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/ )
15ms, dev kit is around 50ms
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/ )
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.
Game engine = 2ms = game refreshing at 500 FPS. Okay.
Game engine = 2ms = game refreshing at 500 FPS. Okay.
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.Or game engine renders in 2ms and then idles for 13ms.
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've used the bog standard 800p dev kit for 2 hours straight playing HL2. With all these improvements 24/7 should be possibleWhat 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![]()
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).
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!Ouch! Just purchased that sim last night but had no time to run it yet. I hope they fix that bug![]()
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.anyone here been using glasses while wearing their rift? how is it?
I have -1.5 on both eyes, is something in the kit that would fit me?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.
Yes, I think the "B" set of lenses should work pretty well for you.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.
![]()
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 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.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?
My apologies if this has been posted already. NSFW.
https://vimeo.com/79173606
Is there really a market for this?!
My apologies if this has been posted already. NSFW.
https://vimeo.com/79173606
Is there really a market for this?!
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.
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
Awesome, in a horrifying way.
The future of copulation ladies and gentleman... what can I say?
Directable Physics Engine recreates 2D anime stylizations in 3D
Yep, more bouncy things in the Oculus world lol
Iribe repeatedly praised Valves R&D head Michael Abrash. He and others in that department helped Oculus reach a breakthrough that lowered the headsets 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.
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.
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A lot better now. But maybe 1080p is still not enough, 2880x1620 should do the trick.
![]()
A lot better now. But maybe 1080p is still not enough, 2880x1620 should do the trick.
I love that, almost two decades later, Abrash is still making 3D as fast as possible with John Carmack.http://allthingsd.com/20131213/ocul...on-the-oh-my-god-demo-and-working-with-valve/
10-20ms arew awesome and it sounds the work with Valve is deeper than i thought.
In the comments section.Where did that picture come from? I'm not seeing it in the quoted article. 1080p should be fine when combined with tech that minimizes screen-door effect.