Oculus Rift - Dev Kit Discussion [Orders Arriving]

Doom 3 is so good in VR. So so good. Honestly, everyone with the Oculus needs to give it a go. Make sure you set your height and ipd in order to make everything feel 1:1. I can play it for a couple of hours solid with no ill effects at all too.
It's so very strange that official support was cancelled and yet it still sounds like it works well. Hooray for modders!

On a somewhat similar note, has anyone tried the stuff here for Minecraft? http://www.mtbs3d.com/phpbb/viewtop...id=c762dc82b99dc4f225294c7a3fa98dc0&start=160

They recommend using 0.16 for head tracking.
 
I'm prone to believing the above chart simply because the Digital Foundry break down showed they were using the exact same screen as the current Nexus 7. That slide for Dev 2 would coincide very nicely with the soon to be released 1080p Nexus 7.

Of course, that's all speculation. And it's possible it isn't released anytime soon. I'm personally waiting on it and am expecting a 1080p screen/updated tracking by the end of the year. You'll have to make your own judgement call.

except that they didn't really want to use a 7 inch screen as it adds weight and cost for no obvious benefit. I guess if there is no 5-5.5 inch 1080p screen they may not have much choice though.

On a somewhat similar note, has anyone tried the stuff here for Minecraft? http://www.mtbs3d.com/phpbb/viewtop...id=c762dc82b99dc4f225294c7a3fa98dc0&start=160

They recommend using 0.16 for head tracking.

no, but dying to try it out - minecraft was a big reason for jumping on the dev kit, but I'm 98xx so still a few weeks away from getting mine.
 
except that they didn't really want to use a 7 inch screen as it adds weight and cost for no obvious benefit. I guess if there is no 5-5.5 inch 1080p screen they may not have much choice though.



no, but dying to try it out - minecraft was a big reason for jumping on the dev kit, but I'm 98xx so still a few weeks away from getting mine.


I highly doubt it adds cost. In fact, that's why they choose the screen they did. And it's why I anticipate they're using it again for Dev 2. That Nexus 7 screen was probably chosen because it was the cheapest available option. And I anticipate it'll be the cheapest 1080p screen by a huge margin.

You're right about it being far from ideal from a weight POV. And other reasons. Which is why I'd hope they chose something much nicer for the retail release. But it's a solid choice for getting a cheap 1080p device in the hands of developers this year.

It's so very strange that official support was cancelled and yet it still sounds like it works well. Hooray for modders!


http://3dvision-blog.com/8439-doom-...reoscopic-3d-support/comment-page-1/#comments

A big thanks to John for making it all possible. The game had what people thought was disappointing 3D at launch, but it was quickly discovered the Carmack allowed everything to be easily modified from Day 1 in the CFG settings. This made for great 3D on monitors. And obviously allowed modders to easily change the settings to their ideal VR settings.
 
except that they didn't really want to use a 7 inch screen as it adds weight and cost for no obvious benefit. I guess if there is no 5-5.5 inch 1080p screen they may not have much choice though.
There's still the 5 inch OLED screen in the Galaxy S4. It has a bit lower effective resolution due to pentile, but OLED!
 
There's still the 5 inch OLED screen in the Galaxy S4. It has a bit lower effective resolution due to pentile, but OLED!

That's obviously going to be the dream screen. But I can't imagine how much more expensive that would be. So I could see why it'd be wasteful to even consider putting that into the dev kit (though I'd gladly pay extra for it... so do it! Do it, Palmer!)
 
So i've killed my eyes looking from real close at a nexus7 to get a slight feel of the scale with the oculus (it works pretty well). Not the real thing obviously but it already show you that scale are really important with that thing.

In the Hawken vid on youtube you can notice the mecha looks like a small helmet around your face cause it's not the right fov.

Also there is a vid of a space game with it and wow, my god.. Clearly that can be awesome for something like that, with the feeling of space and all.

Lol i feel so lame, commenting on my extrapolationg of a thing i can't have :p
 
There's still the 5 inch OLED screen in the Galaxy S4. It has a bit lower effective resolution due to pentile, but OLED!
OLED still has that weird 'blotchy' effect in dark scenes. Up close I can notice in on my Galaxy S3 and Vita, but I'd argue it's not a massive issue given how gorgeous those screens are.

This is the kind of effect you see on a normal OLED; hard to see but all the other images I could find show really bad and probably rare cases:
http://i.imgur.com/DfgcO.jpg
 
That's obviously going to be the dream screen. But I can't imagine how much more expensive that would be. So I could see why it'd be wasteful to even consider putting that into the dev kit (though I'd gladly pay extra for it... so do it! Do it, Palmer!)
The screen in the S4 is $75 according to an (unofficial, of course) BoM. Now, obviously it would likely be a lot more expensive for Oculus, due to economy of scale and them not being Samsung and all that. Still, maybe it's feasible.
 
I don't want blotches on my eyes, so no OLED for me.

Seriously everyone salivates over how "amazing" the Vita screen is and all I see is ghosting and splotches. I guess when those aren't rearing their ugly heads it looks nice but man that is some ugly splotchy.
 
I don't want blotches on my eyes, so no OLED for me.

Seriously everyone salivates over how "amazing" the Vita screen is and all I see is ghosting and splotches. I guess when those aren't rearing their ugly heads it looks nice but man that is some ugly splotchy.

Vs what though? Ugly smearing you get with the current mobile LCDs?
 
I don't want blotches on my eyes, so no OLED for me.

Seriously everyone salivates over how "amazing" the Vita screen is and all I see is ghosting and splotches. I guess when those aren't rearing their ugly heads it looks nice but man that is some ugly splotchy.
Ghosting? What? Also, the brightest parts of mura ("splotches") are still much darker than the best LCDs' overall black level.

And more importantly than any of that, at least for gaming: the pixel response times are completely unmatched by LCD.
 
Ghosting? What? Also, the brightest parts of mura ("splotches") are still much darker than the best LCDs' overall black level.

And more importantly than any of that, at least for gaming: the pixel response times are completely unmatched by LCD.
i've gamed a lot on OLED with my HMZs. I really like the nature of those displays. Holy grail indeed.
 
So demoed it to two girls last night...they were pretty ho-hum about it. "Meh, it's okay". "I feel sick". Not for everyone, I guess.
 
So I'm finally going to order a rift.

Quick question, I notice that is says current orders are expected to ship in June, but it said that last month when I almost ordered.

Can I really expect to get it in June? Or should I be thinking that I might be as far out as August/September?

Any opinions on this? Has everyone who ordered on day one gotten theirs?
 
I know I've said this before but if any of the big three console makers announce Oculus Rift support at E3, it would guarantee a day one purchase from me.
 
So, I don't have a Rift but an interesting thought hit me last night while watching some videos and I figured I might as well air it here to hear about the technical feasibility.

A big problem with the Rift seems to be the disconnect of having a realistically represented sightline/head control while having your lower body movement controlled via gamepad. I've seen a video of someone fixing this with a huge rig that was essentially a multi-directional low friction treadmill, but it looked cumbersome, expensive, and just plain weird.

My question is, if you were to have multiple cameras surrounding someone using a Rift (say, integrated into a surround sound system), could you have effective full body tracking? Have a wiimote-style controller in each hand, walk by walking in place/swinging your arms like you were, run by doing it faster, body positions and movements like crouching, leaning and turning/strafing accurately recognized and handled through body tracking with the cameras, and use the "wiimotes" as your hands.

Would it take a huge amount of computing power? Is body-tracking not good enough yet? Would receiving and processing the data from multiple cameras result in too much lag?

I know it'd probably be heinously expensive at this point to add what's essentially a couple of Kinects to go with the Rift, but god damn it would be awesome.
 
So, I don't have a Rift but an interesting thought hit me last night while watching some videos and I figured I might as well air it here to hear about the technical feasibility.

A big problem with the Rift seems to be the disconnect of having a realistically represented sightline/head control while having your lower body movement controlled via gamepad. I've seen a video of someone fixing this with a huge rig that was essentially a multi-directional low friction treadmill, but it looked cumbersome, expensive, and just plain weird.

My question is, if you were to have multiple cameras surrounding someone using a Rift (say, integrated into a surround sound system), could you have effective full body tracking? Have a wiimote-style controller in each hand, walk by walking in place/swinging your arms like you were, run by doing it faster, body positions and movements like crouching, leaning and turning/strafing accurately recognized and handled through body tracking with the cameras, and use the "wiimotes" as your hands.

Would it take a huge amount of computing power? Is body-tracking not good enough yet? Would receiving and processing the data from five or so separate cameras result in too much lag?

I know it'd probably be heinously expensive at this point to add what's essentially a couple of Kinects to go with the Rift, but god damn it would be awesome.

I'd say it's feasible, yes, but the amount of work involved would limit the amount of people doing it and that would also limit the amount of devs supporting such a control scheme. If the Rift was to become a sensation, I wouldn't find it unrealistic to see something like "Rift-ready Kits" with surround sound speakers that have built-in cameras and some sort of PSMove-type tracking ball to attach to the Rift. The Razer Hydra is the first stepping stone towards hand control, but it's very far from perfect.

I'll just leave that speculation on such things is going to remain just speculation for a while yet.
 
So, I don't have a Rift but an interesting thought hit me last night while watching some videos and I figured I might as well air it here to hear about the technical feasibility.

A big problem with the Rift seems to be the disconnect of having a realistically represented sightline/head control while having your lower body movement controlled via gamepad. I've seen a video of someone fixing this with a huge rig that was essentially a multi-directional low friction treadmill, but it looked cumbersome, expensive, and just plain weird...

I don't know, but I have a question; why even do this? what's the point of correcting that disconnect outside of the cool factor. On average how much does someone crouch during a gaming session? or jump? miles walked per-game-- miles run per-game!? Why try to bring our entire physicality into the VR experience?

I just don't see the point when most actions outside of direct object manipulation can be replicated with less tedium and orders of magnitude less effort.
 
I don't know, but I have a question; why even do this? what's the point of correcting that disconnect outside of the cool factor. On average how much does someone crouch during a gaming session? or jump? miles walked per-game-- miles run per-game!? Why try to bring our entire physicality into the VR experience?

I just don't see the point when most actions outside of direct object manipulation can be replicated with less tedium and orders of magnitude less effort.

Right.

I really don't want to get out of my chair to play video games. Force us all to navigate the worlds with our characters sitting in hoverounds if it's that big of a deal.
 
I think there's a lot of value in it and It would open the door for a ton of innovation. Just being able to independently control your arms would be huge. Imagine a survival horror game with a flashlight in one hand and a pistol in the other. Actual dual wielding with independent aim. Being able to crack open a door with one hand and having the other at the ready. Using a control scheme thats as quick and accurate as a mouse without having your viewpoint locked down your crosshairs. Working puzzles that require you to manipulate separate objects simultaneously. Not to mention finally having an awesome and accurate representation of the cliched Minority Report-style menus.

Combine that with full body tracking. Realistically ducking behind cover in a futuristic laser tag deathmatch where crouching isn't a binary up-down system but representative of your position. Being able to do a 180 (or anything else) in a split second. Hiding in an environment where your hiding spots arent just waist-high walls. Actually walking over a tightrope instead of just lining your crosshair up with the path. Realistic leaning around corners. Dodging whirring saw blades and other booby traps Indiana Jones-style. Having it feel like you're really there instead of manning a robot with a camera on top.

Obviously, it wouldn't be appropriate for something like an Elder Scrolls game, but if a game were designed around it, it would be the ultimate sense of immersion, and that's what the Rift is all about, isn't it?
 
I think there's a lot of value in it and It would open the door for a ton of innovation. Just being able to independently control your arms would be huge. Imagine a survival horror game with a flashlight in one hand and a pistol in the other. Actual dual wielding with independent aim. Being able to crack open a door with one hand and having the other at the ready. Using a control scheme thats as quick and accurate as a mouse without having your viewpoint locked down your crosshairs. Working puzzles that require you manipulating separate objects simultaneously. Not to mention finally having an awesome and accurate use of the cliched Minority Report-style menus.

Combine that with full body tracking. Realistically ducking behind cover in a futuristic laser tag deathmatch where crouching isn't a binary up-down system but representative of your position. Being able to do a 180 in a split second. Hiding in an environment where your hiding spots arent just waist-high walls. Actually walking over a tightrope instead of just lining your crosshair up with the path. Realistic leaning around corners. Having it feel like you're really there instead of manning a robot with a camera on top.

Obviously, it wouldn't be appropriate for something like and Elder Scrolls game, but if a game were designed around it, it would be the ultimate sense of immersion, and that's what the Rift is all about, isn't it?

While it opens up a lot of doors, it also introduces a lot of limits on where you can move. You would need a large sized room that roughly matches the size of the in-game room so you could actually completely move around said room, and a game containing nothing but small spaces to navigate would lose a bit of that excitement of visiting new worlds. I think for the most part, the best of what you're imagining could be done with better hand tracking and/or motion controls, all in the comfort of a chair. But moving around the room, doing actions like ducking and whatnot? I hate squatting :\ It'd be good for a niche exercise game, but otherwise I wouldn't be terribly attracted to playing it.

Now, a lazer-tag type of attraction in a huge room that you could attend with a bunch of friends that turns you all into cool characters, has 1 to 1 motion tracking for all players, and pits you against cooperative challenges within the world it renders for you? That would be cool :) Granted, interaction with virtual beings and objects would be a bit weird since you would always have the ability to move through anything, whereas when you don't have 1 to 1 control, your character can be stopped and limited by in-game geometry.
 
While it opens up a lot of doors, it also introduces a lot of limits on where you can move. You would need a large sized room that roughly matches the size of the in-game room so you could actually completely move around said room, and a game containing nothing but small spaces to navigate would lose a bit of that excitement of visiting new worlds. I think for the most part, the best of what you're imagining could be done with better hand tracking and/or motion controls, all in the comfort of a chair. But moving around the room, doing actions like ducking and whatnot? I hate squatting : It'd be good for a niche exercise game, but otherwise I wouldn't be terribly attracted to playing it.

Now, a lazer-tag type of attraction in a huge room that you could attend with a bunch of friends that turns you all into cool characters, has 1 to 1 motion tracking for all players, and pits you against cooperative challenges within the world it renders for you? That would be cool :) Granted, interaction with virtual beings and objects would be a bit weird since you would always have the ability to move through anything, whereas when you don't have 1 to 1 control, your character can be stopped and limited by in-game geometry.

Forget about 1:1 walking around a room. Stand up right now and walk in place. Lift your feet off the ground maybe an inch or two as you do it, and feel how your arms sway. That's walking. Now do it a little faster and feel how your legs come up a little higher and your arms sway a little farther. That's running. Now turn while you're doing it. That's turning while you're moving. And that's the kind of motion tracking I'm talking about. If cameras could pick that up and distinguish between walking and running, there'd be no need to move any more than a foot or two in any direction and the size of the in-game environment would be irrelevant, until it got to the size that people would wear out from such a low-impact activity.
 
So, I don't have a Rift but an interesting thought hit me last night while watching some videos and I figured I might as well air it here to hear about the technical feasibility.

A big problem with the Rift seems to be the disconnect of having a realistically represented sightline/head control while having your lower body movement controlled via gamepad. I've seen a video of someone fixing this with a huge rig that was essentially a multi-directional low friction treadmill, but it looked cumbersome, expensive, and just plain weird.

My question is, if you were to have multiple cameras surrounding someone using a Rift (say, integrated into a surround sound system), could you have effective full body tracking? Have a wiimote-style controller in each hand, walk by walking in place/swinging your arms like you were, run by doing it faster, body positions and movements like crouching, leaning and turning/strafing accurately recognized and handled through body tracking with the cameras, and use the "wiimotes" as your hands.

Would it take a huge amount of computing power? Is body-tracking not good enough yet? Would receiving and processing the data from multiple cameras result in too much lag?

I know it'd probably be heinously expensive at this point to add what's essentially a couple of Kinects to go with the Rift, but god damn it would be awesome.

I think accuracy and latency are the current issues. I don't think it's unfeasible to extrapolate full-body movement from just a few tracking points, or improve the experience significantly with just positional tracking for head and arms, but apparently the tech might not be accurate enough for that just yet. It's why Oculus didn't adopt the kinect (latency) or the hydra (accuracy) for positional tracking. Consumer-version rift will atleast have head positional tracking, afaik. The problem to me is that any solution will have to be inexpensive enough to have adequate adoption for people to make specialized software for it, just like how VR HMDs existed before the rift but none of them were cheap or developer-friendly enough to do what the rift is trying to do.
 
Turns out ISI just received their first Oculus Rift.

I'm not sure how many people in this thread are really interested in a hardcore racing sim (although it is god-tier), but I know somebody once had rFactor 2 listed as being an early supporter... which I was skeptical on based on their comments.

But hopefully they'll support it officially. Unlike something like pCars (which is made by SMS, who has rendering issues in 3D with every single game they've ever released), rfactor 2 already does flawless rendering of 3D. So hopefully they can make the transition fairly quickly with official support.
 
Anyone go through two ready stages? My order 009018 changed from "Ready - Your order is ready! We'll notify you as soon as it's shipped." to "Ready - We've successfully processed the payment and information for your order. It will be shipped as soon as the items are available in stock."

I wonder if its any closer to shipping or if Oculus is just rewording the text for everyone.
 
Anyone go through two ready stages? My order 009018 changed from "Ready - Your order is ready! We'll notify you as soon as it's shipped." to "Ready - We've successfully processed the payment and information for your order. It will be shipped as soon as the items are available in stock."

I wonder if its any closer to shipping or if Oculus is just rewording the text for everyone.

I think they just changed the wording. Mine reads the same thing and I'm order 0438XX.
 
So I'm finally going to order a rift.

Quick question, I notice that is says current orders are expected to ship in June, but it said that last month when I almost ordered.

Can I really expect to get it in June? Or should I be thinking that I might be as far out as August/September?

Any opinions on this? Has everyone who ordered on day one gotten theirs?

I don't know, but my knee-deep ignorant logic tells me they have a smoother and more effective production line going now after some experience and most of the early orders shipped.
 
http://www.roadtovr.com/2013/05/09/cliffy-bleszinski-theyre-porting-skyrim-to-oculus-rift-5684#more-'
Roadtovr seems to think that Cliffy B announced that Skyrim would get official OR support when he said this in a recent interview:
Full disclosure that I am an investor in the Oculus Rift. So I have an agenda, but I wouldn't have put my money in it if I didn't believe in it. The fact of the matter is they're porting Team Fortress, they're porting Skyrim and they're finding it kind of works. But the best experiences for that product will be made for it.
That's... not exactly what he said, is it? He's probably talking about fan projects.

Full interview:
http://www.engadget.com/2013/05/09/cliff-bleszinski-interview/?a_dgi=aolshare_twitter
 
Found this gif someone made from one of my videos. lol

brandon_zpsf39d8bb5.gif
 
Virieo isn't going to work out for me, at all any time soon. I can get a sense of 3D, but because it renders alternate eyes, rotating just fucks everything up in my brain. Stationary, I can get good depth, though nothing approaching 1:1 scale... moving forwards isn't so bad... but yeah, as soon as I turn or strafe, it feels like my eyes turn inside out. I really hope they can drop the alternate frame to each eye thing. This Half Life 2 VR mode could be so cool if they get the visuals right, but until then it's completely unplayable for me. Ho hum. Time to go play some more Doom 3.

Those fucking baby things are almost more than I can stand in VR.

Almost.
 
Ghosting? What? Also, the brightest parts of mura ("splotches") are still much darker than the best LCDs' overall black level.
That doesn't really mean anything. The splotches are darker than the darkest blacks on my S3. It's very annoying to look at and having those issues on the Oculus would be terrible. I'd much prefer brighter uniform levels than splotches.
 
Turns out ISI just received their first Oculus Rift.

I'm not sure how many people in this thread are really interested in a hardcore racing sim (although it is god-tier), but I know somebody once had rFactor 2 listed as being an early supporter... which I was skeptical on based on their comments.

But hopefully they'll support it officially. Unlike something like pCars (which is made by SMS, who has rendering issues in 3D with every single game they've ever released), rfactor 2 already does flawless rendering of 3D. So hopefully they can make the transition fairly quickly with official support.

That would be amazing. Racing and flying games are perfect for this tech.

Still waiting on my order. :( I bought in early January just as all the CES hype was picking up.
 
Holy shit, a real single-player game got OR support. (Apparently Doom 3 does as well but I don't own Doom 3)

Redownloading via Steam now
 
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