Oculus Rift - Dev Kit Discussion [Orders Arriving]

received the Rift 3 hours ago ...

damn the future is going to be awesome

resolution and blur is very noticeable on the devkit of course, and it doesn't fill up your entire vision, but damn that sense of scale is amazing ... first time when walking out the house in the Tuscany demo, it really feels like going "outside the house"

Riftcoaster is pretty cool, not too intense for me but it is funny how your body still reacts as if you are in a real roller coaster :D

played a few minutes of TF2 but it's not really my game and the gameplay is not really fit for the Rift (too fast)

finally did some First Law, with headphones and a gamepad ... that was really amazing actually. The gameplay itself is a bit too fast IMHO, the sounds aren't optimal and I got some sensor drift after 10 minutes as well.... but when I flew up to one of the stationary meteorites and was just gazing at the massive scale, I suddenly saw something in the corner of my eye. I turned my head and another equally large meteorite was coming right at me at high speed, passing me at close distance. My brain totally went "OH SHIT" on me like if I walked out in front of a car I couldn't avoid :D

also the tour of Museum of the Microstar was ok, the exhibits themselves aren't that special but when you end up at the edge right in front of the star is pretty cool (again due to the scale). More impressive however was when I discovered you could jump as well, and ran over some pipes and along some edges ... never head such a fear of heights in a game :D

I am feeling slightly nauseated now, but nothing too severe. It's gone a few minutes after I take of the Rift

so yeah. awesome ... flawed (in its current state) but awesome. The scale of things, the perfect 3D & the way your brain and body react like they do in real life ... all literally complete game changers ;p

Have to save HL2 and Doom3 for later this week, but I can't wait to see & play more dedicated VR games in the future

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also that European distribution center of them (in the UK) seems to work fine. Don't know if they avoid customs that way, but delivery is probably between 2 and 5 working days after shipment

I got the email that I would be in the next batch on Saturday two weeks ago, then got a shipping confirmation last Friday (it was actually shipped on Wednesday already!). It would have been delivered that same Friday already if it wasn't for the Ascension public holiday I guess.
 
Just a heads up. They've released a new version of the Doom 3 mod. major additions are head tracking during cutscenes and an in game body. I'll be trying it out in about half an hour and posting impressions whenever I feel like I have to take a break.

https://dl.dropboxusercontent.com/u/101772879/Doom3BFG-VR2.zip

credit to 2eyeguy. I saw it posted here:

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=226

edit: i don't like it at all. it screws up the laser sight, and has also screwed up my re-positioning of the in game gun. because it uses the MP model you can no longer see your ammo counter too. back to the earlier version and trying not to go mad during cutscenes! it was neat looking at your body though.
 
I have a question regarding the 3d. Will your eyes be able to see, lets say, a "bmp"-skybox/background in 3d too? I just played Dead Island and since the backgrounds are just images, I was wondering if you will see it like just a flat space.
 
I have a question regarding the 3d. Will your eyes be able to see, lets say, a "bmp"-skybox/background in 3d too? I just played Dead Island and since the backgrounds are just images, I was wondering if you will see it like just a flat space.

yep. sky boxes like that become obvious boxes.

on another note, I just arrived in hell in Doom 3, and holy crap does the place you arrive in look really cool. going back in.

edit: to say that was intense would be an understatement. <3 <3 <3 <3 Doom 3 in VR. My heart is pounding.
 
yep. sky boxes like that become obvious boxes.

on another note, I just arrived in hell in Doom 3, and holy crap does the place you arrive in look really cool. going back in.

edit: to say that was intense would be an understatement. <3 <3 <3 <3 Doom 3 in VR. My heart is pounding.

Keep the details coming man I've been enjoying you're impressions.
 
I just got through Ravenholme and reached the areas with the snipers in HL2. Ravenholme is not a patch on Doom 3 when it comes to scaryness, but it was great fun. Nothing like as stand out cool as manhacks or the airboat / helicopter confrontation, but good all the same. Clambering about on planks and jumping from roof top to roof top was probably the best bit of the town, and dropping from beam to beam going down the mine was really tense too.

Hell in Doom 3 was really intense. Flipping baby things and hellknights. Gosh those are big, but not as big as the guardian thing was though. With the flying wraith things you have to kill in order to open up the guardian for damage flying above you, the head aiming of Doom 3 made for a great fight.

It's interesting how well Doom 3 holds up visually in VR compared to HL2, which loses a lot when it loses texture detail. lots of flat walls and ceilings in HL2, where as Doom 3 has lots of nice detail all over the place. Real geometric detail is definitely what we're going to want in environments for VR.

Anyways, those are the impressions from tonight. Mainly impressed by Doom 3's hell level tonight. I'm looking forwards to reaching the buggy bits in HL2 and to fighting the things you have to kill with guided missiles. Those will be great fun. Quite a ways to go before striders though!

I do hope they can fix the weird thing where everything is slanted in HL2. It seemed to bother me more tonight than previously. Not sure why.
 
For whatever reason I most want to experience a super old 3D game with the Rift, like Daggerfall. Would it be impossible to develop some sort of head tracking with really old software like that? I do not know how coding works :(
 
For whatever reason I most want to experience a super old 3D game with the Rift, like Daggerfall. Would it be impossible to develop some sort of head tracking with really old software like that? I do not know how coding works :(

Anything is technically possible, but the amount of work required could easily be cost prohibitive.

Daggerfall would likely be in that cost prohibitive category.
 
For whatever reason I most want to experience a super old 3D game with the Rift, like Daggerfall. Would it be impossible to develop some sort of head tracking with really old software like that? I do not know how coding works :(

People seem to be able to mod just about any game to work with the rift, so I would say the odds are good. Here's a video of Quake 2 on the Rift.

I haven't played Daggerfall or Arena, so I don't know the specifics of how the games work.
 
People seem to be able to mod just about any game to work with the rift, so I would say the odds are good. Here's a video of Quake 2 on the Rift.

I haven't played Daggerfall or Arena, so I don't know the specifics of how the games work.

I just realized something-

If you watch these full-screen Rift videos on an iPhone, you can hold it up to your eyes then relax your focus so you stare to infinity.

You can then get a really blurry but 3D experience. Kind of like the crappiest Rift ever with no lenses.
 
To users of the Rift:

Is the sensation like dreaming? In a dream you can't really feel anything in your environment, but it does feel like you're there. I'm curious about whether it's actually that immersible, or if it just kinda feels like you're there.

I'm also curious about how convincing the depth perception is in 3D. 3D on a TV screen rarely feels like anything other than a pop-up book, with only specific planes or objects having depth. Do all objects in a game have relative depth and dimension when using the Rift?
 
For whatever reason I most want to experience a super old 3D game with the Rift, like Daggerfall. Would it be impossible to develop some sort of head tracking with really old software like that? I do not know how coding works :(

Using a gyration air mouse and an Oculus Overlay program, I have been playing some old titles in my rift. Obviously they arent 3d but still fun.
 
People seem to be able to mod just about any game to work with the rift, so I would say the odds are good. Here's a video of Quake 2 on the Rift.

I haven't played Daggerfall or Arena, so I don't know the specifics of how the games work.

Quake 2 has the advantage of the source code being publicly available. That's a liberty we won't have with Daggerfall.
 
they have this at the office, everyone complains that they get nauseous with it after very brief periods. i tried it on for a second as well, it was neat, just saw some demo so nothing to really blow me away.

after it's out for a bit i am sure it will be pretty nifty, i do look forward to trying it but i'll wait for the 1st release stuff to get ironed out.
 
Is the sensation like dreaming? In a dream you can't really feel anything in your environment, but it does feel like you're there. I'm curious about whether it's actually that immersible, or if it just kinda feels like you're there.
I wouldn't really compare it to a dream, especially in normal games. Games are too, well, gamey for that.

I'm also curious about how convincing the depth perception is in 3D. 3D on a TV screen rarely feels like anything other than a pop-up book, with only specific planes or objects having depth. Do all objects in a game have relative depth and dimension when using the Rift?
The depth perception is almost perfect when Rift support is implemented correctly. You can see the depth of very close objects, but you can also judge the distance of ones that are farther away and even judge their shape.

they have this at the office, everyone complains that they get nauseous with it after very brief periods.
Yeah, this happened to me as well the first time I tried it, but you get used to it. Well, I did at least.
 
Question for those that have one......can the dev unit be used with programs like maya or basic programs with 3d interactivity

Reason is im running some virtual supermarket stuff and would really love to use something like this to walk my clients through a store
 
I wouldn't really compare it to a dream, especially in normal games. Games are too, well, gamey for that.

The depth perception is almost perfect when Rift support is implemented correctly. You can see the depth of very close objects, but you can also judge the distance of ones that are farther away and even judge their shape.

Yeah, this happened to me as well the first time I tried it, but you get used to it. Well, I did at least.

Thanks for the responses, I appreciate it.
 
I had a go with a rift the other day, and I'm very impressed. The motion tracking and field of view were near perfect, although the resolution could obviously do with some improvement. I'm currently debating with myself over whether to buy one now or wait for the consumer version (in fact, if it weren't for the three month delay, I would have impulse-bought one right after trying it).

Is there any news on Dolphin support for it? If I can play F-Zero GX on it by the time it arrives I'd seriously consider ordering one today.
 
Yeah, this happened to me as well the first time I tried it, but you get used to it. Well, I did at least.

I was quite conscious of this, as I've had motion sickness problems with other games, and it's fine so long as you approach it right. Problems are generally caused when you're turning your viewpoint independently of the head tracking, so it's best to ease into that. Just start off with basic head-tracking, without using a controller to move, then after a few minutes ease yourself into small movements, starting with forward movement and then slow turns.

An acquaintance of mine who also tried it the other day was pretty visibly queazy after using it, despite never having motion sickness problems with games before, but I was pretty much fine because I was careful with the character movement.

Edit: Sorry for the double post.
 
Is there any news on Dolphin support for it? If I can play F-Zero GX on it by the time it arrives I'd seriously consider ordering one today.
This uses a modded Wii, rather than Dolphin, but biolizard89 hacked this together. Unfortunately, it doesn't have head tracking yet, and it's limited to 30fps per eye:
https://www.youtube.com/watch?v=vm5pXFM-XYU


braindx on the Dolphin forums is reporting he's got initial support for Oculus Rift working on Dolphin
http://forums.dolphin-emu.org/Thread-oculus-rift-support?pid=273458#pid273458
braindx said:
As soon as I finish cleaning some of this up, I will post both a clone and Windows binaries. Maybe middle of next week.

Compatibility is pretty low. Metroid Prime seems functional, but I haven't really found anything else that is. With Red Steel 2 pretty much everything is black, Goldeneye has a lot of artifacts and the UI is basically invisible. F-Zero seems alright aside from the UI being a little jacked up.

This is due to several things I'm doing. I'm forcibly modifying the perspective matrices to have the FOV required for the Rift as well as translating the projection matrix. Both of these cause various game-dependent issues. There are probably smarter things you can do to combat some of this, but unfortunately I have neither the time nor the inclination to mess with it much more than I already have. Hopefully, someone can take it the rest of the way.
The Dolphin version is also limited to 30fps at the moment.
 
This uses a modded Wii, rather than Dolphin, but biolizard89 hacked this together. Unfortunately, it doesn't have head tracking yet, and it's limited to 30fps per eye:
https://www.youtube.com/watch?v=vm5pXFM-XYU


braindx on the Dolphin forums is reporting he's got initial support for Oculus Rift working on Dolphin
http://forums.dolphin-emu.org/Thread-oculus-rift-support?pid=273458#pid273458

The Dolphin version is also limited to 30fps at the moment.

Hmm, I'll give it a wait in that case (especially considering 30fps for a game like F-Zero). Hopefully there'll be some progress on it by the time the order backlog has reduced a bit (or perhaps hopefully not, for my wallet's sake).
 
So my broken Rift adventures finally got escalated today and I've RMA'd my Rift. They're going to ship me a replacement Rift in the next batch ("next week or two" was their wording) and I have to use a prepaid FedEx label to return my defective Rift less I want to be charged twice.

Overall, not bad. Their CS team was fairly quick and didn't fuss over minor details too much. It was pretty much one e-mail attempting to troubleshoot before they just went straight to replacing the unit. Definitely happy with how they're handling things over there.

Anyway, guess I'll just have to wait a week or two before trying out all these new demos. Probably for the best since I have finals this week and next anyway.
 
I was quite conscious of this, as I've had motion sickness problems with other games, and it's fine so long as you approach it right. Problems are generally caused when you're turning your viewpoint independently of the head tracking, so it's best to ease into that. Just start off with basic head-tracking, without using a controller to move, then after a few minutes ease yourself into small movements, starting with forward movement and then slow turns.
Yeah, I did more or less the exact opposite I first tried it, strafing around like a madman und using the mouse like I normally do (often while turning my head in the opposite direction!).

An acquaintance of mine who also tried it the other day was pretty visibly queazy after using it, despite never having motion sickness problems with games before, but I was pretty much fine because I was careful with the character movement.
Yeah, I was in the same boat: I never ever experienced motion sickness with any game before, so I just did whatever. At least now I know what it's like, not something I'd want to repeat.

The good news is that I got so used to the Rift that I can now play HL2 mostly "normally" (including strafing etc.) and not really feel ill.

braindx on the Dolphin forums is reporting he's got initial support for Oculus Rift working on Dolphin
http://forums.dolphin-emu.org/Thread-oculus-rift-support?pid=273458#pid273458

The Dolphin version is also limited to 30fps at the moment.
That's really interesting, I'm looking forward to the release.
 
HL2 update released by valve, adds support for the episodes and some fixes, including the tilt issue

huzzah! I've almost beaten Doom 3, and I want to save Resurrection of Evil and The Lost Chapter for a rainy day. Doom 3 has been an absolute joy. Well, if you enjoy being given actual heart palpitations anyway. It threw me into an utter panic at one point last night in the CPU level when you pick up the override thingy you need to reach the last exit. a bunch of babies spawned in a tight space with some spiders and I don't even remember what else.

My initial desire was to get out, GET OUT, but I got surrounded and couldn't. I don't think I've ever felt quite so trapped before in a game.
 
I had a go with a rift the other day, and I'm very impressed. The motion tracking and field of view were near perfect, although the resolution could obviously do with some improvement. I'm currently debating with myself over whether to buy one now or wait for the consumer version (in fact, if it weren't for the three month delay, I would have impulse-bought one right after trying it).

Is there any news on Dolphin support for it? If I can play F-Zero GX on it by the time it arrives I'd seriously consider ordering one today.

Something is supposed to be released this week, if I'm not mistaken.
 
Man, playing Gamecube games or most emulated console stuff on the Rift seems like it would be pretty terrible. Is the Dolphin support just going to be warping with no headtracking or increasing of the FOV?
 
Just switched to processing. I'm in the US, order number nearly 9K from the last day of the Kickstarter. It looks like they will get through US kickstarter orders in the next week or so.

I caaaaaaaaaaaaame
 
Just switched to processing. I'm in the US, order number nearly 9K from the last day of the Kickstarter. It looks like they will get through US kickstarter orders in the next week or so.

I cameeeeeeeeeeeeee

Ooh, wonder if they had a larger batch come in?
 
Just switched to processing. I'm in the US, order number nearly 9K from the last day of the Kickstarter. It looks like they will get through US kickstarter orders in the next week or so.

I caaaaaaaaaaaaame


Great news. There seem to be quite a few people at the MTBS forum who are also switching over to "Processing"

I'm order number 97xx so I have to receive some sort of status update in the next couple of days.
 
It's for the 3D tours that are generated from user-submitted pics, I believe. Apparently they have a demo there so more details might emerge later.
 
Virtual tours in the Rift would be pretty amazing. I'm definitely looking forward to this now.

Someone should create a camera system designed to record video for the Rift. Imagine an astronaut using it while doing a space walk or even someone just taking a walk around the grand canyon.
 
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