Oculus Rift - Dev Kit Discussion [Orders Arriving]

Do you typically get motion sickness elsewhere? (In real life)

Genuinely curious

Only in a car if I'm not driving, and decide to look down or start reading. It hits me HARD in a car/van. I haven't been in a small boat before so I don't know how i'd react there :|
 
AMOLED, here we go.

[there is zero chance they will get true OLED, and btw, true OLED's are very susceptible to burn-ins. Go ask Vita owners]
 
AMOLED, here we go.

[there is zero chance they will get true OLED, and btw, true OLED's are very susceptible to burn-ins. Go ask Vita owners]

I've had a Vita since day 1, use it nearly every day, and have no burn in. The only real issues are the ones that have been there since day 1 which is in black loading screens one can see spots before the game chooses to light things back up.
 
I finally worked up the guts to do Dreadhalls again, v1.1 this time. It's definitely an improvement as oil for your light is much easier to come by, but god is it still terrifying. I actually beat it though, found the exit. Only had one nasty encounter along the way. Much more and I probably would have given up again. I was shaking afterwards. Even though I knew I was just sitting in my room the entire time, once you start creeping down those halls and tilting your head to sort of peer around corners, it's all too real lol.
 
I've had a Vita since day 1, use it nearly every day, and have no burn in. The only real issues are the ones that have been there since day 1 which is in black loading screens one can see spots before the game chooses to light things back up.

Same. No burn in on my Vita, and it has gotten hundreds of hours of usage.

Ordered my Rift on Aug 27th. Can't wait!
 
Stupid question about the Vita, would it be possible to run some sort of homebrew on it that behaves the same way as the iPhone side-by-side 3D, and use a viewer to view it like the simulated iPhone Rift option? That way maybe people could see how the screen would look.
 
Stupid question about the Vita, would it be possible to run some sort of homebrew on it that behaves the same way as the iPhone side-by-side 3D, and use a viewer to view it like the simulated iPhone Rift option? That way maybe people could see how the screen would look.

SBS videos should work with any video player, since the 3D in this case isn't dependent on the device knowing what to do with the SBS stream to make it something the eye can see. So stuff shot in the Rift format (direct game footage, for instance) should play in the player (if it allows sideloaded stuff, which I have no idea if it does) without any issues. The real question is whether the lenses you'd be using would provide the correct FOV, and stuff like that. If there's homebrew on that system, any media player they've hacked onto it should do it as well.

Games would probably be out of the question. I doubt the Vita has the power to do it, even if you could mod it in.
 
SBS videos should work with any video player, since the 3D in this case isn't dependent on the device knowing what to do with the SBS stream to make it something the eye can see. So stuff shot in the Rift format (direct game footage, for instance) should play in the player (if it allows sideloaded stuff, which I have no idea if it does) without any issues. The real question is whether the lenses you'd be using would provide the correct FOV, and stuff like that. If there's homebrew on that system, any media player they've hacked onto it should do it as well.

Games would probably be out of the question. I doubt the Vita has the power to do it, even if you could mod it in.
Is there like a Vita YouTube player? That might work then.
 
Tempted to get a dev kit but I'm not sure if there's much point since I'm not going to be actually developing anything for it. I should probably just be patient and wait for the retail version but it's tempting.
 
Tempted to get a dev kit but I'm not sure if there's much point since I'm not going to be actually developing anything for it. I should probably just be patient and wait for the retail version but it's tempting.

Yeah, its really not meant for consumers. it might even put you off since there are allot of issues with the current version. if you compare the current devkit, with the "HD" version they are demonstrating at e3, gamescom, pax etc. its better to wait a year and let the guys solve allot of the issues and start with VR with the best possible solution that will be on the market
 
If they end up getting OLED in v1 that would exceed all my expectations and make VR practically awesome from day one and not just theoretically awesome, but he could easily be referring to different sub-pixel arrangements or a diffusing film over the panel or some other such thing

Why would OLED solve any issues? The problem, even with the 1080p screens, is that the resolution is still rather low when the screens are really close to your eyes. I used the Rift for the first time a few weeks ago, was absolutely impressed -- and my first thought was that the image is way too pixelated. At that moment I still thought that I was using the devkit, when in fact I was wearing the HD prototype... Has OLED any advantages I'm not aware of that would somehow solve this issue?
 
Why would OLED solve any issues? The problem, even with the 1080p screens, is that the resolution is still rather low when the screens are really close to your eyes. I used the Rift for the first time a few weeks ago, was absolutely impressed -- and my first thought was that the image is way too pixelated. At that moment I still thought that I was using the devkit, when in fact I was wearing the HD prototype... Has OLED any advantages I'm not aware of that would somehow solve this issue?

Refresh rate becomes a non-issue, light levels can be much more accurately simulated (the biggest issue with LCDs, imo), there are more tricks you can do to alleviate the screen door effect (which has as much or more to do with sub-pixel arrangement and density than the amount of pixels overall), it has the potential to be lighter, and the nature of it means it can be non-planar and so can be warped for higher FOV
 
Refresh rate becomes a non-issue, light levels can be much more accurately simulated (the biggest issue with LCDs, imo), there are more tricks you can do to alleviate the screen door effect (which has as much or more to do with sub-pixel arrangement and density than the amount of pixels overall), it has the potential to be lighter, and the nature of it means it can be non-planar and so can be warped for higher FOV

and it consumes way less energy then LCD's which is one of the reasons they use them in mobile devices. Which also means that development in OLED will go faster then LCD because there is a higher demand for good OLED screens.
 
Yeah, its really not meant for consumers. it might even put you off since there are allot of issues with the current version. if you compare the current devkit, with the "HD" version they are demonstrating at e3, gamescom, pax etc. its better to wait a year and let the guys solve allot of the issues and start with VR with the best possible solution that will be on the market

Yep, I think you're right, I'm just going to wait until the retail version is out. Hopefully it's next year like some people are assuming.
 
Here's a nice read

http://www.rockpapershotgun.com/2013/09/06/best-of-gamescom-il-2-sturmovik-and-oculus-rift/

I didn’t believe in the Oculus Rift. Not in the way that I don’t believe in Derek Acorah, the phantom of credibility, but in the way that I don’t believe in matter transporters or eating only one biscuit. The Rift had seemed like an impossible dream, a product of improbable technology and the overly forgiving impressions of excited humans. Now I believe and all it took was a flight over Stalingrad in a Sturmovik.
 
I'd definitely wait for consumer. Got my dev kit on Friday and tried a few demos over weekend. Its both the best and worst thing I've ever tried, lol. The sense of scale and immersion is breathtaking. Trouble is the screen door effect and res are bad, real bad. Imagine gaming on a sd tv from 1inch away and you have the idea.

Even worse for me is the sickness. Any movement, especially strafing makes my stomach turn. I'm not sure this can be solved.

The best demo for me is ocean rift, though walking to the dark depths is genuinely terrifying. I'm still glad I bought it, the reaction from people in rift coaster is priceless. But for me I don't think I could ever actually game with it for any length of time, wich is a real shame.
 
I'd definitely wait for consumer. Got my dev kit on Friday and tried a few demos over weekend. Its both the best and worst thing I've ever tried, lol. The sense of scale and immersion is breathtaking. Trouble is the screen door effect and res are bad, real bad. Imagine gaming on a sd tv from 1inch away and you have the idea.

Even worse for me is the sickness. Any movement, especially strafing makes my stomach turn. I'm not sure this can be solved.

The best demo for me is ocean rift, though walking to the dark depths is genuinely terrifying. I'm still glad I bought it, the reaction from people in rift coaster is priceless. But for me I don't think I could ever actually game with it for any length of time, wich is a real shame.

It will get better. I felt the aftermaths for 4-5 days after the first night.. Now it takes a lot more before I feel my brain starts to fry.

So it will get better because you will adapt. But also because the technology will be better in the consumer version, both latency and display tech will be much better, which will help a lot on the motion sickness.

When it comes to the resolution, if you have the horsepower to do it, either add AA by using 1080p resolution or add AA via Nvidia control panel or similar, it helps a great deal.
 
Remember that real-time UDK mocap demonstration by YEI Technology?
Real-time-Mocap-and-VR-in-UDK1.jpg

Well, there's now a Kickstarter. Just thought I'd mention it, as it needs way more exposure.
 
Remember that real-time UDK mocap demonstration by YEI Technology?


Well, there's now a Kickstarter. Just thought I'd mention it, as it needs way more exposure.


The question is, do you get this system, or the Sixense Stem? That Kickstarter is launching tomorrow.

sixense 5 pts tracking + backwards compatibility with the hydra, or priovr 11 pts tracking?
 
Hey guys, I've been following rift since carmack spoke about it and everyone thought he'd made it :)

anyway I was so close to getting one with the kick starter but for some reason didn't, then when I went to order it was a massive backlog of orders and they delayed it I think.

So I know it's late but I'm thinking they won't bother with the devkit 2 and are focused on the consumer one so I've bit the bullet and bought one, cos frankly it's cool to have the first edition Oculus devkit, I'm sure this device will make history and I can't wait to try it on for the first time :) regurdless of the poor display / blurryness and 8bit pixels.

I'm actually from a modding background from HL1/2 days and was part of a few modding teams, looking at all the things that are available for creating rich games these days is amazing, I remember waiting for valve to release the SDK For source after hl2 - now there is loads of stuff and unity looks fantastic so I'm actually hoping to jump in and start to develop some mechanics for this! Exciting times ahead!

Oh and Gaf I literally placed my order, it says expected October is that set in stone or are some getting them later / earlier ?
 
Hey guys, I've been following rift since carmack spoke about it and everyone thought he'd made it :)

anyway I was so close to getting one with the kick starter but for some reason didn't, then when I went to order it was a massive backlog of orders and they delayed it I think.

So I know it's late but I'm thinking they won't bother with the devkit 2 and are focused on the consumer one so I've bit the bullet and bought one, cos frankly it's cool to have the first edition Oculus devkit, I'm sure this device will make history and I can't wait to try it on for the first time :) regurdless of the poor display / blurryness and 8bit pixels.

I'm actually from a modding background from HL1/2 days and was part of a few modding teams, looking at all the things that are available for creating rich games these days is amazing, I remember waiting for valve to release the SDK For source after hl2 - now there is loads of stuff and unity looks fantastic so I'm actually hoping to jump in and start to develop some mechanics for this! Exciting times ahead!

Oh and Gaf I literally placed my order, it says expected October is that set in stone or are some getting them later / earlier ?


It's should be pretty much guaranteed for October. They've pretty much caught up on the back-order at this point. Some people who ordered in late August already have theirs.
 
Okay so a few questions.

1. Is the screen door effect really THAT noticeable/bad? Will I get used to it after awhile?

2. Any latency issues? Do I have to calibrate it or alter some settings for it to work right or is it fine out if the box?

3. How's the resolution? Blurry or anything?


Thinking about buying it sometime this month since I'd get it in October.
 
Okay so a few questions.

1. Is the screen door effect really THAT noticeable/bad? Will I get used to it after awhile?

2. Any latency issues? Do I have to calibrate it or alter some settings for it to work right or is it fine out if the box?

3. How's the resolution? Blurry or anything?


Thinking about buying it sometime this month since I'd get it in October.
1. Yes, the screen door is that bad. But yes, you also get used to it in some sense.

2. I feel like there is still some latency, and I hate the motion prediction some games use. I'm hoping it improves, and I don't know if it's just my computer.

3. The resolution is really low, thus the screen door effect.


If you're interested for developing games, it's cool technology. If you're interested purely for playing games, wait until a game you really love has full support for it, or the consumer model next year, I'd suggest. :)
 
What's mac support like for this ? Are most of the demos available to play on macOS ? Also do I need a display port to hdmit adaptor ?
 
It's should be pretty much guaranteed for October. They've pretty much caught up on the back-order at this point. Some people who ordered in late August already have theirs.

Oh this is great news ! Just checking out the share site on oculus in preparation! Something to look forward to before ps4 arriving. :)
 
Anyone else pledge for the new Sixsense STEM? Hope it all works out.

What's the most recent collection of demos and the like, is there one?

I really considered pledging, but I ended up not. July of next year is a ways off and who knows where we'll be at by that point. Plus it was a bit on the pricey side. I'm gonna wait on that one.

As far as demos, the latest are the VR Jam games, which can be found on the VR Jam subforum at Oculus. I like Ciess and The Trip the most. Finalists are being announced tomorrow. Other than that, VorpX will be out by the end of the month. Looking forward to that. Tried out Tridef OR support, but it was kinda crap... imo.
 
Anyone else pledge for the new Sixsense STEM? Hope it all works out.

I took the plunge and got an early-bird three-tracker. Very excited to see where it is heading. They just announced that at 550k$ they will be planning to upgrade the base station units to wireless with an 8hr anticipated lifespan. Incredible if they can pull that all off with no latency.
 
Oh this is great news ! Just checking out the share site on oculus in preparation! Something to look forward to before ps4 arriving. :)

Hope this won't apply to you, but here's the latest shipping update from Oculus today:

"We've been shipping kits out regularly over the last month. As of the last batch we've caught up in all regions outside of the US and Canada. We have another 2,000 units slated to start shipping at the end of September for US and Canadian customers.

A heads-up: we're starting a new production run to keep up with demand, but there will be a delay in shipping for new orders starting very soon.

Bear with us as we build more development kits!"
 
Nate Andrews just gave an update this week that he has made huge progress in porting HL2VR to Source SDK 2013 and will have more news soon. :D
 
Hope this won't apply to you, but here's the latest shipping update from Oculus today:

"We've been shipping kits out regularly over the last month. As of the last batch we've caught up in all regions outside of the US and Canada. We have another 2,000 units slated to start shipping at the end of September for US and Canadian customers.

A heads-up: we're starting a new production run to keep up with demand, but there will be a delay in shipping for new orders starting very soon.

Bear with us as we build more development kits!"

Yeah funny you say this, i know a lot of UK bods have just received theres on 7-9th sep... Looks like they where getting all the orders shipped out to clear the international backlog - hoping for mid october!
 
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