It will going to be long wait. I believe non-kickstarter should get this Q3-4, labelled as DK2.
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.
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 havent 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 Rifts 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.
Because the wording in their email could be taken that way:
Nowhere does it say they're waiting on manufacturing to complete.
Because the wording in their email could be taken that way:
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.
A TF2 oculus hat code is up to $45 on Ebay. If that type of pricing holds...thank you based Oculus.
I saw someone on MTBS3D buying one for $50. Insane if you ask me, but hell, at that price I might just sell it.
A TF2 oculus hat code is up to $45 on Ebay. If that type of pricing holds...thank you based Oculus.
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?
Verrry cool. Nice to know that it'd be pretty cheap too (he said they were shooting for around $150). Pretty interesting solution.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?
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.
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.
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?
It will going to be long wait. I believe non-kickstarter should get this Q3-4, labelled as DK2.
Pretty sure that's not what that means. DK2 is development kit 2. What upgrades that entails, nobody knows.
Consumer model QUARTER 3 2014?
:C
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.
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.
Consumer model QUARTER 3 2014?
:C
Follow these instructions, you may need the alt-enter part: http://www.neogaf.com/forum/showpost.php?p=52672374&postcount=933Stupid 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.
Follow these instructions, you may need the alt-enter part: http://www.neogaf.com/forum/showpost.php?p=52672374&postcount=933
Also more recently there should be a comment about setting ScreenPercentage to 150 or 200 (probably 200 since you probably have a good computer).
Have they even shipped out any kits this week?
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.
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).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.
No, 120 Hz would actually help out a lot with the motion blur during fast transitions. Check Abrash 's presentation![]()
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.
I was wondering the same thing. The last person I heard to get one was the guy from hackaday.
The wait in killing me. :-/
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 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.
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.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.
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.
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.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.
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?