Oculus Rift - Dev Kit Discussion [Orders Arriving]

I'd like see someone remake their room and then navigate it with the rift+hydra :P

Try how long you can stay in :)

By the way my order is not yet processing but I'm able to claim the code for the hat
 
I figure I still have about 3 more weeks of this waiting bullshit.

At least there will be even more cool stuff to try by then right? :-/
 
Don't have mine yet but here's a few suggestions anyway:

- Have you done the IPD adjustments? Apparently it's super important.
- One Rift owner suggested to close your eyes whenever you're using something else than your head to turn.

Did the IPD stuff, I think the problem is on my end. Just not used to my head being a form of input and its totally screwing me up.
 
I redeemed the code in Steam, and it says the hat can't be sold or traded.

Does this mean there's no way I can sell it? xD

I'm glad I waited. If no one knows it can't be sold or traded and everyone redeems them and they become rare and I still have my code...

$$$

I think normally with promotion hats in TF2, like for preordering a game, they become tradable after a while. So, you might have to wait a matter of weeks or months to sell it.

Awww.
 
Initial reactions:

1) Screen resolution is super noticeable. Very low res, pixels everywhere. Can't even read the text in TF2 VR mode.

2) Don't notice any latency in TF2 or the SDK demo. Very easy to lose myself in the demo exploring.

3) Makes me nauseous, but I'm getting used to it. My eyes are a bit fubar but they're adjusting just like with the 3DS 3D.

4) Augh, my brain. The feeling of being inside the world is amazing, but TF2's fast action is hard to track with moving my neck. I think this is going to feel great in a slower action game like Skyrim.
Try the UDK download and Epic Citadel map. You can walk around it slowly, or use the console fly command to start flying. Instructions: http://www.neogaf.com/forum/showthread.php?p=52672374#post52672374

Also, if you have a high end PC, you could try this one: http://rustltd.com/news/adventures-in-virtual-reality

I redeemed the code in Steam, and it says the hat can't be sold or traded.

Does this mean there's no way I can sell it? xD

I think normally with promotion hats in TF2, like for preordering a game, they become tradable after a while. So, you might have to wait a matter of weeks or months to sell it.
 

The amount of prismatic effect that will be induced onto the wearers eyes due to non adjustable optics and screen positioning and how that will cause eye/muscle strain in lots of wearers and then the permanent affects of prolonged exposure to this.
 
Was on the fence about picking up a Hydra to go with my Rift, this just convinced me! Got one from the UK Razer store with a 50% discount code, total price £54.99 inc shipping. Can't wait to try this!

Was meh about the hydra from previous non-rift demos.

then I saw the Tuscany demo where they mess about with objects in the house and I was nearly ready to press the button.

Then I saw this demo and I can hardly stop myself from ordering. The only nagging feeling I have is whether Razer will come out with something else


edit - fuck it, ordered. 2 weeks lead time for it in the UK anyway
 
I redeemed the code in Steam, and it says the hat can't be sold or traded.

Does this mean there's no way I can sell it? xD

A lot of times items like this have a waiting period. Like hats given away with pre-orders. You can't immediately sell the hat on marketplace. Then once the game finally releases and pre-orders are no longer available, the restriction is lifted and you're allowed to list it on marketplace. If there's a redemption period the codes are good for, expect it to be lifted once that time period expires.
 
I actually picked up a Razer Hydra a week or so ago when Woot had them on sale for $40. So far, I like it. It was pretty easy to set up, and many games have configurations immediately built in, so you just start up the game and it's good to go. And there are multiple modes and configurations you can adjust to your liking.

I'm only using a fraction of the things potential, as I'm just using it as a basic motion controller for standard games. Rather then a VR input type device. I don't have any plans to get a Rift until the consumer model way down the road. But for regular gaming it's been fun to play around with.

Also, it's best to go with the Sixsense Motion Creator software then with the Razer software that exists for it. The Sixsense software is more up to date, and the forums have people adding profiles and such for games as they come out. Here's a link to it:
http://sixense.com/products/motioncreator
 
The amount of prismatic effect that will be induced onto the wearers eyes due to non adjustable optics and screen positioning and how that will cause eye/muscle strain in lots of wearers and then the permanent affects of prolonged exposure to this.
Prismatic effect being eyes converging more than expected and depth perception being thrown off due to the lenses having a fixed distance between them? There's an interpupillary/convergence adjustment available of course, but I gather you're saying that it doesn't matter since the lenses themselves cannot be adjused horizontally?


Also, my Razer Hydra just arrived this morning! Do I need to install any drivers or software besides Motion Creator?

*edit* Answering my own question, looks like the person on Reddit was wrong, the Hydra base only has a port for ONE controller. Or maybe I just misunderstood what they said.
 
Prismatic effect being eyes converging more than expected and depth perception being thrown off due to the lenses having a fixed distance between them? There's an interpupillary/convergence adjustment available of course, but I gather you're saying that it doesn't matter since the lenses themselves cannot be adjused horizontally?


Also, my Razer Hydra just arrived this morning! Do I need to install any drivers or software besides Motion Creator?

*edit* Answering my own question, looks like the person on Reddit was wrong, the Hydra base only has a port for ONE controller. Or maybe I just misunderstood what they said.

Sony didn't have any warnings on the HMZ-T1. I really don't think any of these so called studies amount to anything. It's kind of like how Nintendo put warnings on the Virtual boy and 3DS, when according to optometrists, it's actually good for children. Because if you identify these issues early enough (which wearing the device will do), you can actually catch problems early enough to still fix things.
 
Sony didn't have any warnings on the HMZ-T1. I really don't think any of these so called studies amount to anything. It's kind of like how Nintendo put warnings on the Virtual boy and 3DS, when according to optometrists, it's actually good for children. Because if you identify these issues early enough (which wearing the device will do), you can actually catch problems early enough to still fix things.

HMZ-t1 let you adjust the IPD per eye. Although on the rift you should be able to adjust it in software
 
Question for Rift experts:


Will the Oculus work as a monitor? meaning you could have a PC and just the oculus and have no problem? Also in games that don't support the oculus for head tracking, can you still use it for 3D gaming?
 
Question for Rift experts:


Will the Oculus work as a monitor? meaning you could have a PC and just the oculus and have no problem? Also in games that don't support the oculus for head tracking, can you still use it for 3D gaming?

I think your biggest concern using it as a desktop monitor would be readable text, and as far as I know it works fine with stereoscopic 3D but the lenses warp the image so if the game isn't rendering to counter this warp it won't look great.
 
Question for Rift experts:


Will the Oculus work as a monitor? meaning you could have a PC and just the oculus and have no problem? Also in games that don't support the oculus for head tracking, can you still use it for 3D gaming?

No to both of these questions. For something to work on the Rift it needs to be rendered twice, once for each eye, and warped/cropped because there is a lot of the screen that is not visible through the optics. Some games without built-in Rift support can be played with software like Vireio Perception that do the warping.
 
Also, my Razer Hydra just arrived this morning! Do I need to install any drivers or software besides Motion Creator?

*edit* Answering my own question, looks like the person on Reddit was wrong, the Hydra base only has a port for ONE controller. Or maybe I just misunderstood what they said.

All you need is the Motion Creator Software, and you should be good to go. I've heard of people having issues if both the Motion Creator software and Razer software are running at the same time, so it's best to have only one I believe.

Yea, it's the two remotes which are wired to the one port on the base. I think I read somewhere that you can only have one Hydra controller set-up plugged in at a time with your PC. But I'm not 100% sure on that.
 
HMZ-t1 let you adjust the IPD per eye. Although on the rift you should be able to adjust it in software

More so you could account for the terrible optics and not have things being out of focus and off-screen at the edges. It wasn't changing the depth of the screen or anything. It wasn't changing anything in that sense. Just trying to get around the fact the optics sucked and it was designed for people with small IPD and small noses (and everyone else got blurry edges and cut off screen since they were too far back physically thanks to the nose guard that blocked things.

That would have zero impact on what these so called studies are talking about. If you told me messed up convergence was an issue with headaches and stuff, that's understandable. But those things are correctable in 3D with software. So that's a real issue that's not a real issue in a practical sense.
 
Prismatic effect being eyes converging more than expected and depth perception being thrown off due to the lenses having a fixed distance between them? There's an interpupillary/convergence adjustment available of course, but I gather you're saying that it doesn't matter since the lenses themselves cannot be adjused horizontally?


Also, my Razer Hydra just arrived this morning! Do I need to install any drivers or software besides Motion Creator?

*edit* Answering my own question, looks like the person on Reddit was wrong, the Hydra base only has a port for ONE controller. Or maybe I just misunderstood what they said.

It's not that the depth perception will be affected, the actual stereoscopic effect can be changed by rendering 2 images via cameras that are further apart/closer together. It's the effect your the muscles that let your eyes to rotate in your head.

Based upon the screen size I'd estimate the lens to be set with a 68mm pupillary distance, the average is closer to that of 64mm for Caucasian adults.
The 10+ dioptres of magnification required for the screens being so close to the screen means that the induced prism for a huge percentage of users is going to be significant.

Not only will it literally force your eyes to turn inwards/outwards if you don't match the Rift's optics but not looking through the optical centre of such high powered lenses will create noticeable dispersion/Chromatic aberration.


Looking at the ifixit teardown the virtualboy got around this problem by having 2 separate screens that sat facing each other just infront of the users temples. The images were actually reflected into the eye using a mirror at 45 degrees. This increased the distance between the eyes and the screens, reducing the power of the lenses required also. I think there was also some kind of IPD adjustment that also must of changed the angle of the mirrors and the distance between the optical centres of the lenses to reduce some of the problems I've spoke of.

HMZ-t1 let you adjust the IPD per eye. Although on the rift you should be able to adjust it in software

Adjusting it in the software only helps you brain adjusting to a different level of stereoscopy that it doesn't normally see. It won't help with the issues that the optics will cause you.

Software based adjustment is only there to allow you to match the in 2 in game camera's IPD with that of your own, which is what your brain is used to seeing.
One of the reason that people struggle with 3D movies is because they are having someone elses view of the world projected into their brains which are used to seeing things in a very different way.
 
It's not that the depth perception will be affected, the actual stereoscopic effect can be changed by rendering 2 images via cameras that are further apart/closer together. It's the effect your the muscles that let your eyes to rotate in your head.

Based upon the screen size I'd estimate the lens to be set with a 68mm pupillary distance, the average is closer to that of 64mm for Caucasian adults.
The 10+ dioptres of magnification required for the screens being so close to the screen means that the induced prism for a huge percentage of users is going to be significant.

Not only will it literally force your eyes to turn inwards/outwards if you don't match the Rift's optics but not looking through the optical centre of such high powered lenses will create noticeable dispersion/Chromatic aberration.


Looking at the ifixit teardown the virtualboy got around this problem by having 2 separate screens that sat facing each other just infront of the users temples. The images were actually reflected into the eye using a mirror at 45 degrees. This increased the distance between the eyes and the screens, reducing the power of the lenses required also. I think there was also some kind of IPD adjustment that also must of changed the angle of the mirrors and the distance between the optical centres of the lenses to reduce some of the problems I've spoke of.
The Rift's pupillary distance is 64mm, not 68mm, at least according to this thread: https://developer.oculusvr.com/forums/viewtopic.php?f=32&t=145

Also, wasn't the Virtual Boy terrible, known for headaches, and/or causing vision damage if used too much? I don't think it's a good example to draw from. :P
 
No to both of these questions. For something to work on the Rift it needs to be rendered twice, once for each eye, and warped/cropped because there is a lot of the screen that is not visible through the optics. Some games without built-in Rift support can be played with software like Vireio Perception that do the warping.

How feasible is a generic driver to apply the warping/cropping to a non-stereo made-for-monitor output? Basically, letting you see a 16:9 rectangle inside the rift.
 
How feasible is a generic driver to apply the warping/cropping to a non-stereo made-for-monitor output? Basically, letting you see a 16:9 rectangle inside the rift.

I don't see why that wouldn't work and I'm sure someone will do something like that at some point but the resolution is way too low to be useful for anything besides gaming at the moment.
 
I don't see why that wouldn't work and I'm sure someone will do something like that at some point but the resolution is way too low to be useful for anything besides gaming at the moment.

It would be fantastic for 2D and 3D art programs before any rift-specific software is created.
 
Well, I tried setting up the Razer Hydra, but thus far it seems to be non-functional aside from the green light. I installed MotionCreator 2, nothing worked on the controllers after running it, and then I tried installing the Steam Sixsense SDK, tried running the 3D test, and it still doesn't detect any controller button presses. =( I'll try rebooting once, but it looks like the new unit may be DOA, first hardware I've ever had like that.
 
I don't see why that wouldn't work and I'm sure someone will do something like that at some point but the resolution is way too low to be useful for anything besides gaming at the moment.

Right now, when you want to alt tab to consult a browser or quit and launch another game, do you have to take off the Rift and look at your monitor? Does Steam Overlay work well with the Rift?
 
Thankfully, the Hydra works after a reboot. The controller trigger edges and especially the back edges are SUPER sharp. I wasn't expecting that. Like, stealth bomber, "no seriously, you could cut yourself on this edge" sharp.
 
The Rift's pupillary distance is 64mm, not 68mm, at least according to this thread: https://developer.oculusvr.com/forums/viewtopic.php?f=32&t=145

Also, wasn't the Virtual Boy terrible, known for headaches, and/or causing vision damage if used too much? I don't think it's a good example to draw from. :P

Those are exactly the issues that people WILL face using the dev version right now.
As for the virtual boy but it may not of actually had adjustable optics, I couldn't see from the images I was looking at there is a dial for the IPD, although this may of only adjust the actual separation of the 2 images as opposed to actually adjust the lens optics and mirrors.
64mm makes sense and is a good choice, but they NEED to be adjustable. I've got a 65.5mm IPD with slightly unequal splits in the monocular PD. Many people here will have smaller and larger IPDs and will suffer unless the lenses are adjustable.

Also as a global option the IPD varies by ethnicity and geography, so they would have to release physically different hardware on a per region basis.
 
Thankfully, the Hydra works after a reboot. The controller trigger edges and especially the back edges are SUPER sharp. I wasn't expecting that. Like, stealth bomber, "no seriously, you could cut yourself on this edge" sharp.

Ha, yea they are pretty sharp. Glad to hear your unit is working fine now. I'm really liking mine so far.

I was just reading up on a freeware indie game that takes advantage of the Hydra's capabilities. I may try to check it out sometime this weekend:
http://www.indiedb.com/games/tofu-alley-razer-hydra-exclusive
 
Damn. I activated my code before remembering how much people pay for TF2 hats. It's a nice hat, but I probably could have gotten a copy of Bioshock: Infinite for it.
 
Still waiting on my order to shift to processing.

Have there been any released hacks/injections for existing games yet? I know it's damned early, but I'm just curious.
 
Still waiting on my order to shift to processing.

Have there been any released hacks/injections for existing games yet? I know it's damned early, but I'm just curious.

Vireo Perception works with Skyrim, Mirror's Edge, Half Life 2, L4D2 and some others. It's got some issues but it's coming along pretty well.
 
Anyone try out the Vireio Perception drivers with their Rift? Looks like Left 4 Dead and Skyrim support these, really tempted to give them a shot when I get home from work.
 
my hydra arrived too. just played some TF2 and the Portal 2 tutorial. Impressed it was plug and play and so intuitive frankly, even if that is basically it for native support right now. I'm eagerly awaiting rift + hydra TF2 impressions...
 
my hydra arrived too. just played some TF2 and the Portal 2 tutorial. Impressed it was plug and play and so intuitive frankly, even if that is basically it for native support right now. I'm eagerly awaiting rift + hydra TF2 impressions...
I tried some of the Portal 2 Hydra levels today, and reliably turning is the biggest hassle if you use that as a method for motion control. I feel like I'd rather use pure analog sticks for walking, especially since you could rest your arms instead of holding them in the air.

It wasn't plug and play for me due to the reboot issue, not realizing I had to download the Steam Sixsense SDK in addition to MotionCreator, and figuring out stupid stuff I didn't realize, like how the wires HAVE to face away from you otherwise the orientation is screwed up. I haven't tried TF2 yet.

The Portal 2 levels were more intuitive with the setup, but even there I felt like control was awkward. The fast turn setting was kind of nice but you had to be very careful how you held the controls. Actually I think there may be a dual analog option in Portal 2, I'll try to check it out next time.
 
I tried some of the Portal 2 Hydra levels today, and reliably turning is the biggest hassle if you use that as a method for motion control. I feel like I'd rather use pure analog sticks for walking, especially since you could rest your arms instead of holding them in the air.

It wasn't plug and play for me due to the reboot issue, not realizing I had to download the Steam Sixsense SDK in addition to MotionCreator, and figuring out stupid stuff I didn't realize, like how the wires HAVE to face away from you otherwise the orientation is screwed up. I haven't tried TF2 yet.

The Portal 2 levels were more intuitive with the setup, but even there I felt like control was awkward. The fast turn setting was kind of nice but you had to be very careful how you held the controls. Actually I think there may be a dual analog option in Portal 2, I'll try to check it out next time.
have you had much experience with Wii FPS titles? I have, which is what I think made it so easy for me. I was rocket jumping with no trouble in TF2 on my first game.
 
I haven't tried Team Fortress 2 yet with the Hydra. But what I've played with Portal 2, the added integration works well in that game. So far I've been using the Hybrid mode the most with the controller. Someone on their forums was talking about using a Wand mode which mimics mouse movement a bit better, but I don't think that has been fully realized as of yet.

Here's a video they did talking about the different modes:
http://www.youtube.com/watch?v=NQkATuxo2c8&list=FLQX9FvhKULstbx5gJ4R_Rhw&index=2
 
I'd like see someone remake their room and then navigate it with the rift+hydra :P

Try how long you can stay in :)

How about you model your room, give the rift to someone else, then put an object on a desk/table that isn't in-game and ask them to find the object that isn't in the real world. :)
 
Anyone try out the Vireio Perception drivers with their Rift? Looks like Left 4 Dead and Skyrim support these, really tempted to give them a shot when I get home from work.
Tried them with HL2. It required some calibration, but once done it looked fine - the problem was that there's no head tracking.


I haven't tried Team Fortress 2 yet with the Hydra. But what I've played with Portal 2, the added integration works well in that game. So far I've been using the Hybrid mode the most with the controller. Someone on their forums was talking about using a Wand mode which mimics mouse movement a bit better, but I don't think that has been fully realized as of yet.
Portal 2 has official support for OR?
 
Can the rift be used to watch movies/videos?

Yes, there is a virtual cinema being worked on and there will likely be custom renderers made for VLC/potplayer/MPC/etc for direct viewing sans the 3D head tracking in a theater stuff

I'd like to see the virtual cinema have a myriad of viewing options, such as online viewing with friends and different screen types to choose from eg imax, imax dome, and simple projections onto a sphere or cylinder with no seats or anything else visible.
 
Tried them with HL2. It required some calibration, but once done it looked fine - the problem was that there's no head tracking.

There's head tracking and proper warping now. You just need to get the version from the thread on mtbs and not the website. I think the guy who maintains the site is no longer working on it.
 
Can the rift be used to watch movies/videos?

To expand on MrBig's answer:

Right now, watching video on the DevKit Rift isn't likely to be a decent experience. The resolution is low and it's stretched out over a large FOV. It's also taller than it is wide, which doesn't fit the current 16:9 standard (you could watch old 4:3 content if you apply warping, but you'd only see part of the frame and it would be very blurry/pixelated/etc). The experience would get better in a potential 1080p consumer Rift, but it still wouldn't compare to just watching that content on a normal screen unless content had been created with the Rift in mind.

Once we're talking 4k screens, the experience would be way better and a virtual cinema type experience would probably be pretty cool.
 
I haven't tried Team Fortress 2 yet with the Hydra. But what I've played with Portal 2, the added integration works well in that game. So far I've been using the Hybrid mode the most with the controller. Someone on their forums was talking about using a Wand mode which mimics mouse movement a bit better, but I don't think that has been fully realized as of yet.

Here's a video they did talking about the different modes:
http://www.youtube.com/watch?v=NQkATuxo2c8&list=FLQX9FvhKULstbx5gJ4R_Rhw&index=2
Do you need to do the hybrid mode in combination with whatever mode Portal 2 selects, or does Portal 2 override the MotionCreator settings?
 
I haven't tried Team Fortress 2 yet with the Hydra. But what I've played with Portal 2, the added integration works well in that game. So far I've been using the Hybrid mode the most with the controller. Someone on their forums was talking about using a Wand mode which mimics mouse movement a bit better, but I don't think that has been fully realized as of yet.

Here's a video they did talking about the different modes:
http://www.youtube.com/watch?v=NQkATuxo2c8&list=FLQX9FvhKULstbx5gJ4R_Rhw&index=2

Hmmm. So what you really want is Akimbo, where the mouselook hand doesn't change the viewpoints; but just where the gun is pointing.
 
For those of you that have the UDK, open up the UDKSystemSettings.ini and under [SystemSettings] change MaxAnisotropy=16 and ScreenPercentage=200 (or 150 if you don't have the horsepower). After this, load up the Epic Citadel map and type 'Fly' in the console!

Best demo currently on the Rift. Mind Blown!!!

Note: The Oculus Rift benefits from oversampling like nothing else.

You can also jack the contrast and brightness on the Rift control box way up on this map, as it doesn't blow out the whites too much, but definitely makes you feel like you're outside.
 
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