Oculus Rift - Dev Kit Discussion [Orders Arriving]

As a long time airplane and simulator enthusiast I just can't get over the feeling of climbing into the cockpit in a Mig and buzz around / close-shave the snow covered alps in a Mig in "Outerra"..

Pulling the stick just before a ridge and look up at the mountain pass by in its ~1:1 scaling glory really is the single most amazing feeling I've had in gaming since I started many decades ago. This is the shit; The feeling of being there in the air is amazing - low resolution excluded..

If this (consumer Rift) doesn't end up spiking a new era and popularity in both VR and PC gaming, I don't know what will.
 
Here is my VR jam entry Elevator Music's submission build!

Elevator Music is a cyberpunk mystery-adventure for the Oculus Rift. You play as an elevator operator, Ulysses, hunting down clues in the physical and digital realms to unravel the story behind the mysterious Omnihedral Incorporated.

http://www.youtube.com/watch?v=zOdDuXQ_P2A

I tried my best to make a story-based game within the 3 week time limit. I'm a full time grad student, so now that school is starting again I won't have as much time to work on it, but I hope to iron out the rough edges, add music to the computer sequences, add the ending and get the full game out there.

http://www.dropbox.com/s/ib7837e0ymw9zh3/PC.zip
 
Will there be stations with the rift at PAX? I'm going tomorrow and would love to try it out.

Bit late to inform you, but yeah, Oculus has a booth. Some of them have a racing game where you just sit and it runs a lap without you having to drive and others are showing Hawken.

The racing one really didn't get to me until about halfway into it and I started to sense my body wanting to lean into the turns.

Hawken was really just a demo, but one you could control. No real action going on, but it still gave you a sense of that 360 movement that only the Rift can really provide.

These were both using the HD versions of the headset.
 
Will there be stations with the rift at PAX? I'm going tomorrow and would love to try it out.
Yes.

There is about a 30-45 minute wait at a capped line and you have a 50/50 chance at either playing 1v1 Hawken or sitting in an iRacing lap.

Both are using the 1080p panel (Much improved over 720), but it does have aliasing, noticeable input delay (based on head movement), and screen tearing.

It's absolutely still something you should try out, but it's a far cry from EVE.VR
 
Yes.

There is about a 30-45 minute wait at a capped line and you have a 50/50 chance at either playing 1v1 Hawken or sitting in an iRacing lap.

Both are using the 1080p panel (Much improved over 720), but it does have aliasing, noticeable input delay (based on head movement), and screen tearing.

It's absolutely still something you should try out, but it's a far cry from EVE.VR
The input delay and screen tearing on the 1080p screen are worse than the current screen? I wonder if they're planning to try to find a better screen, or if this is as good as it will get for a possible consumer model.
 
The input delay and screen tearing on the 1080p screen are worse than the current screen? I wonder if they're planning to try to find a better screen, or if this is as good as it will get for a possible consumer model.
I'm thinking it's just Hawken/iRacing code and optimizations, but I can't say for sure since I don't have a dev kit.

I can only go on the 3 indie demos at E3, EVEVR, and Hawken here at 1080.

The indie tree game felt like Hawken which wasn't great. So I'm guessing it's just optimizations and not the panel (although panel could be in play here)
 
Any chance one of them was The Recital? ;) There were actually 5 indie OVR games that we were rotating in and out.
Sadly no, I think there were 4 setup(?) and one was vacant so I played SOUNDSELF and IF A TREE SCREAMS IN THE FOREST... and I feel like 1 more, but can't remember.
 
The others were Homework from Another World, Irrational Exuberance and my game The Recital. Glad you got a chance to check out the Rift there though, it was a ton of fun for me to get to show my stuff at E3!

The demo I showed at E3 had a rough technical issue that somehow got worse since then, but I hope to at least release a fixed version of the E3 build soon. Hopefully I can make it into a full game one of these days...
 
Did the Hawken demo today. It's a feeling I never thought was possible. The Rift has changed my life.

I am now convinced that my eyes can be tricked into believing polygons are physical objects.
 
The others were Homework from Another World, Irrational Exuberance and my game The Recital. Glad you got a chance to check out the Rift there though, it was a ton of fun for me to get to show my stuff at E3!

The demo I showed at E3 had a rough technical issue that somehow got worse since then, but I hope to at least release a fixed version of the E3 build soon. Hopefully I can make it into a full game one of these days...
Ah, bummer. Those look neat. Would have liked to try them.
Did the Hawken demo today. It's a feeling I never thought was possible. The Rift has changed my life.

I am now convinced that my eyes can be tricked into believing polygons are physical objects.
Now imagine that feeling again with it optimized. BELIEVE.
 
I've had mine for a month but just setting it up tonight since a buddy is in town for labor day.

The only demo I currently have is the Tuscany demo. What else do people recommend and where do I find it?

I hear a roller coaster one is quite good but where do you find it and which one is it?
 
Half-Life 2 with the -VR command is still perhaps the best Rift experience I've had. Blue Marble is a a distant second but I enjoyed it far more than the rift coaster (which was still good, just not as good).
 
Half-Life 2 with the -VR command is still perhaps the best Rift experience I've had. Blue Marble is a a distant second but I enjoyed it far more than the rift coaster (which was still good, just not as good).

How do you set up Half Life with Rift? Is it complicated? Work with a controller?
 
The others were Homework from Another World, Irrational Exuberance and my game The Recital. Glad you got a chance to check out the Rift there though, it was a ton of fun for me to get to show my stuff at E3!

The demo I showed at E3 had a rough technical issue that somehow got worse since then, but I hope to at least release a fixed version of the E3 build soon. Hopefully I can make it into a full game one of these days...

Got to play recital at e3. I enjoyed it. Keep it coming!
 
How do you set up Half Life with Rift? Is it complicated? Work with a controller?

If you have the Steam version:

1) Open Steam and ensure you’re not in ‘Offline mode’.

2) Go to your game library and right click the ‘Half-Life 2′ entry then select ‘Properties’

3) Click the ‘Betas’ tab and select ‘Beta – SteamPipe beta’ from the dropdown list.

4) Click the ‘General’ tab and then the ‘Set launch options’ button. Add ‘-vr’ (without single quotes) to the text box and click ‘OK’.

5) I now recommend closing Steam and reopening again to initiate any downloads and updates activating the beta has triggered.

6) Start ‘Half-Life 2′, you should now find it running in stereo 3d with the familiar pre-warping for each eye present.

http://www.roadtovr.com/2013/05/11/...beta-for-your-oculus-rift-gameplay-video-5730
 
Any impressions of Oculus HD from somebody familiar with the Dev Kit? I wanna know if the jump to 1080p is really a significant one.
 
Any impressions of Oculus HD from somebody familiar with the Dev Kit? I wanna know if the jump to 1080p is really a significant one.
It is. Still needs more oomph (via downsampling or massive AA or 1440p imo). But the screen door effect of seeing the actual color pixels is gone.
 
I just found out last night from my friend (who went on record as saying that he doesn't think the first consumer release of the Oculus Rift will be remotely good) that until just recently, he had thought the original, non-HD dev kit was eventually going to be the "first consumer release", followed later by the HD model, analogous to the releases of the Game Boy Advance and the Game Boy Advance SP.
 
It is. Still needs more oomph (via downsampling or massive AA or 1440p imo). But the screen door effect of seeing the actual color pixels is gone.

That's what I wanted to hear. Right now playing in the Dev Kit is like going to the "screen door effect world". Every game/demo kinda of looks the same because of that.
 
I just found out last night from my friend (who went on record as saying that he doesn't think the first consumer release of the Oculus Rift will be remotely good) that until just recently, he had thought the original, non-HD dev kit was eventually going to be the "first consumer release", followed later by the HD model, analogous to the releases of the Game Boy Advance and the Game Boy Advance SP.

Not sure I understand. Are you saying that your friend thought so (in that case I don't get the context), or that your friend knows some insider info about earlier project plans?


Edit: OMG, I thought I was cured from my motion sickness because I was doing loops around the alps in Outerra for an hour yesterday and felt fine, no vertigo whatsoever. But just now I played Half-Life for an hour and I almost puked, what a terrible feeling..
 
Got to play recital at e3. I enjoyed it. Keep it coming!

Thanks for the encouragement! Glad you liked it. Hopefully Elevator Music gets somewhere in the VR Jam competition. I was able to get in to the selected developers bracket because of The Recital, which is pretty cool :)

If you have a Rift, let me know what you think of Elevator Music. I think it has the potential to be a great game but it still needs quite a bit of work, so any feedback is greatly appreciated!
 
Not sure I understand. Are you saying that your friend thought so (in that case I don't get the context), or that your friend knows some insider info about earlier project plans?

He assumed they were going to eventually release the "screen door version" as the official consumer model and then later release an HD version as official consumer model #2. My understanding, based on all the information we've had since before most development kits shipped, is that they're waiting until they iron out all the issues and make it as good as possible before releasing the actual consumer model. Or was that actually part of the plan?

For context, my friend is hugely pessimistic/negative about things he doesn't already like, and raves about the doomsday scenario of every future game being officially required to operate on the Rift. He also argued in favor of a keyboard/mouse-controlled Rift "love sim" over a true 1:1 motion and gesture control system, specifically in the situation of... I'll say "alternating ports". What makes more sense in a VR game with specialized force feedback: clicking a button or switch to toggle your area of choice, or using your hands to position your body both in-game and in reality? Also, he says that any virtual reality experience that isn't as immersively realistic as the Matrix and doesn't let him be a Saint's Row character is bad and pointless.
 
Edit: OMG, I thought I was cured from my motion sickness because I was doing loops around the alps in Outerra for an hour yesterday and felt fine, no vertigo whatsoever. But just now I played Half-Life for an hour and I almost puked, what a terrible feeling..

Have you attempted to adjust the movement speed in HL2? You may not be expecting to have the relatively extreme abilities since you're running around as a person and not in a plane
 
Still cannot use my rift. Screen tearing and stuttering won't stop, makes the experience really nauseating.

Will try again with half life 2 -vr when I get my rMBP. Hopefully it'll at least be able to run properly on that.

All the minor issues with modern day graphics cards and displays.... Minor ghosting, screen tearing from being connected to multiple displays, the minute amount of lag created by vsync.... It all becomes so noticeable and impossible to deal with once you connect a rift. I've always had an hour or more of troubleshooting before being able to just play a game with the goggles on, and even then I still have to put up with the screen door effect.

I really like this technology and want it to work -- when I managed to fix most of the issues detailed above, it was awesome. Enough that I'll consider making a 'clean' rift-only rig when the 1080p version launches. But fuck, this thing was a headache from day 1.
 
I got to play both the Hawken and iRacing demo's today at their booth. First time using an Oculus as well! I'm familiar with Oculus (been watching this thread too), but never tried one.

First, I couldn't use the Oculus with my glasses at the demo. :( The first time it seemed like it wouldn't fit with my glasses on, so I just took them off (I can still see ok without them; I'm farsighted as well which I'm not sure if that's better than nearsighed for the Rift). However the second demo guy said that he's pretty sure they'd fit, and I did get them on (very, very snug), but my lenses bumped up right against the Oculus lenses, and it was pretty blurry. From the little I know about Rift, I assume if I had this at home I'd probably be able to play with different lenses or something to get it to work. Hopefully the consumer version will be better in that regard.

Second, in terms of resolution it was pretty good, totally playable. I could read some small text in the iRacing demo which was neat. However it's definitely not perfect, so it wouldn't surprise me if they started working on an even higher-res model in a few years once the price of those ultra-HD screens come down in price.

Third, I was midly disappointed by the FOV at first. It was pretty damn good, don't get me wrong, but it does feel like you're wearing ski goggles or something. Again, room to improve, but after about 30 seconds you really don't give a shit.

Fourth, the weight of this is surprisingly good! Didn't feel as bulky as it looked in pictures.

Finally, there is some definite blurring that happens when you move your head. IIRC John Carmack brought up this point at Quakecon where he said that low-persistence screens make a huge difference, and if that blurring effect is the cause, then yes, he's totally correct. Not sure if they're going to improve that for the final model or not, but it was noticeable when you were moving your head around (more-so in the iRacing demo).

Alright, onto the demo impressions!

Hawken was... okay. I actually wasn't that blown away by it. Graphically nothing too impressive. They also had a terrible demo setup at the booth. They didn't reset the game or anything like that, so in my demo I only found one guy and killed him and didn't see anyone else for the rest of my demo. Whatever, I then decided to just walk around the city, look around the cockpit, and my favorite, jump-jetting up and looking down as I fell. This is an area where the developers really need to work on their camera effects. When I hit the ground in Hawken I just sorta stopped and created a crappy looking texture effect on the ground. It didn't "feel" like I was in a mech slamming into the ground from 50 feet up. For the time where I was fighting an enemy, there was no reason why I wouldn't be looking straight ahead anyway, so I just didn't feel like this game showed off its true potential. The rest of my group that got to play the demo's sort of agreed. It was cool this was playable, but it definitely wasn't the best game to show for it IMO.

iRacing was really cool. It wasn't playable and you were just in the driving seat and could look around everywhere, but it still did a great job showing off the Rift. You could look over in the rear view mirrors to see a car coming up at you, and I actually rotate around to see them coming up on you. There was a point in the demo where a car spun out in front of you that also looked pretty neat as you swerved out of the way. The best moment for me was at the end of the demo when you were just sitting there, and I decided to look down and my mind was blownnnn. There was a body where it felt like my body was! And arms were my mind thought my arms were! The illusion was slightly ruined because the Rift wasn't totally tight against my head, so there was light leaking in through the nose when I was looking down, but it still was just an awesome experience.

All in all, I'm pre-ordering the consumer version day 0.

Slightly related, but I also got to check out the Virtuix Omni (it wasn't playable due to liability reasons). It looked really neat. It was pretty noisy as he was running around on it though. He was playing HL2 and didn't seem to have any troubles moving around really, including jumping on top of cars, leaning sideways to shoot, and he was also really accurate with that gun. I entered into a raffle for it, hopefully I win. :P

Sixense was also there, but they weren't showing off the latest STEM product (they did have molds of it or something it looked like). They did use the last-gen wands for the Omni and it seemed to work well.

All in all, good stuff. Really excited to see some new VR companies popping up and getting lots of great recognition! Really excited for how this will evolve over the next few years.
 
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.
Well I haven't resorted to ginger yet, but over the weekend I put a few more hours into it and I think things are already improving, which is great! iRacing works really nicely (although I'm having drifting issues), and it's pretty clear that having a cockpit reference in front of you really helps to reduce motion sickness. If there was any odd dizzy sensation I just looked down at my virtual legs pushing the pedals and it was immediately gone.

So thought that with my less-than-ideal introduction to the Rift, and my eagerness to jump in before this stuff is ready for mainstream consumption, I'd ruined my chances of getting the 'wow' moment. Certain things had been impressive, but it was mostly just how I'd imagined... which is what you get from watching and reading impressions on the internet every day. But then... I tried Titans of Space. And there it was. My unforgettable moment, on par with playing Mario 64 for the first time. I had tears in my eyes.

Everyone should try this. Ideally late at night, lights off, silence in the room, headphones on. Incredible. It's not even a game... but as a demonstration of the headset it is ideal.
 
Since I used the Oculus before, I wonder how are they showing the OR at conventions? I mean you need to have the perfect distance of the eyes, so it wont feel bad.

Do they measure the distance everytime or do they just use an "average" distance for everyone?
 
When I gave it a try at PAX (iracing one. Wish it was Hawken), here are the stuff I noticed:

- Corners were a bit blurred
- Only if I focused really hard would the center of what I was looking at become sharp
- I barely noticed the 3d effect (I could see 3d fine by the way)
- No noticeable screen-door artifacts

I was also able to still my legs when looking down. Guess it wasn't strapped on properly so that could have affected the experience?
 
Since I used the Oculus before, I wonder how are they showing the OR at conventions? I mean you need to have the perfect distance of the eyes, so it wont feel bad.

Do they measure the distance everytime or do they just use an "average" distance for everyone?
I think the following post answered your question.

When I gave it a try at PAX (iracing one. Wish it was Hawken), here are the stuff I noticed:

- Corners were a bit blurred
- Only if I focused really hard would the center of what I was looking at become sharp
- I barely noticed the 3d effect (I could see 3d fine by the way)

- No noticeable screen-door artifacts

I was also able to still my legs when looking down. Guess it wasn't strapped on properly so that could have affected the experience?
You could put all that down to it being on an 'average' setting that wasn't quite suited to your eyes. (Although no matter what I do, the edges are a little blurry - I think that's just how the lenses work.) And I've noticed in my short time with the device that the smallest adjustment to the way it sits on your face can have a big effect on your ability to focus properly. Strange that you didn't notice much 3D-effect - it is very apparent in iRacing, particularly in open cockpit cars with outboard wing mirrors. The Spec Racer Ford for example has mirrors on huge stalks, and I can feel my eyes converging to focus on the mirror itself and then diverging to focus on the scenery behind it. Incredible!

I think even if it's a little off, the quality of the head tracking alone is enough to deliver the initial wow factor for the purposes of a quick demo at a convention, and there will be plenty of people who suit the setting perfectly.

I've found that the goggles slightly squeeze my eyes (or the area around my eyes) too much, which affects my focus. If I grab it and pull it slightly away so there is less pressure on my face, it comes into focus (the straps are already at their fullest extension... I guess I just have a big head). I can also bring it more into focus by grinning maniacally, so that my cheeks are pushing the bottom of the goggles away from my eyes slightly. This is fairly easy to do, as I tend to be grinning all the time when experiencing VR. :D
 
The HD prototype has a smaller screen but uses the standard devkit lenses, and therefore has issues with FOV and blurring along the edges, correct?
 
So I just got a random opportunity to try out the VRCade setup in Seattle.

It absolutely DESTROYED the Rift.

And I love my Rift.

I'm gonna write up a big thread tomorrow at some point. I'm so tired and my flight out is at 7 AM. = (
 
So I just got a random opportunity to try out the VRCade setup in Seattle.

It absolutely DESTROYED the Rift.

And I love my Rift.

I'm gonna write up a big thread tomorrow at some point. I'm so tired and my flight out is at 7 AM. = (
Wat is this
When I gave it a try at PAX (iracing one. Wish it was Hawken), here are the stuff I noticed:

- Corners were a bit blurred
- Only if I focused really hard would the center of what I was looking at become sharp

I was also able to still my legs when looking down. Guess it wasn't strapped on properly so that could have affected the experience?
Sounds like the OR wasn't adjusted in the tiny sweet spot properly. I think it's about like a 5mm wide circle on those kits.
 
Just saw this video of Total Biscuit trying out the Rift for the first time at PAX. He tends to be skeptical of many things, but damn was he impressed :)

Link: http://www.youtube.com/watch?v=R7CpqLF8amE

One interesting note though is at 9.10 the dev goes on to talk about that if you are not a developer, then don't buy one yet, he notes that while there are games out there, the retail model will be much better...

That is enough for me to hold fire and wait for retail
 
At $16,000, it had better be amazing. I could see this thing being a Christmas gift for the man that has everything, or a training simulator for the military or something, but as a product that could bring the arcade back? There's no way.
Why not? It's the cost of, like, six or seven new arcade machines. And you can easily charge a premium.
 
Why not? It's the cost of, like, six or seven new arcade machines. And you can easily charge a premium.

Renting out that much space, for one. You can't have multiple people in the same space without it being a hazard, and it's a hazard in general. What if someone trips? Not only have they probably busted the equipment, but they may have hurt themselves.

It just seems too complicated and expensive to actually work out as a real business model.
 
I tried the HD Rift at PAX, I have a Dev Kit at home -- the difference was pretty darn good. I played Hawken, which had no text, so it's hard to say whether it was an incredible improvement or not. But damn, it's still nifty.
 
Renting out that much space, for one. You can't have multiple people in the same space without it being a hazard, and it's a hazard in general. What if someone trips? Not only have they probably busted the equipment, but they may have hurt themselves.

It just seems too complicated and expensive to actually work out as a real business model.
What if someone trips playing laser tag?

I mean, it's essentially the same model as laser tag. It's just much, much cooler. You can put multiple people in a space as long as the virtual avatars representing them are displayed accurately, which they are probably to within a couple centimeters. Places like Sky High Sports are massively more dangerous, and while they do require a waiver be signed, they do just fine.
 
Why not? It's the cost of, like, six or seven new arcade machines. And you can easily charge a premium.

Did you see my post in the VRCade thread... it's doesn't seem like it's doing anything that can't be subsumed into the functionality that the Kinect 2 is tipped as providing.

Having said that, there's still merit to setting up an arcade for VR, even if this tech becomes (is) affordable for consumers - even if we just go with clear space, not everyone has access to that...

And more importantly, not everyone has access to a top end rig needed to get the best out of VR... and even with all those things in place, the removal of latency of multiplayer gaming across the 'net might be a draw.

Maybe 'net cafes will turn into VRCades in the future?
 
Kinect 2's latency is too high. It will never be adequate for proper VR use.

Those are not the reports I've been hearing. Kinect 1 latency was quite high and the uses for VR was limited.

But the 2 has by accounts from the various gaming websites that have tested, improved markedly.

Also, while it's not suitable for head tracking, body tracking latency doesn't need to be quite as rigorous. Especially for body parts that are out of sight (i.e. legs).

Also, you can nonetheless find ways of integrating the data from a laggy camera sensor - like the ideas I mentioned involving detecting obstacles and people coming into the user's space.
 
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