Oculus Rift - Dev Kit Discussion [Orders Arriving]

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?
That really depends on what you consider "satisfying enough". On the one hand, even the resolution on the current Rift is "satisfying enough", considering that it offers an experience that simply cannot be replicated by traditional means. On the other hand, you'd probably need a 4k display in the Rift to really match the kind of fidelity (in terms of detail per arcsecond) peole are used to from their monitors.

But generally, I think a 1080p display will solve most of the really crucial resolution-related issues of the current Rift (screendoor effect and UI/HUD legibility).
 
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?

I love the Rift, even with the current dev kit resolution, so I would take that 1080p rift over a standard monitor any day.
 
For those wanting even more immersion in Half Life 2. I threw this unholy thing together in five minutes. It's a Wiimote+, a PS3 navigator controller and the Wii Zapper.

bilde_1.jpg


With the Wiimote's excellent gyroscopes, which means you won't need any sensor bar, it will make your guns handle independently to where you're looking, so you can run down a hallway shooting straight but look to your side. You just move the gun around and point and shoot. It's not perfect, but it's a very good substitute if you want that extra immersion bit and have the parts laying about, and it controls with very little to no lag. You can have it up and running in a few minutes!

I downloaded glovePIE, the WiiGun PIE file (opens in glovePIE, made by John Rollingson), connected my Wiimote to my PC via blutooth and got the WiiGun PIE script running and calibrating the controller, did the whole "connect your PS3 controller (or in my case, the navigation controller) to your PC" thing (native support on Mac, so just connect it with bluetooth or USB), fired up Half Life 2 with the VR control mode at 4, enabled controller support from the settings (it's under "Mouse") and voila!

No support for nunchuks yet, but it has too few buttons anyways. You might want to tweak the sensitivity a little bit and rebind a few keys. I have primary shoot at the Navigator trigger, and secondary on the Wiimote, which makes the SMG handle like the real deal.
 
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?

It won't replace your existing monitor if that's what you're asking...

But for gaming purposes it'd be more than good enough.

Also, you'd probably want something more like 4kx2k over 2x1080p screens.
 
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?

Basically, I have the same answer for you as everyone else. If you want 1080p levels of detail you're going to need more than 1080p per eye. much more. but the consumer rift at 1080p will offer a fantastic experience over the dev kit.
 
I want like a really good melee-based game with this and Hydra. Like a TES but designed with the Rift in mind. Actually taking out your sword or bow and your arms fluidly mimic what you're doing in real time... god I'm getting hard thinking about it...
 
So now that more people are receiving their Rifts, and thus there is a bigger base here of people who have used one, i've been dying to know...

... how comfortable is the OR if you're wearing glasses? As I do have an astigmatism, its sounding like there are no lenses included in support of this, thus i've GOT to have my glasses on.

I've heard mixed reports ranging from uncomfortable/impossible to wear glasses, to "sure, no problems at all".

Can anyone chime in? I'd hate for something as simple as stupid as my prescription lenses be what keeps me from enjoying the future. ;-)
 
Same. Late 48XXX in the US.
I've been sitting at that status with mid 44XXX in the US for like 1.5 months. Using the order number on the Mail Innovations UPS tracking page gives me maybe 5-6 results, none of which have any details or tracking information. As far as I know it's still in processing on the Oculus site as well.

I have no clue what may happen next. :(
 
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.

32 bit only? Weird... Does Vireio have the same limitation?
 
I've been sitting at that status with mid 44XXX in the US for like 1.5 months. Using the order number on the Mail Innovations UPS tracking page gives me maybe 5-6 results, none of which have any details or tracking information. As far as I know it's still in processing on the Oculus site as well.

I have no clue what may happen next. :(

They announced last Thursday that all those that switched to processing back in May were out of customs hell and would start shipping. They apparently even got some of them out last Friday.
 
Same boat on shipping, I was hoping they could crank some out today, but it's looking like end of day already and no shipping notices. So close, yet so far.
 
For those wanting even more immersion in Half Life 2. I threw this unholy thing together in five minutes. It's a Wiimote+, a PS3 navigator controller and the Wii Zapper.

bilde_1.jpg


With the Wiimote's excellent gyroscopes, which means you won't need any sensor bar, it will make your guns handle independently to where you're looking, so you can run down a hallway shooting straight but look to your side. You just move the gun around and point and shoot. It's not perfect, but it's a very good substitute if you want that extra immersion bit and have the parts laying about, and it controls with very little to no lag. You can have it up and running in a few minutes!

I downloaded glovePIE, the WiiGun PIE file (opens in glovePIE, made by John Rollingson), connected my Wiimote to my PC via blutooth and got the WiiGun PIE script running and calibrating the controller, did the whole "connect your PS3 controller (or in my case, the navigation controller) to your PC" thing (native support on Mac, so just connect it with bluetooth or USB), fired up Half Life 2 with the VR control mode at 4, enabled controller support from the settings (it's under "Mouse") and voila!

No support for nunchuks yet, but it has too few buttons anyways. You might want to tweak the sensitivity a little bit and rebind a few keys. I have primary shoot at the Navigator trigger, and secondary on the Wiimote, which makes the SMG handle like the real deal.

This. This is the future right here.

Now, just shrink it down so you can operate one independently in both of your hands, made a John Woo-esque game with dual wielding, and take my money.
 
I just finished HL2. The citadel was massive! An interesting glitch during the final 'cutscene' when Alyx gets frozen, you can still free look and the G man is locked to your view, where as nothing else is, so you can tilt him sideways and move him around just by looking about.

I think Doom 3 is still probably the better over all experience... I experienced separated cross hairs a few times during Follow Freeman. I couldn't stop the world being slightly tilted. Muzzle flashes didn't come from the end of the guns, rather somewhere offset to them.

But over all, HL2 in VR was fantastic, start to finish. I will play the episodes at a later date, same as with the Doom 3 add ons, just to keep some sweet VR experiences in my back pocket.

The devkit remains the best $300 I have ever spent on gaming.
 
YES YES YES

Got my shipping confirmation email .

43XXX

Chicago .

So the USA batch is shipping lets all rejoice fellow gaffers who were stuck for a month of processing

BTW delivery date stated as Monday 7/8
 
This. This is the future right here.

Now, just shrink it down so you can operate one independently in both of your hands, made a John Woo-esque game with dual wielding, and take my money.

Well, there is a few games that support dual wielding. Just no glowpie script as far as I know. There's no problem connecting two Wiimotes to a computer, so the scene is set for a low budget version of this.
 
Star Citizen reached 12mio Goal. This mean we will get OR support already in the Hangar Alpha comming in August. Dogfight Alpha is comming in December.

there are only around 60k alpha slots left, i would say get it now or you will just hate yourself for not doing it in some months :P

By the way, it´s crazy how much money Star Citizen still create per crowdfunding per day. Yesterday it was around 180k, at the 24h live stream day it was 580k O_O
 
WTF 12 million. This is bananas.

I'm tempted to figure out how much money Star Citizen made on average per day since after the campaign period ended. It's probably more than many Kickstarters make during their campaign.
 
Star Citizen reached 12mio Goal. This mean we will get OR support already in the Hangar Alpha comming in August. Dogfight Alpha is comming in December.

there are only around 60k alpha slots left, i would say get it now or you will just hate yourself for not doing it in some months :P

By the way, it´s crazy how much money Star Citizen still create per crowdfunding per day. Yesterday it was around 180k, at the 24h live stream day it was 580k O_O

I finally caved and got a $75 backer package the other day lol
 
there are only around 60k alpha slots left, i would say get it now or you will just hate yourself for not doing it in some months :P

Was looking at this yesterday. Thinking about just getting the $30 package which is the minimum for Alpha/Beta access. You guys think it's worth it to go higher?

Edit: Sorry, the $35 package
 
So after acquiring one unit for development purposes and having used it for a couple of weeks I have mixed feelings. The potential is there but there is some things that I am not sure they will be able to improve as much as I would like to for when the consumer version is ready.

The 1st one is the resolution. Right now the experience is like if you were watching an old TV from a few cm away. The pixels are so big a noticeable that affects the immersion a lot. I believe that even 1080p per eye would not be enough since not all the pixels are used on the screen. You can see on the computer screen considerably big black rounded borders. That means the resolution you are getting is even lower than the one the Oculus Rift screen can deliver. On top of that since the field of view is so big you would need a much higher resolution than the one in a TV to get the same level of definition. To achieve that I think a 4K or similar screen would be required which obviously could be too expensive and would also require a quite powerful computer if you want to render at native resolution.

The 2nd one and maybe more important (at least for me) than the first is motion sickness. It is extremely easy to get nausea when using the Oculus Rift. In my case to the point of feeling pretty bad for hours after using it (I decided not to develop for it for now because of it). Games will need to be adapted or specifically designed for the Rift in order to reduce it, what limits what devs can do if they want to make games that work the same way with and without the Rift. I also believe that it will be impossible to get rid of the motion sickness completely so that could drive away many potential customers.


So now that more people are receiving their Rifts, and thus there is a bigger base here of people who have used one, i've been dying to know...

... how comfortable is the OR if you're wearing glasses? As I do have an astigmatism, its sounding like there are no lenses included in support of this, thus i've GOT to have my glasses on.

I've heard mixed reports ranging from uncomfortable/impossible to wear glasses, to "sure, no problems at all".

Can anyone chime in? I'd hate for something as simple as stupid as my prescription lenses be what keeps me from enjoying the future. ;-)

It is uncomfortable but all that depends on how big your glasses are and probably the shape/size of your face. I had to adjust the Oculus Rift to be as far as possible by using the screws for that purpose on it. Even like that my glasses touched the lenses on the Oculus Rift so it was usable but not comfortable.
 
Was it ever confirmed that there will be no 1080P dev model? Just worried I'll order one and then they will upgrade, especially given they showed that at E3. Plus I wear glasses, although I suppose contacts could be worn.
 
I also believe that it will be impossible to get rid of the motion sickness completely so that could drive away many potential customers.
This has been discussed before but I wonder what makes you think that? Positional tracking is easy to achieve, the consumer version is likely to have a much better screen with less ghosting and with a good PC you should have a good, stable framerate. What else could possibly cause motion sickness that you think so impossible to fix?
 
Got my shipping notification last night! For those in the US that have received yours, does the package require signing?

Mine requires a signature.

It's arriving tomorrow, and I get off work at noon. Hopefully I don't miss it. I don't remember the last time I've been this excited for gaming hardware.

Order 045XXX
 
I've used the OR at a friends house and played a couple things. Helihell, tuscany sixsense, hl2, and rollercoaster.

He's letting me borrow it for the long weekend and I'm wondering what the latest and greatest stuff to try is now.

Any suggestions?

Is OR support in P CARS yet?
 
grumble grumble, 45xxx in California and still no shipped notice. People on east coast are getting their confirmations.
If it makes you feel any better, 44xxx in Florida, still no UPS Mail Innovations tracking info (including a zip code produces 5 results, none of which have any information, not including a zip code produces 2 results, neither of which match my zip code). Oculus website still says Processing. No UPS email notification or Oculus email yet.

However, I think this wording is new since the last time I checked it:
"Processing: Your order has been checked out for shipping and will be shipped in the next batch. We'll send you a notification once it's shipped."

I've used the OR at a friends house and played a couple things. Helihell, tuscany sixsense, hl2, and rollercoaster.

He's letting me borrow it for the long weekend and I'm wondering what the latest and greatest stuff to try is now.

Any suggestions?

Is OR support in P CARS yet?
I haven't checked in a few days, but I get the impression it will be a while before RIft support is in PCARS.
 
Someone over her in Vienna where I can try out the Rift? Am ordering number
48xxx and I guess it will takes ages for it to arrive over here.
 
This has been discussed before but I wonder what makes you think that? Positional tracking is easy to achieve, the consumer version is likely to have a much better screen with less ghosting and with a good PC you should have a good, stable framerate. What else could possibly cause motion sickness that you think so impossible to fix?

One of the causes of the motion sickness with the Rift is that what the brain is expecting to receive when you move in the virtual environment you don't get it. When you use the Rift your brain only receives what it is expected if the only thing you do is move your head to look around.

As soon as you start moving (walking, running, flying ...) in the virtual environment your brain does not receive everything as it is expected and that is when it hits you in more or less degree. For some people it takes a few minutes, for others is just seconds and I guess there is also people that is not affected at all but on my test, everyone that tried it was affected. I think this can be taken into consideration if you design the game thinking on the Rift but still there is things that you would not be able to cover or do.

Based on what I have been reading on different forums, a lot of people seem to be talking highly about the Rift but never actually tried it. They are also expecting to be able to use it with mostly any 3d game. When the game is designed just for a regular screen even if you can use the Rift or they make it compatible, I believe that in most cases the experience will not be satisfying for a lot of people.

As an example, maybe someone mentioned this before, but just something as simple as a static loading screen in the middle of your playing can get you sick in matter of seconds.
 
Was it ever confirmed that there will be no 1080P dev model? Just worried I'll order one and then they will upgrade, especially given they showed that at E3. Plus I wear glasses, although I suppose contacts could be worn.

It was never confirmed that there WOULD be, if you get what I mean. the one at E3 they said was more to show what the end product would be more like.

One of the causes of the motion sickness with the Rift is that what the brain is expecting to receive when you move in the virtual environment you don't get it. When you use the Rift your brain only receives what it is expected if the only thing you do is move your head to look around.

As soon as you start moving (walking, running, flying ...) in the virtual environment your brain does not receive everything as it is expected and that is when it hits you in more or less degree. For some people it takes a few minutes, for others is just seconds and I guess there is also people that is not affected at all but on my test, everyone that tried it was affected. I think this can be taken into consideration if you design the game thinking on the Rift but still there is things that you would not be able to cover or do.

Based on what I have been reading on different forums, a lot of people seem to be talking highly about the Rift but never actually tried it. They are also expecting to be able to use it with mostly any 3d game. When the game is designed just for a regular screen even if you can use the Rift or they make it compatible, I believe that in most cases the experience will not be satisfying for a lot of people.

As an example, maybe someone mentioned this before, but just something as simple as a static loading screen in the middle of your playing can get you sick in matter of seconds.

it can, but you adjust, and pretty quickly. HL2 and Doom 3 were not designed with the rift in mind, at all, and the rift transforms both into the most immersive gaming experiences I've ever had. I didn't expect that out of an unpolished beta patch and a mod, respectively, but there you go. Nine year old games became about as fresh and exciting as anything I've ever played. Now imagine a game designed for it from the beginning.

So, yeah. Obviously a game will need to be modable to get support if it doesn't come officially, but so long as it has the proper warping and head tracking (and it lets you configure to your IPD etc) it's going to be awesome.

Star Citizen reached 12mio Goal. This mean we will get OR support already in the Hangar Alpha comming in August. Dogfight Alpha is comming in December.

there are only around 60k alpha slots left, i would say get it now or you will just hate yourself for not doing it in some months :P

By the way, it´s crazy how much money Star Citizen still create per crowdfunding per day. Yesterday it was around 180k, at the 24h live stream day it was 580k O_O
Thanks again for bringing this to my attention. I made the $40 pledge for Alpha access today. This game looks far too good not to be inside its world asap.
 
Star Citizen reached 12mio Goal. This mean we will get OR support already in the Hangar Alpha comming in August. Dogfight Alpha is comming in December.

there are only around 60k alpha slots left, i would say get it now or you will just hate yourself for not doing it in some months :P

By the way, it´s crazy how much money Star Citizen still create per crowdfunding per day. Yesterday it was around 180k, at the 24h live stream day it was 580k O_O
Thanks for the reminder. It was a little confusing since some of the middle packages don't seem to explicitly say alpha or beta, but I got the $75 one since it seemed like it included a fair bit of stuff. :P (assuming this Stripe payment thing ends up going through)

One question, though it's a bit late to ask -- it mentions ingame currency. Is that microtransactionbux or just normal farm bux, or both?
 
it can, but you adjust, and pretty quickly. HL2 and Doom 3 were not designed with the rift in mind, at all, and the rift transforms both into the most immersive gaming experiences I've ever had. I didn't expect that out of an unpolished beta patch and a mod, respectively, but there you go. Nine year old games became about as fresh and exciting as anything I've ever played. Now imagine a game designed for it from the beginning.

My experience is that me and others have not been able to adjust in a reasonable period of time. From that I conclude that many others will experience the same. Even considering the case where most of those that experience motion sickness could get used to it eventually, it is still a very important factor to consider.

I guess the more people get access to it the more we will know about the impact of this issue but if you check the OculusVr dev forums this is one of the most recurrent subjects.
 
Holy... After waiting since January, I saw this thread decided to check my largely unused email account I use for registrations and..... my Oculus shipped, it will be here Friday.
 
Just got the shipping notice for 44XXX to California!

I'm not actually very excited, though. I've had an Oculus Rift for months. ; )

But all the rest of you

You should be psyched as shit
 
My experience is that me and others have not been able to adjust in a reasonable period of time. From that I conclude that many others will experience the same. Even considering the case where most of those that experience motion sickness could get used to it eventually, it is still a very important factor to consider.

I guess the more people get access to it the more we will know about the impact of this issue but if you check the OculusVr dev forums this is one of the most recurrent subjects.

I agree, but games will adapt I hope. I find the biggest issues are digital movement (I.e going from zero to full speed instantly when you hit a key), and strafing generally. Maybe they need some kind of physical input to trigger, even if it is minor. Think segways, minor input from you but you don't feel sick. And maybe some game shouldn't let you strafe at the same speed as you run, some physical constraints rather than 'camera on wheels' might be good.
 
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