Oculus Rift - Dev Kit Discussion [Orders Arriving]

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've had AMD CPUs for 5 years so yeah. Did you have any luck in UDK with the alt-enter and other options we suggested?

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.
However, considering that may be a 2+ month delay for the first version of the devkit before all the orders ship out, who's to say there won't be the same sort of delay for the second one, after which the consumer version may be on the horizon? :P
 
Will it still be the same $300?
no idea, but they plan is it, that the consumer version cost max. 300$ so i think Dev Kit V2 will be 300$ to.

And if its cost more, maybe 350$, than just because it would have an extrem good Screen and i would easily pay 50$ more for that xD
 
Yeah, thanks for that, it's working. It still feels a bit off compared to the Tuscany demo though, I wonder why.
Off in terms of latency, head tracking, resolution, motion prediction, IPD, or otherwise? I'm quite interested in UDK impressions since I don't feel Unity is really an option without Unity pro due to the legal situation if nothing else, not to mention the 4 month trial.
 
This is not a Rift-specific question yet since I don't have the Rift, but does anyone know if there is a list of console commands etc. for configuring the Hydra with Team Fortress 2? I googled but couldn't find a list, and I thought there was a setting for changing the control scheme for example.
 
Looks like the Hydra + Rift Tuscany two-handed demo is up! And, they are going to apparently release the source code. Download: http://sixense.com/sixensetuscanydemo

(you can use it even if you don't have a Rift yet)

Awesome, thanks.

Even without my rift, using the hydra in this is really impressive. Can only imagine how natural it feels with free use of looking around with my head and having depth perception. It's hard to gauge exactly how deep I'm grabbing at things on my 2D monitor, but it's still accurate enough that I can dribble the basketball between hands, and throw stuff out the windows. Pretty unbelievable that this kind of tech is suddenly here. This free demo puts the any Wiimote/Move/Kinect game on the market to shame.

If you could get multiple people playing in the demo at the same time with hydras and rifts, right now today, you could legitimately have a virtual catch. Or you could play a game of virtual wall-ball lol. Amazing stuff.

BOW DOWN to Oculus and Sixense. For $350 you can have a legit VR experience.
 
Awesome, thanks.

Even without my rift, using the hydra in this is really impressive. Can only imagine how natural it feels with free use of looking around with my head and having depth perception. It's hard to gauge exactly how deep I'm grabbing at things on my 2D monitor, but it's still accurate enough that I can dribble the basketball between hands, and throw stuff out the windows. Pretty unbelievable that this kind of tech is suddenly here. This free demo puts the any Wiimote/Move/Kinect game on the market to shame.

If you could get multiple people playing in the demo at the same time with hydras and rifts, right now today, you could legitimately have a virtual catch. Or you could play a game of virtual wall-ball lol. Amazing stuff.

BOW DOWN to Oculus and Sixense. For $350 you can have a legit VR experience.
I felt like the accuracy, sample rate, and a bit of lag wasn't good enough for a longterm solution. :/ It's cool technology but it's difficult for me to do stuff with it. I tried moving the base around and I think it stayed about the same, so I don't -think- it was interference.

One thing the Rift should help with is FOV. With objects close to your body and the stick controls, it was SUPER difficult to tell where a ball is, what orientation your hands are, and so forth. Even trying to toss a ball up and down or back and forth between hands becomes difficult since the ball rapidly goes of screen. I would imagine with the Rift that it becomes less like looking through a very limited window.

Trying to throw an object, especially up in the air like a basketball shooting motion, was very difficult. I felt like it kept trying to represent upwards motion as motion towards the screen instead. When it says to touch the sticks to your shoulders, what sort of orientation should be used? I don't think I ever got anything accurate enough like throwing a basketball through a window. Typically it would fall way short when I would attempt to toss it somewhere.

Textures were pretty limited in the window as well though I imagine with the Rift's reduced resolution it might not be a big deal.

Overall this probably sounds pretty negative. I think it's neat technology, just still not where it would need to be for accurate, low-latency 6DOF hand movement.
 
Looks like the Hydra + Rift Tuscany two-handed demo is up! And, they are going to apparently release the source code. Download: http://sixense.com/sixensetuscanydemo

(you can use it even if you don't have a Rift yet)

Mmmm. Very cool little demo.

Accuracy is a bit off, but I think that has as much to do with the way we coordinate with the screen as it is the controllers.

Had a bit of fun chucking the two balls around the place... and it's both very natural in feel, and very unnatural: You're spinning your hands and wrists left and right to orientate your palms towards them. But without the Rift, your body feels uncoordinated trying to coordinate so many different elements at once with just those two controllers.

Also, any time your hands get caught, it feels quite disorientating. I think giving the user a continued indication of where the hands actually are in physical space relative to virtual space would be the best way of handling that issue; when synchrony is achieved (i.e. the real hands are where the virtual hands are), then the indication should be ghosted; but the further the real and virtual hands desync, the brighter the indicator should be (maybe a pair of 'ghost hands' to represent the real position of your hands).

Looking forward to retrying this demo with the Rift; and again with the translational tracking in. I think that particular experience will be... quite incredible.
 
If the roadmap is somewhat acurate it should be a quite safe bet to go for the devkit2 instead of waiting for the consumer version regarding the featureset of the Rift. Second devkit should have finalized hardware specs and positional tracking on board, wouldnt make a lot of sense otherwise. Consumer version might have a different appearance and minor comfort additions though.
 
This is not a Rift-specific question yet since I don't have the Rift, but does anyone know if there is a list of console commands etc. for configuring the Hydra with Team Fortress 2? I googled but couldn't find a list, and I thought there was a setting for changing the control scheme for example.

I just reinstalled TF2 and havent had time to really try it out with the Hydra yet. But I did come across this link with a ton of info on the Hydra intergration.

http://steamcommunity.com/sharedfiles/filedetails/?id=137879356
 
I felt like the accuracy, sample rate, and a bit of lag wasn't good enough for a longterm solution. :/ It's cool technology but it's difficult for me to do stuff with it. I tried moving the base around and I think it stayed about the same, so I don't -think- it was interference.

One thing the Rift should help with is FOV. With objects close to your body and the stick controls, it was SUPER difficult to tell where a ball is, what orientation your hands are, and so forth. Even trying to toss a ball up and down or back and forth between hands becomes difficult since the ball rapidly goes of screen. I would imagine with the Rift that it becomes less like looking through a very limited window.

Trying to throw an object, especially up in the air like a basketball shooting motion, was very difficult. I felt like it kept trying to represent upwards motion as motion towards the screen instead. When it says to touch the sticks to your shoulders, what sort of orientation should be used? I don't think I ever got anything accurate enough like throwing a basketball through a window. Typically it would fall way short when I would attempt to toss it somewhere.

Textures were pretty limited in the window as well though I imagine with the Rift's reduced resolution it might not be a big deal.

Overall this probably sounds pretty negative. I think it's neat technology, just still not where it would need to be for accurate, low-latency 6DOF hand movement.

It is very hard to use the right analog stick to follow airborn objects while simultaneously moving around your hands, and it feels awkward when reaching for items on the ground, but I think both of these problems will be almost completely eliminated when using the rift.
 
I'm impressed enough with the Tuscany demo. Throwing feels a bit weird, I think I maybe need to release sooner. Under arm throws work really well though I found. Can't wait to experience it (and Mirrors Edge!) with the rift. Hydra's spin on Tuscany is definitely how I'll demo the rift to my none gaming friends.
 
I'm impressed enough with the Tuscany demo. Throwing feels a bit weird, I think I maybe need to release sooner. Under arm throws work really well though I found. Can't wait to experience it (and Mirrors Edge!) with the rift. Hydra's spin on Tuscany is definitely how I'll demo the rift to my none gaming friends.

If you're doing what I did; you need to release later. Basically release only when you want the ball to completely leave your hand.
 
Awesome!

The Gallery: Six Elements has reached its goal with 3 days to go!

goal.jpg



Congrats to Denny and his crew! :)
 
Well, just tried the Tuscany Demo with a hydra and 3Dvision.

Optimization of the demo is weird: 1080p 3D had a higher frame rate than 720p 3d. I used Fastest speed (you definitely want shadows OFF, the rendering is screwed up). I'm using the latest drivers (314.22) and running on a sager np8170 3D with a 2720qm and a GTX 485m (gtx 460 lvl with 2GB vram).

Let's just say that 3D vision is not a very good substitute for the Oculus Rift. I wouldn't even call it a step above 2D. My eyes and brain were bugging out at multiple depth levels. Crosstalk everywhere. With shadows on, the effect was even worse. Within a few minutes, I was able to pull off the same stuff in 2D as with 3D. Without the discomfort.

As for the hydra, the 1 to 1 update seems fixed at like 30fps. It doesn't seem to update one to one. Disappointing. Throwing stuff was really hard because of the lag. I think the demo needed a little more time in oven.

I still had fun goofing around though.
 
I really wish they weren't so backed up on shipping these. I haven't even ordered one, and feel like I won't be able to get a Dev kit until next year.

At first I said I would wait for the consumer model. But now I want to just mess around with TF2 with this.
 
As for the hydra, the 1 to 1 update seems fixed at like 30fps. It doesn't seem to update one to one. Disappointing. Throwing stuff was really hard because of the lag. I think the demo needed a little more time in oven.
I don't know, but I suspect this is a hardware limitation. Not only would you want some sort of magical 6DOF detection technology, but you would also want it with 1ms updates (that's what the Rift head tracking uses, doesn't it?)?

And I think I've read impressions about how with the UDK or Tuscany or something similar, if they turn off motion prediction, they can feel lag, so even with a 1000 Hz update rate, there's lag presumably because of the driver data transfer path? I don't know how much can be done about that given the Windows driver model if the Rift people have gone through it in detail.

I guess we may be able to find out once the latency testers come out, but don't even those have to go through USB? So, any measurement would be depending on the Rift people to have calibrated for it properly?

Anyone with better understanding or information about this, by all means educate me. :D
 
Hydra Tuscany 2013 GOTY. This is so fun.
Do you have any tips for what orientation you touch the controllers to your shoulders in, or how to get better accuracy/update rate/latency? I felt like I was doing something wrong since it was hard to use, regardless of whether the base was near metal.
 
Do you have any tips for what orientation you touch the controllers to your shoulders in, or how to get better accuracy/update rate/latency? I felt like I was doing something wrong since it was hard to use, regardless of whether the base was near metal.

I was holding them as if I were pointing straight up when I did the shoulder calibration thing and it worked really well for me. I've got the base on my desk in front of my keyboard with the cord pointing straight back and I'm standing up like 2-3 feet away. There is a bit of lag (especially compared to the Rift's tracker) but it's very playable for me.

I got my Hydra a couple of weeks before my Rift and I wasn't too stoked about it, so this is the first time I've really used it. I'm pretty excited to play some real games that support it now. I think I may have to bump up my pledge for The Gallery because I really want them to hit the Hydra stretch goal now.
 
I was holding them as if I were pointing straight up when I did the shoulder calibration thing and it worked really well for me. I've got the base on my desk in front of my keyboard with the cord pointing straight back and I'm standing up like 2-3 feet away. There is a bit of lag (especially compared to the Rift's tracker) but it's very playable for me.

I got my Hydra a couple of weeks before my Rift and I wasn't too stoked about it, so this is the first time I've really used it. I'm pretty excited to play some real games that support it now. I think I may have to bump up my pledge for The Gallery because I really want them to hit the Hydra stretch goal now.
Just to make sure I understand the orientation -- you mean the narrow ends were aiming down, the sticks were vertical, and the triggers were facing the ceiling?

I do wonder where the lag is introduced. A low sample rate would explain it, but there could be other reasons I guess.
 
I was holding them as if I were pointing straight up when I did the shoulder calibration thing and it worked really well for me. I've got the base on my desk in front of my keyboard with the cord pointing straight back and I'm standing up like 2-3 feet away. There is a bit of lag (especially compared to the Rift's tracker) but it's very playable for me.

I got my Hydra a couple of weeks before my Rift and I wasn't too stoked about it, so this is the first time I've really used it. I'm pretty excited to play some real games that support it now. I think I may have to bump up my pledge for The Gallery because I really want them to hit the Hydra stretch goal now.

given how much lip service they've paid hydra (and vice versa), I don't see them leaving out hydra controls at this point even if they don't hit that stretch goal.
 
Even doing cross-eyed 3D on the second half, I could see how it may end up being super immersive. I may have to do another Skyrim character or something. :O

cross eye 3d does not work on that video. the left and right image need to be switched for cross eye to work.
 
I just want to ask one more time as to not derail the thread. Anyone in the Denver area have an Oculus willing to let me check it out for a half hour or so? I'll throw some cash your way just to walk around in the Tuscany demo for a bit. If anyone is willing just send me a pm. Thanks

And if this isn't allowed someone let me know so I can edit this out.
 
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.

You don't understand. Money is no object to me when it comes to this device. I want to experience VR now.

If the second "developer kit" is more widely available, I will be purchasing it, and I will also purchase a consumer model whenever it finally releases.
 
Is there any way to check when yours will ship yet? I'm going to be out of town for like 2 weeks starting next week, I'm wondering if I can contact Oculus and tell them not to send the package when I'm not around to receive it.
 
I'm trying not to think about how long it will take me to get my kit. = ( Order 43k somethin'.

Shipping Update
The Oculus logistics team is 100% focused on getting dev kits to your doorstep. Here’s the latest on our progress:
We’ve shipped roughly 1,850 development kits worldwide so far (~500 internationally). Up next, we have another ~2,000 arriving at doorsteps around April 26th, but it could be a few days earlier or later depending on international customs.
Of the upcoming ~2,000 unit batch, ~500 will be EU, ~500 will be Asia/Oceania, and the rest will be the Americas. These units will also be the first delivered via our new EU/Asia/Oceania fulfillment network, which should help reduce delivery times and costs.

https://developer.oculusvr.com/foru...ate_GDC_Recap4_13_2013&utm_medium=email#p1741

They're doing a new shipping method, looks like it'll go a lot faster now

Is there any way to check when yours will ship yet? I'm going to be out of town for like 2 weeks starting next week, I'm wondering if I can contact Oculus and tell them not to send the package when I'm not around to receive it.

You should be able to have it held at a shipping center when you receive your tracking number
 
So, at this rate it will took them about 2 months just to ship the kickstarter orders. When I pre-ordered mine it said April. By these numbers now I'm looking at June/July. That's a bummer.
 
From their latest Kickstarter update, they've shipped 1,850 units so far, and will have another 2,000 out for April 26th delivery.

I'm roughly order 4,500 so I won't be getting it for at least another month, most likely. :(
 
they really need someone with money, it is just crazy that they can only build around 750-900 per week.

I have read there will be a 7inch Surface Tablet, i bet it has a good screen and 1080p and yeahe its a Surface so it will Flop and many screens will be avaible for others :lol

Maybe they should use them on dev kit 2
 
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