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Oculus Rift - Dev Kit Discussion [Orders Arriving]

I'm all over Devkit2.. I'll have to give someone on gaf on good deal on my existing dev kit, (no dead/stuck pixels)! :)

Who knows, maybe Dev Kit V1 will be THE!! VR Collectible in 10 years, you should save it :D

edit: or in 5 years you can compare the first OR dev kit with what ever is there in 5years and get flashed xD
 
For some reason I didn't even think about a racing game with this before. Along with a steering wheel would be so good. Same with a flight game and a flight stick.
 
After doing the sled in HL2, I could REALLY go for a MotoGP game for the rift, (imagine looking into your turns). Take my money!!!! Have you no shame!! :)
 
Who knows, maybe Dev Kit V1 will be THE!! VR Collectible in 10 years, you should save it :D

edit: or in 5 years you can compare the first OR dev kit with what ever is there in 5years and get flashed xD

Given the exponential increase in consumer electronics, I am quite sure that the devkit will be almost unrecognizable in 5 years. Will be interesting to say the least!
 
I think I asked price before... but do we know an even approximate date on the possible retail release? This thread is killing me with hype, so much so that I'm very tempted to just put my order for the development unit even though I know the retail version will be better (... plus then it gives me an excuse to get a second one. One for the desktop, and whichever is smaller to take with my laptop to friends)

They haven't gone into specifics, but there was a slide posted earlier which implied it'd be the middle of next year.

For some reason I didn't even think about a racing game with this before. Along with a steering wheel would be so good. Same with a flight game and a flight stick.

Anything where you're sitting in a cockpit or drivers seat or anything like that should work nicely. Star Citizen would be a good example of a game perfectly suited to the Rift.
 
After doing the sled in HL2, I could REALLY go for a MotoGP game for the rift, (imagine looking into your turns). Take my money!!!! Have you no shame!! :)

Your avatar really suits these posts, but I know exactly what you mean. The first time the helicopter flew over my head my jaw actually fell wide open. Driving and shooting is actually really workable with the Oculus. It controls better than those sections ever did with mouse and keys or a joypad. Even if it wasn't also hugely immersive it'd be an improvement.
 
New update from oculus - steam or oculus store credit should be available to claim Perfect timing for me to buy doom 3 from steam and patch it up.

Edit: arse - $20 is enough to buy doom 3 BFG on the US store, but it's £20 in the UK store :/ (steam voucher is only £13 when converted). Small difference I know, but I was hoping it would cover the price of the game


Edit2: going to buy it from greenmangaming for £10 and use the steam credit on something else.
 
Yes it does.

I'm not sure how's the process though for getting it to work, since it's not an official patch. And I don't know if the Steam version works with the patch/mod.

Plagiarize knows, he's been playing it and he likes it a lot.

BFG is Steamworks. So all copies are the Steam version.
 
Yes it does.

I'm not sure how's the process though for getting it to work, since it's not an official patch. And I don't know if the Steam version works with the patch/mod.

Plagiarize knows, he's been playing it and he likes it a lot.


Plagiarize, could you summarise what is needed to get doom 3 set up for the rift, and also any tweaks for HL2? I'd like to get them ready for when my rift arrives and it'd be good to hear from someone that has been playing them for a while
 
Plagiarize, could you summarise what is needed to get doom 3 set up for the rift, and also any tweaks for HL2? I'd like to get them ready for when my rift arrives and it'd be good to hear from someone that has been playing them for a while

http://www.roadtovr.com/2013/04/27/cymatic-bruce-doom-3-bfg-oculus-rift-support-5327

Okay, so I started with the above article, and further read up on the thread that it was links to There are two builds, and although I prefer the first build which is the one linked on this article, you might prefer the second. I like the first build because it lets me use the laser site, and I used some cvars to reposition the on screen arms to something that felt right. The more recent build uses the MP model (and it looks good so long as you don't use the laser sight like I do) and also fixes cutscenes to work a lot better, but fortunately Doom 3 doesn't have many of those at all.

Be sure to set all the cvars listed in that article. If you've already used TF2 to measure your IPD, plug in the value that calculates and be sure to set your height. those are two key things in making the world feel 1:1. Also, I strongly recommend you use the following console command also, to set your mouse not to look up and down: m_pitch 0

for HL2, I wrote out these instructions in a pm to ido:

You will need to right click Half Life 2 in steam, click the beta tab, and opt into the steampipe beta. After it has finished converting and updating, you will need to add -vr to the launch commands as for TF2. If you want to play EP1 and EP2 you will need to opt into the betas for those titles the same way.

You will need to check the following settings in TF2 after calibration has been performed in TF2 to recreate them in HL2, as HL2 does not have the calibration tool yet:

vr_ipdtest_left_i
vr_ipdtest_left_o
vr_ipdtest_left_t
vr_ipdtest_left_b
vr_ipdtest_right_i
vr_ipdtest_right_o
vr_ipdtest_right_t
vr_ipdtest_right_b
vr_separation_user_inches
vr_separation_toein_pixels

you will need to set the FOV to 75. you will need to put those settings into an autoexec.cfg file in the following sub folders underneath the Half Life 2 folder:

hl2\cfg\
episodic\cfg\
ep2\cfg\

here is what my autoexec.cfg file looks like:

vr_ipdtest_left_i "596"
vr_ipdtest_left_o "84"
vr_ipdtest_left_t "116"
vr_ipdtest_left_b "661"
vr_ipdtest_right_i "628"
vr_ipdtest_right_o "115"
vr_ipdtest_right_t "136"
vr_ipdtest_right_b "681"
vr_separation_user_inches "2.364135"
vr_separation_toein_pixels "0"

be sure to set the FOV to 75 or it will break your brain. be sure to check TF2 hasn't lost your configuration settings, because mine did and I had to go through the calibration tool again in order to look up all the required values when making my autoexec.cfg files for HL2 and the episodes.

enjoy. I've almost finished Doom 3. If I wasn't feeling tired and dehydrated I'd be playing it right now. I hope people use their steam credit to grab the BFG edition and give it a try. It's a really good experience, although if you couldn't handle Ravenholme in VR as I know some people couldn't, it is probably not for you.

edit: you can disable seeing your own body in the later builds of the Doom 3 VR mod using the command: pm_showBody 0 (pm_showBody 1 turns it back on), so it's probably best to use the newer version.
 
My friends just had a baby and I went to visit them today... and of course brought the Rift.

My friend Katie had a really great reaction, and said it was the coolest thing she has ever done. She does not like roller coasters lol.

http://youtu.be/yaYC-_a8qqQ

And I can't possibly reiterate enough how awesome Half Life 2 is on this fucking thing. Go play it right now.
 
My friends just had a baby and I went to visit them today... and of course brought the Rift.

My friend Katie had a really great reaction, and said it was the coolest thing she has ever done. She does not like roller coasters lol.

http://youtu.be/yaYC-_a8qqQ

And I can't possibly reiterate enough how awesome Half Life 2 is on this fucking thing. Go play it right now.

That is an AMAZING reaction, wow, I can't actually believe VR is here, it's actually here!
 
Some amazing videos. I can't shake the feeling though that either Microsoft of Sony needs to partner or purchase the company in order for us to see the device produced cheaply, in mass quantities, and with better tech (the screen seems to be a major issue).

There are so many applications and such promise for this device. I can't wait to get one, but right now I'm torn between getting a PS4 and building a gaming PC and getting an OR, the latter would be monumentally more expensive.
 
I'm sure this has been asked a million times, is it worth it as a consumer to get one of the dev units, strictly to enjoy the VR early?
 
I'm sure this has been asked a million times, is it worth it as a consumer to get one of the dev units, strictly to enjoy the VR early?

Really just depends.

If you are a real big VR enthusiast, yes. To me it has been well worth it just for finally being proud enough of VR tech to introduce to my friends.
 
Really just depends.

If you are a real big VR enthusiast, yes. To me it has been well worth it just for finally being proud enough of VR tech to introduce to my friends.

I want to experience FPS and RPGs with this thing, it must be insane. $300 for the dev unit isn't such a bad investment imo.
 
I finally had the chance to play with my Rift.

(1) Wearing glasses is total shit when you have something else to put over them. The Rift is even worse than those 3D glasses at movie theaters because of it's sheer size and weight, pressing the nose pads of my glasses against my nose. I need to get laser eye surgery or something, having to wear glasses with the Rift is awful. Yes, I actually am too nearsighted to use the included replacement eyepieces. I tried to use the one for "severely nearsighted" and it's still not enough correction for my shitty eyes.

(2) Half-Life 2 is pretty awesome with this thing, even though the client is as Valve puts it 'rough'. It looks like the UI needs some work. Right now I see two of every overlay UI widget side-by-side because things like UI text and subtitles don't converge properly in my visual field. I don't know if there's an adjustment for this.

(3) They really need to use an OLED panel for consumer units. The LCD motion blur is quite awful when your eyeballs are only inches from the screen. It's especially nauseating when you're moving your head and it's headtracking and the whole scene turns into a big blur. The low resolution isn't a big deal because this is a developer kit. But the motion blur has got to go in consumer units.

(4) Something will need to be done about sound with head-mounted displays. Wearing the big headphones with the big overhead strap with the Rift is quite cumbersome, especially if you're using the top strap to secure the Rift to your head so it doesn't fall down your face. I might have to move to using earbuds or over-ear headphones.
 
Some amazing videos. I can't shake the feeling though that either Microsoft of Sony needs to partner or purchase the company in order for us to see the device produced cheaply, in mass quantities, and with better tech (the screen seems to be a major issue).

There are so many applications and such promise for this device. I can't wait to get one, but right now I'm torn between getting a PS4 and building a gaming PC and getting an OR, the latter would be monumentally more expensive.

If he comes close to hitting his targeted pricing, no one's coming close to his pricing. Just look at console peripherals to see what kind of markups these companies do on products (ignoring consoles themselves, because that's the razer blade market).

If they want to produce something, they can. They just need to stay the fuck away from open source companies. I'm baffled why anyone would want Oculus off the market. They'll keep competitors honest.

I'm most intrigued by Valve. Since they've shifted to a VR priority (from the misguided AR), they could possibly be someone who could create proprietary display devices and mass produce them. But I think it makes sense to wait. In another two to three years, we're going to have fantastically capable mobile chips. You throw that chip into the headset, and there's your Linux based "console." This is the console from them that makes sense to me.

I realize a lot of people wanting Oculus purchased by Sony/MS are primarily console players and that's the motivation, but Sony/MS would never properly support this with their next gen. They don't have the power to be able to drive 1080p 3D at 60fps. And it'd be gimmick support at best.

Yes, they could reduce graphical quality to get there, but they've proven over and over that they appeal to the widest audience. And that means pushing graphics to their absolute limit, no matter how much fps suffer.
 
still haven't played HL2 or Doom 3, too busy with stuff :( did get a cheap displayport->dvi cable so I could connect the Rift to the only available output left on my card

but I did spend an hour or so last night trying to figure out why I didn't like TF2 when I tried it last week ... turns out it just runs like shit in VR mode with SLI enabled, but it's fucking awesome with only a single card :D

First I did some NvidiaInspector tweaks to force some ridiculous amount of SGSAA in TF2, which really helped clean up the graphics. When I then set my main monitor to 1080p and mirror that to the Rift, TF2 without VR would run perfectly with both GPUs having 90%+ utilization. When I enable -VR mode however, both GPUs seem limited to 50% (never going over that), resulting in terrible performance. I then disabled SLI and behold, with only 1 GPU (GTX670) it ran great even with all the SGSAA overkill enabled !

played for an hour and had great fun actually :) now let's copy this setup to HL2 when I have some time

(4) Something will need to be done about sound with head-mounted displays. Wearing the big headphones with the big overhead strap with the Rift is quite cumbersome, especially if you're using the top strap to secure the Rift to your head so it doesn't fall down your face. I might have to move to using earbuds or over-ear headphones.

my Sennheiser 595 works perfectly with the Rift for me. But I noticed it sits just in front of the doubled-up top strap for me, so if you have a smaller head and have the strap pulled up further I can imagine it will be annoying when your headphones are pressing down on top of that part
 
still haven't played HL2 or Doom 3, too busy with stuff :( did get a cheap displayport->dvi cable so I could connect the Rift to the only available output left on my card

but I did spend an hour or so last night trying to figure out why I didn't like TF2 when I tried it last week ... turns out it just runs like shit in VR mode with SLI enabled, but it's fucking awesome with only a single card :D

First I did some NvidiaInspector tweaks to force some ridiculous amount of SGSAA in TF2, which really helped clean up the graphics. When I then set my main monitor to 1080p and mirror that to the Rift, TF2 without VR would run perfectly with both GPUs having 90%+ utilization. When I enable -VR mode however, both GPUs seem limited to 50% (never going over that), resulting in terrible performance. I then disabled SLI and behold, with only 1 GPU (GTX670) it ran great even with all the SGSAA overkill enabled !

played for an hour and had great fun actually :) now let's copy this setup to HL2 when I have some time



my Sennheiser 595 works perfectly with the Rift for me. But I noticed it sits just in front of the doubled-up top strap for me, so if you have a smaller head and have the strap pulled up further I can imagine it will be annoying when your headphones are pressing down on top of that part

if you were impressed by TF2, you will be blown away by HL2 and Doom 3. I guarantee it.
 
sorry for just jumping in here but have a question .

is the OR ever gonna be available at retail stores or is it gonna remain orders only?
 
Current devkit will be online only from oculus. The consumer version should be a retail product but that's probably not out untl at least next year, possibly fall 2014
 
If he comes close to hitting his targeted pricing, no one's coming close to his pricing. Just look at console peripherals to see what kind of markups these companies do on products (ignoring consoles themselves, because that's the razer blade market).

If they want to produce something, they can. They just need to stay the fuck away from open source companies. I'm baffled why anyone would want Oculus off the market. They'll keep competitors honest.

I'm most intrigued by Valve. Since they've shifted to a VR priority (from the misguided AR), they could possibly be someone who could create proprietary display devices and mass produce them. But I think it makes sense to wait. In another two to three years, we're going to have fantastically capable mobile chips. You throw that chip into the headset, and there's your Linux based "console." This is the console from them that makes sense to me.

I realize a lot of people wanting Oculus purchased by Sony/MS are primarily console players and that's the motivation, but Sony/MS would never properly support this with their next gen. They don't have the power to be able to drive 1080p 3D at 60fps. And it'd be gimmick support at best.

Yes, they could reduce graphical quality to get there, but they've proven over and over that they appeal to the widest audience. And that means pushing graphics to their absolute limit, no matter how much fps suffer.

A VR oriented console from Valve would indeed be... game changer.

And it's strategically very canny for Valve as well.

I know those guys have some forward thinkers in there - no doubt they can see the potential that VR has for the future of computing as a whole.

To get in early at this early juncture and establish yourself as the household name for VR computing - replete with the necessary input devices to get the most value out of VR (i.e. hydra style motion controls + camera body tracking + wireless + headset) wouldn't just be useful for sealing VR gaming... it would be useful for establishing the design language and framing for VR going forward.

And yes, they would be able to use Linux and have it go down quite well - because you're creating a console with a new operating paradigm, it's not so much about supporting all this legacy software - but about providing a new platform for a new experience.


In a decade, when Valve is controlling the real world analogue of OASIS, we will say to ourselves how obvious this all was.
 
Can someone please develop an app which simulates 3d glasses on an Android phone? Please let it link directly to the PC via USB so it can directly support all Oculus software, and also make it so that it doesn't need lenses and stuff, because it's configurable via software. Basically, you just have to tape your phone to your eyes and be done with it.

Thanks, I expect you to be ready in 1-2 weeks, I don't even want a share of the millions you're going to make.
 
this NEW VR Cinema looks cool
http://youtu.be/lhdSozujoRc

https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=1140

Would love to hear some impressions :D

edit:
vader.jpg
to late
 
Cinema simulator... complete with the ability to put yourself in a crappy position. Just needs an annoying teenager simulator and it'd be perfect.

The video on the screen itself looks kind of jumpy. Why would that be? 60fps vs 24fps?

Probably just unoptimized, but the 60 vs 24 probably doesn't help with that either.
 
The video on the screen itself looks kind of jumpy. Why would that be? 60fps vs 24fps?
Well, considering that all movies are 24fps (except for The Hobbit), that'd be my guess. Or is this one of those "inherent frame rate" vs. "refresh rate" technical discussions?
 
Well, considering that all movies are 24fps (except for the Hobbit), that'd be my guess. Or is this one of those "inherent frame rate" vs. "refresh rate" technical discussions?

The latter. 24 isn't a factor of 60, therefore the frame rates don't align well and thus frames have to be dropped to keep it "in sync".

I want the one where you can bring a girl and make out in the back row.

People like you are why I'd find used condoms in the back rows when I worked at the theatre.
 
The latter. 24 isn't a factor of 60, therefore the frame rates don't align well and thus frames have to be dropped to keep it "in sync".
We really need a 120Hz screen on the consumer Rift. Unfortunately, there's nothing driving 120Hz mobile displays at the moment aside from VR itself, which is still too niche to warrant a huge financial investment.
 
I don't get the point behind virtual theater stuff? What is the point ? Instead of the complete screen Like hmz Sony headset all you get is small s teen and avatar in your way
 
I don't get the point behind virtual theater stuff? What is the point ? Instead of the complete screen Like hmz Sony headset all you get is small s teen and avatar in your way

HMZ is uncomfortable to wear for more than an hour (for me). Lack of head tracking induces motion sickness, and the thing is physically uncomfortable to wear for that length of time. I've gamed a lot on mine (in 1 hour sessions) but never watched a film.

When it comes to the rift, being able to turn your head to 'focus' the higher detail of the middle of the rift into whichever area of the screen you desire is going to be necessary for watching films on this thing.

The theater is really cool. I just don't have any 3D content ready to play with it, but I'm looking into that.

It's probably not going to be worth doing on the dev kit, but the improved resolution of the consumer display will probably make this pretty functional, and making the rift work well at playing films is going to be a nice bonus to someone that doesn't already have a 3DTV.
 
The latter. 24 isn't a factor of 60, therefore the frame rates don't align well and thus frames have to be dropped to keep it "in sync".

Frames aren't dropped, exactly, as you're moving to a higher framerate. You just get an odd syncopation of frames, with half of the 24 Hz frames lasting two 60 Hz frames, and the other half lasting three. This would be exacerbated by the fact that Youtube then reduces it all to 30 Hz, resulting in single and double frames.
 
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