Oculus Rift - Dev Kit Discussion [Orders Arriving]

Woah, Half-Life is with this thing is crazy. It's really really weird looking at someone's face, there's this odd sense of presence. Almost like you're looking at a real person's face.
 
Woah, Half-Life is with this thing is crazy. It's really really weird looking at someone's face, there's this odd sense of presence. Almost like you're looking at a real person's face.
That's what everyone keeps saying, especially about the old cutscene where you're stuck in the lab. Apparently it's an interesting experience.

*sits in corner and waits for customs to get sorted out so U.S. orders go through again*
 
So, War Thunder:
  • First of all: do NOT turn on in-game AA, or spend half an hour trying to figure out why you just get a black screen if you enable Rift mode.

This could turn out great, they just need to fix the scaling and I need to figure out how to force some SSAA.


Awesome - now that explains the black screen. Thanks mate, gotta try this one again :)
 
Ok thanks! I was just worried I did something wrong :)

Seriously, this is mind-blowing.

yep! I mean, the low resolution is what it is. it is a big negative right. it is VERY low resolution. it doesn't prevent the experience being more convincing than anything else I've experienced though.
 
Glad it worked out! So, don't leave us hanging - what have you tried so far?

I'll do a proper post in a few days when I've had more time with it. initial impressions are mixed, i do truly believe this is the future at least for some (including myself), it's so far beyond what a simple next gen power upgrade can deliver. yet the current screen is very poor imo, coming from 120hz 3d vision everything about it bar the brightness and zero crosstalk is massively inferior. however replace the screen and its never look back time (which obviously won't be too long) for now though i'd say the much more expensive 3d surround + trackir provides the superior experience

on a side note, I've had zero motion sickness troubles whether that has anything to do with using 3d vision for about 3 years or so I have no idea, oh and half life is by far the most impressive experience so far :)
 
HL2 just crashed on me after I took down the gunship by the light house, and now all my saves appear to be corrupted :/ I'm not sure if it has anything to do with the latest patch that downloaded before I started playing. At least I can jump ahead to whatever map and try again, but I think I'll do that later, maybe another day. I want to check out war thunder now.
 
HL2 just crashed on me after I took down the gunship by the light house, and now all my saves appear to be corrupted :/ I'm not sure if it has anything to do with the latest patch that downloaded before I started playing. At least I can jump ahead to whatever map and try again, but I think I'll do that later, maybe another day. I want to check out war thunder now.

yeah I had the same problem. you can start a new game from the nearest chapter - the error message also contains a commando to load the nearest level (at least it did for me).

I guess in my case playing it from a USB drive was the problem
 
they have a valve attitude - "when it's ready" ... and that includes enough software being available. so if you are willing to wait, the 1080p dev-kit is likely for you ... be we don't even know when that one will be available for order :)
 
Why is Palmer Luckey no longer the go-to guy for all of the OR news stories? I haven't seen him mentioned in the past 3-4 OR tidbits I've read.

He isn't the CEO anymore... Was he invited out? No matter the circumstances, that's a bad way to go.
 
Why is Palmer Luckey no longer the go-to guy for all of the OR news stories? I haven't seen him mentioned in the past 3-4 OR tidbits I've read.

He isn't the CEO anymore... Was he invited out? No matter the circumstances, that's a bad way to go.

I've seen him in a few recent interviews. I think he's just been trying to avoid the really repetitive questions lately. Nate has been handling that stuff a lot more over the last few months.
 
Why is Palmer Luckey no longer the go-to guy for all of the OR news stories? I haven't seen him mentioned in the past 3-4 OR tidbits I've read.

He isn't the CEO anymore... Was he invited out? No matter the circumstances, that's a bad way to go.

he never was the CEO afaik - he is the innovative tech guy, not the business guy (that's Iribe).
And I guess he is tired of having to doublecheck every sentence he posts somewhere. The price of fame. You still see him with a lot of interviews and he pops up on Reddit every once in a while.
 
Why is Palmer Luckey no longer the go-to guy for all of the OR news stories? I haven't seen him mentioned in the past 3-4 OR tidbits I've read.

He isn't the CEO anymore... Was he invited out? No matter the circumstances, that's a bad way to go.

no news from Palmer? Just join reddit xD

Here is his newest news
http://www.reddit.com/r/oculus/comments/1gjzse/oculus_just_got_16_million_in_funding_we_are/

In case you didn’t see the announcement, we have great news to share: we’ve raised $16 million in a Series A funding round co-led by Spark Capital and Matrix Partners, along with Founders Fund and Formation 8. This level of financial support opens incredible new doors for Oculus, and I’d like to provide a bit of context and backstory.
I have been working on virtual reality technology for years. Starting in a garage, prototyping new hardware, and collaborating with other virtual reality enthusiasts was a blast long before anyone thought VR was poised for a comeback. Hackers, makers, and enthusiasts live on the bleeding edge of tech not because it makes financial sense, but because it is a thrill that you cannot get anywhere else.
I got into VR because it seemed like the obvious path to the best possible gaming experience, but never expected it to take off so quickly. In less than a year, incredible game developers all over the world are building games designed explicitly for virtual reality, and people are beginning to understand that the tech is finally viable. Even with "next generation" consoles on the horizon, VR still came away with dozens of awards and accolades at E3.
We were fortunate enough to be able to pick investors who we thought would be a great fit. They really believe in our vision for the future of VR. These are people who have taken companies from startup to mass market many times, entrepreneurs who have a ton of meaningful experience building hardware and software consumer technology.
As I mentioned before, the funding opens up all sorts of doors for Oculus. It helps us hire the best and brightest minds in VR from around the world. It lets us experiment and prototype with more cutting-edge tech. And it allows us to build a badass, consumer VR gaming platform, the likes of which the world has never seen.
Virtual reality will be one of the most significant technologies of the 21st century. It has the potential to drastically alter the way we play, communicate, and learn. I think that VR can (and will) be as widely used as Facebook or Twitter, and the societal implications will be far greater!
I want to thank everyone for their support. None of this would be possible without you, the people who supported Oculus when it was nothing but a rough prototype and a dream of changing gaming forever!
-- Palmer
 
I've seen him in a few recent interviews. I think he's just been trying to avoid the really repetitive questions lately. Nate has been handling that stuff a lot more over the last few months.



Good deal. If hardware (and not handshaking) is his thing, I'm glad he's back tinkering and advancing the engineering of the product.
 
I'll do a proper post in a few days when I've had more time with it. initial impressions are mixed, i do truly believe this is the future at least for some (including myself), it's so far beyond what a simple next gen power upgrade can deliver. yet the current screen is very poor imo, coming from 120hz 3d vision everything about it bar the brightness and zero crosstalk is massively inferior. however replace the screen and its never look back time (which obviously won't be too long) for now though i'd say the much more expensive 3d surround + trackir provides the superior experience

on a side note, I've had zero motion sickness troubles whether that has anything to do with using 3d vision for about 3 years or so I have no idea, oh and half life is by far the most impressive experience so far :)

Interesting. I've wanted to get the perspective of folks like you with elaborate multi-monitor setups and racing cockpits. There was a time, not too long ago, when I considered going down that road, but it was was just too expensive and space-killing for what I wanted to do. The (high-def) Rift could be a great alternative.

As far as motion sickness, I've had some strange reactions. Usually I don't have a problem, but the wrong settings can quickly set off nausea. For those with the Titans of Space demo, try this experiment: in the middle of the demo, hit the V key to turn on v-sync. It adds an almost imperceptible amount of latency to the head tracking, but it's like flipping a switch in my stomach - I immediately start feeling queasy. And the feeling goes away just as quickly when I toggle v-sync back on.

If there's one thing I'd wish for the most as far software, it would be some sort of universal Rift-centric configuration for things like v-sync, IPD, eye height, and other personal variables and settings. Getting this stuff right from game to game will be key - it only takes one bad trip to put someone off of VR.
 
As of now preorders are expected to ship in August. How likely would this date be postponed? Have any previous preorder dates been delayed so far?
 
guys, I'm thinking about getting an Oculus Rift, what should I know before jumping in? I took a loot at Oculus' site and I noticed the new orders are expected to ship next August, is it reliable?
 
I ordered in mid february when the store said expected to ship in April. I got it in June. So I wouldn't rely on that store estimate too much.
 
Mine arrived yesterday and I was able to try it for a while. I played Titans of Space, the Tuscany demo, the Riftcoaster and a bit of Half-Life 2. Very, very cool stuff.

I still haven't figured out a good control scheme for HL2 in VR + Hydra, it works amazingly till I aim near a screen border and the hydra makes me look that way while I'm not moving my head.

Also, how do other Rift users set up theirs in Windows? Extended monitor?
 
I have to monitors connected with DVI and the rift connected through HDMI. I just set the rift to mirror my main screen, so far it worked great.

A question for Half-Life 2 though: How can you increase the resolution? With the other demos I could just set the resolution to 1080p and it worked, but when I do this in TF2 or HL2 I get a black screen with the game rendered in the normal resolution in the top left corner.
 
After playing at E3 I am ready to buy a dev build just to jump back in. It was the best, albeit shortest gaming experience I had.

I am more excited now for this than the new generation.
 
I have to monitors connected with DVI and the rift connected through HDMI. I just set the rift to mirror my main screen, so far it worked great.

A question for Half-Life 2 though: How can you increase the resolution? With the other demos I could just set the resolution to 1080p and it worked, but when I do this in TF2 or HL2 I get a black screen with the game rendered in the normal resolution in the top left corner.
That's exactly why I asked, I had the same issue. Hmm...
 
I have to monitors connected with DVI and the rift connected through HDMI. I just set the rift to mirror my main screen, so far it worked great.

A question for Half-Life 2 though: How can you increase the resolution? With the other demos I could just set the resolution to 1080p and it worked, but when I do this in TF2 or HL2 I get a black screen with the game rendered in the normal resolution in the top left corner.

The dev forum has a thread for Half Life 2 where you can give feedback on those problems so it goes directly to the developer.
 
I wonder what kind of capital/volume you need to get a custom line of panels made.

The ideal is a curved OLED screen that has a longish aspect ratio that is able to provide a wider FOV than would otherwise be possible with flat panels.

Could probably also have a more streamlined design with such a panel.
 
I have to monitors connected with DVI and the rift connected through HDMI. I just set the rift to mirror my main screen, so far it worked great.

A question for Half-Life 2 though: How can you increase the resolution? With the other demos I could just set the resolution to 1080p and it worked, but when I do this in TF2 or HL2 I get a black screen with the game rendered in the normal resolution in the top left corner.

Currently you can't. Make sure to set the AA to max and AF to max in the graphics settings each time you boot the game, it helps massively and for some reason the game always forgets the settings!
 
Asked this in another OR thread but I think it's better to post it here:

Are there any more pics of the 1080p prototype like that comparing it to the 720p version?
iwfXK47lyMLSi.jpg
 
The creator of iCEnhancer posted his impressions of the dev kit.

http://www.icelaglace.com/forum/index.php?topic=123.0

Interesting impressions. Pretty much mirrors the general consensus.

A couple points though; he's speculating on 1080p - it doesn't sound like he's actually tried 1080p yet.

I think with a 1080p screen AND games designed around those specs, VR will be extremely usable - enough so that you can replace it as the primary display for a lot of games.

Also, a lot of the motion sickness of the device originates from the lack of translation tracking. With translation tracking, motion sickness should be much milder (assuming that FPS is high enough). Other vectors of motion sickness include design interaction, which will largely be normalized once best practices are established for VR. It's currently early days yet, so we'll have to go through the teething moments for the technology.
 
I have to monitors connected with DVI and the rift connected through HDMI. I just set the rift to mirror my main screen, so far it worked great.

A question for Half-Life 2 though: How can you increase the resolution? With the other demos I could just set the resolution to 1080p and it worked, but when I do this in TF2 or HL2 I get a black screen with the game rendered in the normal resolution in the top left corner.
The best option for HL2, at least on NV cards (don't know about AMD), is to use native res with SGSSAA (4x or 8x depending on how good your GPU is).
 
Man. That is a good comparison pic.

You can actually see a significant amount of detail in the shield and textures in the 1080p version, where as the 720p version is just a blobby mess. Absolutely the upgrade the Rift needs.
indeed. I didn't have the highest expectations for a 33% percent reduction in the size of the pixels, but it does seem to be enough to hide the screen door effect and the individual pixel elements. I'm sure pixels will still be most apparent, but resolving both of those issues is pretty major.
 
I have to monitors connected with DVI and the rift connected through HDMI. I just set the rift to mirror my main screen, so far it worked great.

A question for Half-Life 2 though: How can you increase the resolution? With the other demos I could just set the resolution to 1080p and it worked, but when I do this in TF2 or HL2 I get a black screen with the game rendered in the normal resolution in the top left corner.
Source games with the Rift must have the Rift configured to 1280x800 if I recall reading correctly. Other games work fine with 1080p.
 
Tried for the first time today. That rollercoaster ride was too much for me, I have incredible fear of hights and damn it triggered all the worst things inside me. No sign of dizzyness though.
 
So. The good news for Oculus Rift wont stop.

We’ve raised $16 million in a Series A funding round co-led by Spark Capital and Matrix Partners, along with Founders Fund and Formation 8.

The whole article here:
http://www.oculusvr.com/blog/vr-gets-vc/


So. I hope this wont stop making them independent anymore. I really think this is a step into the right direction and when people believe in it, it could get successful in the future.
 
So, what's the trick with the UPS website to see if something is coming to you before you even have the tracking number?

When you click on Tracking and Track by Reference, there is an option (at least on the US site) tick Track By: "Mailing Innovations"

Shipment Reference # is your Order # w/o leading 0.

Some orders work, some don't. It will let you know if a shipping label has been created and where it stands I assume (I have a created shipping label, but I'm assuming it's still stuck in customs)
 
When you click on Tracking and Track by Reference, there is an option (at least on the US site) tick Track By: "Mailing Innovations"

Shipment Reference # is your Order # w/o leading 0.

Work orders work, some don't. It will let you know if a shipping label has been created and where it stands I assume (I have a created shipping label, but I'm assuming it's still stuck in customs)

Package Status:Order Processed: Ready for UPS

Whatever that means!
 
It would seem as though using the Rift with something like a kinect 2 sensor would allow the use of hands feet etc. in the world without gloves/suit/controllers. Has anyone hacked it to work with a camera yet for that?
 
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