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

I'm trying to pay with my mastercard and I get to the confirmation thank you page but it's blank. Should I assume it didn't go through if I didn't get a confirmation email?
 
I wait for few moment, then I'll back on it. It's bit crazy on the site atm. Understanding but I have to be patience. >:D
 
I'm trying to pay with my mastercard and I get to the confirmation thank you page but it's blank. Should I assume it didn't go through if I didn't get a confirmation email?

The same thing happened to me but I received a confirmation email and the charge is on my credit card's website. PayPal didn't work at all.
 
I saw someone say this had 100 FOV, lower than the devkit 1, but I'm not seeing confirmation anywhere. Has there been any official word on horizontal field of view for devkit 2?
 
I wonn' it. I wonn' it now!

There is no logical reason why a person would order more than one of these! Its not even the final product >:(

But its SOOOO CHEAP!
 
I want to order this so bad, but not being a developer Im afraid of trying a bunch of demos and then not using it again for a while.

Is there a list of VR content out there?

Also, how are the Direct 3D wrappers for old games? I know its not ideal because old games are not made for VR but I would use it for that anyways, is there a list or a wiki somewhere that tells me the state of various games as VR support goes?

Can I play stuff like Mirrors Edge and Dark Souls 1 with it?
 
I have some weird pending charges on my credit card. Looks like they've charged me the full amount, then a full refund, then $50. wonder what's going on there?

$50 deposit?

I got the email confirmation of my order with the correct amount.
 
I saw someone say this had 100 FOV, lower than the devkit 1, but I'm not seeing confirmation anywhere. Has there been any official word on horizontal field of view for devkit 2?

DK1 has a horizontal FOV of 90, and a vertical of 110.

100 FOV is an improvement from the current dev kit.
 
The same thing happened to me but I received a confirmation email and the charge is on my credit card's website. PayPal didn't work at all.
Exactly the same thing here.


Wish I would have checked gaming side when I woke up instead of when I got into work :( I bet I don't get my order until 2015.
 
I told myself I was going to wait until the consumer version comes out... but I broke down.

But I checked my CC and I got charged twice? What's that about?
 
DK1 has a horizontal FOV of 90, and a vertical of 110.

100 FOV is an improvement from the current dev kit.
Ah thanks. But is 100 vertical or horizontal? I guess we need both numbers for the new kit. :P

Also, I notice it's still wired. I'm hoping it's longer than the first devkit so I can stand up. I guess they figured it was too expensive/high latency to go with wireless?
 
I saw someone say this had 100 FOV, lower than the devkit 1, but I'm not seeing confirmation anywhere. Has there been any official word on horizontal field of view for devkit 2?

I think it because of the screen is smaller than DK1 so it might have to reduce the vertical FOV to fit the right size.
 
I want to order this so bad, but not being a developer Im afraid of trying a bunch of demos and then not using it again for a while.

Is there a list of VR content out there?

Also, how are the Direct 3D wrappers for old games? I know its not ideal because old games are not made for VR but I would use it for that anyways, is there a list or a wiki somewhere that tells me the state of various games as VR support goes?

Can I play stuff like Mirrors Edge and Dark Souls 1 with it?

In my experience, the wrappers aren't worth messing around with. Either proper VR mods (like Doom 3 or Minecraft) or native support are really the only way to go. You can get a good 3D experience with head tracking using the wrappers, but it isn't something you'd confuse for a VR experience. No presence. No 1:1 scale. Not really worth your time.
 
I have some weird pending charges on my credit card. Looks like they've charged me the full amount, then a full refund, then $50. wonder what's going on there?

$50 deposit?

I got the email confirmation of my order with the correct amount.

From Reddit but from the site I guess:

Q: What happens when I pre-order the Oculus Rift Development Kit 2?
A: Pre-ordering an Oculus Rift Development Kit 2 will reserve your place in line for when we begin shipping.
If you choose to pay with a credit card, we will immediately charge a $50 deposit and put an authorization hold on the remainder of the balance, including shipping and taxes. That balance will be automatically charged at the time of shipment. If you choose to pay with PayPal, we will charge the full amount when you place the pre-order. Either way, you will pay the same total amount.
https://support.oculusvr.com/hc/en-us/articles/201835987-Oculus-Rift-Development-Kit-2-FAQ
 
Just ordered mine, hopefully I'll be in the first shipments (when did the order page go up?).

$300 for DK1, $372 for DK2, $350-$400 for CV1, and likely again for the inevitable CV2, CV3, etc. Why am I doing this, shit starts to add up. Wish they would just say when and what CV1 is targeting.

Just keep reselling them on ebay and it'll never cost you a penny :) I sold my DK1 for £350 on ebay a month after I bought it for £240 :) Obviously after fees and delivery charges I only came out with £280 but it still covered the original cost and then some. Hopefully something similar this time.
 
i really like the amount of tracking sensors and the fact that they are hidden under the outer shell, compared to sonys 5 external glowing lights

GOD THAT FUCKING GLOW KILLS ME
 
From Reddit but from the site I guess:

Q: What happens when I pre-order the Oculus Rift Development Kit 2?
A: Pre-ordering an Oculus Rift Development Kit 2 will reserve your place in line for when we begin shipping.
If you choose to pay with a credit card, we will immediately charge a $50 deposit and put an authorization hold on the remainder of the balance, including shipping and taxes. That balance will be automatically charged at the time of shipment. If you choose to pay with PayPal, we will charge the full amount when you place the pre-order. Either way, you will pay the same total amount.
https://support.oculusvr.com/hc/en-us/articles/201835987-Oculus-Rift-Development-Kit-2-FAQ

Thank you. Good to know :)
 
I don't think this was posted?

Anyhow, here's the Kickstarter email update:

Project Update #51: Announcing the Oculus Rift Development Kit 2 (DK2) said:
Since the launch of the Oculus Kickstarter, we’ve been focused on building the best virtual reality platform. The original development kit was a strong starting point that showed the world a glimpse of presence, but its shortcomings prevented it from delivering great VR.

Almost exactly one year after shipping the original dev kit, we’re pleased to announce DK2, the second development kit for the Oculus Rift!
http://youtu.be/OlXrjTh7vHc


The second development kit features many of the key technical breakthroughs and core elements of the consumer Rift including a low-persistence, high-definition display and precise, low-latency positional head tracking.

DK2 isn’t identical to the consumer Rift, but the fundamental building blocks for great VR are there. All the content developed using DK2 will work with the consumer Rift. And while the overall experience still needs to improve before it’s consumer-ready, we’re getting closer everyday -- DK2 is not the Holodeck yet, but it’s a major step in the right direction.

0dbdae16d337451baca77cf20e0f3cde_large.jpg


Like the Crystal Cove prototype, DK2 uses a low persistence OLED display to eliminate motion blur and judder, two of the biggest contributors to simulator sickness. Low persistence also makes the scene appear more visually stable, increasing the potential for presence. The high-definition 960x1080 per-eye display reduces the screen-door effect and improves clarity, color, and contrast.

DK2 also integrates precise, low-latency positional head tracking using an external camera that allows you to move with 6-degrees-of-freedom and opens up all sorts of new gameplay opportunities like peering around corners, leaning in to get a closer look at objects in the world, and kicking back on a virtual beach.

camera_dk2.jpg


Precise positional tracking is another key requirement for comfortable virtual reality; without it, an enormous amount of your real world movement is lost. We’re looking forward to seeing the new experiences the community creates now that positional head tracking is a core element of the platform.

We’ve also included updated orientation tracking, a built-in latency tester, an on-headset USB accessory port, new optics, elimination of the infamous control box, a redesigned SDK and further optimized Unity and Unreal Engine 4 integrations.

assembly.jpg


All in, DK2 delivers a massive leap forward in terms of the quality of the VR experiences you’re able to create and enjoy. The consumer Rift will be another major step beyond that, but in the meantime DK2 brings the world closer to great consumer virtual reality than ever before.

Even with all these changes, we’ve tried to keep the price as low as possible. DK2 will be $350 at launch and you can pre-order the hardware, reserving your spot in the queue, starting today at www.oculusvr.com/order. We expect to begin shipping the first batch of DK2s in July, and we’ll ramp up production based on interest.

GDC 2014

We’re debuting the second development kit this week at the Game Developers Conference in San Francisco with EVE: Valkyrie by CCP, UE4 Elemental Defense by Epic, and a new demo, UE4 Couch Knight!

ScreenShot0001400015-3.jpg


Couch Knight was built by the team at Epic Games to showcase the positional tracking and basic avatars in a setting with shared presence. The tech demo juxtaposes a realistic scene with two cartoon knights, controlled by the players, who burst to life and battle throughout the room on couches, shelves and even the players’ avatars.

The players’ head movements and position are actually mapped to the avatars using UE4’s inverse kinematic system, which makes for a taste of a social experience. A huge thank you to the team at Epic for bringing Couch Knights to life! If you’re at the show this week, be sure to swing by the booth and check it out.

What’s Next?
We’re deep into development on the consumer Rift. We have a lot more planned, including improvements to comfort, resolution, tracking, software, ergonomics, optics, industrial design, and the overall experience.

dk2_front_small2.jpg


Virtual reality is going to continue to evolve rapidly in the coming years. There’s no cutting corners or ‘good enough’ when it comes to VR; the consumer Rift needs to be perfect and we’re dedicated to getting it right. We’re moving as fast as possible and promise it’ll be worth the wait.

The passion of the VR community is what has made all this possible, from the Kickstarter campaign to the hundreds of games and experiences we've seen so far. And this is still just the beginning.

We truly believe virtual reality will change the world -- Thanks for being part of the journey with us.

-- The Oculus Team
 
there will be an incorporated audio source in the consumer version?
or you will still need to use your own headphones?
 
In my experience, the wrappers aren't worth messing around with. Either proper VR mods (like Doom 3 or Minecraft) or native support are really the only way to go. You can get a good 3D experience with head tracking using the wrappers, but it isn't something you'd confuse for a VR experience. No presence. No 1:1 scale. Not really worth your time.


Thanks guys, are you guys actually developing stuff on it or you just like to try the different demos as they come out?
 
I want to order this so bad, but not being a developer Im afraid of trying a bunch of demos and then not using it again for a while.

Is there a list of VR content out there?

Also, how are the Direct 3D wrappers for old games? I know its not ideal because old games are not made for VR but I would use it for that anyways, is there a list or a wiki somewhere that tells me the state of various games as VR support goes?

Can I play stuff like Mirrors Edge and Dark Souls 1 with it?

I will say as someone who's been using a dk1 off and on for a year that personally it doesn't get used a ton, then again that's on something likely a lot blurrier than this. You can inject support into other games using third party driver programs but it's kind of a crap shoot in terms of 3d quality and performance. There are a lot of cool demos and Minecrift alone is an amazing experience but I don't use the Rift as my go to solution for most gaming, at least not yet. Maybe dk2 would change that but I'm hesitant to get another iteration before the consumer version when there's practically no made for VR games (full experiences) available yet.
 
They keep telling people not to buy dev kits, but does it actually hurt them? Is their supply chain so limited that literally a normal person buying one means a developer can't?
 
Love to see people breaking down, because I'm about to as well.

JOIN US!!!

And people, post at least the first few digits of your order number if you would. That way we can track on GAF when things start to ship out this Summer. There has to be people much lower than me, but when the 139XXXs start to get things I know I'll be up soon :(
 
Ordered! Now to replay Mist for some inspiration. I feel beholden to develop something for it despite my lack of skills, yet at the same time knowing full well that my order is taking away a spot for an actual developer to utilize the kit efficiently. Still, this will be an excellent excuse to devote time towards. I do have ideas I want to execute (educational experiences) and have the time to do so.
 
They keep telling people not to buy dev kits, but does it actually hurt them? Is their supply chain so limited that literally a normal person buying one means a developer can't?
I think it's less this, and more that they don't want non-technical consumers buying them and being disappointed because the product isn't ready for general use yet.
 
I will say as someone who's been using a dk1 off and on for a year that personally it doesn't get used a ton, then again that's on something likely a lot blurrier than this. You can inject support into other games using third party driver programs but it's kind of a crap shoot in terms of 3d quality and performance. There are a lot of cool demos and Minecrift alone is an amazing experience but I don't use the Rift as my go to solution for most gaming, at least not yet. Maybe dk2 would change that but I'm hesitant to get another iteration before the consumer version when there's practically no made for VR games (full experiences) available yet.

I guess this is what does it for me then.

There is nothing where you can sit down and play for 8 hours and experience a full game in VR all the way then.

Might have to wait for that to come first.
 
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