Oculus Rift Development Kit 2 announced, up for preorder (based on Crystal Cove)

already posted it in the other rift thread, here again:

http://www.reddit.com/r/oculus/comments/27xwdi/brendan_iribe_we_do_have_the_consumer_prototype/


So what we know about CV1: Higher res than 1080p, more than 75hz, higher fov than DK2 and alot less weight than DK2 :)

edit: oh a Platform engineer from Oculus posted there, his comment


:)
Weighs almost nothing? Wow.

Fucking awesome. Hope this is a viable, mass producible technology, cuz this would be incredible. And I'm not even talking about for VR(which it could apply to), but just for glasses wearers everywhere and the simplicity of not needing to provide custom lenses in general.

Oculus should also put out a minimum spec recommendation to run the thing.
Just like anything, it is 100% dependent on what its being asked to display.

This is something that is on the developers to do, which is exactly how its always been on PC.
 
Interesting tidbits from this article/interview

Palmer Luckey said:
The next six months is going to be crazy

Speculation time!

Palmer Luckey said:
The first consumer version will be a lot better than DK2 [the current developer kit] - a lot better. There’s a lot of unannounced things we can’t talk about, but it’s going to be a lot smaller, a lot lighter, cheaper, wider field of view, higher resolution and higher framerate.

wMAeMMT.gif
 
Oculus should also put out a minimum spec recommendation to run the thing.

Oculus can't really give detailed specs which would be able to apply to all games though.

The spec requirements to get a stable 75fps in Rift Coaster compared to Star Citizen is so vastly different for example. That would be like Microsoft putting out spec requirements to get 60fps on all games for Windows. It's simply not possible for them to do as its up to the developers to determine that for their own software.

Plus, as they've talked about already, eventually they'll have like an ARM chip on-board which could do rendering, so for probably CV2, you'll just need to own the headset itself if you wanted to do basic VR demo's. Once again, it wouldn't be powerful enough to play Star Citizen, so you would still have to hook it up to a PC to do that (maybe in 5-10 years you could get an ARM processor to run SC within the headset), but if you just wanted to run VR Cinema, it would work great and you could be completely wireless. It's pretty easy to imagine them creating their own marketplace and having a section for games which require only the headset itself and no PC, in addition to a section for Rift supported games but do require a PC to work. Of course, this is all just speculation and they have to focus on CV1 first. :)

Oculus Rift + GTA V First Person Mod.

BRING IT.

I cannot wait for this day.
 
I'm feeling just a little bit impatient about the Oculus Rift, and a lot of people are selling developers kits. I kind of want one.

I got a new laptop recently, and I was wondering if maybe it was good enough to use with the Oculus Rift. It's an ASUS G750JM I believe it's called. I believe it's this model right here. It's got a Intel Core i7 4700HQ CPU, and a NVIDIA GTX 860M CPU.

Is this good enough to do a lot of neat stuff on the Oculus Rift?
 
I'm feeling just a little bit impatient about the Oculus Rift, and a lot of people are selling developers kits. I kind of want one.

I got a new laptop recently, and I was wondering if maybe it was good enough to use with the Oculus Rift. It's an ASUS G750JM I believe it's called. I believe it's this model right here. It's got a Intel Core i7 4700HQ CPU, and a NVIDIA GTX 860M CPU.

Is this good enough to do a lot of neat stuff on the Oculus Rift?

I'm sure you could play Half Life 2 and plenty of the less demanding demos and such out there. Newer UE4 demos and the higher visual quality stuff you might have some issues with.
 
I got to try out the oculus rift this week at their booth. Literally everyone in line was sold on it, myself included.

It's hard NOT to be impressed by it. Immediately I regretted not backing the kickstarter
 
I got to try out the oculus rift this week at their booth. Literally everyone in line was sold on it, myself included.

It's hard NOT to be impressed by it. Immediately I regretted not backing the kickstarter

I've only used DK1 but yea I maintain you have to be an insanely critical, jaded, bitter person to walk away unimpressed with this tech.
 
Interesting interview with Iribe, not much new though, except for:

That game development timeline would seem to rule out a 2014 consumer release for the Rift hardware.
But Iribe assured us the prototype clock can't keep running forever.
"I think Palmer said 'If we haven't shipped by the end of 2015, that's a problem.
At least we would be disappointed."

Didn't see this one posted here, sorry if it was.
 
I'm feeling just a little bit impatient about the Oculus Rift, and a lot of people are selling developers kits. I kind of want one.

I got a new laptop recently, and I was wondering if maybe it was good enough to use with the Oculus Rift. It's an ASUS G750JM I believe it's called. I believe it's this model right here. It's got a Intel Core i7 4700HQ CPU, and a NVIDIA GTX 860M CPU.

Is this good enough to do a lot of neat stuff on the Oculus Rift?

DK1?

Seriously, dont do it. Besides trying it out, there is not much to do with it right now. If you really want to try it out, better look for someone in your area who has one. The DK1 is just for getting a glimpse of what is to come and of course for real devs.
The screen-door effect is far too noticable in the DK1 and I would doubt you would have much fun playing Games with it. Besides some tech-demos and some drivers for some older games, there also isnt really much content there yet.

Just my opinion.
 
They emphasise bringing it in 'at cost' or at a low cost - yet they're going to want people to have a 780Ti to run it well enough. It is covered in the interview with Tested to a degree and they recognise that it is a challenge.
You aren't going to need a 780Ti for it - it's like any game, turn down the video quality for better framerate.
 
I think they are suggesting that 60fps is the minimum recommended frame-rate. It's been estimated that the overhead of the stereo output is between 10 and 20%. This depends on the game, so it's impossible to give any more accurate a number.
By recommending the PC can achieve 75fps for current games, I believe they are trying to guarantee the system can maintain 60fps, as 75fps is a 25% increase in performance over 60fps.

Nah, DK2 runs at 75hz in low persistence mode
 
The latest EVE demo on E3 uses Carmacks Time Warping, they said the fps feels much higher than they really are with time warping. Here the part (rest of the interview is cool too) http://youtu.be/70c9TRyHdBA?t=2m55s

I wonder how good it really is, if you can get from 60fps to 75fps or even 90fps. And if you can
compensate framedrops with it. Can it not even work in non VR games?

Here is a great video about time warping https://www.youtube.com/watch?v=WvtEXMlQQtI
 
Either one would be nice.

And you're right. I guess I really should try it out first. And I guess it really is made for developers. They're the ones who can make amazing things.

I was just feeling a little bit impatient I guess. I've seen hundreds and thousands of things I really want to try out. It seems like every few days I'm finding something I really, really want to try out.

By the time the consumer version comes out, I'm probably going to have about 1 TB of stuff to download for it.
 
You aren't going to need a 780Ti for it - it's like any game, turn down the video quality for better framerate.

there is still a limit to how much you can turn the detail down. You're needing to drive probably a 1440p screen at 90Hz. That will take some horsepower.

CV 1 is rumoured to be 2560x1440x90Hz - about 332 million pixels per second
DK2 is 1920x1080x75Hz - 156 million pixels per second
DK1 is 1280x800x60Hz - 61 million pixels per second

so CV1 is more than double the pixels of DK2, and over 5x the number of pixels of DK1 per second.
 
I wonder how good it really is, if you can get from 60fps to 75fps or even 90fps. And if you can
compensate framedrops with it. Can it not even work in non VR games?

It only smooths the motion due to head movements, because those movements are uniform across the whole scene. Anything that's moving within the scene (animations, moving objects) can't be warped relative to the rest of scene, so you'll get some judder.

Your head can be perfectly tracked, but the scene itself remains at the lower frame rate. At extreme levels, you could have a one frame per second scene, with silky smooth head tracking within it. Such a large disparity would really show up the artefacts though.

Timewarping is only really of any use in VR, and then only for smoothing out small bumps in fps. It's not a magic powder that turns 30 into 60.
 
Yeah, the purpose of timewarp isn't to mitigate framedrops (though I guess you could try to use it for that), but to decrease motion-to-photon latency even further.
 
The latest EVE demo on E3 uses Carmacks Time Warping, they said the fps feels much higher than they really are with time warping. Here the part (rest of the interview is cool too) http://youtu.be/70c9TRyHdBA?t=2m55s

I wonder how good it really is, if you can get from 60fps to 75fps or even 90fps. And if you can
compensate framedrops with it. Can it not even work in non VR games?

Here is a great video about time warping https://www.youtube.com/watch?v=WvtEXMlQQtI

That's pretty neat! John Carmack is REALLY talented.

Also, Miyamoto finally trying the Oculus Rift:

Miyamoto.jpg


Wonder what he thinks, hopefully he's seen the light...

Would love to hear his comments/opinion on Occulus!
 
Think he's saying that the 75fps requirement isn't a result of the overhead needed for VR, but directly a result of the refresh rate of the new design.

After reading their statement over and over, it suddenly dawned on me that when they say "current generation 3D games", they really are talking about current Rift-enabled games.
This makes sense and is probably how its meant to be read, but I immediately thought they were referring to current games that are rendered using polygons and so are technically 3D.

It's a shame because it means this requirement isn't very useful for those without DK1, as I don't think you can even enable Rift-mode in games without the hardware present.
Then again, this is supposed to be for developers. More accurate requirements are only really needed when they're trying to sell CV1.
 
Yeah, the purpose of timewarp isn't to mitigate framedrops (though I guess you could try to use it for that), but to decrease motion-to-photon latency even further.

comparing the time warping equipped Tuscany demo to the pre time warp versions, the improvement was very noticeable, but that was a static environment which is pretty much a best case scenario.
 
so CV1 is more than double the pixels of DK2, and over 5x the number of pixels of DK1 per second.

To have the best possible experience we should aim for a minimum of 90 fps. So something like 110+ fps at 1440p. To run future games on high or ultra, we'd IMO need at least GTX Titans in SLI.

For the next few years it will be almost impossible to afford a system that is powerful enough (let alone future proof).
 
To have the best possible experience we should aim for a minimum of 90 fps. So something like 110+ fps at 1440p. To run future games on high or ultra, we'd IMO need at least GTX Titans in SLI.

For the next few years it will be almost impossible to afford a system that is powerful enough (let alone future proof).

Except that SLI and Crossfire is a no go for VR because of the added latency of alternate frame rendering.

Not sure if they'll figure it out on the drivers side at some point but we're not there yet.
 
Except that SLI and Crossfire is a no go for VR because of the added latency of alternate frame rendering.

Not sure if they'll figure it out on the drivers side at some point but we're not there yet.

I'd love to see someone put two GPUs to task each rendering a separate viewport for 3D / VR games. It'd actually solve some of the problems with SLI and leverage the power nicely. You'd get decent (though not perfect) scaleability, because both eyes would almost always take the same amount of time to render.
 
I'd love to see someone put two GPUs to task each rendering a separate viewport for 3D / VR games. It'd actually solve some of the problems with SLI and leverage the power nicely. You'd get decent (though not perfect) scaleability, because both eyes would almost always take the same amount of time to render.

That's the goal but they haven't figured it out yet. :-(
 
Worth it to get a DK2, or wait for the CV1? I really want to get into this stuff.. hehe.

I'd wait for CV1 at this point, there just isn't enough content right now that is worth taking the plunge with. I had access to one for a long weekend and there was enough to play with for that span of time and the potential becomes very clear but it's all 'experiences' right now rather than some solid games.
 
Yes, from the tech specs on the oculus site


To go back to the subject of using glasses with the oculus, this guy took a pair of old lens and put them into headset, looks pretty promising.

j7X7yXO.jpg

That gives me hope. Been thinking about canceling my pre-order because of this, but I'll probably keep it and just ebay the thing if I can't get it to work for me.
 
God, the resolutions and frame rates required...

Looking forward to playing Skyrim in 2020 when my PC is fast enough :)

I guess I can play HL2 again on the rift.
 
A little bummed to read the recommended specs for Kite & Lightning: Senza Peso for DK2:

This is our most visually-rich experience to date — a high-end PC is required for 75hz at 1920x1080. We have added a lower quality setting but your mileage will vary
CPU: 3.5 ghz
GPU: GTX 780 TI
HD: SSD
RAM: 16 GB
https://share.oculusvr.com/app/kite--lightning-senza-peso

What kind of hardware will CV1 require to run something comparable... Still, I guess demos like this, for now, are the exception. Hoping my standard 780 will give decent enough results with it next month.
 
When developers start releasing games for VR that they actually want people to pay money for they're going to have to make sure they run reliably on mid-range PC's, or their audience is going to be quite small.
 
the wait is just getting so much harder now that we're weeks and not months away

I'm going to have constant anxiety once we push into July proper
 
Hopefully there is some kind of warning before the rest of the billing goes through, so I can make sure I have money in that account.
 
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