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

I dunno if we can post kickstarters, but a group is kickstarting an $80 tracking solution that looks awfully familiar:

zQxJmU2.jpg

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?

You'll be fine. Just turn down graphics settings (except resolution) in games to ensure you get a rock solid frame rate.

Don't forget that time warp is in the new SDK and exists to help in cases where your GPU is struggling to maintain a good framerate. Since DK2 content needs to be built with the new SDK, all DK2 content should support time warping.
 
Cyber stated that, their main priority is making the SDK stable before they start shipping out the dev kits. Whatever I'm in no rush. It's just been fun doing quick iterative prototypes on UE4.
 
yup, still nice to look at, though.

the note about the USB expansion slot being wonky is very interesting, though. I don't believe that's the cause of the 'delay' or anything, but hopefully some of the crazy people on reddit will realize that putting together a device like this is not so cut and dry
 
Liar ahead


at least, nothing on my end. I love looking at my account balance being disappointed money isn't missing

Judging from how much Krejlooc is excited about this thing, I don't think he would lie. I'm expecting shipping confirmations starting tomorrow.
 
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...

$698.75 just removed from my account from Oculus VR

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?

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.

Ah, same thing here.
 
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.

Status:Pending: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.
 
Status:Pending: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.
 
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.

Yup, one for $100 on 2014-03-19 08:16:47

then another for $694.75 on 2014-07-22 17:11:09

both approved

EDIT: $694.75, not $698.75
 
Yep and your still wrong.

Yeah Im gona agree with the other guy..

Sony totally screwed up on the move by not having a tracker or stick on both hands, you think they would have atleast tried to innovate over the competition a bit... Something more like the Razer Hydra would be way better for VR. Though I personally hope Oculus goes beyond that as well.
 
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.
 
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.

I did the same thing.

Still, won't be long now until we hear more (hopefully a very positive shipping update!). :)
 
I was asked to update payment details for my 8:56 order as they were unable to charge. All three CC cards was declined strangely but my PayPal came through. I actually have a couple of orders before the 8:56 one but no activity on those yet.
 
*checks bank account*
*ctrl-f "oculus"*
*sadness*


Wow! You must have a lot of movement on your bank account if you have to use ctrl+f :)
Right now it seems everything is happening exactly as I feared it would:

Planned one week of vacation throughout the whole summer and exactly that will be the week they will ship it.....And I won't be there to accept it. I can just hope they hand it to my neighboor.
 
Did Oculus post an update?

Just this a couple hours ago:

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.

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.
 
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.

Yea. And I think Cyber mentioned something about those people being billed was an error from them testing something.

They most likely aren't shipping today. There IS stil a chance that the SDK could be released tonight and shipping could start tomorrow morn. But I wouldn't get my hopes up.
 
Oculus updated their development best practices guide with lots of new stuff on the added DK2 features today.

http://static.oculusvr.com/sdk-downloads/documents/OculusBestPractices.pdf

Here's a list of the changes and additions, from le rebbit:

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."

The PDF actually has today's date on it, and my best guess says it was made to be released in conjunction with the new SDK. It's got to be going up today or tomorrow.

Editing for a speculative update: Palmer is online right now on the Oculus forum, which he isn't often from what I've seen. I hope he's writing something.
 
That's a scary but important list of stuffs. I really hope people don't end up having seizures or the like from bad developers.

What I'm -really- curious about -- if the SDK positional tracking stuff is actually the case -- is how did the new version of UE4 ship with the latest SDK features? I thought it included DK2 positional tracking, and at least some level of DK2 functionality. Certainly more than a "pretty paperweight".
 
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
 
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
Many people have been sharing that thought.
 
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