Oculus Rift - Dev Kit Discussion [Orders Arriving]

Try out any other demos since your mega-post that are worth mentioning? Mine arrives tomorrow, so I'm downloading things now.

Let's see, I have done quite a bit more. I've been dropping impressions on one or two demos at a time in some posts since then, but here are some more thoughts/standouts:

HL2 continues to get better and better. The immersion is just eerie sometimes. Shooting through the trainyard area and the sewer systems was incredible. The pistol reloading animation alone is entertainment for the eyes. Aside from the benefit gunplay gets from having de-coupled head look and gun aiming, being able to whip out the flashlight in a dark tunnel and aim it seperately from your direct line of sight boosts immersion 10 fold. I also love how the crosshairs work in 3D now, basically sticking against whatever object your gun is aimed at, whether its 5 feet away or 100. Going up and down ladders is one of the only things that just doesn't feel right at all. Haven't gotten to play as much of it as I'd like to. But I've been trying to ration it to myself because it's so damn good and I want it to last forever lol. I'm about to get the hovercraft IIRC.

Proton Pulse - this demo might be the best starting demo for the Rift. Everything about it just works perfectly (except for that slow yaw drift). No fiddling with a keyboard and mouse you can't see. No worrying about tangling the wires of your gamepad and the rift. Everything is controlled by your head. The visuals fit the rift perfectly, clean and vibrant. Nothing is muddy or unclear. This game really feels like being transported to the VR of the 90's, and I mean that in a good way. Crazy pulsing neon lights, hyped up techno music. It's perfect. The game itself is very familiar territory, but controlling the paddle solely by looking at where you want it to move is soooo fluid and natural. You aren't moving so it's a great way to ease into VR optics. I didn't think I'd care for this demo much but it blew me away.

Hotel Apartment - No gameplay here, purely an architectural rendering. The graphics here are really nice even on a regular monitor, and in the Rift they really shine, even through the terrible resolution. The polished chrome fixtures look particularly impressive.

Ocean Rift - Great little exploration demo. Looking up at the life sized sharks and whales swimming above you is intimidating. The schools of fish are beautiful to watch. Good sound and visual design everywhere in this. Plus there is an awesome surprise waiting for you down in the deepest trenches....

Junglepack Dino Demo - This one is a mixed bag. On one hand, the visuals are great. Dense jungle setting, giant prehistoric trees, it's got a great vibe. However, the "tour" you start being guided on is horribly glitchy and just confusing. You start standing on the bed of a truck, which suddenly lurches forward to a Triceratops. Cool to look at but it has a repeated canned animation. The first time it completely glitched and the truck just never started moving again so I just hopped off and started walking instead.

Basically its glitchy as all hell, BUT the payoff is the life sized T-Rex at the end of the trail. Good lord does that thing look scary as you approach. Now, the demo was glitched and the T-Rex wasn't moving. But as I slowly crept closer I found myself downright afraid of the possibility of this thing suddenly springing to life and attacking me or something. Luckily, it didn't. I walked all the way up and stood directly underneath of it and looked straight up at it's mighty form. Simply amazing. Then I somehow got stuck inside a shrub directly under his dino-crotch and decided to call it quits.

SNES9x - Super Nintendo Emulator got rift support! Spent a few minutes playing Super Mario World and it was cool. Basically looks like about an 8 foot tall screen floating a few feet in front of you. The image looked great though, and of course the games are still fun. I want to see some themed spaces to accentuate the emulated games though, that's what could make it a unique rift experience (kind of like the City Quest demo).


I played a lot of other demos that were nice, but most of them are just more simple renderings to look at, not much to say about them. Hotel Apartment stands out because of how high quality the rendering is.

There are a couple demos I still have yet tall to try that most people seem to like, like Planet 1, Alone in the Rift (I'm too scared lol), Qbeh, among others. At this point I'm actively trying to limit myself so I don't blow through all of the available content within the first week.
 
Mine arrived on Wednesday, but I've been on the road and won't get back 'til next Monday.

Luckily at RTX, Bursting Brains was showing off a pretty cool concept game with the Rift built in Unity. The game had the player look at floating orbs to make platforms and obstacles appear, but they'd vanish when you stopped looking at them. It was pretty damn cool, although the FOV was a little tight and movement was a little complicated.

Can't wait to come home and mess with the Rift!
 
I just finished reading book The Martian by Andy Weir, and I have to say... this awesome adventure would be incredible if someone adapted it in VR. Absolutely stellar book, with linear plot that is perfect for experimental VR videogame adaptation.

Plot -
[After a sudden storm, 3rd human exploratory mission leaves Mars, unknowingly leaving behind one crew-member that was presumed dead. He awakes wounded, left alone on a red planet, and starts forming a plan for long term survival.]


Yesss, another Martian lover here. There is an indie game on the works that feels a lot like the book, I even asked the guy if it had something to do with it. Sadly it doesn't, but looks promising. The game is called Lacuna Passage.
 
Tried it today at work, it is the real deal. I felt real vertigo In the demos, developers are going to make some amazing things with it.
 
Some initial impressions after about an hour and a half of tinkering around:

- Case is super awesome. Feels badass to snap it open like a briefcase. Professional looking and a great bonus

- The headset weighed about as much as I expected. It's not featherlight but won't strain your neck to look around.

- Maybe it's because I have a small Asian nose, but the light that bleeds through the nosegap from the bottom of the headset is really distracting. It breaks the immersion when I can see my actual legs peeking out from underneath the display. Ideally, you want to use the Rift in a dark room

- I don't see how it's possible to wear glasses with the Oculus Rift. If I put on my glasses and then wear the headset, the sides of the headset will squish the frame and knock my glasses askew. Adjusting the knob on the sides to extend the screen and give myself more room doesn't solve that problem. And even assuming I position my glasses just right inside the headset, it's not comfortable to have my glasses pushed firmly against the sides of my head. I am decently nearsighted (prescription -2.75, -3.25) and I was able to see pretty clearly without glasses after switching from cup A to cup B. I have yet to try cup C, I also need to test it with contacts

- Setting up the Rift was pretty simple. Just hook everything up, clone the two displays and start playing around with demos. However, I'm not sure whether I should be running the demos at default Rift 1200 x 800 resolution or if I should crank it higher (1920 x 1080)? I remember reading somewhere that graphics might look sharper if I set it at higher resolutions (even though the Rift display has max 1200x800). Any tips with optimizing graphics would be much appreciated because...

- Current Rift resolution is a problem. I was well aware of the screendoor effect and went into the Rift with low expectations, but the Tuscany demo (first one I tried) looked disappointingly bad. It's sorta true that after a while, the brain starts to tune out the screendoor a bit, but not completely. The screendoor effect is also less noticeable with certain demos. Seems like the darker the demo, the less it bothered me. I hardly noticed it with the OceanRift demo.

- I have this weird issue where my head is looking straight ahead, but inside the Rift, my view is slightly tilted so I have to tilt my head to look level. Not sure if I need to tinker with my configuration or if I have to reset my Xbox 360 controller but I'll see if I can fix that

- Started to get a little nauseous after about 10-15 minutes (the uneven tilting mentioned above definitely didn't help). And I didn't even try any action packed demos yet. So hopefully I'll get my VR legs after some more experience

- VR Cinema 3D is probably my favorite demo I've tried so far (out of about 6). Definitely feels like I'm sitting in a movie theater. I wish the room had ambient lighting to match the movie going on (i.e. bright scenes would light up the seats). Screendoor effect is obvious, but when the 1080p Rift comes out, I would honestly watch TV shows and movies inside the Rift. With the Rift and earbuds on watching a movie, it can be alarmingly easy to lose track of time

- Overall, I don't regret buying the dev kit to play around and be on the ground floor of the revolution. The screendoor effect is a big problem for me and hopefully as I use Rift more, my brain will start tuning it out. Hope the 1080p version comes out sooner rather than later though! Going to try more demos in the next few days as well as the real games (TF2, HL2)
 
I'm imagining a horror game where you can't pause or can pause but the creature or what have you takes over the screen and kills you. Because the thing is strapped on it would be so scary ;-;

When you finally get it off it could be doing something different on the tv.

*Needs to sleep*
 
Christ man, I got about 30 seconds into that demo before I couldn't do it anymore. That was way too intense.

No way I'm even booting that shit. I was floating around in Ocean Rift and I couldn't bring myself to go into the depths because I already tried it before my Rift arrived. If Rift does one thing, it's make you feel a sense of scale and immersion.
 
Tried it today at work, it is the real deal. I felt real vertigo In the demos, developers are going to make some amazing things with it.

as if I wasn't sad enough about you guys not working on a new Dead Space right now already.

whatever you cook up, I'll be there, but... yeah. damn it.
 
I love the radar thing on the gun in your left hand. You've got some great ideas in this.
Thanks - yeah I did a lot of experimentation with the motion scanner before I settled on that one (circular hologram, 45 degree angled on top of handle). One of the interesting things is how natural it feels just to bring it up to your face. You could put a lot of traditional HUD elements on something like that, Pip-Boy style etc.
 
Here's my quick impressions from my first night spent with the Rift. Sorry the thoughts are all over the place. It's overwhelming how awesome this technology is:

Found this on my door step yesterday afternoon and messed around with it all evening. It's absolutely incredible. I tried out a ton of demos but I think the most impressive one is Delta Draconis. They basically put you in a one man spaceship that you have control over and you're in a Prometheus/Alien type world. It's just amazing the depth you experience while you're flying and there is also AI out there in other crafts that fly by you. The whole thing is just completely surreal and it really feels like you're there.

The other demo that was impressive was Alone in the Rift. This is basically a quick horror game where you're walking through the woods with a flashlight being haunted by something. It's incredible just walking up to a tree to see how tall it is compared to you. It is incredibly intense the entire time and they have a few jump scares throughout the game that take it to a whole other level when it's in 3D. I have a feeling horror games are going to absolutely thrive on this technology. I can't wait til they get Amnesia to work with this.

I didn't really have any motion sickness problems but I definitely felt some serious vertigo when I started going up the first hill on the rift coaster. It was unsettling to the say the least especially when you go down the first hill. Lastly I began to play Half Life 2 with it. I still need to make some adjustments but so far it is amazing to feel like you're in that world. Just getting off the train at the very beginning and looking up at the big screen is something to behold. Half Life 2 definitely made me feel a little woozy but I think it's because I had already spent a lot of hours playing with the device. I'm going to dig into just Half Life 2 tonight and see how it goes. I had problem getting Mirror's Edge to work even with the work around. Hopefully I can get that figured out tonight as well.

If you have 300 dollars to spare, I'd say go for it if you have no patience like me. Otherwise, it might be worth waiting because I've heard they're working on one with 1080p and eliminating the screen door effect. Either way, this is going to have a big impact on the future of gaming. When I was playing with the demos, I couldn't help but think how cool it'd be to see other people in the world I'm in.
 
It was kind of funny. I know at least one other person in my geographical area who is getting a Rift, but when I picked it up from the UPS store today, the guy behind the UPS counter said his arrived today as well, and held up a Rift that was sitting loose in the store.
 
I've mulled it over, and while HL2 has the higher highs than Doom 3, I think Doom 3 is the better game overall in VR, just about. Anticitizen One and Follow Freemen in HL2 were just a relatively boring slog that VR added very little to.

Both were excellent overall however, but post Nova Prospekt and pre the citadel were quite underwhelming.

I'm sure EP1 and EP2 will be better, but those are for a rainy day.
 
Anyone have experience running Duplicated vs Extended Desktop with the Rift? There's a post on Reddit talking about how setting your monitor to duplicated will cause extra latency/tearing. I was under the impression that we were supposed to use duplicated as per the instructions but I did notice some tearing on my Rift on my first go.

EDIT: Also, wanted to add, don't forget, to turn off Windows Aero, as it adds at least a frame of latency (page5)

Hehehe that Reddit post links to a post I've made on the MTBS forums. I think it's worth pasting it here as well. Full circle! :lol

MrGreen said:
Anyway, tearing or not, Joe Ludwig at Valve measured extra latency when cloning your display and said it should be avoided. If you really want to duplicate your display you should use a splitter. Pain in the ass you say? Damn right you are­.

What I do now is simply extend my desktop to the Rift.

  • For Unity games: Select the .exe, right-click and create a shortcut. Right-click the shortcut to get the properties and add -adapter 1 to the command line. Assuming your Rift is the secondary display. It starts at 0...
  • For UE3 games: Pressing F11 cycles the displays.
  • For Source games: They should detect your Rift properly and launch on it.

It sucks when demoing your Rift to friends but other than that it works fine and it's hassle free. No extra latency, no tearing and you can use Windows normally on your main screen at whatever crazy resolution your monitor supports.
 
My son is in that "I'm not scared of anything" phase of pre-teen life, so he wants to tey Alone in the Rift. I think I'll record this for youtube sake.

Well I'm in the "I'm not scared of anything" phase of mid-life and I've literally screamed like a fucking lunatic while taking the Rift and headphones off my head at the end of this god damn demo.
 
So is the HD dev kit supposed to be an actual thing or what because I'm trying to hold off on ordering for that but if its never going to release..
 
So is the HD dev kit supposed to be an actual thing or what because I'm trying to hold off on ordering for that but if its never going to release..

We can only speculate. They've been very clear that the HD version they've shown at E3 was only a prototype.

I wouldn't hold my breath.

My guesstimate is that they'll give updated dev kits to major players behind the scenes but I doubt they go through another full large-scale production before the real deal.
 
Something like that would never be likely to happen for a hardware product.

More than likely, but one can hope I suppose. Just find the Oculus Rift credit potion on the store a bit odd as it doesn't seem to do anything, coupons haven't gone out have they?
 
How do I upsample games?

My monitor is 16:10, so the highest resolution I can pick in a game is 1680x1050. How do I get games to allow me to select 1920x1080 (or whatever the best high-resolution aspect that the rift supports)?
 
More than likely, but one can hope I suppose. Just find the Oculus Rift credit potion on the store a bit odd as it doesn't seem to do anything, coupons haven't gone out have they?

They had to reimburse people when Doom 3 BFG rift support was cancelled, with options being oculus store credit or getting bfg on steam

How do I upsample games?

My monitor is 16:10, so the highest resolution I can pick in a game is 1680x1050. How do I get games to allow me to select 1920x1080 (or whatever the best high-resolution aspect that the rift supports)?

Judging from posts by others (I don't have a rift) you should slaving your monitor to the rift, not the other way around, if you're mirroring it. You can create custom resolutions in your driver control panel
 
Tried the Rift. Underwhelmed.

Not by the tech, very impressive for what it is. However the screen quality with the magnifying lenses is atrocious, to the point of being unplayable. That being said, this is a dev kit and not meant to game on. The HD consumer version will be amazing.
 
Tried the Rift. Underwhelmed.

Not by the tech, very impressive for what it is. However the screen quality with the magnifying lenses is atrocious, to the point of being unplayable. That being said, this is a dev kit and not meant to game on. The HD consumer version will be amazing.

I didn't think it was that bad...
 
How much tinkering is required for first use?

Is it pretty easy to set up and get gaming right away out of the box or is it kinda a pain?

My monitor is also one of those 2560x1440 Catleaps, would that be an issue with this?
 
How much tinkering is required for first use?

Is it pretty easy to set up and get gaming right away out of the box or is it kinda a pain?

My monitor is also one of those 2560x1440 Catleaps, would that be an issue with this?


Really easy to use if you try the self-contained demos first. Just plug it in and go. You might need to switch your desktop red downto 1920x1200/1080 for the rift to take it (if you're duplicating monitors)
 
Finally got my Rift today and it really is as awesome as everyone makes it out to be. The only problems I've had are what may be a dead pixel, but may just be some dirt, and I've had a slight feeling of nausea but the more I use my head to turn and not an analog stick the better that gets. Time to load up on games and demos.
 
- VR Cinema 3D is probably my favorite demo I've tried so far (out of about 6). Definitely feels like I'm sitting in a movie theater. I wish the room had ambient lighting to match the movie going on (i.e. bright scenes would light up the seats). Screendoor effect is obvious, but when the 1080p Rift comes out, I would honestly watch TV shows and movies inside the Rift. With the Rift and earbuds on watching a movie, it can be alarmingly easy to lose track of time
Do you have the newest version (where the theater lights dim as the movie starts)? The newest version has ambient lighting, IIRC.
 
Man, this is awesome. Resolution and screen door aside, which I knew going in would be pronounced issues, this to me is the future of gaming. If they were to release a 1080p dev kit tomorrow, I'd buy it and not even be mad. It's that good.

Looking up a set of stairs and shooting a target at the top of them in Half Life 2 was hands down one of the coolest things I've ever done in a game now. It seems so simple and mundane, yet I was amazed when it happened. Same with looking to the side, with my head, and shooting a target over there. Just wow.

Tried getting Minecrift to work, but have some really weird mouse issues.
 
I've mulled it over, and while HL2 has the higher highs than Doom 3, I think Doom 3 is the better game overall in VR, just about. Anticitizen One and Follow Freemen in HL2 were just a relatively boring slog that VR added very little to.

Both were excellent overall however, but post Nova Prospekt and pre the citadel were quite underwhelming.

I'm sure EP1 and EP2 will be better, but those are for a rainy day.

I'm really looking forward to playing the Hell sections of Doom 3 in the Rift. For one thing I haven't played that far into the game since back in '03 or '04, but I remember loving the mutating environments. I'm sure it's ridiculous in the Rift.
 
Demo'd my Rift to a few people at work yesterday. Had to use our Mac workstations so I only showed them Tuscany and Titans of Space.

Every single one of them loved it while it was on, but almost every one of them said they felt nauseous afterward. VR sickness is still a very real issue. The difference now is that the experience is so compelling it's making people see past it a certain extent and making them want to overcome it instead of completely turning them away.
 
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