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.
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.
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#post52672374Initial 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.
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
Such as?
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!
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
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?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.
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.
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?
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.
HMZ-t1 let you adjust the IPD per eye. Although on the rift you should be able to adjust it in software
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.
HMZ-t1 let you adjust the IPD per eye. Although on the rift you should be able to adjust it in software
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=145It'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.
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.
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.
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.![]()
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.
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.
Durante, are you okay? Post if you are okay. http://www.reddit.com/r/oculus/comments/1bqpqp/oculus_rift_delivered_in_vienna_austria/
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.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...
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 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'd like see someone remake their room and then navigate it with the rift+hydra
Try how long you can stay in![]()
Tried them with HL2. It required some calibration, but once done it looked fine - the problem was that there's no head tracking.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.
Portal 2 has official support for OR?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?
Tried them with HL2. It required some calibration, but once done it looked fine - the problem was that there's no head tracking.
Can the rift be used to watch movies/videos?
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
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