Oculus Rift - Dev Kit Discussion [Orders Arriving]

Eh, still don't feel bad about my purchase. If a second dev kit is actually going to be released to the general public, I'll drop my devkit on eBay and eat the $50 loss.

Chances are the 2nd devkit wil only be released a couple months before the consumer version hits, and probably won't go on sale for everyone the way the original kit did. So getting the dev kit now is still a safe bet.
 
Just tried out a cool little demo called The City.

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=5701&p=80251#p80251

You can't even move around, but there are giant robots stomping through the streets and between the skyscrapers around you. Really great display of scale, it's pretty breathtaking. Staring up at the giant robots as they loomed over me realizes dreams, nightmares, and fantasies I had as a kid watching Godzilla movies. The rain and sound design add a lot, too.

Makes me think a proper Kaiju game could be absolutely incredible with the Rift, especially from the perspective of a survivor, running away from giant monsters and trying to avoid being crushed by their destruction all around you.
 
Eh, still don't feel bad about my purchase. If a second dev kit is actually going to be released to the general public, I'll drop my devkit on eBay and eat the $50 loss.

I just checked ebay prices since I was curious, why the heck are most going for $300 plus? So I thought maybe ordering from the website would take long for the order to be processed like it was a year ago. Nope, it says 3-5 days. Am I missing something?
 
Might bite on second dev kit if it is available to the public and the consumer version is no where in sight.
 
I just checked ebay prices since I was curious, why the heck are most going for $300 plus? So I thought maybe ordering from the website would take long for the order to be processed like it was a year ago. Nope, it says 3-5 days. Am I missing something?

I have no idea; it's been this way since it was originally released. I can only assume that the pricing will take a hit if the second devkit is more formally announced or actually released later this year, but for the time being the current devkit still seems a relatively safe investment.
 
Just tried out a cool little demo called The City.

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=5701&p=80251#p80251

You can't even move around, but there are giant robots stomping through the streets and between the skyscrapers around you. Really great display of scale, it's pretty breathtaking. Staring up at the giant robots as they loomed over me realizes dreams, nightmares, and fantasies I had as a kid watching Godzilla movies. The rain and sound design add a lot, too.

Makes me think a proper Kaiju game could be absolutely incredibl e with the Rift, especially from the perspective of a survivor, running away from giant monsters and trying to avoid being crushed by their destruction all around you.

Any YouTube videos of this? Very curious to see it!
 
Any YouTube videos of this? Very curious to see it!

Just tried glancing around and I'm not seeing any. I don't really have any video capturing equipment installed on my PC or I'd record some for you. Maybe I'll tinker around tonight and at least get some screengrabs.
 
Just tried glancing around and I'm not seeing any. I don't really have any video capturing equipment installed on my PC or I'd record some for you. Maybe I'll tinker around tonight and at least get some screengrabs.

Ah it just sounds awesome.I'm most interested in VR with impressive sense of scale. I want to see giant monsters, robots, volcanos, explosions, planets, galaxies. Awe inspiring things. Oculus should showcase more stuff like that in the future, not tower defense demos like at CES.
 
Just tried glancing around and I'm not seeing any. I don't really have any video capturing equipment installed on my PC or I'd record some for you. Maybe I'll tinker around tonight and at least get some screengrabs.
Thanks, that would be cool. It's kind of funny that Oculus Rift demos are one of the few times now that people who are pretty technically savvy (I would like to think myself one of them) just download random zips/executables from the internet and run them. =P
 
Ah it just sounds awesome.I'm most interested in VR with impressive sense of scale. I want to see giant monsters, robots, volcanos, explosions, planets, galaxies. Awe inspiring things. Oculus should showcase more stuff like that in the future, not tower defense demos like at CES.

Here's a couple screens. It's really nothing that special visually until your standing there looking straight up at this thing. It's got a cool, eerie score with a constant low grumbling sound, that coupled with the rain gives it a kinda scary vibe. Can't really even explain how much more of a "vibe" or "feeling" you get from environments using the Rift.

bJsXn2n.jpg


EnH6lCE.jpg


97nJxwz.jpg


But I agree with you. I think they should show grander visions than they have been. I've always been fascinated by giant things - whether they are natural formations, structures like skyscrapers, or giant monsters from the movies and stuff. I've just always been drawn to them and their immensity. The rift, even in it's current form, has already blown my mind on multiple occasions in that way. It's just the coolest tech ever imo.
 
Here's a couple screens. It's really nothing that special visually until your standing there looking straight up at this thing. It's got a cool, eerie score with a constant low grumbling sound, that coupled with the rain gives it a kinda scary vibe. Can't really even explain how much more of a "vibe" or "feeling" you get from environments using the Rift.

bJsXn2n.jpg


EnH6lCE.jpg


97nJxwz.jpg


But I agree with you. I think they should show grander visions than they have been. I've always been fascinated by giant things - whether they are natural formations, structures like skyscrapers, or giant monsters from the movies and stuff. I've just always been drawn to them and their immensity. The rift, even in it's current form, has already blown my mind on multiple occasions in that way. It's just the coolest tech ever imo.


Thanks for the pics man. That looks amazing. I've yet to ever try a Rift, I've actually been having dreams about it lately lol. The wait is agonizing. I can only imagine how incredible it is to look up at those robots when they are fully to scale. Imagine games like Shadow of the Colossus, fighting those massive creatures in VR.

I've never even tried the Rift and I know it's the coolest tech ever. I've been spreading the word to everyone. Can't wait, and I need to put a Rift on my face some time soon.
 
I'm disappointed that a camera is required for positional tracking.

Exactly how did you think they'd do positional tracking? To recognize you position and correct for drift you need a stationary observer. You can use ether optics(PSmove/Wiimote/Track IR) Sonic or magnitics(Razor hydra) optics gives you grater range at the lowest cost.

That's what I was hoping to read. Thanks for the links and quotes.

The final Kit will probably use Optics.
 
Has something like this been posted yet?

http://www.youtube.com/watch?v=GpNQHNkJY1g

thanks.

In that video, Nate talks about getting below 20ms, and the current proto is running around 30-40.

I wonder if they could update their 'low persistence' update to actually scan the display out line by line as it is generated - like a CRT would? Would that be able to get the latency even further down, rather than waiting for the frame to be complete?
 
thanks.

In that video, Nate talks about getting below 20ms, and the current proto is running around 30-40.

I wonder if they could update their 'low persistence' update to actually scan the display out line by line as it is generated - like a CRT would? Would that be able to get the latency even further down, rather than waiting for the frame to be complete?

Well that would be great for the top of the screen, which might get painted 10ms earlier, but the bottom of the screen would be just as "late" as it was before. If your head was moving, and your eye was tracking a stationary vertical line

|

it would appear to shear over

/

as your eye moved over it (like the opposite of the italic effect that scrolling LED text displays have on vertical text)

You can only get the benefit of "chasing the beam" if you're not only rendering along with the scanlines, but updating the scene as well - that means reading the head position and doing all the vertex calculations to present the correct view to the renderer. If you had a 60Hz 1080p display and wanted to update the scene per scanline, you'd be effectively generating a 60x1080= 64,800Hz signal for a "screen" 1x1080 pixels large. Not so simple with today's rendering technology, which assumes a static scene per frame.

It would be doable with brute-force raytracing. With a 1080p display, you have 2073600 pixels to calculate per frame. At 60 "frames" per second, that's a "pixel rate" of 60x1920x1080 = 124,416,000Hz or 124MHz. That doesn't leave you much time to calculate each pixel, but it could be done!
 
I'm far more interested in whether the positional tracking and reduced lag really alleviates the motion sickness. Bring on the public demo kiosks.
 
Reading Michael Abrash's blog again and it seemed like valve had access to the low persistence prototype or made one themselves before July 2013 http://blogs.valvesoftware.com/abrash/down-the-vr-rabbit-hole-fixing-judder/ mentioned it quite a few times

In any case, the visual instability effect is an excellent example of how complicated and poorly-understood HMD visual perception currently is, and how solving one problem can uncover another. Initially, we saw color fringing resulting from temporally separated red, green, and blue subpixels. We fixed that by displaying the components simultaneously, and then found that visual quality was degraded by judder. We fixed judder by going to low persistence, and ran into the visual instability effect. And the proposed solutions to the visual instability effect that are actually feasible (as opposed to 1000 Hz or higher update rate), as well as whatever solutions are devised for any other low-persistence motion detection problems, will likely cause or uncover new problems. Fortunately, it does seem like the scale of the problems is decreasing as we get farther down the rabbit hole – although diagnosing the causes of the problems and fixing them seems to be becoming more challenging at the same time.
I think these prototypes we are seeing are pretty well tested older versions, I am expecting allot of issues solved for the consumer version
 
Are these screens which turns black between frames are used anywhere else? They sound like an awesome way to save power on smartphones and tablets :O
 
I'm not capable of answering that but, a camera-based solution just seems so... well, archaic.

I too would prefer a self-contained solution (as well as wireless and a pony) but according to Palmer, it's the best solution available now. It's super accurate, and most importantly, has very little latency.

They've also tried magnetic, mechanical and ultrasonic solutions and good old optical came out on top. I guess there's a reason why professional MoCap studios still use that.

Cost is most likely a very important factor as well...

Also... not exactly sure what's archaic with computer vision... You wouldn't come from the future by any chance?
 
Here's a couple screens. It's really nothing that special visually until your standing there looking straight up at this thing. It's got a cool, eerie score with a constant low grumbling sound, that coupled with the rain gives it a kinda scary vibe. Can't really even explain how much more of a "vibe" or "feeling" you get from environments using the Rift.

bJsXn2n.jpg


EnH6lCE.jpg


97nJxwz.jpg


But I agree with you. I think they should show grander visions than they have been. I've always been fascinated by giant things - whether they are natural formations, structures like skyscrapers, or giant monsters from the movies and stuff. I've just always been drawn to them and their immensity. The rift, even in it's current form, has already blown my mind on multiple occasions in that way. It's just the coolest tech ever imo.


Just tried this demo. Really cool experience! Love the ambient sound, (reminds me of Blade Runner). It really is astonishing the sense of scale, (particularly when a massive robotic foot slams down right next to you). Stuff like this works amazingly well in the Rift.

I love just trying out demos as they come out, especially visceral experiences such as this one! It doesn't need to be a game to be profound!

I really can't wait for the consumer version. Lets do this!
 
Just tried this demo. Really cool experience! Love the ambient sound. It really is astonishing the sense of scale! Stuff like this works amazingly well in the Rift.

I love just trying out demos as they come out. Especially visceral experiences like this one! It doesn't need to be a game to be profound.

I really can't wait for the consumer version. Lets do this!

Yea that's what's been great about the devkit. The slew of small tech demos and little mini-games might not all be the most deep or polished experiences (to say the least) but the cool part is that 98% of the content is free (or extremely cheap old games like HL2). The $300 I spent on the dev kit has been more than made up in all the free software (AND free mods to software I already own) that I've been messing with in these past 6 months.
 
Yea that's what's been great about the devkit. The slew of small tech demos and little mini-games might not all be the most deep or polished experiences (to say the least) but the cool part is that 98% of the content is free (or extremely cheap old games like HL2). The $300 I spent on the dev kit has been more than made up in all the free software (AND free mods to software I already own) that I've been messing with in these past 6 months.

Just wait until the consumer version hits and you start having to pay money for new VR content.
 
Im probably not gonna use my 4-month unity pro license. If anybody here on gaf wants it, i'll be happy to pm my code to you. First reply gets it! :)

Edit: Hmm, maybe I should've posted this in the "free to a good home" thread instead? Hope it was ok to post here.
 
Im probably not gonna use my 4-month unity pro license. If anybody here on gaf wants it, i'll be happy to pm my code to you. First reply gets it! :)

Edit: Hmm, maybe I should've posted this in the "free to a good home" thread instead? Hope it was ok to post here.

OK, send me if you still have it. :)
 
Well, if it's good, tested material I can cope with that.

Like official support for older games. Or VR patches for new ones.

I really want games built with VR in mind. There needs to be great games made where playing on a 2D flat screen and/or without motion controls is the inferior method, experiences that can't be replicated with a TV and 360 controller. The Virtual Reality part needs to be front and center, not just a bonus to a game that's already good enough without it.
 
credit to http://www.reddit.com/r/oculus/comments/1v1kz3/video_possibly_showing_the_frame_rate_low/ who found http://youtu.be/3zBQik9hOqc?t=2m20s

Here you can see the low persistence screen runs the game at around 78fps.

edit: maybe someone smarter than me can answer me this.

Can the new low persistence OLED screen create the same effect as gsync, variable hz? The screen works like this, or? Frame(1-5ms) - Black (8-13ms) - Frame(1-5ms) - Black (8-13ms) - Frame(1-5ms) - Black (8-13ms) etc.
What if the Frame between the Black times can be shown as soon as they are ready? Would that not eleminate Tearing and the need for vsync?
 
People must really be desperate for higher resolution screens to choose a 4K TV over VIRTUAL REALITY.

LOL don't worry guys, to be fair the public has every reason to be skeptical/negative regarding VR devices. But I guarantee you if you let every voter from that poll actually sit down and try each of the devices in the running, 95%+ of all votes would be for the Rift. There's a reason it won the show unanimously between just about every tech publication in the world.
 
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