Oculus Rift - Dev Kit Discussion [Orders Arriving]

They do not. As per their international shipment update...



I'm not sure where everyone is getting this 10,000 units completed, it's just simply not true.

Because the wording in their email could be taken that way:

Rejoice fellow VR pioneers: the day has finally arrived. Oculus Rift development kits are officially shipping! In fact, the very first kits have already started arriving.


We actually started shipping on Wednesday, but we haven’t shared tracking information yet because the team is still tied up at GDC in San Francisco. Sorry about that! This means the earliest backers may actually find Rift’s on their doorsteps before they receive tracking numbers. A little surprise to keep things interesting.

This day has been a long time in the making. We'd like to thank you again for your patience, support, and enthusiasm for virtual reality! We couldn't have gotten here without you.


It'll take time for us to ship 10,000+ development kits.

Nowhere does it say they're waiting on manufacturing to complete.
 
The Verge reported that they had 10K units manufactured and on hand ready to be shipped. That was obviously in error, but they reported it at least twice, and that's how the rumor got started.
 
Because the wording in their email could be taken that way:



Nowhere does it say they're waiting on manufacturing to complete.

Considering they sold 13,000+ developer kits, I take that phrase to mean "it'll take a while to ship out all current orders." It in no way states that the manufacturing has or has not been completed, except that it kind of does imply that it's not since it'll "take a while."

The Verge reported that they had 10K units manufactured and on hand ready to be shipped. That was obviously in error, but they reported it at least twice, and that's how the rumor got started.

Yeah, I remember that so I guess if you got it from The Verge, I don't blame you. I think they were simply trying to say that they have 10,000+ units to ship though (they just might not be manufactured yet).
 
I saw someone on MTBS3D buying one for $50. Insane if you ask me, but hell, at that price I might just sell it.

Someone bought a Diablo III item from me for $250, so $50 for a TF2 hat code doesn't seem that insane by comparison. I'm waiting to see how high that auction goes at close.
 
I saw a cool video with prototype reactive grip for the Hydra. I thought it looked kind of cool.
http://www.youtube.com/watch?v=610iTKlYBVM

I finally got around to using the Hydra last night with Portal 2. Aiming with it feels so much better with a game that's designed to use the device. I'm totally going to have to re-install Team Fortress 2 now play to try it in that game. From what I understand it seems like Half Life 2 and Left 4 Dead still don't truly support it, even though their website claims that it does?
 
I saw a cool video with prototype reactive grip for the Hydra. I thought it looked kind of cool.
http://www.youtube.com/watch?v=610iTKlYBVM

I finally got around to using the Hydra last night with Portal 2. Aiming with it feels so much better with a game that's designed to use the device. I'm totally going to have to re-install Team Fortress 2 now play to try it in that game. From what I understand it seems like Half Life 2 and Left 4 Dead still don't truly support it, even though their website claims that it does?

yes, yes and yes.
 
I saw a cool video with prototype reactive grip for the Hydra. I thought it looked kind of cool.
http://www.youtube.com/watch?v=610iTKlYBVM

I finally got around to using the Hydra last night with Portal 2. Aiming with it feels so much better with a game that's designed to use the device. I'm totally going to have to re-install Team Fortress 2 now play to try it in that game. From what I understand it seems like Half Life 2 and Left 4 Dead still don't truly support it, even though their website claims that it does?

that looked awesome
 
I saw a cool video with prototype reactive grip for the Hydra. I thought it looked kind of cool.
http://www.youtube.com/watch?v=610iTKlYBVM

I finally got around to using the Hydra last night with Portal 2. Aiming with it feels so much better with a game that's designed to use the device. I'm totally going to have to re-install Team Fortress 2 now play to try it in that game. From what I understand it seems like Half Life 2 and Left 4 Dead still don't truly support it, even though their website claims that it does?
Verrry cool. Nice to know that it'd be pretty cheap too (he said they were shooting for around $150). Pretty interesting solution.
 
http://www.youtube.com/watch?v=gu7GXiwyoAQ

Grinned at 1:35 when he went inside of a virtual holodeck. "This is so meta..."

Loved how he visibly flinched checking out the creepy dude in the hallway. There's again that observation about NPCs seeming to inhabit a real personal space in the world, some making you feel uncomfortable with their presence. Seems like the opposite would bode well for, erhm, erotic types of games.
 
http://www.youtube.com/watch?v=gu7GXiwyoAQ

Grinned at 1:35 when he went inside of a virtual holodeck. "This is so meta..."

Loved how he visibly flinched checking out the creepy dude in the hallway. There's again that observation about NPCs seeming to inhabit a real personal space in the world, some making you feel uncomfortable with their presence. Seems like the opposite would bode well for, erhm, erotic types of games.

Cymatic Bruce OR vids are really cool and it sounds like he will do a ton of them so i already subscribed to his account :)
 
I was going through the old HMZ-T1 thread, when I happened upon this quote:

Originally Posted by Vesper73:
"Three things that will put HMDs into the category of 'mind blowing, never ever going back, experience' are: Larger field of view, (greater than 90 degrees), much lighter apparatus, and full on head tracking. When all three of these are in place, and they will be faster than anyone can imagine, games and entertainment will truly move to the next level!"

Now that we have all of those boxes checked--minus translation on the head tracking side, though we're already seeing promise with the Hydra--was the experience close to how you imagined it would be? Obviously, we still have a ways to go with things like resolution and motion blur, but it seems that only incremental upgrades are required to get from the basic fundamental platform that has now been achieved to the Holy Grail.

Nice find! :) I never expected that the resolution would lag behind that list of mine! :) Of course I never dreamed that VR would happen via dual optics viewing a single screen, (bravo Palmer /bows).

Actually, this is all happening even faster than I imagined! We are so very close.

We definitely need a res bump, but don't mistake this; if you can get the proper environment setup, you can have an experience unlike anything you've ever had before!

We are all going to be so spoiled by the immersive properties of VR, that it's going to be very hard to play certain types of games on a normal screen.

Best demo so far on the Rift, (IMO): Play one of your favorite songs and fly around a 2x oversampled version of Epic Citadel. It's such a basic map and the resolution of the devkit is low, but it is absolutely stunning and truly mind blowing! If an experience like that is possible on such a basic map, I can't even being to imagine what full fledged VR experiences will be like in the future. Actually I take that back, I CAN imagine it, and that is why I am so excited!

UmpOi.gif


Get ready everyone, the VR train is coming, and there's no going back...
 
I saw a cool video with prototype reactive grip for the Hydra. I thought it looked kind of cool.
http://www.youtube.com/watch?v=610iTKlYBVM

I finally got around to using the Hydra last night with Portal 2. Aiming with it feels so much better with a game that's designed to use the device. I'm totally going to have to re-install Team Fortress 2 now play to try it in that game. From what I understand it seems like Half Life 2 and Left 4 Dead still don't truly support it, even though their website claims that it does?

This is awesome. It's crazy all the innovative stuff hapening right now. Pardon the cheese but it is really starting to look like a VRevolution! Okay that was terrible.

Meanwhile, most of GAF is arguing over which console will have the fastest RAM...
 
http://www.youtube.com/watch?v=gu7GXiwyoAQ

Grinned at 1:35 when he went inside of a virtual holodeck. "This is so meta..."

Loved how he visibly flinched checking out the creepy dude in the hallway. There's again that observation about NPCs seeming to inhabit a real personal space in the world, some making you feel uncomfortable with their presence. Seems like the opposite would bode well for, erhm, erotic types of games.

Hopefully he'll update that to have the holodeck then generate a world to explore - that'd be cool. maybe mod in the Tuscany demo somehow
 
Stupid question: What's the best way to get the UDK to display on the Rift? Currently I'm manually moving the window, but that can't be the "correct" method.
 
Stupid question: What's the best way to get the UDK to display on the Rift? Currently I'm manually moving the window, but that can't be the "correct" method.

The development window, or a game once you've loaded it? If the latter, there's a guy on youtube that describes the process here. If the former, I don't know.
 
I used to always force 16x aniso on everything, but someone was telling me that on certain engines/textures/something, 16x can actually look worse than 4x in terms of texture artifacting or flickering or whatnot.

I have very little knowledge about such things myself, but I did wonder if that could ever be the case.
 
I used to always force 16x aniso on everything, but someone was telling me that on certain engines/textures/something, 16x can actually look worse than 4x in terms of texture artifacting or flickering or whatnot.

I have very little knowledge about such things myself, but I did wonder if that could ever be the case.

I wouldn't be surprised. I've seen AF cause all sorts of flickering on certain surfaces.
 
Consumer model QUARTER 3 2014?

:C
Well, at that time they will have mass produced a lot of developer's kits which will lower the cost. The lowered cost will enable us to have additional features at the same/slightly increased prices. I'm hoping for a 120Hz, 1080p/1440p, peripheral vision light, head tracking (forward and backward) rift. I'd rather pay for quality so I'll wait for them to take their time if it has all of those features (similar to how games that have a short development time are usually pretty bad).

The only reason he released these rifts so early is to allow developers to make their games compatible with the rift when the consumer edition comes out and because he had a prototype ready on which he had to do a few small changes.
 
Well, at that time they will have mass produced a lot of developer's kits which will lower the cost. The lowered cost will enable us to have additional features at the same/slightly increased prices. I'm hoping for a 120Hz, 1080p/1440p, peripheral vision light, head tracking (forward and backward) rift. I'd rather pay for quality so I'll wait for them to take their time if it has all of those features (similar to how games that have a short development time are usually pretty bad).

The only reason he released these rifts so early is to allow developers to make their games compatible with the rift when the consumer edition comes out and because he had a prototype ready on which he had to do a few small changes.

I agree with everything but 120hz. Unless it's so cheap it's basically free, it's overkill IMO. The main draw of 120hz is to do shutter glasses 3D rendering each alternating frame at 60hz. You are only using one screen with the Rift, so 60hz should be sufficient.
 
No, 120 Hz would actually help out a lot with the motion blur during fast transitions. Check Abrash 's presentation :-)

I thought that had more to do with screen latency than Hz. For instance, you could have a 60hz screen with a 100 ms latency or one with a 4 ms latency. And what is the screen latency on the current Rift dev kits? Isn't it like 40 ms?
 
I agree with everything but 120hz. Unless it's so cheap it's basically free, it's overkill IMO. The main draw of 120hz is to do shutter glasses 3D rendering each alternating frame at 60hz. You are only using one screen with the Rift, so 60hz should be sufficient.

Not even close to overkill. The difference from 60hz to 120hz is easily perceptible just moving a mouse cursor on the desktop. Imagine in a VR context. Night and day.

Michael Abrash is even suggesting we will need 1000hz to 2000hz for proper VR.
 
I was wondering the same thing. The last person I heard to get one was the guy from hackaday.

The wait in killing me. :-/

Join the club. The only upside is the amount of oculus ready content that we will have at our disposal by the time our kits arrive. Still waiting for my back ordered Hydras to ship as well.
 
Not even close to overkill. The difference from 60hz to 120hz is easily perceptible just moving a mouse cursor on the desktop. Imagine in a VR context. Night and day.

Michael Abrash is even suggesting we will need 1000hz to 2000hz for proper VR.

My point still stands though... I'm assuming that a very low-latency 120hz screen is going to cost a lot more than a very low-latency 60hz screen. And the current 60hz screen they are using is pretty high latency.

I'd rather have a low-latency 60hz screen than a high-latency 120hz screen.
 
/\/\

You're just wrong about this.

I agree with everything but 120hz. Unless it's so cheap it's basically free, it's overkill IMO. The main draw of 120hz is to do shutter glasses 3D rendering each alternating frame at 60hz. You are only using one screen with the Rift, so 60hz should be sufficient.

Watch John Carmack's VR presentation from Quakecon 2012. It'll quickly change your opinion on that one.
 
The latency in terms of delay between when a frame is sent by the videocard and displayed on screen is what you are referring to, but that has no effect on the blur. It is important to keep this latency as low as possible of course, but that seems to be a result of the display controller (firmware). 120Hz PC displays always score well on this metric anyway AFAIK :-)

The latency that is important for the motion blur is how long a frame is displayed, which is naturally 1000/60ms for 60Hz and 1000/120ms for 120Hz (also panel type, eg TN / IPS, can make a difference but let's leave that out for now)

Again, check out the GDC presentation by Abrash; it has a really cool way to show what the issue with LCD screens in VR usage is, and what (temporary) solutions could be until we have tech better than LCD.
 
120Hz doesn't ensure less blur, though that will often times it will be the case. A 120Hz panel with slow pixel response times can have more blur than a 60Hz panel.

There are three temporal specs (AFAIK) that matter when it comes to panels:
Input lag
Refresh rate
Pixel response
 
Join the club. The only upside is the amount of oculus ready content that we will have at our disposal by the time our kits arrive. Still waiting for my back ordered Hydras to ship as well.

Got my Hydra arrive today after short backordered. Felt quite naturally on Portal 2.
But still waiting for backer oculus rift - I think they will wait when all done that could take months. People who got already are early limit backers (Unassembled one), which 100 of them.
 
Join the club. The only upside is the amount of oculus ready content that we will have at our disposal by the time our kits arrive. Still waiting for my back ordered Hydras to ship as well.
The backordered Hydra actually shipped quite quickly for me, like a few days if I recall correctly.

For anyone in Canada, from the MTBS3D forum:
Great news guys: based on the community feedback, we have switched to USPS for shipments to Canada! So for all Canadian orders moving forward, your package will be sent by USPS and should avoid any unnecessary fees.

Thanks for your continued support and patience.
 
I used to always force 16x aniso on everything, but someone was telling me that on certain engines/textures/something, 16x can actually look worse than 4x in terms of texture artifacting or flickering or whatnot.

I have very little knowledge about such things myself, but I did wonder if that could ever be the case.
That's only really true if the GPU/driver cheats on the AF and undersamples. This used to be an issue on AMD GPUs, don't know if it still is. on NVidia, with "High Quality" texture sampling it shouldn't happen.
 
So I've been pretty interested in getting one of these, would it be a good idea to get a dev kit or just wait until the retail product hits?
 
So I've been pretty interested in getting one of these, would it be a good idea to get a dev kit or just wait until the retail product hits?

there maybe coming a second dev kit with better features in q3 2013 (july - September)
If you pre order dev kit V1 NOW you will not get it before June, so i would say wait for Dev Kit V2.
 
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