issues? How playable is half life 2? That is one game that I am itching to revist.

Roll is still a little weird. It kind of distorts stuff. Also the HUD is rendered in a place that is either off the screen or so far out in your peripheral vision that it might as well be. You can zoom out with Shift+F1 to see it, but it's annoying. Other than that it's playable. I still need to try it with the VR mod that lets you look and aim separately.
 
I had order #58, one of the unassembled kits. I did send them an email about the mistake, so that my fellow countrymen hopefully won't suffer the same fate.

Oh, and it made it from Hong Kong to Vienna tonight, might even arrive today.
Won't happen, I've stolen the Rift from UPS last night! You're going to get a
full refund. No worries! xD Greetings from Vienna!
 
New update for The Gallery: Six elements:

http://www.kickstarter.com/projects/494598080/the-gallery-six-elements/posts/445302

2 little pre-alpha gameplay videos showing 1:1 hand interaction using the Razer Hydra. Pretty frickin cool. They mention the game will also work on a monitor using m/k or a regular controller though.

If you remotely care about VR I humbly suggest you back this project. They're not asking for a bazillion dollars, merely $65,000 and they're about $30,000 short with 12 days to go. I have nothing to do with this, in case you're wondering.
 
New update for The Gallery: Six elements:

http://www.kickstarter.com/projects/494598080/the-gallery-six-elements/posts/445302

2 little pre-alpha gameplay videos showing 1:1 hand interaction using the Razer Hydra. Pretty frickin cool. They mention the game will also work on a monitor using m/k or a regular controller though.

If you remotely care about VR I humbly suggest you back this project. They're not asking for a bazillion dollars, merely $65,000 and they're about $30,000 short with 12 days to go. I have nothing to do with this, in case you're wondering.

I like this project and would back it, if the minimum pledge for getting the Game would be 15$.
 
New update for The Gallery: Six elements:

http://www.kickstarter.com/projects/494598080/the-gallery-six-elements/posts/445302

2 little pre-alpha gameplay videos showing 1:1 hand interaction using the Razer Hydra. Pretty frickin cool. They mention the game will also work on a monitor using m/k or a regular controller though.

If you remotely care about VR I humbly suggest you back this project. They're not asking for a bazillion dollars, merely $65,000 and they're about $30,000 short with 12 days to go. I have nothing to do with this, in case you're wondering.

With an April '14 delivery date... it's just too far for me to care. I kinda want to play with it now. By then, it'll be... well, an intriguing bit of VR, but not an exceptionally unique thing.
 
With an April '14 delivery date... it's just too far for me to care. I kinda want to play with it now. By then, it'll be... well, an intriguing bit of VR, but not an exceptionally unique thing.

I understand but this is pretty standard for a game. For an extra 5$, you get access to the beta in August, though.

I know it's higher than usual for an indie game but I've put $30 on much worse. :-)
 
First Vid: Graffiti looks awesome xD

Second Vid: The example with be Bridge and the wooden board is a little wierd, why not just jump? xD
 
Yeah I agree that looked a bit silly. :-)

I think these were just meant as examples on the kind of interactions possible with the hydra, not actual puzzles from the game.

I like how you turn your headlamp on by reaching for your forehead and how you grab the can from your belt. Very immersive.
 
Not sure if anyone here has been following Titanic:Honor and Glory, but I just got an email update from them. Basically, I had messaged them on Facebook about possibly supporting the Rift because I thought it would be insanely cool to be on the Titanic , virtually, of course.

That was last week and now I am excited to that they are going to try and support the Rift.


Hello all! We’re happy to make an announcement, in honor of passing the 1/3 mark of our Indiegogo goal!

With our budget from this phase, if we reach our goal, we will be buying the needed technology and software to implement the new Oculus Rift technology! Should our work with the technology be successful, “Titanic: Honor and Glory” will be Oculus Rift compatible!

For those who are unfamiliar with Oculus Rift, it is a virtual reality simulator headset that allows the player have a complete field of view as if actually living in the game world. It has 3D capability and will certainly amplify the beauties of the Titanic… but also make the sinking terrifying!

Please help us reach our goal so we can continue to develop phase 2, and implement this technology.

Thought I'd share this and if you think this is indeed cool or worthwhile, why not drop by their indigogo page a contribute!


Here is the link.
http://www.indiegogo.com/projects/titanic-honor-and-glory-phase-2
 
It was good timing for me to get back into the UDK. I'll jump on that download when I get home. I won't have a Rift for 2-3 months, but presumably a couple of people who read this forum do, so maybe they'll want to test crappy things I make. :P
 
It was good timing for me to get back into the UDK. I'll jump on that download when I get home. I won't have a Rift for 2-3 months, but presumably a couple of people who read this forum do, so maybe they'll want to test crappy things I make. :P


I'd be willing to test some stuff. I'm thinking my rift should be shipping next week.
 
It was good timing for me to get back into the UDK. I'll jump on that download when I get home. I won't have a Rift for 2-3 months, but presumably a couple of people who read this forum do, so maybe they'll want to test crappy things I make. :P

I'll be making my own crappy things, willing to test your as well.
 
Wow! For anyone that wants to see some amazing Rift demos:

1) Download the new UDK from the Oculus Developer site.
2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course)
3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True
4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now).
5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).

The Unreal Engine seems to automatically sense that the Rift is plugged in, so it just works. When you boot the game it shows up on your main screen in a window. But if you do 'Alt-Enter' it puts the game onto the Rift in fullscreen mode! Note: I have my multi display options set to 'Extend Displays', with my Rift being the secondary display.

Oh, and one thing to notice. You play the maps as a small robot, (maybe 1 meter off the ground), so be prepared for your depth perception to seem a little off.

The Unreal Engine is amazing in the Rift!!!!

Enjoy!
 
Wow! For anyone that wants to see some amazing Rift demos:

1) Download the new UDK from the Oculus Developer site.
2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course)
3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True
4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now).
5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).

The Unreal Engine seems to automatically sense that the Rift is plugged in, so it just works. When you boot the game it shows up on your main screen in a window. But if you do 'Alt-Enter' it puts the game onto the rift in fullscreen mode! I have my multi display options set to 'Extend Displays', with my rift being the secondary display.

Oh, and one thing to notice. You play the maps as a small robot, (maybe 1 meter off the ground), so be prepared for your depth perception to seem a little off.

The Unreal Engine is amazing in the Rift!!!!

Enjoy!

I'm so jelly. Will only get mine in a few weeks by the look of things.

Can I go at your place? I'll bring the booze! ;-)
 
Wow! For anyone that wants to see some amazing Rift demos:

1) Download the new UDK from the Oculus Developer site.
2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course)
3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True
4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now).
5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).

The Unreal Engine seems to automatically sense that the Rift is plugged in, so it just works. When you boot the game it shows up on your main screen in a window. But if you do 'Alt-Enter' it puts the game onto the Rift in fullscreen mode! Note: I have my multi display options set to 'Extend Displays', with my Rift being the secondary display.

Oh, and one thing to notice. You play the maps as a small robot, (maybe 1 meter off the ground), so be prepared for your depth perception to seem a little off.

The Unreal Engine is amazing in the Rift!!!!

Enjoy!

Is the latency and performance of the UDK engine good from your testing? I need to remember to start turning off Aero in Windows since Valve was saying at least in windowed mode, that it added an extra frame of latency.
 
I've been using Unity for years and will use Oculus with it, but it seems like everyone is in the UDK camp, maybe I should jump to it too.
 
I've been messing around with Unity in anticipation of the Rift for a while and I would really prefer to use it but there's like a 0% chance that I'm going to produce anything that people will want to buy so I'm not going to spend $1500 on it. I'm going to be using UKD by default.
 
Wow! For anyone that wants to see some amazing Rift demos:

1) Download the new UDK from the Oculus Developer site.
2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course)
3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True
4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now).
5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).

The Unreal Engine seems to automatically sense that the Rift is plugged in, so it just works. When you boot the game it shows up on your main screen in a window. But if you do 'Alt-Enter' it puts the game onto the Rift in fullscreen mode! Note: I have my multi display options set to 'Extend Displays', with my Rift being the secondary display.

Oh, and one thing to notice. You play the maps as a small robot, (maybe 1 meter off the ground), so be prepared for your depth perception to seem a little off.

The Unreal Engine is amazing in the Rift!!!!

Enjoy!

I'm so jelly. Will only get mine in a few weeks by the look of things.

Can I go at your place? I'll bring the booze! ;-)

Is the latency and performance of the UDK engine good from your testing? I need to remember to start turning off Aero in Windows since Valve was saying at least in windowed mode, that it added an extra frame of latency.

Maximum overjelly !

Guys, talk about the latency please ?!
 
Is the latency and performance of the UDK engine good from your testing? I need to remember to start turning off Aero in Windows since Valve was saying at least in windowed mode, that it added an extra frame of latency.

This is purely subjective, but the headtracking feels instantaneous in the UDK, (no perceivable lag). Not sure what they are doing, but it works amazingly well.

Performance is incredible as well, but I'm running dual super clocked 660ti, so take that with a grain of salt.
 
I've been messing around with Unity in anticipation of the Rift for a while and I would really prefer to use it but there's like a 0% chance that I'm going to produce anything that people will want to buy so I'm not going to spend $1500 on it. I'm going to be using UKD by default.

The free Unity version allows you to sell everything you do withouth having to pany any fee or license or anything.
 
Really loving the UDK as a development tool so far! Just throwing down objects and navigating the environment with the Rift is such a cool experience!

I'll try to put together a little demo map for Rift Gaf that maximizes the sense of vertigo! ;)
 
Wow! For anyone that wants to see some amazing Rift demos:

1) Download the new UDK from the Oculus Developer site.
2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course)
3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True
4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now).
5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).

The Unreal Engine seems to automatically sense that the Rift is plugged in, so it just works. When you boot the game it shows up on your main screen in a window. But if you do 'Alt-Enter' it puts the game onto the Rift in fullscreen mode! Note: I have my multi display options set to 'Extend Displays', with my Rift being the secondary display.

Oh, and one thing to notice. You play the maps as a small robot, (maybe 1 meter off the ground), so be prepared for your depth perception to seem a little off.

The Unreal Engine is amazing in the Rift!!!!

Enjoy!

Guess I shouldn't be surprised. When developers don't make odd decisions, Unreal engine can have some absolutely amazing 3D. The Batman games for example.
 
The free Unity version allows you to sell everything you do withouth having to pany any fee or license or anything.
Problem is, you can't use the free Unity version with the Rift (unless experiments at mtbs3d pan out and give people a workaround). And, you can't legally distribute the games you make using a student version or pro trial, even for free. I can quote the sections of the EULA about that if anyone is curious. I don't know if Unity is going to eventually clarify or change that point, but right now it seems to be an issue if people care the EULA/legal aspect.


Regarding UDK, I liked this comment someone mentioned from the documentation:
"[don't use fullscreen video's, people will throw up] A feature to display fullscreen videos on a virtual cinema screen instead is in development; contact Oculus Support for more information
People will have to learn the best practices for how not to make players sick. :P I'm going to be scared of trying maps for fear of someone trying to intentionally trigger seizure-sensitive people though. I've never had a seizure, but rapidly flashing images or videos definitely make me feel uncomfortable.
 
Really loving the UDK as a development tool so far! Just throwing down objects and navigating the environment with the Rift is such a cool experience!

I'll try to put together a little demo map for Rift Gaf that maximizes the sense of vertigo! ;)
Make a demo but leave out certain details like how your going to make them enter a room full of creepy cloned women starring at you wherever you move, add creepy music, and then when you try to leave the room the door is locked, suddenly they all start screaming as they walk closer to you.
 
Ok, I just had one of the most incredible experiences.

I ran the Epic Citadel map from the UDKGame, brought the console down and typed 'Fly'. I then proceeded to fly up to one of the towers and stuck my hand out as if to touch the stone wall as I flew by. It was an amazing and emotional experience. I can't believe how realistic it was! I really felt that I was there.

I'm sorry, but when they get the resolution sorted out, some people are never going to come back.

And I'll reiterate, the Unreal Engine is amazing in the Rift!!

Go immediately, put on a song you love, and fly around the Epic Citadel. Oh and make sure to touch the stone on the way by. ;)
 
Make a demo but leave out certain details like how your going to make them enter a room full of creepy cloned women starring at you wherever you move, add creepy music, and then when you try to leave the room the door is locked, suddenly they all start screaming as they walk closer to you.

I'm planning on recreating my living room, and setting people up stood by my PC, facing the same way they are really facing. Then I'm planning on the door out of the living room to open out onto a scene much like the desert from Beetlejuice.
 
I'm planning on recreating my living room, and setting people up stood by my PC, facing the same way they are really facing. Then I'm planning on the door out of the living room to open out onto a scene much like the desert from Beetlejuice.

That's a great idea, a more surreal experience.

Ok, I just had one of the most incredible experiences.

I ran the Epic Citadel map from the UDKGame, brought the console down and typed 'Fly'. I then proceeded to fly up to one of the towers and stuck my hand out as if to touch the stone wall as I flew by. It was an amazing and emotional experience. I can't believe how realistic it was! I really felt that I was there.

I'm sorry, but when they get the resolution sorted out, some people are never going to come back.

And I'll reiterate, the Unreal Engine is amazing in the Rift!!

Go immediately, put on a song you love, and fly around the Epic Citadel. Oh and make sure to touch the stone on the way by. ;)
Damn I'm jealous, sounds amazing.

This kind of thing is exactly why I'm excited for the retail version, just imagine all the mods and things people will create.
 
That's a great idea, a more surreal experience.

yeah. hopefully I can pull it off. I haven't built any environments in about ten years. The last editor I had any experience with was the Quake 2 editing tools. I figure I can handle a room and a few surprising scenes for it to open onto though.
 
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