Oculus Rift - Dev Kit Discussion [Orders Arriving]

I heard Minecraft is good, too.

I would have to say the biggest disappointment I have so far with the Rift (besides resolution) would be all the wires attached to it. I knew it wasn't going to be wireless (this is a must in the future) but I was hoping to stand and move around a little and all the wires kinda constrict you and breaks the immersion. It doesn't help that I have a wired headset/controller so that would make a difference if they were wireless.
 
Are there any guides on how to set up output for viewing on the Oculus Rift?

I'm an animator, so while I'm learning the basics of Unity, I'd still love to be able to just create non-interactive experiences to view on the Oculus. Even though I know it means there would be no head tracking, I still think viewing some stuff in really positional 3d could be interesting on its own.

The trouble is, I haven't seen anything online that describes how I might setup a split render for the Oculus. Judging from user videos and common sense, it seems that I should set up a camera for each eye rendered separately, with a bit of lens distortion on each, but any idea how much? Or how far apart to set the cameras, or how to rotate them?
 
I heard Minecraft is good, too.

I would have to say the biggest disappointment I have so far with the Rift (besides resolution) would be all the wires attached to it. I knew it wasn't going to be wireless (this is a must in the future) but I was hoping to stand and move around a little and all the wires kinda constrict you and breaks the immersion. It doesn't help that I have a wired headset/controller so that would make a difference if they were wireless.

Yea, definitely. Made me understand why they are such proponents of mobile technology. When I'm using my Rift, headphones, xbox controller, and razer hydra simultaneously I feel like I'm hooked up in intensive care or something.
 
maybe they have taken the work from the Star CItizen Devs and put it nativly into the engine :P

So we have Source, Unity, UE3+4 and Cryengine with native support now. Next engine should be Frostbite :D

Dice is researching OR, but since that is a private, closed engine it matters relatively little.
 
Lunar Flight is pretty cool but it doesn't seem like much of a game unless I'm missing something. lol

Because of all the wires I think right now the best games for the Rift are stationary games where your character is sitting in a cockpit or chair controlling things like Lunar Flight.

I think Hawken will be amazing on this.
 
Got my oculus rift yesterday. Really loved the experience so far. I had concerns going in about the resolution and while it can blur somewhat when you are moving your head around as soon as you steady your head it was fine. I guess I got lucky because I played for a good three hours and didn't get any motion sickness(until I played the demo for AaaaaCULUS! which really got me queasy for a while).

So far the best experience is minecraft. I am barely able to achieve anything in the game because I am so busy just being amazed at how immersive the environment is. The blocky nature of it might negate a lot of the issues with the resolution too. Honestly just a cow mooing at me was quite an experience as was simply looking at an equipped pickaxe. Heaven knows what it will be like exploring richer environments in other games. I have subscribed to iRacing and will give it a shot tonight, can't wait!
 
Are there any guides on how to set up output for viewing on the Oculus Rift?

I'm an animator, so while I'm learning the basics of Unity, I'd still love to be able to just create non-interactive experiences to view on the Oculus. Even though I know it means there would be no head tracking, I still think viewing some stuff in really positional 3d could be interesting on its own.

The trouble is, I haven't seen anything online that describes how I might setup a split render for the Oculus. Judging from user videos and common sense, it seems that I should set up a camera for each eye rendered separately, with a bit of lens distortion on each, but any idea how much? Or how far apart to set the cameras, or how to rotate them?
No need to do any of this. There is an Oculus Rift Unity package you import, which contains a player camera prefab. It's literally drag and drop. Should be downloadable from the Oculus dev center.
 

LOL!

Also, some of the demos I've downloaded say to view in 1920 - 1080 for best quality, however my rift won't run above 1280 - 800, just get a black screen (the SBS image does appear on the monitor though).

Update - its academic now, I started changing resolutions in NVidia control panel and now every time I plug in the Rift my monitor says 'no signal connected' and my rift is black as well. WHY didn't I wait for the consumer version!!!???
 
I made a list of real Games with announced or heavily indicated native OR support. Do what ever you want with it, show it people when they say "No one will will make OR games". Most of these Games should be playable at Oculus Rift Consumer Launch.

-7 Days to Die (Survival Sandbox)
-AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome (Base Jump Simulator??)
-Among the sleep (Survival Horror)
-Assetto Corsa (Racing Simulation)
-Arma3. Not 100% sure but i think the chances are pretty high. (Shooter)
-Blackspace (Space Strategy)
-Castlevania: Lords of Shadow 2. Was hinted from the Devs with a pic of the Game with OR on Twitter. (Action Adventure)
-Doom 3 (Shooter)
-Doom 4. But maybe not anymore after the restart of development and without Carmack. (Shooter)
-DayZ (Survivel Online Shooter)
-Dream (Exploration/Puzzle Game)
-Elite 4: Dangerous, good chance Devs are not 100% sure (Space trading and combat)
-Energy Hook (No idea how you call this Genre :lol)
-Ether One (Adventure/Puzzle Game)
-Euro Truck Simulator 2 (Truck Simulator)
-EVE Valkyre (Space multiplayer dogfighting game)
-Everquest Next + Landmark. Not 100% but devs have hinted it very hard. (MMO Open World Sandbox RPG)
-Frontiers (first Person Open World RPG)
-Garrys Mod (Sandbox)
-Gone Home. Already released but Devs "looking into" supporting Oculus Rift. (Exploration Game)
-Half Life 2 (Shooter)
-Hawken (Mech-Shooter)
-Homesick (Adventure)
-IL-2 Sturmovik: Battle of Stalingrad (WWII Combat Flight Simulator)
-Interstellar Marines. Strongly hinted in a Video (Tactical Shooter)
-iRacing (Racing Simulation)
-Lunar Flight (Space Simulator)
-Minecraft (Sandbox)
-Montegues Mount (Horror Adventure)
-Montas (Survivel Horror)
-Planetside 2. Not 100%, same devs as Everquest Next (MMO Shooter)
-Project Cars (Racing Simulation)
-Proton Pulse (Mini Game)
-Ravensword: Shadowlands (Single Player RPG)
-Road Redemption (Motorbike Fighting Simualtor)
-Project EXUS (Shooter)
-rFactor 2 (Racing Simulation)
-Routine (Survival Horror)
-Second Life (Sandbox MMO)
-Son of Nor (Action-Adventure Game)
-Star Citizen (Space combat Simulator)
-Strike Suit Zero (Space combat Simulator)
-Team Fortress 2 (Online Shooter)
-The Forest (Survival Horror)
-The Gallery Six Elements (Exploration/Puzzle Game)
-Theme Park Studio (Theme Park Simulation)
-TUG (Online Open World Sandbox RPG)
-Undercurrent (Underwater Simulator)
-War Thunder (MMO Combat Flight Simulator)
-Wicked Paradise (You know what Genre this is :P)
-Xing: The Land Beyond (Exploration/Puzzle Game)
-Zed Absolution (Arcade Shooter)
I bet i forgot some Games and i think many many games will be added to the list till the Consumer Release :)
 
Anyone who has a rift, please help !!

I've heard people keep mentioning 'run -insert demo here- at 1020x1080 for best quality', so I started fiddling with the resolution in NVidia control panel.

Now, whenever I plug in the rift, my monitor signal is lost AND theres no image on the rift either. Is there a way to fix this as at the moment I have a rift that I can't use and might as well sell on.
 
So maybe it's been discussed already i don't know, but this is a great video

third person with the Oculus

Also Street Fighter with the Oculus

I love those cause in SFIV this seems to work just well like i imagined. You're just there and looking at the fighters in front of you like if they were there, as simple as that.

And the first vid shows that it's actually pretty ergonomic and natural to have a distant view on something you control, while being able to look independently where you want like a floating head. This basically proves any game can be played with the Oculus.
 
Delete whatever custom resolutions you created or do a clean reinstall of the nvidia drivers

Not quite sure what I did but its working again now (phew!)

Still confused as to how to set demos/games to 1920x1080, maybe people or going into the config files or something.
 
Anyone ever tried to emulate a Google Glass like UI for Oculus Rift? You know, only on one eye etc.

When it works in Real Life maybe it will be cool in VR too?
 
No need to do any of this. There is an Oculus Rift Unity package you import, which contains a player camera prefab. It's literally drag and drop. Should be downloadable from the Oculus dev center.

Thank you for the reply, but sorry I should have been more clear in my post.

I've got the basic unity stuff under control, but in addition to that I'd also like to just render out some first person movies or trippy visualiser type experiences, straight out of 3d or 2d animation/rendering software.

I know it wouldn't be interactive (no head tracking), but I still would like to play with rendering out a camera flying through millions of particles for example. Just need to know what type of distortion is should put on each render and how far apart I need to place both cameras, and whether or not they should be angled in towards a focal point or just both pointed parallel straight ahead, etc.
 
Sorry if this has been posted already (searched the last few pages) but the "how stuff works" podcast (which imho is absolutely brilliant) just aired an episode about the OR, talking a bit about the backstory of the founder and the device. I found it to be pretty interesting:

What is the Oculus Rift? How did its inventor, Palmer Luckey, get into virtual reality? How is VR used as a therapy and training tool?

* Duration 1:05h, Published 8/22/13 2:05:55 AM

* Episode Download Link: http://www.podtrac.com/pts/redirect.mp3/podcasts.howstuffworks.com/hsw/podcasts/techstuff/2013-08-21-techstuff-oculus-rift.mp3 www.podtrac.com/pts/redirect.mp3/podcasts.howstuffworks.com/hsw/podcasts/techstuff/2013-08-21-techstuff-oculus-rift.mp3
 
Making a quick cross post since lots of you would not have seen it other wise:

[Video reaction] Trying out the Oculus Rift HD for the first time with EVE: Valkyrie at Gamescom 2013

gc_vr_tds_v1sxli2.gif
 
So, I was thinking Palmer Luckey and the rest of Oculus team have continuously stated that they want this to be in every average household. Yet, it's ironic they're focusing on PC when most average households don't have a PC that would be able to handle what Oculus requires.

If they really want to hit every average household, they have to make this work on consoles like the PS4. Hopefully, Shu gets on that!
 
So, I was thinking Palmer Luckey and the rest of Oculus team have continuously stated that they want this to be in every average household. Yet, it's ironic they're focusing on PC when most average households don't have a PC that would be able to handle what Oculus requires.

If they really want to hit every average household, they have to make this work on consoles like the PS4. Hopefully, Shu gets on that!

They don't seem too interested in closed platforms. They're focusing on PC and mobile because they're constantly evolving. In a few years there will be mobile devices providing experiences beyond what the stagnating consoles can deliver and VR will just keep getting better with that.
 
I don't think mobile devices will replace PCs or Console gaming functionality any time soon but I suppose we'll see.

For Strike Force Zero I've been having a few issues. For one it forces me to set my desktop resolution to 1280x800 or it won't sync the images properly but that means i can't run the game at a higher resolution to reduce aliasing either. Another big issue is there is a constant line of screen tearing going across the image despite having vsync on and it seemed to remain with it off. How did people who are playng resolve these issues? Does the game have an Nvidia inspector profile to force SGSSAA?

And I'm still confused as to how I'm supposed to adjust the dials on the side(and in where I should pull it out to, I obviously realize how to adjust it).
 
I don't think mobile devices will replace PCs or Console gaming functionality any time soon but I suppose we'll see.

Of course mobile processors won't be replacing those for the near future, and the leading frontier of computers going to the smaller scale will take a very long time, but mobile devices offer advantageous that can't be offered by a PC/console, for example, solving the wire issue without a wireless transmission introducing all sorts of issues and latency. At first we'll see plugging the OR into phones or dedicated mobile gaming things, but it could also lead to an entirely closed VR system, the HMD housing the processing power and the display and power all in one unit leaving you with complete freedom of motion.
 
So, I was thinking Palmer Luckey and the rest of Oculus team have continuously stated that they want this to be in every average household. Yet, it's ironic they're focusing on PC when most average households don't have a PC that would be able to handle what Oculus requires.

If they really want to hit every average household, they have to make this work on consoles like the PS4. Hopefully, Shu gets on that!

Their general thinking (based on interviews) is that closed platforms will be detrimental to the evolution of the technology (and in 5 years, won't be able to keep up). Long term they need evolving platforms like mobile and PC, not stagnant ones. Also they they have ambitions beyond gaming, and PC/mobile is a much better launching point for that than dedicated gaming consoles.
 
So I've come to realize I will never be able to play any sort of horror/suspense games in VR.

Tried Alone in the Rift last night with headphones and immediately noped it after the little event at that first cabin. =(
 
Finally ordered my dev kit yesterday. I'm a little LTTP, but better late than never. I am slightly worried about my home PC, though. I haven't really upgraded throughout the years since I always have my dev PC at work, but I obviously can't pick that desktop up and take it home with me. For the people on here who have had success, what hardware setup are you using. When I get more time, I'll try to go back through this thread a bit. I've heard of some problems with microstuttering if you are running an SLI or Crossfire setup. Also, a single GPU seems best. Thoughts?
 
So I've come to realize I will never be able to play any sort of horror/suspense games in VR.

Tried Alone in the Rift last night with headphones and immediately noped it after the little event at that first cabin. =(

Ha same. You should check out the VR Gamejam "DreadHalls". Probably nope out much quicker.
 
So, I was thinking Palmer Luckey and the rest of Oculus team have continuously stated that they want this to be in every average household. Yet, it's ironic they're focusing on PC when most average households don't have a PC that would be able to handle what Oculus requires.

If they really want to hit every average household, they have to make this work on consoles like the PS4. Hopefully, Shu gets on that!

It needs to hit the enthusiast market and build from there. Once the major problems are solved then it can start making the move to consoles. In any case, it connects through USB and HDMI, so it certainly could work with the PS4 or Xbox One in time.
 
So I've come to realize I will never be able to play any sort of horror/suspense games in VR.

Tried Alone in the Rift last night with headphones and immediately noped it after the little event at that first cabin. =(

If you think thats bad, try Dreadhalls. I couldn't last more than 5 minutes...
 
So I got a Rift today... started off slow, doing the whole looking around thing that everyone is told to do, but already feeling motion sick. Tried Tuscany, The Gallery and Qbeh. It feels kinda ok looking around very slowly, and then creeping fowards slowly in Tuscany, but beyond that it's pretty uncomfortable.

I wear contact lenses that pretty much perfectly corrects my shortsightedness, so in theory I should be best with the A cups, right? I tried both A and B cups and they didn't seem much different. Tried the full range of screen distance with the adjusters on the sides. Ran the config utility several times to check my IPD.

It all works as described. I'm getting a good sense of depth and scale, but any strange movement really throws me off...

Is it going to improve? Should just keep trying for a few minutes at a time today? It seems to be getting worse if anything - like my brain is already associating wearing this thing to feeling sick, even if I haven't started moving.
 
So I got a Rift today... started off slow, doing the whole looking around thing that everyone is told to do, but already feeling motion sick. Tried Tuscany, The Gallery and Qbeh. It feels kinda ok looking around very slowly, and then creeping fowards slowly in Tuscany, but beyond that it's pretty uncomfortable.

I wear contact lenses that pretty much perfectly corrects my shortsightedness, so in theory I should be best with the A cups, right? I tried both A and B cups and they didn't seem much different. Tried the full range of screen distance with the adjusters on the sides. Ran the config utility several times to check my IPD.

It all works as described. I'm getting a good sense of depth and scale, but any strange movement really throws me off...

Is it going to improve? Should just keep trying for a few minutes at a time today? It seems to be getting worse if anything - like my brain is already associating wearing this thing to feeling sick, even if I haven't started moving.
Only try a few minutes at a time each day and it should get better if things are configured right. I'm not convinced the Oculus SDK IPD utililty actually measures it very accurately. Plus, I think a lot of demos, especially older ones, don't have any way to configure IPD at all, and don't use the Oculus SDK IPD.

You can also try a little bit of ginger an hour or two before using the Rift.

I haven't used the Rift at all in a while, but I always get the feeling that A) the head tracking doesn't feel right, perhaps because I'm used to moving my eyes and not my head, mabye even in real life, and B) I feel like maybe the projection/FOV/whatever is off despite attempting to recalibrate IPD (which gets different results in like three different methods I try) and C) it feels laggy and I may hate the motion prediction.
 
Holy potatoes at the avalanche of games and demos that have been coming out this week! Many people have submitting their VRJam entries and I spent a good amount of time last night downloading a bunch of them. Have a folder of about 40+ new demos to play through.

I'll slowly start going through them all starting today but I did try Dreadhalls last night and absolutely fell in love with it. It's been a good long time since a game scared me like that. The way the creator subtly sneaks enemies in the room with you when you least expect it gave me a genuine jolt. Also loved the Dr. Who reference with the gargoyles. That gave me a good scare. I would love to see the creator elaborate more on this game. Definitely worthy of being a Rift game to record your friends' reactions with.

Anyways here's a link to the thread where you can find a bunch of the entries:
VRJam Thread

Also here is a link to Cymatic Bruce's streams where he was playing through the entries:
Cymatic Bruce's Stream Vid 1 & Vid 2
 
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