Oculus Rift - Dev Kit Discussion [Orders Arriving]

I played TF2 again today and felt like it was worse than yesterday, but who knows.

One problem I have is that my right eye starts getting tired/pinched feeling very quickly, which is probably a definite bad sign of health problems or eyestrain. I'm wearing glasses and using A cups but my eyes are definitely different, one is very nearsighted and one is weak.

The thing that I think bothers me most is that even after doing the TF2 calibration, and I think this happens in all games, when I turn my head the world distorts slightly. If you keep your eyes on a pillar for example and turn your head, I don't feel like the pillar says still like a real world pillar might. And then when I later try it in the real world, I feel queasy and my eye tracking is messed up. :P I don't know if this is convergence, or merely a product of how the Rift cannot track where your eyes are actually pointing, or what. Keeping your eyes straight forwards and turning your whole head may be better but it still feels laggy/distorted enough to be uncomfortable.
 
I just got mine on Friday and I love it. The nausea and dizziness it caused was a little more than I had anticipated, but that didn't stop me from going back in after 5 minute breaks in between.

I found most demos I tried were mediocre, but a few stood out for me. Proton Pulse is a ton of fun and definitely my favorite homemade demo. I also like the Sixense Tuscany Demo. I fooled around with the Hydra in the demo before my Rift came and was underwhelmed. You really need to have a Rift to fully appreciate the Hydra. It's really the only way my movements could feel natural, not clumsy like they are with a 2D monitor.

Team Fortress 2 was great, but the amount of chaos involved in Payload was almost too much at first. It is something I could get used to over time though.

But holy crap guys, you really weren't kidding about HL2. It blew me and my friends away. The the screen door effect was much less obvious than anything else I tried. Funny thing though. The part pretty early on where you exit the tube and there are enemies on the bridge that you can blow up by shooting the gas barrels underneath had me stumped. I was walking around back and forth trying to find my way out but couldn't remember or figure out how to do it, even though I knew the solution was probably incredibly simple. Felling like I was there and trapped with no way out actually made my nausea worse and gave me feelings of anxiety I normally don't get playing video games (unless we're talking about Dark Souls of course).

I can't wait for people to start making proper games for this thing. Looking forward to seeing my ship in Star Citizen next month. Oh, and Ralf needs to hurry the fuck up!
 
I don't think this was mentioned yet but Vireio got an update a few days ago which fixed the frame lag in one of the eyes. Seemed like they had to rebuild the code so some other functions are missing at the moment until they get it put back in.

http://www.vireio.com/


Cymatic Bruce also did a live stream recently where he played a lot of tech demos, some of which haven't been released yet like Notch's Cube, Heli Hell 2, and Rift Runner (which looks pretty cool).

Hey Rifters!

This week is another change up: a live stream that I did last night with some VR devs and enthusiasts!

http://www.twitch.tv/cymaticbruce/b/397153899

Here are some highlights:

15:55 Oculus at E3 Speculation
17:05 Browser Apps and Productivity Apps
19:00 Music Games and VR
26:25 “Concert Attendant Hero”
26:55 VR and Stage Fright
32:20 Donkey Kong VR
38:23 Planet 1 Play test
47:18 First Law Play test
1:02:40 Notch Cubes Play test
1:07:20 Rift Amp Play test
1:12:00 Rift Runner Play test
1:19:38 What I am looking forward to with the Rift
1:23:00 Is the Rift Consumer Ready?
1:28:50 Malfate’s Castle Play Test
1:32:05 Rift Software Resources
1:36:18 Head Bob or no Head Bob?
1:43:10 Heli Hell 2 Play test
1:56:12 Rift, 3D, and Eye Strain
2:00:55 Watching a SBS 3D movie in Media Player
2:06:12 Single vs. Double Screen HMDs

I also will be putting a Torque 3D play test on my YouTube Channel. I am thinking of switching over to Torque from UDK, I will keep you posted on that status.

Still working on tutorial writing, trying to make time!

Logging Out,
–Cymatic Bruce



Oooh... looking forward to trying this on later tonight.
 
Been messing around with my Rift these past few weeks and I'm a believer. I found the tech demos underwhelming, but Half-Life 2 + Cinematic Mod 2013 blew me away. The screen door effect doesn't even bother me. It's noticeable but the Rift is so spellbinding, I tend to forget all about it. The only thing that really bothers me is being chained to a M&K or 360 pad. For the time being I've set HL2 aside and am biting my nails away as I wait for adoral84's Hydra mod.
 
3rd Person Game

So for past couple of weeks I have been playing Black. It has native support 3rd person adventure game. beside the obvious problem with resolution and screen door effect, I feel 3rd person is not as good as 1st person because the camera control reminds me more of just regular 3d instead of VR.

1st person >>>>>>>>3rd person
 
I couldn't wait any more. VR has been my most wanted development since i started playing games, so I figured i'd drop $300 to try it out early seeing how many awesome reviews it's getting.. I'm at around #60800, but how long realistically should I think to wait for it to arrive?
 
I couldn't wait any more. VR has been my most wanted development since i started playing games, so I figured i'd drop $300 to try it out early seeing how many awesome reviews it's getting.. I'm at around #60800, but how long realistically should I think to wait for it to arrive?

Nice to know they hit the 60000 order number. That puts them at around 27-28,000 dev kits sold? Very cool.

I'm pretty sure you won't regret it man. Unless you are a resolution whore or it somehow makes you super sick you'll love having it. It really does work. Even though most of the content out there is free tech demos and the few retail games with support are retrofitted, I'm still consistently having my mind blown by this thing.

Earlier today I was messing around in the Delta Draconis demo, following the other ships around the environment, and just seeing them flying along in the air next to you at full size is like something out of my childhood dreams. I started following as close as possible, flying right up underneath their undercarriages, getting the top of my ship's glass canopy just inches away from their thrusters, and it is truly an amazing visual experience. You can feel the shadow of the ship come over you It really looks like there is some futuristic ship hovering just over me. It might sound ridiculous but it is honestly astounding. The no clipping makes accidental collisions harmless but it's also quite strange to fly directly through another ship lol.

If the idea of VR is something you're really into to, this is a must buy.
 
Nice to know they hit the 60000 order number. That puts them at around 27-28,000 dev kits sold? Very cool.

I'm pretty sure you won't regret it man. Unless you are a resolution whore or it somehow makes you super sick you'll love having it. It really does work. Even though most of the content out there is free tech demos and the few retail games with support are retrofitted, I'm still consistently having my mind blown by this thing.

Earlier today I was messing around in the Delta Draconis demo, following the other ships around the environment, and just seeing them flying along in the air next to you at full size is like something out of my childhood dreams. I started following as close as possible, flying right up underneath their undercarriages, getting the top of my ship's glass canopy just inches away from their thrusters, and it is truly an amazing visual experience. You can feel the shadow of the ship come over you It really looks like there is some futuristic ship hovering just over me. It might sound ridiculous but it is honestly astounding. The no clipping makes accidental collisions harmless but it's also quite strange to fly directly through another ship lol.

If the idea of VR is something you're really into to, this is a must buy.

I'll have to try the Delta Draconis demo again. I couldn't figure out what in the world was going on. One of the flying demos I had trouble even getting my ship to accelerate, and in Delta Draconis all I could seem to see was blurry mountains and a planet in the sky, and I might have flown past the mountains and out of the map. Where do you go to see ships?
 
I've tried a bunch of tech demos over the last week and I think First Law is the one that blew me away. Everything about that felt solid, like the ship was actually there and real! Just staring at the panels of the cockpit and the two missile cannons on both sides of the ship! Wow!

All the other games felt ...off. Something just wasnt right and I can't seem to put my finger on what it might be. It's not that the IPD was wrong, or the frame rate was low, it's just that my brain wasn't fooled. I still knew I was playing a game.

But when I popped into that cockpit, surrounded by asteroids over a blue and red nebula, the silliest smile worked its way across my face. Freakin' Awesome.
 
I just got home from Connecticon. I had a booth set up and my rift came in while I was out of town, so I had a friend drive it in. I left my laptop running Half-Life 2 and Quake 1 with the Rift and blew a few hundred people's minds.

To me at least, the Rift lives up to the hype.
 
Hm, tried Doom 3 but it seems like everything is too far out, if that makes sense. Like, I couldn't read all the text because it was too far down and to the sides, couldn't see the start menu options, etc.
 
I'll have to try the Delta Draconis demo again. I couldn't figure out what in the world was going on. One of the flying demos I had trouble even getting my ship to accelerate, and in Delta Draconis all I could seem to see was blurry mountains and a planet in the sky, and I might have flown past the mountains and out of the map. Where do you go to see ships?

There are like 2 or 3 other ships that patrol the general area. Look for their spotlights. They are usually pretty low to the ground. It took me a little while to get confortable with the controls, I'm using a 360 controller. But once I did it's become a go-to demo.
 
I'll have to try the Delta Draconis demo again. I couldn't figure out what in the world was going on. One of the flying demos I had trouble even getting my ship to accelerate, and in Delta Draconis all I could seem to see was blurry mountains and a planet in the sky, and I might have flown past the mountains and out of the map. Where do you go to see ships?

The ships are doing their thing, but you clip right through them, so no funny interactions like ramming. For some reason the flying in DD makes me feel very sick. Although I love the music, and I love the atmosphere.

Been playing a lot of TF2. The only demo real gameplay that doesn't make me feel sick after 10 min. I don't think VR drastically improves game play, but it's fun being in the world.

I think the key to long play sessions is the IPD settings, and for some reason I'm having a lot of trouble getting this right. Using the Oculus SDK tools I came up with a value of 58.9. Seems much lower than the default 64. However, using the TF2 vr_callibration tool, I've come up with many diff values ranging from 58 to 67. Still my gun in TF2 is blurry and doubled. The environments look to converge though so not sure what's going on.

I know my problem with IPD probably stems from constantly adjusting the fit of the rift. The thing is just not comfortable for me. It's either sitting too tight on my face with no glasses, or sagging with glasses on. I also settled on turning the side screws so the screen is as far away as possible at all times. It seems with every adjustment I need to reset the IPD. Definitely dealing with headaches after a few hours trying out demos and playing TF2. Also feeling some dizziness in the real world and what feels like lag when I'm moving my head watching tv. Received the rift this past Tuesday.
 
The ships are doing their thing, but you clip right through them, so no funny interactions like ramming. For some reason the flying in DD makes me feel very sick. Although I love the music, and I love the atmosphere.

Been playing a lot of TF2. The only demo real gameplay that doesn't make me feel sick after 10 min. I don't think VR drastically improves game play, but it's fun being in the world.

I think the key to long play sessions is the IPD settings, and for some reason I'm having a lot of trouble getting this right. Using the Oculus SDK tools I came up with a value of 58.9. Seems much lower than the default 64. However, using the TF2 vr_callibration tool, I've come up with many diff values ranging from 58 to 67. Still my gun in TF2 is blurry and doubled. The environments look to converge though so not sure what's going on.

I know my problem with IPD probably stems from constantly adjusting the fit of the rift. The thing is just not comfortable for me. It's either sitting too tight on my face with no glasses, or sagging with glasses on. I also settled on turning the side screws so the screen is as far away as possible at all times. It seems with every adjustment I need to reset the IPD. Definitely dealing with headaches after a few hours trying out demos and playing TF2. Also feeling some dizziness in the real world and what feels like lag when I'm moving my head watching tv. Received the rift this past Tuesday.
I've had similar problems. I tried calibrating TF2 in 1280x800 as suggested, then switched the Rift to 1680x1050 to make things render better, and I think when I went back into the calibration menu it displayed a vastly different IPD value.

And of course I also get a different value from the Oculus SDK config tool and the TF2 config tool, and then most demos presumably don't even give you a way to change the IPD, and they use the old SDK so there's no automatic setting.
 
Just want to let you know that I appreciate all the new stuff you post.

thank you

i just take the links from the oculus subreddit, is the best source for Oculus Rift stuff.
9000+ subs, 2.5month ago it was 5000, and sometimes Oculus Devs itself write sth. :D

Thank them :P

next new stuff from the subreddit

long verge talk about VR
http://www.theverge.com/2013/7/15/4524870/top-shelf-016-viva-la-vr

Oculus VR wants to release its headset for free
http://www.edge-online.com/features/oculus-vr-wants-to-release-its-headset-for-free/
WANTS!! it does not mean they will ;)

Japan hits again Anime + Oculus + Hydra. The Video is really awesome xD
http://www.youtube.com/watch?v=r6bR4g21QCg

edit:
Other stuff

Yeahe, he replaces his normal Real Life view with Oculus + PSeye :O
http://www.youtube.com/watch?v=eByvt8he58U&t=1m10s

Impressions from one Assetto Corsa Dev about Oculus. It´s a really great looking racer with native OR support
http://www.reddit.com/r/oculus/comments/1ic2aa/first_impressions_of_the_oculus_rift_from_a/
 

I know it's super early, so don't take any criticisms to heart yet. Lets start with the positives. I like the idea of the journal. I like the atmosphere so far. I think the mission information as large text inside the world is a good idea.

I ran into a number of problems however. First of all I play with multiple monitors, and the game doesn't capture my mouse cursor, so when I clicked to activate things, it regularly pulled me back to the desktop and I couldn't get back. Also, I initially went to the right and stumbled around in the jungle for a while before realizing I wasn't supposed to go that way. Some fun scare for people who go too far out of bounds, ala the shark in Crysis, would be pretty awesome.

Calibration seemed to drift really quickly for me, although I'm sure you'll sort that out with later versions of the SDK, could I suggest something a bit like HL2, that lets you look around as you go forwards, but recenters your view if you turn with the mouse a bit.

Being inside the monster while protected with red berries was a bit weird. Is it possible to make a character have textures on the insides as well as the outsides? You could do something creepy with that.

There was some strange shimmering on alpha transparencies on the default settings. Kicking up the resolution to 1920 x 1200 smoothed that out.

There's definitely promise here worth pursuing... but I wouldn't share this with too many people at this embryonic stage. Thanks for sharing it here though.

Yeahe, he replaces his normal Real Life view with Oculus + PSeye :O
http://www.youtube.com/watch?v=eByvt8he58U&t=1m10s

has anyone else watched this? it's pretty mind blowing. When he reached out an arm... man that felt weird, and when he looked down at his body was also strange too.
 
I got my Rift last week, and have tried pretty much every demo I could get my hands on.

HL2 is the crown jewel so far. Absolutely amazing.

However, I unfortunately get sick when using it. Really sick. I can only do it for 10 minutes at a time before having to stop, then I continue to feel sick for one to two hours afterwords. I have been trying everything to get over the sickness, from using different cups to closing my eyes when using the controller to turn to taking ginger pills. Nothing is making it better or allowing me to play longer than 10 minutes.

It's the exact same feeling I get when reading a book in a car.

Nothing else makes me motion sick except the rift and reading in a car.

This is so incredibly frustrating.
 
I got my Rift last week, and have tried pretty much every demo I could get my hands on.

HL2 is the crown jewel so far. Absolutely amazing.

However, I unfortunately get sick when using it. Really sick. I can only do it for 10 minutes at a time before having to stop, then I continue to feel sick for one to two hours afterwords. I have been trying everything to get over the sickness, from using different cups to closing my eyes when using the controller to turn to taking ginger pills. Nothing is making it better or allowing me to play longer than 10 minutes.

It's the exact same feeling I get when reading a book in a car.

Nothing else makes me motion sick except the rift and reading in a car.

This is so incredibly frustrating.

did you manually set your IPD in HL2 using the TF2 calibration and the "vr_separation_user_inches" line? I believe I had to convert mm to inches which is weird.

just basing info off this post: https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=957&sid=965b790b3719e5d3d9feede4ab469352
 
Hm, tried Doom 3 but it seems like everything is too far out, if that makes sense. Like, I couldn't read all the text because it was too far down and to the sides, couldn't see the start menu options, etc.

The edges of game menus and the sides of the in game pda are obscured but it's very playable. I can see part of the "Campaign" button and know its the 2nd on the left after "Dev". Also once you've made half a dozen saves (just hit enter to make a new save in the save menu), you can simply overwrite the bottom one(s) so it's easier to read.

This is the best guide for setting Doom 3 up: http://www.mtbs3d.com/phpBB/viewtopic.php?f=142&t=16703&start=120#p136531

I'm currently making my way through the Alpha Labs and the Rift has turned this into one of my favorite gaming experiences ever. The enemy design where they seem to take turns trying to scare and kill you holds up in the Rift. It's much more impactful when you feel like you're in the same small room with the monster trying to kill you. Backing up into the second imp that spawned behind me was one of my scariest moments. It looked like he was right next to my left shoulder.

This game might kill me without the shoulder flashlight.
 
The edges of game menus and the sides of the in game pda are obscured but it's very playable. I can see part of the "Campaign" button and know its the 2nd on the left after "Dev". Also once you've made half a dozen saves (just hit enter to make a new save in the save menu), you can simply overwrite the bottom one(s) so it's easier to read.

This is the best guide for setting Doom 3 up: http://www.mtbs3d.com/phpBB/viewtopic.php?f=142&t=16703&start=120#p136531

I'm currently making my way through the Alpha Labs and the Rift has turned this into one of my favorite gaming experiences ever. The enemy design where they seem to take turns trying to scare and kill you holds up in the Rift. It's much more impactful when you feel like you're in the same small room with the monster trying to kill you. Backing up into the second imp that spawned behind me was one of my scariest moments. It looked like he was right next to my left shoulder.

This game might kill me without the shoulder flashlight.

It's wonderful isn't it? Feeling so small stood next to an imp or a pinky demon. I turned a corner and bumped into an imp's chest and it scared the shit out of me.

I was never high on Doom 3 before the rift, but with the rift it's one of the best things I've ever played.

Head aiming is cool, and not being able to see your health somehow only improves the game.
 
did you manually set your IPD in HL2 using the TF2 calibration and the "vr_separation_user_inches" line? I believe I had to convert mm to inches which is weird.

just basing info off this post: https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=957&sid=965b790b3719e5d3d9feede4ab469352

So run through the whole vr_calibration in TF2, write down the IPD inches, then type "vr_seperation_user_inches 56.2" (if TF2 says 56.2 inches) in the HL2 console?

I'll give it a try, thanks
 
So run through the whole vr_calibration in TF2, write down the IPD inches, then type "vr_seperation_user_inches 56.2" (if TF2 says 56.2 inches) in the HL2 console?

I'll give it a try, thanks

TF2 is going to use mm on the calibration screen, but if you throw "vr_seperation_user_inches" into a console in TF2 after doing the calibration it'll give you the amount in inches.

I have no idea why they are using inches for it in game.
 
Are there any TF2/HL2 options besides the IPD that matter, like which eyecups you're using? And does the internal IPD setting change if you calibrate it in 1280x800 and then switch your desktop and TF2 to a higher resolution?
 
Are there any TF2/HL2 options besides the IPD that matter, like which eyecups you're using? And does the internal IPD setting change if you calibrate it in 1280x800 and then switch your desktop and TF2 to a higher resolution?

"fov [degrees of vision]"

it has a dramatic impact if it's at the default of 75. Change it to 90 - 110 and the 3D will be much more pronounced, although you should try out different settings to see what's best for you.
 
Are there any TF2/HL2 options besides the IPD that matter, like which eyecups you're using? And does the internal IPD setting change if you calibrate it in 1280x800 and then switch your desktop and TF2 to a higher resolution?

There is a command that sets which lens cup. Change the variable in this command line from the default A to B or C if you use one of them:

oculus_lens_type “A”
 
"fov [degrees of vision]"

it has a dramatic impact if it's at the default of 75. Change it to 90 - 110 and the 3D will be much more pronounced, although you should try out different settings to see what's best for you.
Thanks -- I'm guessing that's different from the normal TF2 FOV, which I think maxes at 90?

I wonder if there are any demos yet which support two different lens cups. I still haven't tried going back to no glasses and mixing lenses again.
 
Is there a page that shows the estimated arrival date of an order? I'm at 60xxx in Oklahoma, so kinda curious as to when I can expect to receive mine. The wait is killing me....
I don't have an answer to your question but I can tell you someone is still waiting for an order estimated to arrive in may and they just started shipping orders in the 50xxx range. It'll probably be a while. Don't count on them making their August date.
 
Is there a page that shows the estimated arrival date of an order? I'm at 60xxx in Oklahoma, so kinda curious as to when I can expect to receive mine. The wait is killing me....

Not trying to sound hyperbolic, but I think you should expect it in October. I ordered mine (#52xxx) in April. Still waiting.
 
awesome if true, I was expecting mine for august

I'd remain cautiously optimistic; I do believe they've fallen behind their shipping estimates before. But I'd also assume they are posting this for a reason, so hopefully everyone who has ordered up until now should have a Rift before the end of September.
 
Blind first-person survival game Pulse gets Oculus Rift support

http://www.polygon.com/2013/7/16/45...-survival-game-pulse-gets-oculus-rift-support

Game looks very unique, i never saw a game thats like this game x_X

http://www.kickstarter.com/projects/teampixelpi/pulse-reveal-the-world-through-sound

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Next, Lunar Flight Beta can be bought on Steam, 66% reduced price because of Summer Sale

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=190

http://store.steampowered.com/app/208600/

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Distance Devs interested in Oculus Rift

http://survivethedistance.com/forums/viewtopic.php?f=5&t=209#p2761

Just figured that I'd mention that everyone at Refract is incredibly excited about the Rift (I'm personally more excited about it than any console/device coming out this year). We're not sure whether it'll work well at all in our game, but we're definitely going to give it a shot. I'm pretty sure we'll run into some motion sickness/confusion no matter what we do, but it'll be a fun experiment :D

Have you tried Nitronic Rush in first person view with NVIDIA Vision 3D? It's a wild ride to say the least.

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Saw this game, at the moment there are no comments from the Devs about Oculus Rift support but the game looks perfect for Rift. Spread out the words for Oculus Rift Support!! Really awesome looking game.

http://www.youtube.com/watch?v=LbaLPrxdeHw
http://www.youtube.com/watch?v=2aFjdYxoCfs&feature=youtu.be
 
did you manually set your IPD in HL2 using the TF2 calibration and the "vr_separation_user_inches" line? I believe I had to convert mm to inches which is weird.

just basing info off this post: https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=957&sid=965b790b3719e5d3d9feede4ab469352

Ok, so last night I ran the "vr_calibration" tool in TF2. After I was done, I typed in "vr_separation_user_inches", and it autofilled in "2.5" at the end. I assume it automatically converts the millimeters taken from what you inputted into the vr_calibration tool and shows you what your separation is?

I then loaded up HL2, opened the console, and typed in "vr_separation_user_inches", and it autofilled in "2.5". How did it know that was my separation? Does it somehow talk to the TF2 config file?

I then changed "vr_separation_user_inches" to 1.5, 2, 2.2, and 2.7 and noticed no difference in the image coming through the rift. Is there some other console command I'm supposed to be using to input separation into HL2?

This is such a PITA.
 
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