Oculus Rift - Dev Kit Discussion [Orders Arriving]

So has anybody with a dev kit tried the Rift while smoking Marijuana yet? Just wondering if it enhanced the experience and fool your brain more so then while sober? Or did it mess you up?

What would be fun is to get somebody wasted, wait for them to pass out, then slap a Rift on them and suddenly wake them up and watch them be confused in a virtual world where ridiculous stuff is happening.
 
Latency tester results: 15-17 milliseconds in the Oculus World demo that comes with the latest SDK. That's not too bad, and latency felt pretty good.

There is no manual and it comes in a little cubic box with padding. You just plug the tester into the left eye socket, plug it into a USB port, and press the button when a game is running.

Unfortunately, even after I updated the Rift firmware, I cannot get the magnetic yaw calibration to work. It either times out, stopping short of going across the meter, and says there is not enough variation, or it barely makes it to the end and says there is too much motion/variation. :(
 
oh no it looks like it's going to be a while before we see the consumer version :/

Well the original expected time was Q4 2014, although I hoped it would be sooner.

I was hoping the DK1 would hold me over until the consumer, but if it comes early enough I may have to get it.
 
I hope there will be a discount for the 2nd dev kit for those who bought the first one

I know there won't be

Any interesting demos or supported games recently? Been replaying Infinite via Vorpx which is neat. When I get my hands on the HD kit I'll be in heaven.
 
Here's what Palmer posted on Reddit recently, in case anyone is looking for clarification:

We're working on a lot of new tech for the consumer product, we want to ship a new development kit before the consumer version launches. That way, developers can build and test their games on the nearly final hardware that users will be playing at launch. The timing of that dev kit is tightly tied to our progress on these new features.
We are not going to formally announce a new development kit or the consumer version anytime this year. Also, we're working to ensure that content built using the current Rift development kit is compatible with new Oculus hardware, though there will be a bit of integration required to take advantage of the new features, especially for the best experience.

Basically as expected: presumably next year, devs will get early access to (near) final hardware to work with the new features before launch.
 
I was resigned to waiting for the consumer model, which was a hard decision to make, but hearing that a second dev kit is coming out is fantastic news. I wanted to try the Rift but everyone said the resolution was too low, so dev kit #2 being HD and having headtracking is super cool. Please come out before my birthday in May!
 
^I just bought this off Steam. The free demo doesn't have Rift support but I heard its coming. I haven't touched my OR in months so I don't know if there's anything better but its easily the most fun I've had with it that I can remember. I'm also using my Fanatec wheel and pedals (first time hooking it up to PC). Its just something else :)
 
So has anybody with a dev kit tried the Rift while smoking Marijuana yet? Just wondering if it enhanced the experience and fool your brain more so then while sober? Or did it mess you up?

Titans of Space high as a kite ranks as a top 3 all-time mind blowing experience. It's only not number 1 because I'm giving the rest of my (largely forgotten - thanks weed) life the benefit of the doubt. Incredible, awe-inspiring. I'd go as far as to say life changing, honestly. It really put me in my place!
 
Even better, 5.5" 2560 x1440 screen
http://www.engadget.com/2013/10/16/vivo-xplay-3s-quad-hd/

4K wont get down to 7" range for a while now [and we dont have good PC GPU's for 4K 3D @ 60fps for modern games]
Yeah, I just saw that and wanted to post it here, that panel size / pixel density is perfect. (Of course, there are lots of other requirements it would also have to fulfill to be a great Rift display. Still good step in the right direction)
 
Even better, 5.5" 2560 x1440 screen
http://www.engadget.com/2013/10/16/vivo-xplay-3s-quad-hd/

4K wont get down to 7" range for a while now [and we dont have good PC GPU's for 4K 3D @ 60fps for modern games]
4k might take a while to get that small simply because there's not going to be a whole lot of demand for it anywhere except things like VR. The gains of having a 5-7" screen at 4k might be fairly imperceptible compared to 1440-1600p for things like mini tablets and larger phones, so who is gonna develop the technology? We'll see.

Does anybody expect 1440p pretty quickly on the Rift? I hope we kind of get an idea fairly quickly. I don't think I'll be able to wait for it, but if we'd see it within a year or something, it might make the $300 or so for the 1080p a bit harder to stomach.
 
What would be fun is to get somebody wasted, wait for them to pass out, then slap a Rift on them and suddenly wake them up and watch them be confused in a virtual world where ridiculous stuff is happening.

I want to do this so much! It might be worth the risk of them destroying the rift in the process, lol.
 
Played about 3 hours of Euro Truck Sim 2 in the Rift last night.

It was astoundingly good. The sense of being there was spot on. Especially when I was driving through a thunderstorm at midnight with the wipers going.
 
I think there is a chance that Devkit #2 will be 1080p and first consumer version will aim at 1440p or 1600p.

For sure if we get 1080p on consumer version, better screen will arrive one year later...

I'm thinking that dev kit #2 will be basically the same as the consumer release but the CR will have some minor tweaks.
 
Hm, I wonder how the new castAR will compare to the Rift? The devs claim castAR supports VR with a VR clip on. Also noticed their dev kit (at least for now) is bout $198 instead of $300.

Technical Illusions 2 days ago
@Kurt The AR/VR Clip-ons provide you with the immersive experience that a full head mount display for VR provides. By attaching the clip-on, you no longer see the physical world nor do you need the surface.

* btw I'm still personally getting the Occulus Rift but also backed castAR
 
One thing that just kind of hit me in recent days is that I've realized I'm at the point where I don't think I'd ever be convinced to pay for a standard on-screen racing game again. Not GT6, not Forza, not NFS, or even a new Burnout game (ok maybe a new Burnout game lol).

No matter how visually detailed the graphics might be or how realistically the cars may handle, the idea of a racing "sim" being on a flat screen is laughable now. It feels instantly antiquated. iRacing aside, the RiftRacer demo alone, literally a tech demo with one car, puts all those millions of dollars of visual/game design for immersion to shame. Same with piloting games of any type really.

Many genres still have a lot of player input and movement issues to deal with, but racers, flight games, any type of cockpit game is already a total lock. The experiences can't be compared.
 
Hm, I wonder how the new castAR will compare to the Rift? The devs claim castAR supports VR with a VR clip on. Also noticed their dev kit (at least for now) is bout $198 instead of $300.



* btw I'm still personally getting the Occulus Rift but also backed castAR

AR & VR CLIP-ON — Love VR? Want to experience AR overlaid onto your world? With this clip-on, you can easily and comfortable transform your castAR to support full VR and full AR. No need to buy other expensive head mounted displays when castAR and this add-on does it all!

Ha, obvious jab at the Rift. While I want the Rift to be number one just because it did it first, I'm interested in castAR if it actually works well. The only difference is that I don't immediately want a castAR because I don't have a specific use for it, and don't know how good it is at VR compared to the Rift. Is it going to be supported by games and developers? Will it be as immersive as the Rift?

Also, Jeri Ellsworth is cool.

One thing that just kind of hit me in recent days is that I've realized I'm at the point where I don't think I'd ever be convinced to pay for a standard on-screen racing game again. Not GT6, not Forza, not NFS, or even a new Burnout game (ok maybe a new Burnout game lol).

No matter how visually detailed the graphics might be or how realistically the cars may handle, the idea of a racing "sim" being on a flat screen is laughable now. It feels instantly antiquated. iRacing aside, the RiftRacer demo alone, literally a tech demo with one car, puts all those millions of dollars of visual/game design for immersion to shame. Same with piloting games of any type really.

Many genres still have a lot of player input and movement issues to deal with, but racers, flight games, any type of cockpit game is already a total lock. The experiences can't be compared.

I hope first-person games eventually reach this level of feeling.
 
Hm, I wonder how the new castAR will compare to the Rift? The devs claim castAR supports VR with a VR clip on. Also noticed their dev kit (at least for now) is bout $198 instead of $300.



* btw I'm still personally getting the Occulus Rift but also backed castAR

Well, in a way Valve already put out their verdict
 
I dunno if anyone else is enjoying it, but AAaAaaAAAAaAaAAA for the Awesome is so good with the Rift. Falling is the best, and the trippy environments are super rad.
 
Heads up (Hah!), if anyone here doesn't know, Assetto Corsa Early Access has native Oculus Rift support. It is currently a bit buggy since the right side of the screen shows weird shadows and artifacts (so I play with an eye closed, pirate style!) but it is still a pretty amazing driving experience and a nice change of pace from Euro Truck simulator 2 (which is awesome too).
 
From Oculus VR's CEO's APU365 keynote:

Brendan Iribe said:
You're going to be able to see scale and height for the first time, you can look up, and one of the best experiences we have in the prototype, internally, that now has everything dialed in - super-low latency and positional tracking and everything there - is, just literally floating through this kind of space world, and you can float through it for, maybe not hours, but you can float through it for a long time.
 
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