googleplex
Member
I dunno if we can post kickstarters, but a group is kickstarting an $80 tracking solution that looks awfully familiar:
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Years later and PlayStation Move is still the best 3D input and tracking controller available.
I dunno if we can post kickstarters, but a group is kickstarting an $80 tracking solution that looks awfully familiar:
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Nope. We've done this before, though.Years later and PlayStation Move is still the best 3D input and tracking controller available.
Should I be worried with a 670 on how little I'll be able to do with DK2?
Should I be worried with a 670 on how little I'll be able to do with DK2?
Nope. We've done this before, though.
itshappening.gif
itshappening.gif
Jesus Christ, I actually thought it might be happening. The first time I really bought into false hype for shipping.
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You had me for a sec :/
$698.75 just removed from my account from Oculus VR
Liar ahead
at least, nothing on my end. I love looking at my account balance being disappointed money isn't missing
Did nobody ever make a spreadsheet cross-referencing order times, numbers, and payment verification emails?I ordered at 8:17 am
I ordered at 8:17 am
Liar ahead
at least, nothing on my end. I love looking at my account balance being disappointed money isn't missing
Did nobody ever make a spreadsheet cross-referencing order times, numbers, and payment verification emails?
https://docs.google.com/spreadsheet/ccc?key=0AsakiLZiXDfLdEFhNXRzMU44VkNZNzlZVEI2NXFTY2c#gid=3
EDIT: No shipping email from oculus, though
$698.75 just removed from my account from Oculus VR
Worth noting I'm also one of the people who received one of those "URGENT: We can't charge your card!" emails. As soon as I resubmitted the info, a pending charge appeared on my online bank statement.
Got an email from Oculus saying there was an error charging my card. I updated my info and now there appears to be a ~$350 charge on my credit card. Hopefully that's it. I'm going to be upset if I get bumped to a later shipment because of this...
If you'd be willing to check does your order form say "Your order is currently back-ordered and we have not charged your card for the full amount." Or does it say that they've charged you for the full amount now?
Ah, same thing here.
Statusending:Your order is pending. Please see the reason(s) below.
Error(s):
Your order is awaiting inventory before it can be fulfilled. We will notify you when it's about to be shipped.
Hmm. Does the charge for the full amount show up in your payment transactions list? Mine just shows the original $50 charge and then a $0.01 authorization charge.
Um i paid for mine months ago out of my checking account. I doubt that means much.
$698.75 just removed from my account from Oculus VR
*checks bank account*
*ctrl-f "oculus"*
*sadness*
Same. Hoping for tomorrow.
Yep and your still wrong.
I ordered at 8:17 am
I ordered at 8:13am but of course I switched my payment method to Paypal when the site refused to take my damn card directly, so there's no way for me to know.
*checks bank account*
*ctrl-f "oculus"*
*sadness*
It looks like that's a 'no'.
=(
Did Oculus post an update?
We have units, on hand at the distribution centers. We opted to hold the packages and wait for our SDK to be ready for developers before shipping kits. Without the software working, there is not really anything you can do with the headset. People would get their packages and it would basically be a pretty paper-weight.
While the old SDK does support some basic features, the new stuff people want to test wasn't finished (i.e. positional tracking) and it would result in a poor experience.
Just this a couple hours ago:
Sauce
If they are still deflecting and nothing has been posted regarding shipping. It's not happening today. UPS (which they said handles their US stuff and some others) don't exactly "start shipping" later in the day. If it was on a truck, we would have some people that would have been billed. I've seen like 2 people post about being billed and not sure how reliable it is.
Plus, just being logical. If they were shipping today there would be something announced in the morning.
Diffing the two texts, some interesting points in the bullet point sections:
new mention of promoting "Minimal VR Aftereffects – avoiding impacts on visual-motor functioning after use"
"Your code should run at a minimum 60fps frame rate equal to or greater than the Rift display refresh rate, v-synced and unbuffered."
"Game loop latency is not a single constant and varies over time. The SDK uses some tricks (e.g., predictive tracking, TimeWarp) to shield the user from the effects of latency, but do everything you can to minimize variability in latency across an experience."
*Positional Tracking * (new section)
The rendered image must correspond directly with the user’s physical movements; do not manipulate the gain of the virtual camera’s movements. A single global scale on the entire head model is fine (e.g. to convert feet to meters, or to shrink or grow the player), but do not scale head motion independent of inter-pupillary distance (IPD).
With positional tracking, users can now move their viewpoint to look places you might have not expected them to, such as under objects, over ledges, and around corners. Consider your approach to culling and backface rendering, etc..
Under certain circumstances, users might be able to use positional tracking to clip through the virtual environment (e.g., put their head through a wall or inside objects). Our observation is that users tend to avoid putting their heads through objects once they realize it is possible, unless they realize an opportunity to exploit game design by doing so. Regardless, developers should plan for how to handle the cameras clipping through geometry. One approach to the problem is to trigger a message telling them they have left the camera’s tracking volume (though they technically may still be in the camera frustum).
Provide the user with warnings as they approach (but well before they reach) the edges of the position camera’s tracking volume as well as feedback for how they can re-position themselves to avoid losing tracking.
We recommend you do not leave the virtual environment displayed on the Rift screen if the user leaves the camera’s tracking volume, where positional tracking is disabled. It is far less discomforting to have the scene fade to black or otherwise attenuate the image (such as dropping brightness and/or contrast) before tracking is lost. Be sure to provide the user with feedback that indicates what has happened and how to fix it.
Augmenting or disabling position tracking is discomforting. Avoid doing so whenever possible, and darken the screen or at least retain orientation tracking using the SDK head model when position tracking is lost.
a focus on seated experience: "Viewing the environment from a stationary position is most comfortable in VR"
"Avoid vertical linear oscillations, which are most discomforting at 0.2 Hz, and off-vertical-axis rotation, which are most discomforting at 0.3 Hz."
"An independent visual background that matches the player’s real-world inertial reference frame (such as a skybox that does not move in response to controller input but can be scanned with head movements) can reduce visual conflict with the vestibular system and increase comfort (see Appendix G for details)."
"High spatial frequency imagery (e.g., stripes, fine textures) can enhance the perception of motion in the virtual environment, leading to discomfort. Use—or offer the option of—flatter textures in the environment (such as solid-colored rather than patterned surfaces) to provide a more comfortable experience to sensitive users."
"Presenting NPC (non-player character) speech over a central audio channel or left and right channels equally is a common practice, but can break immersion in VR. Spatializing audio, even roughly, can enhance the user’s experience."
"Keep positional tracking in mind with audio design; for example, sounds should get louder as the user leans towards their source, even if the avatar is otherwise stationary."
"The optics of the DK2 Rift make it most comfortable to view objects that fall within a range of 0.75 to 3.5 meters from the user’s eyes. Although your full environment may occupy any range of depths, objects at which users will look for extended periods of time (such as menus and avatars) should fall in that range."
"Converging the eyes on objects closer than the comfortable distance range above can cause the lenses of the eyes to misfocus, making clearly rendered objects appear blurry as well as lead to eyestrain."
"Bright images, particularly in the periphery, can create noticeable display flicker for sensitive users; if possible, use darker colors to prevent discomfort."
**It looks like Oculus is less adamant about the "give the user a body" recommendation. That recommendation has been replaced with this:
"A virtual avatar representing the user’s body in VR can have pros and cons. On the one hand, it can increase immersion and help ground the user in the VR experience, when contrasted to representing the player as a disembodied entity. On the other hand, discrepancies between what the user’s real-world and virtual bodies are doing can lead to unusual sensations (for example, looking down and seeing a walking avatar body while the user is sitting still in a chair). Consider these factors in designing your content."
"Refrain from using any high-contrast flashing or alternating colors that change with a frequency in the 1-30 hz range. This can trigger seizures in individuals with photosensitive epilepsy."
"Avoid high-contrast, high-spatial-frequency gratings (e.g., fine, black-and-white stripes), as they can also trigger epileptic seizures."
Many people have been sharing that thought.Considering the mess with shipping DK1, I think if I was waiting for one, I'd prefer they just bloody ship them, and then wait for the SDK update. I'd be happier knowing I have the unit, can test for basic functioning (screen lights up ok etc) and then download the updated SDK