Oculus Rift - Dev Kit Discussion [Orders Arriving]

The 1080p model is probably going to be the moment I finally bite, just to realize my aging rig isn't powerful enough.
 
800vs1080.jpg


A lot better now. But maybe 1080p is still not enough, 2880x1620 should do the trick.
And when it's 2880x1620, and under $300, and the general public has computers that can drive that resolution, you'll say like 6000x4000 is needed, right? ;p

I think 1080p should at least be a good price point. Hopefully!
 
I have a dev kit, and the resolution is acceptable, but the 1080p kit I tried at PAX Prime was leaps and bounds better. If they were to release that with some sort of positional tracking, it'd be enough to make it a powerful seller.
 
I'm hoping for 2560xWhatever but 1080p with better optics, ergonomics, and positional tracking will be good enough for a CV1.

I should probably unload my devkit while people are still buying them.

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.

It's from when they first demoed the old HD prototype. The newest one is supposedly much better.
 
What do you guys think the chances are that in 1 year from today, I will be able to walk into Best Buy and purchase a Steam Box and an Oculus Rift for $900 and have a decent rig?
 
I'm still not convinced they'll launch in 2014. I think they could, easily... but may choose to wait for some good showcase game.

And it is -really- weird how the developers or E.V.E. Valkyrie refused to announce if their game was being developed for PC or if it would use the Oculus Rift. Maybe it means nothing... or maybe we'll see a new player in the field of VR.

As for the price... well, I do expect the Rift to retail for 300, 400 max... but would a $500-$600 steambox/pc be enough for a good VR experience? What if the headset is higher than 1080p?

So yeah, CES. That's when we'll get some important answers.
 
What do you guys think the chances are that in 1 year from today, I will be able to walk into Best Buy and purchase a Steam Box and an Oculus Rift for $900 and have a decent rig?

Highly unlikely.

Assuming a $300 price for the Rift, a $600 pre-made box is unlikely to have the specs to properly run a lot of games in 3D/HD @ a near solid 60fps. You'd probably have better luck combing sales and putting your own machine together when the time comes. It's not going to play all the games, but it should be better than whatever the Steam OS OEM's put together.

Not to mention that a lot of games won't even be available on Linux. You'd be shutting out a fair bit of content by going that way.

I thought Oculus already stated the CV1 would sport a panel with more than 1080p?

It seems like they've said that it would be at least 1080p, but I've never heard anyone claim it would be higher than 1080p for sure. 1080p is the most likely based on what panels they can actually get (any manufacturer making a "retina" panel is unlikely to sell it to Oculus. That may change now that they've got a lot of money to throw around, of course).
 
Highly unlikely.

Assuming a $300 price for the Rift, a $600 pre-made box is unlikely to have the specs to properly run a lot of games in 3D/HD @ a near solid 60fps. You'd probably have better luck combing sales and putting your own machine together when the time comes. It's not going to play all the games, but it should be better than whatever the Steam OS OEM's put together.

Not to mention that a lot of games won't even be available on Linux. You'd be shutting out a fair bit of content by going that way.
Nate Mitchell was recently quoted saying, "Making people buy a particular graphics card just to use Rift is totally off the table”.

Oculus has met with GPU manufacturers to ensure off-the-shelf PCs will be able to adequately support the device. What that actually means (an API?), we don't know yet.
 
What do you think is the larger hurdle in that question? The price or the time frame?

price.

Rift devkit is probably sold for around cost price. Retail could be much closer to $500, depending on what they put in it. But lets be optimistic and say $400. That leaves you $500 to put together a decent gaming PC. And because you need to generate stereo 3D at a locked 60fps (albeit on a single screen, it is still extra work vs a normal game), you'd want a good GPU - something like a 780 ideally
 
Nate Mitchell was recently quoted saying, "Making people buy a particular graphics card just to use Rift is totally off the table”.

Oculus has met with GPU manufacturers to ensure off-the-shelf PCs will be able to adequately support the device. What that actually means (an API?), we don't know yet.
There's just no getting around the power requirements for gaming. You need a rock steady 60fps and with 1080p display, well, there's only so much people will be able to do to get the performance necessary if they don't have a somewhat decent GPU.

Perhaps he's just saying that it wont be something that will only work with AMD or Nvidia exclusively or something.

price.

Rift devkit is probably sold for around cost price. Retail could be much closer to $500, depending on what they put in it. But lets be optimistic and say $400. That leaves you $500 to put together a decent gaming PC. And because you need to generate stereo 3D at a locked 60fps (albeit on a single screen, it is still extra work vs a normal game), you'd want a good GPU - something like a 780 ideally
Wasn't the dev kit order program also meant to create further funding?

I'm still hopeful of a $300 pricetag.
 
I thought they had indicated that they saw a consumer pricepoint in the $300 range and they were trying to target something close to what the dev kits sold. Maybe not exactly but close.

Wish we had more details about what was going on. To me this is the most exciting thing in gaming. But I don't want to put all of my other gaming interests on hold if I don't need to. I was just asking because I sometimes wonder... do I buy a game for the consoles I already own or is this thing close enough and reasonably priced enough to hold back and save instead.
 
And when it's 2880x1620, and under $300, and the general public has computers that can drive that resolution, you'll say like 6000x4000 is needed, right? ;p

I think 1080p should at least be a good price point. Hopefully!

A 1080p image is going to look better on a 2160p screen because of the reduced screen door effect, so to begin with you wouldn't necessarily need to drive that resolution any more than you do currently. And it's not like the images you get are done with 1:1 pixel mapping anyway, thanks to the distortion shader.
 
If they ever do a native 1920 x 1080p dev kit then I'm in. 960 x 1080p per eye will be good enough for me and it's a hardware resolution that my graphics card can drive.
 
http://www.oculusvr.com/wp-content/uploads/2013/06/800vs1080.jpg[IMG]

A lot better now. But maybe 1080p is still not enough, 2880x1620 should do the trick.[/QUOTE]

Better indeed, but far far from enough. If 1080p is the quality of the upcoming consumer version (I don't think it is anyway) I'm actually not so sure the difference is enough for me to buy it.

Anyway, I just sold my devkit (I even got more than I gave for it) in preparation for the consumer version. The resolution and IPD ajustments bothered me so much lately that I haven't really used it much.
 
Better indeed, but far far from enough. If 1080p is the quality of the upcoming consumer version (I don't think it is anyway) I'm actually not so sure the difference is enough for me to buy it.

The resolution bump is nice but the improved head tracking and lower latency are probably just as important.
 
The resolution bump is nice but the improved head tracking and lower latency are probably just as important.

True that. Oculus VR confirmed better latency specs for the consumer version and even gave us specific ms goals, so I never worried about that. I think resolution (higher than 1080p, or at least better display tech) is a vital part of the whole improved package, just like latency is.
 
Better indeed, but far far from enough. If 1080p is the quality of the upcoming consumer version (I don't think it is anyway) I'm actually not so sure the difference is enough for me to buy it.

Anyway, I just sold my devkit (I even got more than I gave for it) in preparation for the consumer version. The resolution and IPD ajustments bothered me so much lately that I haven't really used it much.

Obviously they should be looking to improve further in future. But still seems like the kind of difference that would make upgrading well worth it, looks like a large difference.

Can't wait for the consumer product, its the most excited I've been for any product ever (I mean as a kid you tend to get more excited for things, but relatively speaking), seriously believe this is going to be a milestone moment in technology when it finally arrives.
 
So I'm pretty much ready to pull the trigger on a dev kit, but I only have two hesitations: Firstly, what's the chance that they announce a new model in two months that has better tracking and resolution, and secondly, how powerful of a system do you need to run this reasonably? I've run games in 3D with my current setup and was able to get it running around a stable 60 with some compromises, and I was assuming that the 720p res of the Oculus would only help matters in this regard.

Oh, and how big of an issue is the tracking? I'd never really heard anyone complain about it until recently.
 
So I'm pretty much ready to pull the trigger on a dev kit, but I only have two hesitations: Firstly, what's the chance that they announce a new model in two months that has better tracking and resolution, and secondly, how powerful of a system do you need to run this reasonably? I've run games in 3D with my current setup and was able to get it running around a stable 60 with some compromises, and I was assuming that the 720p res of the Oculus would only help matters in this regard.

Oh, and how big of an issue is the tracking? I'd never really heard anyone complain about it until recently.

CES 2014 is on January 7-10, i would say wait till then before you order the dev kit now.
 
What kind of notebook GPU should I be looking at if I want to run Rift demos at max speed?

I currently have a Pavilion dv7 Notebook (Radeon HD6370) and everything runs like absolute crap (RiftCoaster at 40fps). I even get frame drops in Super Meat Boy with this piece of crap.

I have a pretty decent desktop PC and I run everything perfectly, but since I'm going on vacation, I want to show the Rift to all my friends and relatives, that's why I'm looking into buying a new notebook.

As long as I can get RiftCoaster at 60fps, I'm good. So, any good one out there?
 
So I'm pretty much ready to pull the trigger on a dev kit, but I only have two hesitations: Firstly, what's the chance that they announce a new model in two months that has better tracking and resolution, and secondly, how powerful of a system do you need to run this reasonably? I've run games in 3D with my current setup and was able to get it running around a stable 60 with some compromises, and I was assuming that the 720p res of the Oculus would only help matters in this regard.

Oh, and how big of an issue is the tracking? I'd never really heard anyone complain about it until recently.

You really wanna seriously play Games with it now or you just wanna "try" the experience?
The 720p Devkit is totally not suited to play games with it at all if you are looking for a satisfying experience, mainly because of the screen-tear issues. Its as if you look through a mosquito-net the whole time. Its nice if you wanna see what you can expect in the future, but its not good for actually playing games right now.

And like syko said, wait till the CES.
 
Regarding the resolution, you now see a circle of about 500x500 pixels on the current devkit per eye (~250.000 pixels). With the HD rift you will see ~500K pixels per eye, with the 4K ~2mpixels per eye and with the 8K rift ~ 8mpixels per eye. True VR will come after 4K and acceptable VR with the HD rift. I still hope we will have a 1440p screen on the first devkit (~1mpixels per eye).
How much DPI would that be?
 
I like that they just say it should be pretty interesting, instead of saying it's perfect quality, or the best thing ever, or it will blow minds. Probably best to keep expectations in check and then be pleasantly surprised. :D
 
I really hope so. And there's no reason for them not to sell it.

I'll be first in line.

The reason for them not to sell it is that, it's easy to buy a few S4's and pull them apart for the screens to make some prototypes, it's much harder to get Samsung to agree to supply thousands of them.
 
I still hope we will have a 1440p screen on the first devkit (~1mpixels per eye).
It ain't gonna happen. There aren't even any portable devices with 1080p OLED screens yet other than the S4, and last we heard OLED was the tech Oculus was playing with due to its extremely fast refresh rate. They could pay a company to make a custom screen, but that would require a much more expensive device than their $300-400 goal.

Any chance that this gets released as another devkit?
They've announced that a "Devkit 2" will be released some time before the consumer version, that will be a lot closer to the consumer device than the existing DK1.
 
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.
I'm in the same boat really. I'm keeping mine to try out new tech demos as they crop up, but the nausea is very intense after 20 minutes or so. I have tried various calibrations, using glasses, different lenses, standing up and so on.

The only time the nausea is reduced is when my mind truly is tricked into believing it's in the game; this has happened only with Minecraft and the Tuscany+Hydra demo so far. The tell tale sign is that suddenly objects appear to have proper scale relative to me.. so in Minecraft, blocks appear huge and I have the urge to reach out and touch them. But this doesn't always happen, so I have no idea how I can trigger this immersion.

I believe a higher resolution screen and reduced 'screen door' effect will help, but who knows.
 
I'd rather they didn't show the OLED prototype since they can't get those screens. Showing those and getting people hyped only to let them down doesn't seem like something PL would do though, so here's hoping that they bring something they could actually ship.

Samsung having agreed to supply them would be megaton news, but that's kind of a pipedream.

First photo of Sony VR?

It doesn't really look like any of Sony's previous HMD designs, and the lanyard isn't really conclusive proof of anything. Is there an accompanying article?

Edit: People have pointed out that the little white circle thing could be a light picked up by the PS camera. O (and what looks like an R) could be Orbis, which Sony...might have a trademark to? Wasn't that a codename or something?

They look more like sports goggles of some sort, honestly. The mirrored front makes absolutely no sense unless it's an aesthetic choice, as far as VR goes.
 
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Source: http://www.roadtovr.com/ces-2014-oculus-confirms-new-hardware-will-shown-roundup-recent-speculation/

Aw man, I'm so HYPED.

Want to hear more about whether people still get motion sick or not with this prototype. I have read here and there that they fixed the motion sickness for the majority of the people that had it, but it will be nice to hear more concrete and full written impressions about it.

Cant wait, why invest in a ridiculous priced monitors when Rift is around ?

Seriously cant wait.
 
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