Oculus Rift - Dev Kit Discussion [Orders Arriving]

whats the equivalent "full size monitor" size for the rift? Like does sitting 2 feet from a 24 inch monitor equal what it looks like in the rift?
 
whats the equivalent "full size monitor" size for the rift? Like does sitting 2 feet from a 24 inch monitor equal what it looks like in the rift?

It's like there is no monitor.

It's like you're wearing goggles inside a 3D digital world. There really is no way to describe it in "screen" term.
 
whats the equivalent "full size monitor" size for the rift? Like does sitting 2 feet from a 24 inch monitor equal what it looks like in the rift?
Using 16:9 screen and Rifts horizontal fov of 90 degrees and 2 feet distance the size would fit ~55 inch tv.
Vertical size would be a lot bigger.
 
The optics wrap the image to almost fill your entire view ( you see black when you look to the sides and up/down
Edit: so totally not the same as sitting close to a 24" monitor
 
whats the equivalent "full size monitor" size for the rift? Like does sitting 2 feet from a 24 inch monitor equal what it looks like in the rift?

In Half Life with the rift you think the guards are in front of you, being close to a tv screen don't give that sense. The experience very special.
 
Palmer Luckey is quite... unique.

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He's just a young dude, doing what youngsters do best.

I wish I was that young again...

Oh I didn't mean anything negative by any stretch of the imagination. It's just funny and unusual to see this kind of behavior from the head of a multi million dollars company.

Hell, Google bought Nest, makers of fucking smart thermostats and smoke detectors, for 3.2 billions. How do you think Oculus VR is valued now? To think that this kid started this up less than 2 years ago is surreal. What have I done with my fucking life?
 
whats the equivalent "full size monitor" size for the rift? Like does sitting 2 feet from a 24 inch monitor equal what it looks like in the rift?

Like other's have been saying, it's not comparable

But if you're talking strictly about FOV you will have to sit much closer than 2 feet, even closer than 1 feet, away from a monitor to get somewhat the same FOV. The difference is that the vertical FOV is higher than the horizontal FOV, at least on the devkit.
 
Oh I didn't mean anything negative by any stretch of the imagination. It's just funny and unusual to see this kind of behavior from the head of a multi million dollars company.

Hell, Google bought Nest, makers of fucking smart thermostats and smoke detectors, for 3.2 billions. How do you think Oculus VR is valued now? To think that this kid started this up less than 2 years ago is surreal. What have I done with my fucking life?

Oculus are in an extraordinary position... they're literally in the position to select who they want as investors - who they think is a good fit for their future expansion. They only bring in extra investment as they need it - and currently they have sufficient investment to keep them going to release and beyond.

They'll probably end up like Facebook - you won't be able to invest in them until regulation forces them become publically traded.
 
Palmer just posted this on reddit in response to "you don't talk to the community anymore" in a thread about release dates:

Post he is replying to:

I'll add my voice; This is getting frustrating. Yes, you have to be careful what you reveal. Yes, you have to be careful to only specify a release date when it's set in stone.
But give me a break guys. You've gone from this open, share-with-us-everything experience of a company which has been SO REFRESHING to literally the polar opposite. Hush hush, nobody talks, no updates for months, no word on a release still, no clarification of an ambiguous slide at Steam Dev Days, and no presence on your forums or here.
I mean, christ you know I'm gonna buy this thing when it launches. But give your fans/indie devs something to work with. This is really turning me off Oculus right now.

His Post:

I very much disagree. We have a presence here and on our forums, and we usually post updates several times a month, from SDK updates to hardware announcements to blogs about how we are solving hard VR problems. Heck, we just put out a massive best practices guide yesterday! If you have any specific examples of what we can do better on this kind of stuff, let me know.
Being discreet on a few details is the reality of being a business that deals with multiple partners. We respect them, they respect us, and VR moves forward. Sometimes that means not giving the full specs of our prototypes (Prototypes that most companies would never show publicly, mind you!) or holding off on a specific release date.
I also want to point out that it is not very reasonable to criticize us for not clarifying an ambiguous slide from another company at a developer conference before we even get home. Tt has been all of 18 hours, most of which I spent giving my own talk, sleeping, and flying home. I try to stay in touch with the community, but I am not superhuman.

Source

I guess the more partners you have, the quieter you have to become.
 
Just took the plunge and dropped $300 on a dev kit, after earlier repeatedly deciding to wait for the consumer version

And here I thought I was saving up money for car repairs and taxes

what have i done
 
Yes, and retail version is still targeting $300 as well. Wouldn't be surprised if it slipped up to $400 by release with all the upgrades it's getting though.

Yeah, they've said that while they want it to be around $300, they won't severely hurt the quality to save $100 on it if need-be.

I remember hearing something about it being in the $499 or less range.

http://www.forbes.com/sites/jasonev...ft-will-launch-summer-2014-for-less-than-499/
 
Just took the plunge and dropped $300 on a dev kit, after earlier repeatedly deciding to wait for the consumer version

And here I thought I was saving up money for car repairs and taxes

what have i done

I have battled this decision for months. We're in the process of buying a house so it makes it easier not to but if the DK2 comes out ... it might not be as easy.
 
So now that I have a Rift on the way... is there a good collection (or just a summary) somewhere of all the must-play demos and games?
 
So now that I have a Rift on the way... is there a good collection (or just a summary) somewhere of all the must-play demos and games?

www.riftenabled.com has info and DL links for just about every free demo I've seen around. There were a couple torrent packs floating around but I'm not sure how up to date those would be anymore.

Oculus Dev forums have a lot of links to demos and stuff too, so be sure to sign up once you've ordered.
 
Just took the plunge and dropped $300 on a dev kit, after earlier repeatedly deciding to wait for the consumer version

And here I thought I was saving up money for car repairs and taxes

what have i done

You should've waited for the DK2 at least! It will probably come out this summer if they don't release the consumer version by then.
 
You should've waited for the DK2 at least! It will probably come out this summer if they don't release the consumer version by then.

Eh, I did the same. If they really do release a DK2 to the general public, then I'll either sell my Rift and wait for the consumer version, or enjoy owning a piece of history.
 
Finally got my devkit! 11 day USPS shipping, man late Christmas shoppers. I felt really bad ordering one this late but I figured that if I was kicking myself in August for not ordering one in June and then kicking myself in October for not ordering one in August and then kicking myself in December for not ordering one in October that I was probably going to be kicking myself in February and just ordered one already. They're being really vague with release schedules and questioning if there will even be a DK2 in the interview so end of the year seems like a solid guess if even consumer in 2014 and I just could not wait another year!

I was also really excited by Riftmax and VR theaters in general but didn't realize how much better recordings look than in the Rift itself; I'd call it unwatchable at the current low resolution, feeding it an HD video looked like sub-360P stretched on a giant screen.

But really that's my only disappointment. The screen door is noticable, but only when I'm looking for it (feels exaggerated but I haven't seen the difference). Favorite demo by far is Windlands, an explorative teleporting and most importantly grapple-hooking platformer which I can't help but boot up every time I want to try the Oculus. You can swing around like Spiderman and I've yet to feel any motion sickness in it.

And I can't really believe they can create an entire game that looks as good as Redframe (but I hope I'm wrong). It's great how only VR can take a single room and have you stand in it for a half hour just oggling.
 
You should've waited for the DK2 at least! It will probably come out this summer if they don't release the consumer version by then.

No guarantee they release Dk2 to the public - may only be to larger devs, and may be expensive. The risk of releasing a DK2 that matches the consumer version is that consumers buy it (like they clearly have with Dk1) and that damages sales for the consumer version when it launches
 
Finally got my devkit! 11 day USPS shipping, man late Christmas shoppers. I felt really bad ordering one this late but I figured that if I was kicking myself in August for not ordering one in June and then kicking myself in October for not ordering one in August and then kicking myself in December for not ordering one in October that I was probably going to be kicking myself in February and just ordered one already. They're being really vague with release schedules and questioning if there will even be a DK2 in the interview so end of the year seems like a solid guess if even consumer in 2014 and I just could not wait another year!

I was also really excited by Riftmax and VR theaters in general but didn't realize how much better recordings look than in the Rift itself; I'd call it unwatchable at the current low resolution, feeding it an HD video looked like sub-360P stretched on a giant screen.

But really that's my only disappointment. The screen door is noticable, but only when I'm looking for it (feels exaggerated but I haven't seen the difference). Favorite demo by far is Windlands, an explorative teleporting and most importantly grapple-hooking platformer which I can't help but boot up every time I want to try the Oculus. You can swing around like Spiderman and I've yet to feel any motion sickness in it.

And I can't really believe they can create an entire game that looks as good as Redframe (but I hope I'm wrong). It's great how only VR can take a single room and have you stand in it for a half hour just oggling.

Redframe and Windlands both sound cool. I should try them, thanks for sharing!
 
Redframe and Windlands both sound cool. I should try them, thanks for sharing!

Windlands got a new version (posted on the forum) that includes a small new level but redoes a lot of the mechanics. Grappling the floor seems to not work in the main level, and you can no longer grapple buildings. It also has a bit of 'momentum' in that you get pulled forward if your hook misses. But now there's a wall jump! Teleporting is moved from R2-Y to Y-HoldY, kind of awkward and slow.

So I'll definitely be holding onto the old version (the one still on Oculus Share) for the grapple fun.
 
You should've waited for the DK2 at least! It will probably come out this summer if they don't release the consumer version by then.

I have my reservations on them even shipping a DK2. Seems their plans changed and there are to many things happening to fast on the hardware side to allow them time to put together a second kit, especially if the consumer version is planned for release in Q4 2014. They will need all hands on deck to make that happen and not get distracted with another devkit.

I think they will allow the consumer version to work as a devkit which will be a very cost saving thing for indie devs wanting to experiment with VR
 
I have my reservations on them even shipping a DK2. Seems their plans changed and there are to many things happening to fast on the hardware side to allow them time to put together a second kit, especially if the consumer version is planned for release in Q4 2014. They will need all hands on deck to make that happen and not get distracted with another devkit.

I think they will allow the consumer version to work as a devkit which will be a very cost saving thing for indie devs wanting to experiment with VR

In recent interviews it really sounded like they are planning one, but it would probably be the exact same specs as the consumer version and ship out a few months earlier. So at that point if you aren't a dev, you probably would want to wait.
 
In recent interviews it really sounded like they are planning one, but it would probably be the exact same specs as the consumer version and ship out a few months earlier. So at that point if you aren't a dev, you probably would want to wait.

Yea sounds like they will basically be early runs of near final units that they send to developers 2-3 months ahead of launch.
 
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