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

No, that's probably close enough for most things. You can always set the DK2 refresh to 60 hz (I believe) on games that can't quite sustain 75. I'm sure Palmer quoted it as supporting multiple refresh rates.
It says 60, 72 and 75 right in the specs. However, you obviously won't get low persistence at 60 Hz.
 
Seems they sold 12,500 units in the first 36 hours. I'm hoping production has ramped up for DK2 so hopefully we'll be seeing these early July.

Oculus VR has confirmed that it has sold 12.5 thousand units of its second developer kit for the Oculus Rift virtual reality (VR) headset, named DK2, within the first 36 hours of pre-orders opening. Company founder Palmer Luckey confirmed the news to VRFocus at last night’s VR Mixer event at the 2014 Game Developers Conference (GDC).

Source

Does seem a bit low IMO. My guess is that many are waiting for CV1 after all the "CV1 will be releasing very shortly after DK2 release" talk they have had.

But still, those numbers aren't too shabby for a 1.5 day run.

Time check, where do you think you are in line?

8:29 AM PDT was my confirmation!
 
Seems they sold 12,500 units in the first 36 hours. I'm hoping production has ramped up for DK2 so hopefully we'll be seeing these early July.



Source

Does seem a bit low IMO. My guess is that many are waiting for CV1 after all the "CV1 will be releasing very shortly after DK2 release" talk they have had.

But still, those numbers aren't too shabby for a 1.5 day run.

Time check, where do you think you are in line?

8:29 AM PDT was my confirmation!

The words Development Kit are quite daunting, I'll gladly wait and see where this goes so I can plug and play it with some of my Steam games.
 
12000 units in 1.5 days of a developer kit which costs $350 (more like up to $500 shipped for many people), with no advertising at all and which you'll get at the earliest over 3 months from now doesn't sound too bad to me.
 
Only 12500? I expected 500.000 at least.

I don't understand where this expectation is coming from. Even Luckey pointed at the camera and said "don't pre-order unless you're a developer!". It's a development kit with basically no commercial software support, and with the consumer version around the corner.

With that said, I pre-ordered it, and I'm not a developer.. LOL
 
Only 12500? I expected 500.000 at least.

Ha, I don't even think new consoles sold that much in 36 hours.

This is a respectable number now that I put a little more thought it into, not really 'low'. We have to remember that a majority of the people who would develop for it were at a conference all day showing their own wares. They also had a lot of trouble with the page. I got denied twice and finally got through by trying to click the 2 pixel high "submit" button. Couple this with absolutely no announcement outside of "can get it now!" during a conference, I'd say the numbers are pretty good.

It actually makes me happy that it's not incredibly high, then orders get backlogged, people become frustrated and having the Oculus team deal with disgruntled 'customers' is just a distraction from what they need to be doing.
 
That's like 2 million dollars above what their Kickstarter was (12500x$350=$4,375,000 at minimum), in 1.5 days instead of 30... How can anyone think those numbers are low for just being a dev kit. :P
 
At the end of the initial kickstarter (31 days, August 2012) I believe the order number for devkits was around a couple of thousand.
 
Only 12500? I expected 500.000 at least.

Unmarketed developer kit, with no real product support or information for a consumer. That's fantastic.

I don't think that many developer kits of other products are out there in such quantities after 36 hours
 
Did they really say that?
Seemed to me they won't release CV1 in 2014, probably mid 2015 at earliest.

Idk, they said they are locking down the specs now for CV1 and then they are just really waiting on the parts to get made.

They have said before that they wanted DK2 to be the same or pretty close to what the CV1 will be. So I am still hopeful that they could release it end of 2014.
 
I'm not sure I follow you here. The flickering might be more apparent at 60 hz than 75 hz, but you should still be able to do low persistence surely?
We had a discussion about this earlier in the thread. The working assumption is that 75 Hz is locked to 2 ms persistence, 72 Hz to 3 ms and 60 to full.

This solves the following issues:
- No need to transmit desired persistence over a channel not built for it (i.e. HDMI)
- Why include both 72 and 75 Hz when they are sol close (answer: to make both 2 and 3 ms persistence selectable)

You really wouldn't want to do 2 or 3 ms strobing at 60 Hz.
 
500k is at the realms of consumer already... This is a dev product first and foremost, the only consumers buying DK2 atm are VR enthusiast, and I can't imagine this amount being more than 10% of total sales to be frank.

The ones jumping onto these items are far more likely devs or... associated outlets like tech press, etc. 12.5k is an impressive no. but it's probably also somewhat front-loaded.

Those in the know would be jumping in to get it ASAP anyway.
 
That's like 2 million dollars above what their Kickstarter was (12500x$350=$4,375,000 at minimum), in 1.5 days instead of 30... How can anyone think those numbers are low for just being a dev kit. :P

Well that confirms my feelings that the uptake on DK2 was much higher than DK1. Hopefully their production channels are prepared. My pre-order went through at 8:59 AM PDT. Hopefully that's good enough to be in the first batch this time.

We had a discussion about this earlier in the thread. The working assumption is that 75 Hz is locked to 2 ms persistence, 72 Hz to 3 ms and 60 to full.

This solves the following issues:
- No need to transmit desired persistence over a channel not built for it (i.e. HDMI)
- Why include both 72 and 75 Hz when they are sol close (answer: to make both 2 and 3 ms persistence selectable)

You really wouldn't want to do 2 or 3 ms strobing at 60 Hz.
gotcha. technically feasible, but poses it's own challenges and is probably not a desirable end user experience. what do you think the ideal way to achieve this at 60 hz would be, considering Sony might be heading that route?
 
Ah, I was wrong. (I was one of them).

Still, 500k is pretty outlandish and I'm sure he was just being sarcastic.

But yeah, PS4 has been on fire so I shouldn't have discounted it.

Those kind of sales aren't unheard of for consoles but obviously its not comparable to this situation. One is a product sold in retail outlets available immediately and with millions in advance advertising all over TV ect. The other is a development kit with no public advertising sold only from one site online which is only being offered currently as a pre-order to be fullfilled in 3 months time. So yeah if he wasn't being sarcastic he's nuts IMO :)
 
Did they really say that?
Seemed to me they won't release CV1 in 2014, probably mid 2015 at earliest.

It has been mentioned by Palmer in some reddit conversations where they were hoping DK2 was really close to spec for CV1 and CV1 would be shortly after.

But recent conversations are leading towards that information being optimistic from when he stated it (a few months ago).
 
Where did you get that idea?

Just a crazy and rough guess tbh, considering Samsung S5 will be released with "only" a 1080p OLED screen and, afaik, no device with 1440p OLED have been announced.
It will take 4 months for them to deliver this dk2, if 2014 is unlikely (as it says in OP) and the massproduction of 1440p displays not in effect for at least a good while ahead, I can't see it coming "very shortly" after dk2.

Just some rough speculation, I'm probably wrong on many levels and feel free to oppose or even ignore my guess :)
Pre-ordered dk2 for my first VR experience anyway and I'm looking forward to CV1.

Edit:
It has been mentioned by Palmer in some reddit conversations where they were hoping DK2 was really close to spec for CV1 and CV1 would be shortly after.

But recent conversations are leading towards that information being optimistic from when he stated it (a few months ago).

Yeah, seems like they might have a bit of a different plan now, since they state that CV1 will get a pretty good update?
With the upgraded resolution, latency and all.
 
Just a crazy and rough guess tbh, considering Samsung S5 will be released with "only" a 1080p OLED screen and, afaik, no device with 1440p OLED have been announced.
It will take 4 months for them to deliver this dk2, if 2014 is unlikely (as it says in OP) and the massproduction of 1440p displays not in effect for at least a good while ahead, I can't see it coming "very shortly" after dk2.

Just some rough speculation, I'm probably wrong on many levels and feel free to oppose or even ignore my guess :)
Pre-ordered dk2 for my first VR experience anyway and I'm looking forward to CV1.

Edit:


Yeah, seems like they might have a bit of a different plan now, since they state that CV1 will get a pretty good update?
With the upgraded resolution, latency and all.

The biggest issue is lining up for the screens to be manufactured. Samsung is HUGE in the phone market so not only is price a huge thing that Oculus has to consider but being outbid by other companies needing the facilities.

But, like you, just speculating! I personally plan to keep DK2 as the "second controller" in hopes of buying CV1 and seeing if there are some less intensive and fun MP options.
 
Says here for me I ordered around 10. Hopefully, that's in the first batch.

M1D.jpg
 
Honestly I plan on using DK2 as my primary, even after CV1 ships. Unless the experience is an order of magnitudes better, I can't afford to buy the video card that'll play Technolust at 1440p stereo 120hz. 1080p 75hz? I can do that.
 
Honestly I plan on using DK2 as my primary, even after CV1 ships. Unless the experience is an order of magnitudes better, I can't afford to buy the video card that'll play Technolust at 1440p stereo 120hz. 1080p 75hz? I can do that.

I don't think it's safe to presume that DK2 will work fine on every game that comes out after CV1 starts shipping, but odds are probably pretty good. I'd like to have the option of not jumping in with the CV1 right away, but I'll probably be desperately floundering for my credit card when they start selling the CV1 all the same.

I'm pretty sure I said here on NeoGAF that I was going to skip the second dev kit and wait for the consumer version... and so much for THAT.
 
I don't think it's safe to presume that DK2 will work fine on every game that comes out after CV1 starts shipping, but odds are probably pretty good. I'd like to have the option of not jumping in with the CV1 right away, but I'll probably be desperately floundering for my credit card when they start selling the CV1 all the same.

I'm pretty sure I said here on NeoGAF that I was going to skip the second dev kit and wait for the consumer version... and so much for THAT.
Ha, I never quite managed to delude myself into thinking that, just like now I can't convince myself that I won't buy CV1 day 1 because DK2 is "good enough" :P
 
My MO has been to build a computer and mostly leave it alone for a few years, then build a replacement system from scratch. VR's framerate requirement has thrown all of that out the window.
 
Seriously, would it be a good idea for them to also sell a 1080p consumer version?

I think the fears about a 1440p/90hz unit scaring off lots of customers is quite valid. I mean, I'm doing it, no question. I'm waiting to upgrade my GPU for when it comes out. But even then, I expect the games to push my rig hard.

There's going to be a lot of people who are unable to get the required performance they need.
 
Ha, I never quite managed to delude myself into thinking that, just like now I can't convince myself that I won't buy CV1 day 1 because DK2 is "good enough" :P

I purchased DK2 without blinking an eye. I'm looking at it like I look at cellphones. There's a new iPhone every year. The consumer version is out in 18-20 months, so it's no worse than me buying the latest phone! :D
 
Seriously, would it be a good idea for them to also sell a 1080p consumer version?

I think the fears about a 1440p/90hz unit scaring off lots of customers is quite valid. I mean, I'm doing it, no question. I'm waiting to upgrade my GPU for when it comes out. But even then, I expect the games to push my rig hard.

There's going to be a lot of people who are unable to get the required performance they need.

I'm really worried about this. Like, 1440p is already something but also some people here mentioning 120 fps as well...

That freaks me out. I consider myself an enthusiast, but even I have my limits. I can't drop 500 or 600 dollars on a video card every 6 months.

Those are insane specs.
 
The consumer version is out in 18-20 months, so it's no worse than me buying the latest phone! :D

You know that the 18-20months news was a misinterpretation from a journalist?

From Palmer

Don't know where this came from.

Our best guess: Nate and I were talking with Laura about how some people think that Oculus has been showing prototypes for years, when in reality, the company has only existed for about 2 years. Nate actually corrected me at the time, saying it's actually less, between 18-20 months. That would line up pretty well with Laura's piece.
 
I'm really worried about this. Like, 1440p is already something but also some people here mentioning 120 fps as well...

That freaks me out. I consider myself an enthusiast, but even I have my limits. I can't drop 500 or 600 dollars on a video card every 6 months.

Those are insane specs.

Look at that as like the minimum bar. Cards that can reach it are only going to get cheaper. It's a hump we have to get over. I mean, maybe 1080p is ample, but looking at the Rift simulator I think it's not quite there yet. But we won't have to keep increasing resolution and framerate beyond the CV1. I'm sure things will continue to improve, but gradually and in line with PC hardware.

So yeah, maybe if like me you're building a PC at the end of the year and you want to make sure it's going to offer the best VR experience across all the games and experiences, then you're looking at some crazy $4000 build... but fuck, you can probably run Doom 3 and HL2 at 1440p and 90 fps on your current hardware, and those are awesome VR games I recommend to everyone. Minecraft people rave about too.

If you can live with not being able to play the latest AAA type of experiences I'm sure you can build a reasonable PC that gives you a great VR experience.

I mean, that's not what I'm going to do, but I'm also not expecting to have to upgrade that PC for a couple of years, and when I upgrade it, I'm not expecting that it's going to be anything like as expensive an upgrade as it's going to be to build.
 
I'm really worried about this. Like, 1440p is already something but also some people here mentioning 120 fps as well...

That freaks me out. I consider myself an enthusiast, but even I have my limits. I can't drop 500 or 600 dollars on a video card every 6 months.

Those are insane specs.
I don't plan on spending more than £250-300 for my GPU when I get it. Only spent £200 for the one I have now which is still quite good.

I do think it will require either something high-end now, or something mid/high end next year, though. Which is why I'm waiting. I wont spend $500 on a GPU, either.
 
Look at that as like the minimum bar. Cards that can reach it are only going to get cheaper. It's a hump we have to get over. I mean, maybe 1080p is ample, but looking at the Rift simulator I think it's not quite there yet. But we won't have to keep increasing resolution and framerate beyond the CV1. I'm sure things will continue to improve, but gradually and in line with PC hardware.

So yeah, maybe if like me you're building a PC at the end of the year and you want to make sure it's going to offer the best VR experience across all the games and experiences, then you're looking at some crazy $4000 build... but fuck, you can probably run Doom 3 and HL2 at 1440p and 90 fps on your current hardware, and those are awesome VR games I recommend to everyone. Minecraft people rave about too.

If you can live with not being able to play the latest AAA type of experiences I'm sure you can build a reasonable PC that gives you a great VR experience.

I mean, that's not what I'm going to do, but I'm also not expecting to have to upgrade that PC for a couple of years, and when I upgrade it, I'm not expecting that it's going to be anything like as expensive an upgrade as it's going to be to build.

You sure about that? Gaf has been talking about CV2 being 4k and I just can't imagine the hardware required to run, say Star Citizen on that.
 
It's been said so many times now in these threads, but a good, convincing VR experience does not require computationally expensive effects to achieve. It's not necessary to have 8k textures, global illumination and percentage-closer soft shadows.

Yes, we all want these things in amazing VR games, but to get them you might have to pay a lot of money, just as you do now. Oculus Rift is almost the definition of bleeding edge PC gaming technology. When was the bleeding edge affordable?
 
You sure about that? Gaf has been talking about CV2 being 4k and I just can't imagine the hardware required to run, say Star Citizen on that.

When do you imagine the CV2 will be out though?

And you don't have to run Star Citizen... and don't presume the CV1 will be discontinued when the CV2 comes out either.

Look, last night I was having a blast playing Quake on my DK1. It was fantastic. I will replay Doom 3 and HL2 on the DK2. I want to be able to play Star Citizen on my DK2 (and on the CV1 when it ships) and so I am building a stupidly expensive PC, but if I wasn't interested in Star Citizen... I could spend a lot less and still have many great VR experiences unlike anything else you could play outside of VR.

It's been said so many times now in these threads, but a good, convincing VR experience does not require computationally expensive effects to achieve. It's not necessary to have 8k textures, global illumination and percentage-closer soft shadows.

Yes, we all want these things in amazing VR games, but to get them you might have to pay a lot of money, just as you do now. Oculus Rift is almost the definition of bleeding edge PC gaming technology. When was the bleeding edge affordable?
Exactly. VR is only super expensive at the Star Citizen level of graphics. What you'll need to build to play Eve Valkyrie at the appropriate frame rate and resolution, is going to be a lot more reasonable I would bet.
 
Seriously, would it be a good idea for them to also sell a 1080p consumer version?

I think the fears about a 1440p/90hz unit scaring off lots of customers is quite valid. I mean, I'm doing it, no question. I'm waiting to upgrade my GPU for when it comes out. But even then, I expect the games to push my rig hard.

There's going to be a lot of people who are unable to get the required performance they need.
I think a 1440/90 unit would be able to display 1080/60/75 reasonably well. They might even optimise it specifically to do so. It'll not be quite as sharp as a native 1080 unit, but it shouldn't be so bad that it warrants a lower-spec alternative version. There will be games where even a high-end PC would struggle to maintain 90fps at 1440p, and I think PC gamers are used to the idea of dropping a bit of res to gain performance if necessary. There may be situations where running at 1080 with loads more AA looks almost as good as 1440p and maintains that 90fps easier.
 
I think a 1440/90 unit would be able to display 1080/60/75 reasonably well. They might even optimise it specifically to do so. It'll not be quite as sharp as a native 1080 unit, but it shouldn't be so bad that it warrants a lower-spec alternative version. There will be games where even a high-end PC would struggle to maintain 90fps at 1440p, and I think PC gamers are used to the idea of dropping a bit of res to gain performance if necessary. There may be situations where running at 1080 with loads more AA looks almost as good as 1440p and maintains that 90fps easier.

You aren't going to want drop resolution or framerate. You will choose to drop something else. It's not comparable in that regard to normal gaming. The pixels are so close to your face that any image quality issues are literally magnified.

People will be lowering details to get acceptable framerates. Well, potentially lowering refresh rate of the display too, if they can still get low persistence that way.
 
Can someone link me a guide on testing demos and games on my rig? Please assume I am an idiot.

download this, extract it, and run it in 1080p. use your favorite framerate counter.

If this runs great (think 75 fps), then pretty much everything will.

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=6568

If that runs badly, but this runs well:

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=1374

then there are still lots of great experiences for you to look forwards to.
 
You aren't going to want drop resolution or framerate. You will choose to drop something else. It's not comparable in that regard to normal gaming. The pixels are so close to your face that any image quality issues are literally magnified.

People will be lowering details to get acceptable framerates. Well, potentially lowering refresh rate of the display too, if they can still get low persistence that way.
I dunno, dropping to 1080 has to be a reasonable option. After all, there was a chance that CV1 was going be 1080, and Sony's solution may well stick with 1080 too. It's not ideal, but neither is 1440. Image quality is still not going be amazing.

There could be details to drop in the settings before you look at resolution. But in some cases there might not be that many options, or where such things don't give that much performance gain.
 
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