Oculus Rift - Dev Kit Discussion [Orders Arriving]

hope we get more infos about the new sixense motion controller soon.
Imagine the station could track many wireless sensors. The possibilties would be amazing. Sth. like the Omni treadmill could use one sensor for each foot instead of Kinect. Or you could transform a cheap glove into a VR glove and many more.
 
So if I were to order a dev kit, will it work straight out of the box or will it require all sorts of tinkering, etc?

I'm not very good on the tinkering side, but I'm awfully tempted to buy one...
 
So if I were to order a dev kit, will it work straight out of the box or will it require all sorts of tinkering, etc?

I'm not very good on the tinkering side, but I'm awfully tempted to buy one...
It's a development kit. The only thing I tried so far which simply worked out of the box was HL2. (And even for that you have to configure your displays correctly and add the command line parameters)
 
It's a development kit. The only thing I tried so far which simply worked out of the box was HL2. (And even for that you have to configure your displays correctly and add the command line parameters)

Thanks. Sounds like it might not be for me just yet then.

Hmm,still awfully tempted though. I'll see if I can convince of any of my PC gamer friends to go in on buying one.
 
Thanks. Sounds like it might not be for me just yet then.
Don't get me wrong, I don't think getting any of the currently supported demos/games to work is hard at all, but it's also not on the level of a consumer electronics product.

Easier than building most Ikea furniture though!
 
from the pictures, it sure seems the horizontal field of view is narrow. Like playing on a 4:3 screen instead of 16:9, if not less!
 
I can't wait for the next wave of converts to join us :)

If any of you new guys have questions or need help getting stuff set up, you're already in the right place.

from the pictures, it sure seems the horizontal field of view is narrow. Like playing on a 4:3 screen instead of 16:9, if not less!

it's not. the FOV is likely much wider than anything else you've gamed on, both horizontally and vertically. In cinema we do wide screen mainly because doing a square or round aspect would basically just add more floor and sky most of the time, and that's not really useful in story telling.

your irises though are round, and by providing two separate views you get a sense of the width you expect. it doesn't fill your vision completely, far from it, but as I said, it's likely providing a wider FOV in both directions than anything else you've ever tried.
 
from the pictures, it sure seems the horizontal field of view is narrow. Like playing on a 4:3 screen instead of 16:9
No, it's really not like playing on any screen at all. Horizontal FoV is narrower than vertical, but that's primarily because vertical almost fills your entire vision. Horizontal FoV is still far bigger than any screen -- more like sitting directly in front of 3 side-by-side monitors in Eyefinity.
 
from the pictures, it sure seems the horizontal field of view is narrow. Like playing on a 4:3 screen instead of 16:9, if not less!
From what pictures? You mean the unwarped split screens? Because the Oculus Rift has a very good horizontal FoV and a pretty much perfect vertical FoV.
-edit-
Okay, too slow!
 
Don't get me wrong, I don't think getting any of the currently supported demos/games to work is hard at all, but it's also not on the level of a consumer electronics product.

Easier than building most Ikea furniture though!

I think I'll bite the bullet and order one. If I can't get it working, I'm sure I'll be able to persuade one of my friends to help set it up.

It's the Routine video that did it. I can't stop watching it and imagining how amazing it will be using a Rift. It's my dream horror title, everything about it just looks and sounds incredible.

Thanks again for the advice, will order one now. August isn't that much of a wait either...
 
No, it's really not like playing on any screen at all. Horizontal FoV is narrower than vertical, but that's primarily because vertical almost fills your entire vision. Horizontal FoV is still far bigger than any screen -- more like sitting directly in front of 3 side-by-side monitors in Eyefinity.

Ehhh... not really. It's wide, but 3 monitors side by side in eyefinity is generally wider. (Based off immediate first hand experience).

It's more like wearing a pair of snow goggles. Best way to approximate things is to place your hands to the side of your face to partially block your field of view.
 
No, it's really not like playing on any screen at all. Horizontal FoV is narrower than vertical, but that's primarily because vertical almost fills your entire vision. Horizontal FoV is still far bigger than any screen -- more like sitting directly in front of 3 side-by-side monitors in Eyefinity.

Ok then. But we have two eyes on the horizontal plane. We see more horizontal than vertical, thats why it doesn't seem natural from the divided pictures...

have to try it though.
 
Ehhh... not really. It's wide, but 3 monitors side by side in eyefinity is generally wider. (Based off immediate first hand experience).

It's more like wearing a pair of snow goggles. Best way to approximate things is to place your hands to the side of your face to partially block your field of view.

I've had second-hand impressions from people that the horizontal view covered their entire field of view, that they could not see the edge no matter how hard they tried. I guess it comes down to lens adjustments?
 
Ehhh... not really. It's wide, but 3 monitors side by side in eyefinity is generally wider. (Based off immediate first hand experience).
Yeah, you are right. It's more like 3 monitor Eyefinity in pivot.

Of course, IMHO all the monitor approximations fall flat outside of roughly estimating the FoV because of the difference that head tracking makes,

I've had second-hand impressions from people that the horizontal view covered their entire field of view, that they could not see the edge no matter how hard they tried. I guess it comes down to lens adjustments?
No, that's not possible on the current Rift. Even if you don't move your eyes (which you shouldn't), the outermost horizontal edges are cut off.
 
So it is like I thought. Its like wearing race horse track eye blinds

or ski goggles, but the two separate views definitely give you something that feels wider than 4:3. it's the difference between having one eye open and two eyes open (while, yeah, wearing ski goggles). and the ingame FOV is higher than you'll see in pretty much any other game if you aren't doing Eyefinity or equivalent.
 
Yeah this has been my reasoning as well. But if the Oculus development kit 2.0 has an 1080p screen.... I may just have to bite the bullet and order it.

Yea, I think I would get it then, too. I keep seeing videos and impressions and I want this thing so bad... lol
 
from the pictures, it sure seems the horizontal field of view is narrow. Like playing on a 4:3 screen instead of 16:9, if not less!

Actually, your vision has an aspect ratio of 4:3.

Wikipedia said:
A 4:3 ratio mimics human eyesight visual angle of 155°h x 120°v, that is 4:3.075, almost exactly the same.

http://en.wikipedia.org/wiki/Aspect_ratio_(image)

That being said, aspect-ratio aside, the horizontal field of view of the Rift (90°) is about half as much as what you can see (180°) without moving your eyes. If you take the fact that our eyes actually move around in their sockets into account, the Rift would need to have about a 270° FOV to perfectly mimic our vision.

Another fun fact is that our eyes really focus at only 5°, the rest being our peripheral vision. This could alllow a significant performance increase in rendering with a technique called Foveated 3D Graphics, given fast enough eye tracking.

So anyway, while the FOV could obviously be improved quite a bit, the screenshots you see can't even begin to represent what you actually see through the Rift's optics (lenses). The fact that you can move your head around so easily also greatly help.

Put some ski goggles on your face and look around. This is pretty much how looking through the Rift feels.

But there's hope! In one of the E3 interviews with Nate Mitchell I've seen, when the interviewer commented on how he could still see the "black borders", Nate replied that they were completely redesigning the optics to address that. So it's probably safe to assume the consumer Rift will have an even larger FOV­.
 
Keep in mind that the wider the field of view, the lower the perceived resolution (all other things being equal).

I'm not sure we need as much peripheral resolution as we need else where though. If they're keeping that 5 degree of detail bit nicely packed with pixels, and stretching out the rest to greater fill our view, that's a pretty good compromise. you'll still need a bit more performance on the PC side, because more FOV means rendering more geometry, but it won't be a major hit.
 
Going to be ordering one of these soon, and the VERY FIRST THING I'm going to do is bring my friend over who LOVES Mirror's Edge, put it on his head, not give him the controller, and walk his helpless ass off the side of a building.
 
Going to be ordering one of these soon, and the VERY FIRST THING I'm going to do is bring my friend over who LOVES Mirror's Edge, put it on his head, not give him the controller, and walk his helpless ass off the side of a building.
Just bear in mind that as far as I've heard, Mirror's Edge support through third-party drivers doesn't work that great. I don't know if head tracking works, and scaling/true 3D might not be fully there. If anyone can correct me that'd be great, since I'd love Mirror's Edge support.

That said, if you're ordering one soon then it might be months before you get it so who knows, support might be better by then. :P
 
Yea, I think I would get it then, too. I keep seeing videos and impressions and I want this thing so bad... lol


Consoles have always completely satisfied my gaming needs but I will be building me a gaming rig as soon as I can get my hands on a 1080p version of the Oculus. Ether the consumer or Developer 2.0 version. That how much I believe in VR.


Of course if Sony announces support for the Rift I may put off building a PC a little longer.
 
This isn't really about the Rift but I just dusted off my Razer Hydra today to try Surgery Simulator 2013 with it and it was awesome. I really wish I had a Rift to play with too, it would be so much damn fun.
I did a video on it too, it's a blast (though you can't tell how much fun I'm having from my frustration lol)

http://www.youtube.com/watch?v=2K88nC2Gzzs

oooh, this is out? I have this, and a hydra, and a rift. I'll try it out later.
 
I'm jealous lol

Heart surgery was way easier than just with a mouse. The scale feels a bit wrong though, a bit like you're a giant operating on a giant patient. Depth perception helps a ton in this game, as does having much finer scalpel control. However, it's still really unwieldy. I guess it wouldn't be the same if it wasn't :)

I couldn't figure out how to do the uber charge surgery on the heavy though.
 
this looks so awesome. Star Citizen has so much details
http://www.youtube.com/watch?v=76UF2gnLKho&feature=youtu.be&t=1m20s

I have never see sth. like this. You are not the ship, you are really in the ship.
This will be the main seller game for Rift in the first year, if no Half Life 3 get released.

Was just watching that. Looks so F'ing cool. Finally going to back it soon. Just deliberating whether to go for the $40 buy in or $65. The 300i looks like such a fun ship to fly...
 
If you are expecting to receive your Oculus next week and SPECIALLY if you have a Razer Hydra: Surgeon Simulator 2013 is 33% off as Steam's deal of the day. Just sayin'.
 
I can't wait to see what the Source SDK update brings to the table.

There are so many great Source games that would be amazing to play with the Rift.

L4D2 being the most anticipated one. Damn.
 
If you are expecting to receive your Oculus next week and SPECIALLY if you have a Razer Hydra: Surgeon Simulator 2013 is 33% off as Steam's deal of the day. Just sayin'.

Cosigned. It's a fun game either way, but rift + hydra really works for this one.

Now if only I wasn't trapped at work waiting for a vendor to show up to reprogram one of our routers I could be at home playing it some more.

Been here for nearly five hours now. I feel like I've read the entirety of GAF five times over.
 
If I had to guess, late August? So probably.

Late August, seriously!!!!!!!!!!

I ordered mine a couple of days ago and was wondering what would arrive first, the PS4 or this. If late August is true i'll be VERY VERY happy!

My first post on this thread btw. I'm not a developer, just a regular gamer who, for the last couple of years has gone through a phase whereby i'm questioning my reasons for gaming, as I don't really enjoy them that much anymore, just seemingly playing games because its what I've always done. I was originally put off by getting the development kit because i'm not a techy in any way, shape or form, and didn't want to own an awesome new piece of kit that I couldn't get working. A little research later and it seems pretty straight forward to get things up and running (I mean, all the instructions on how to get supported games/demos working is easy to find).

Now, do I get the Razer Hydra to go with it?!?! (along with surgery simulator for a giggle).
 
Question for Rift owners: do you think ~1920x1080 resolution for both eyes would be satisfying enough in Rift, compared to using a regular 1920x1080 monitor?
 

Yeah, I was lost in that site, apparently. xD

EDIT: the driver seems to work a bit better than VIREIO standard, though it still is a pain in the ass to actually get it to work properly (which I can't seem to manage, sadly).

It would be great if together with those videos we could get indications on how to setup the game properly. Or better, sharing the cfg. files.
 
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