Oculus Rift - Dev Kit Discussion [Orders Arriving]

From Oculus VR's CEO's APU365 keynote:

a slide from this keynote (is this the same? on reddit its called APU13 http://www.reddit.com/r/oculus/comments/1qjr5b/oculus_target_for_consumer_version_total_latency/ )

oculus.png

15ms, dev kit is around 50ms
 
That's good news but I wanna know about the resolution. Low res just kills the immersion.

+1

I too, would like to get some updates and progress on how the res increase is coming along.
 
I just got to try one of these this week (dev kit) and I've got to say I'm completely sold on the Oculus Rift as a concept - it's got to be the future of gaming. I played around on a helicopter simulator and the sense of height was so much greater than anything I've played on a monitor or TV.

Can't wait for the consumer version to come out next year. It's a shame it's likely Q3/4, but at least that'll give me a chance to save up for a rig too.
 
oh man all these improvements have got me HNNNNGGGG-ing and I've never even used a rift! I need to use this for flight sims, already got the hotas setup and track ir
 
according to Iribe the idea is that the image refreshes at a very high framerate but the engine doesn't necessarily render new images at that rate. As long as it displays fast enough to eliminate smearing then it's okay.

The rendering solution sounds really complicated and seeing the state of just simple PC ports I don't see too many developers bothering.
 
If rendering can be done in 2ms then the engine can run at roughly 500fps though. Even if they could get it to more like 30 ms I think that would be nice.

I think their picture shows only DELAYS. There is no way that engine is idling for 80%+ of time. Engine is running during entire time, but it becomes bottleneck for only 2ms.
 
What that picture is showing is what's needed for a 60fps game to have perfect latency, and how much a challenge it is - at 60fps, each frame is drawn in 16ms, so you have to go from input to visual change in that amount of time. And it's more doable than you might think - the Wii U is supposedly capable if having just one frame of latency between moving the Gamepad and seeing the result on its screen, and that includes sending the input and then resulting image over radio waves.
 
What I would give to try out their latest prototype...

If you can be in the Rift for even an hour straight that would be a huge improvement. Can't wait to check it out myself next year!
I've used the bog standard 800p dev kit for 2 hours straight playing HL2. With all these improvements 24/7 should be possible :P
 
Just got my Rift yesterday and played for hours with it in iRacing which has native support for the Oculus Rift. So amazing! I was very worried because I kept reading bout nausea and all the other complaints. Luckily I'm not experiencing any of those issues. Can't wait for the consumer version which will make this product even more spectacular. In particular, I'm looking forward to racing with an even higher resolution. This is for sure the future of gaming in my book

Now need to get to work and see if I can add support for Oculus to my game prototype...

Btw. my 1st guess is that racing sims might have the edge because you are already sitting down and hopefully, already using a steering wheel. So its easy to get lost in the immersion. Space sims should easily share that edge. Hopefully X-Rebirth will add support so I can try that out

With some of the other demos I tried I didn't feel as immersed because in real life I'm sitting down while my ingame character is walking around.

Will still tryout Half Life 2 though later tonight

[edit] Okay HL2 got me motion sick a little :(
 
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).

Ouch! Just purchased that sim last night but had no time to run it yet. I hope they fix that bug :(
 
Ouch! Just purchased that sim last night but had no time to run it yet. I hope they fix that bug :(
They are -certainly- going to fix it at some point but I'd understand how it is not currently a priority... How much of their playerbase has Rifts today? 0,01%? Nevertheless they're planning content patches every other week (starting this one) so, fingers crossed!
 
anyone here been using glasses while wearing their rift? how is it?
It sucks. It reduces your effective FoV and is also not particularly comfortable (depending on your glasses). However, it's just a development kit, so that they took steps to enable using it with glasses at all is commendable.

Alternatively, depending on how shortsighted you are (and whether you have additional complications) you can use the alternative lenses supplied with the kit to get a pretty good experience.
 
Yeah it looks like I'll be benching Asseto Corsa for now. Oculus Rift is completely broken in it and you basically have to use one eye to see everything :)

Not hopeful for a fix for all of this broken anytime soon. Will be sticking with iRacing for the time being.

Crazy thing is I can use iRacing for a long time and not suffer any motion sickness but HL2 brought me down within minutes. Gonna try again later this week though. HL2 has a really solid implementation like you'd expect from Valve
 
Alternatively, depending on how shortsighted you are (and whether you have additional complications) you can use the alternative lenses supplied with the kit to get a pretty good experience.
I have -1.5 on both eyes, is something in the kit that would fit me?
 
It sucks. It reduces your effective FoV and is also not particularly comfortable (depending on your glasses). However, it's just a development kit, so that they took steps to enable using it with glasses at all is commendable.

Alternatively, depending on how shortsighted you are (and whether you have additional complications) you can use the alternative lenses supplied with the kit to get a pretty good experience.

That sucks to hear. I've got astigmatism in my left eye so i'm not sure the supplied lenses will be useful for me.

I'm probably going to get the HD dev kit if they release it, since it's sounding like the consumer version is just too far away.
I might just look at modifying or building new lens cups with my own prescription.
 
1CFekT5.jpg


I made a project for the Rift, if anyone wants to give it a shot. I don't really know what I'm doing, and ran into a few bugs with the Rift version (stars not aligning correctly in 3-d) but otherwise it works well enough! Basically it's an exploration 'game' in a surreal world of evolved plants and animals in crayon. You can snag versions of it here.

http://www.riftenabled.com/admin/app/282

https://dl.dropboxusercontent.com/u/59922961/evolution game.html
and I have a browser version here, if you're curious. w,a,s,d, spacebar and mouse for controls.

Let me know what you guys think!
 
1CFekT5.jpg


I made a project for the Rift, if anyone wants to give it a shot. I don't really know what I'm doing, and ran into a few bugs with the Rift version (stars not aligning correctly in 3-d) but otherwise it works well enough! Basically it's an exploration 'game' in a surreal world of evolved plants and animals in crayon. You can snag versions of it here.

http://www.riftenabled.com/admin/app/282

https://dl.dropboxusercontent.com/u/59922961/evolution game.html
and I have a browser version here, if you're curious. w,a,s,d, spacebar and mouse for controls.

Let me know what you guys think!

I had a wander around for a few minutes there, I have to say I really like the art style. The textures have a sort of Yoshi's Island feel to them. Pretty relaxing experience. The moon in particular was cool.
 
I tried the new version of the Perception D3D9 thing, and it ALMOST works much better in Mirror's Edge (which is not even listed as one of the main supported games), but there is some flickering and tearing, so I will continue waiting. :P
 
I see that theres a new HD model, via toms hardware, from the 14th of november? Is this the HD kit we've all been waiting for, and can you buy the dev kit yet?
 
I see that theres a new HD model, via toms hardware, from the 14th of november? Is this the HD kit we've all been waiting for, and can you buy the dev kit yet?
I was reading that some developers already have an HD prototype, but it's not the full HD version and in particular the lenses are not updated. I am guessing that's what it is.

The HD devkit might be around in 2014.
 
Exciting comment over at Hacker News from Chris Dixon at Andreessen Horowitz, the VC firm that just invested 75 million.

cdixon 2 hours ago
We invested in Oculus after we saw a demo of the new prototype. For me, it was up there with the first time I saw Apple II, Mac, the web, Google, iPhone etc.

https://news.ycombinator.com/item?id=6899060

From what I've heard, a lot of people have reacted to the Rift similar to Andy Warhol playing with a paint program on a Macintosh in 1985. VR ineraction is the future (and probably AR).

Awesome, in a horrifying way.

The future of copulation ladies and gentleman... what can I say?

Where's the dildo controller at? It should be able to sense pressure and fluid type (saliva, vag-goo, booty sweat, other stuff) to tell what it's being put into (girls and guys), and have an optional thrusting and 6 degrees of movement along multiple points of the shaft. And vibrate.


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Shut it down!
 
http://allthingsd.com/20131213/ocul...on-the-oh-my-god-demo-and-working-with-valve/

Iribe repeatedly praised Valve’s R&D head Michael Abrash. He and others in that department helped Oculus reach a “breakthrough” that lowered the headset’s latency, meaning that when a player turns his or her head, the view of the 360-degree virtual world will update accordingly within 10 to 20 milliseconds. What that means in real-world terms is a lower risk of nausea.

Where a significant number of people used to feel at least mild discomfort with early versions of the Rift, he said, “maybe five out of 300” who have tried the lower-latency version have reported problems.

10-20ms arew awesome and it sounds the work with Valve is deeper than i thought.
 
I think this should clear up the "Valve is working on a Rift competitor product" idea. The description of that talk which spawned it was likely referring to an internal prototype they use to get ready for VR, but it seems unlikely that they plan to release their own HW.
 
I think this should clear up the "Valve is working on a Rift competitor product" idea. The description of that talk which spawned it was likely referring to an internal prototype they use to get ready for VR, but it seems unlikely that they plan to release their own HW.

Possible, but then what about biometrics, which Valve is also interested in and supposedly their best solution for that is putting it in a headset? I don't think OR is going to bother with that.
 
I literally just sold my Rift on Ebay. I do believe in the tech, and find it impressive, but after dozens of uses, I never, EVER, got my VR legs.

I'm on a rig that was easily up to snuff, but nausea always followed within a half hour.

Breaks my heart as I was enjoying it immensely, but I guess I need something far closer to a consumer model.
 
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