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

Just watched the Whispers demo posted a few pages back. Watched the video with my sister and we were both jumping at the scares. Keep in mind, this is watching a video.

I cannot imagine playing it with the Rift...
 
About Technolust, is there a way to look around vertically?
I tried it last night, but I could only look horizontally, both with my gamepad (DS3) and mouse.
This made it impossible to complete the first room (I think?) and I have the same issue with pretty much all games.
Is the first room a good indicator of the average framerate I will have?
 
I'm not sure if mine went through, I clicked on the box that asked for confirmation that I wanted to charge card/order etc and it just sent me back to the billing info screen. No e-mail as of yet, just curious if this is the same bug other people were having with the ordering earlier, and how long it took them before receiving a confirmation e-mail. Don't want to order it twice by accident and be charged twice is all.

It didn't.

Here's what I did on the confirmation page:

- I checked a caption-less checkbox I assumed was the regular "I understand what the fuck I'm doing" confirmation.
- I clicked the orange bar that was on the right of the "Edit Order" button. That was the "Order" button.

Most likely a CSS brain fart or something.

How many dk1's were sold?

Around 60K.
 
I'm probably something like 20,000th in line. Saw over on /r/oculus people ordering 10+ units :(

I'd like to think that those people are buying for their development team, but I just know it's slimy bastards turning them around on e-bay for profit.
 
Oh man, I was really hoping that Quake would be workable using Vorpx or something. The wait for the DK2 is going to be excruciating.

Trust me, VorpX isn't really worth getting excited about. However, open source games having their engines updated with full rift support? That IS worth getting excited about.

Quake VR

and

Quake 2 VR

You often have to do some developer console tweaks (Quake 1 you have to enable VR in the console, and I'd really recommend you try aiming mode 2... details are in the read me), but Quake 2 actually works right out of the box.

Just extract both to your game directories (or throw in a shareware pak file if through some insane set of circumstances you don't own Quake 1) and run the exes that come with them (doing any dev console things recommended).

Quake 3 I haven't bothered with yet, because it's a fork of another project on git hub and I really can't be arsed compiling the thing myself, but hey I've heard that it works well too.
 
Running a 6950 here, downloaded the Technolust demo and ran it at 1080p. I couldn't get outside of the room or anything (since I can't actually look around to interact with this, since I don't have a Rift), but the lowest my framerate ever dropped was to 58. It basically stayed at 60fps the whole time, and I'm fairly certain the game didn't want to go above that. So that should pretty much mean I'm good for at least 60 of the 75fps in most Rift games, right?
 
Running a 6950 here, downloaded the Technolust demo and ran it at 1080p. I couldn't get outside of the room or anything (since I can't actually look around to interact with this, since I don't have a Rift), but the lowest my framerate ever dropped was to 58. It basically stayed at 60fps the whole time, and I'm fairly certain the game didn't want to go above that. So that should pretty much mean I'm good for at least 60 of the 75fps in most Rift games, right?

yup. most other Unity games/demos/experiences are much less demanding.
 
Impressions please! :D

Will do going to be flying home shortly going to be doing a write up on the flight.

I got to check both VR systems on the floor.
SonyVR.jpg
 
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.

thank you for this, preordered this morning but have no idea if my laptop will run anything worth while. This was exactly what I needed!
 
Whelp, too late for me now. I've already boarded the VR train and it's not about to stop... thinking of making some content for it anyhow

Its never been cheaper to get into game development, get yourself a month subscription of Unreal engine 4, download the software, and cancel your subscription before the month is up. You can use the engine after your subscriptions ends, the subscription is only to keep your software up to date. I will be spending 20 bucks periodically to download later versions and larger updates. On the other hand, spending 20 bucks a month means you are set at 240 bucks a year, still dirt cheap compared with Unity (Crazy how unity became the most expensive engine for hobby developers in 1 day)
 
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.

Well, I've failed both of these tests. lol

For some reason, Technolust actually runs better than Ocean Rift for me.

Ocean rift I'm getting minimum 40 fps while with Technolust I'm getting minimum 55 fps. This was me running them at 1080p @ the best settings.

Time to save up for that 780...
 
I used an OR for the first time last night, but the original one. It was really cool. I played a few little sandboxes the owner had made, and one with an F1 car where he´s put all the GUI on the steering wheel. It was great to have to refocus on a different space by moving your head down, focusing your eyes. It was really impressive with scale, too - he had an A380 in his scene at real scale and it was huuuuuuuge.

Really enjoyed it. It freaked me out when I walked through objects that didn´t have clipping models. You can definitely tell it needed a spec bump though, so I´m glad to hear how this is moving.
 
March 19, 2014 at 08:28 AM PDT

Owned!

Damn! That's the earliest I've seen. I wonder where we are in the line. I'm assuming fairly early because of all the forums/threads I've visited, almost none have been before 8:30 AM PDT.

I'm probably something like 20,000th in line. Saw over on /r/oculus people ordering 10+ units :(

Doubt it. They reported the first 36 hours they sold 12,500. So assuming around 8AM-ish the morning of the 19th (Wednsday), that gives you until about 8PM on the 20th (Thursday) to be in the first batch of 12k or so.
 
Well, I've failed both of these tests. lol

For some reason, Technolust actually runs better than Ocean Rift for me.

Ocean rift I'm getting minimum 40 fps while with Technolust I'm getting minimum 55 fps. This was me running them at 1080p @ the best settings.

Time to save up for that 780...

What's your spec?
I'm using 2500k and gtx 670. Getting kinda worried here.
 
About Technolust, is there a way to look around vertically?
I tried it last night, but I could only look horizontally, both with my gamepad (DS3) and mouse.
This made it impossible to complete the first room (I think?) and I have the same issue with pretty much all games.
Is the first room a good indicator of the average framerate I will have?

Can't look around vertically in the unity demos with a mouse for some reason, that's bound to the head tracking of the Rift.

Doubt it. They reported the first 36 hours they sold 12,500. So assuming around 8AM-ish the morning of the 19th (Wednsday), that gives you until about 8PM on the 20th (Thursday) to be in the first batch of 12k or so.

Boo, ordered after 9 pm PDT last night. Who knows really how much will be in the first batch though, maybe they'll have a little more produced
please let it be so
 
yup. most other Unity games/demos/experiences are much less demanding.

Sweet. Is Garry's Mod built for Rift yet? I can see myself messing around with that a LOT more if it is. I never really gave it too much of a chance, but if someone imports the Metroid Prime worlds I'll never leave haha.
 
I'm leaning towards just waiting for the consumer version and upgrading my video card around the same time, possibly at the end of this year with the 800 series. I really want to get the best experience possible out of this when I jump into it.
 
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?
Well, potentially lowering refresh rate of the display too, if they can still get low persistence that way.
Ultra-low persistence at low refresh rate in VR is unacceptable.
Ever time you lower your refresh rate by 10Hz (from ~85-90Hz), you need to decrease the screen brightness by a factor of ~10, or reduce field of view by ~7.5 degree to avoid visible flicker.
And even if you couldn't detect it, the headache inducing effects of low persistence flicker would still prevail.

In short, only real options are low refresh rate and accept blur or increase refresh rate.
(frame rate might be lower if time warping is feasible by them)

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?
I think it would make sense to release CV2 when eye tracking inside the headset is ready.
The performance gain of foveated rendering will more than offset the additional cost of even 8K rendering.
foveatedlwama.png

Source: Microsoft Research
Edit:
speedupvciw3.png

Video
http://research.microsoft.com/en-us/um/redmond/projects/foveateddisplay/foveated_display_siggraphasia2012.mp4
 
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.
You could still render at 1080p for a 1440p kit. It probably won't be worse, and could be better.

It's not like you get "native pixel mapping" at any resolution on a Rift.
 
So assuming around 8AM-ish the morning of the 19th (Wednsday), that gives you until about 8PM on the 20th (Thursday) to be in the first batch of 12k or so.

Since I'm in Europe and I work night shifts, I've got my confirmation e-mail at 05:15 PM PDT: hope that doesn't put me too far in line. Guess it'll all depend of the size of batch.

Now on a positiv note: getting a solid 60fps on Technolust, yay! ( i5 4670k, 8gb ram and amd 7870)
 
Yea I doubt they'll have the excrutiatingly slow rollout for this version like they did with the DK1. I sure hope not, because those extra months of waiting (and the goddamned U.S. customs issue fiasco) nearly killed me.

Same here man. I bought in on the second to last day of the KS. Being in the third of fourth batch or whatever it was was torture. I got DK2 last night around 9 pm PST so I'm hoping to get it in the first batch but not holding my breath. I'd think they've got production sorted to be more efficient now though...
I hope
 
Same here man. I bought in on the second to last day of the KS. Being in the third of fourth batch or whatever it was was torture. I got DK2 last night around 9 pm PST so I'm hoping to get it in the first batch but not holding my breath. I'd think they've got production sorted to be more efficient now though...
I hope

Hard to say. I ordered around 10 AM on the 19th and even I'm worried about making it to the first batch.
 
You could still render at 1080p for a 1440p kit. It probably won't be worse, and could be better.

It's not like you get "native pixel mapping" at any resolution on a Rift.
Ok stupid question but, why won't it be worse? Whenever i play a game below the native resolution of my monitor it looks noticeably bad, wouldn't it be the same for playing 1080p on a 1440p rift?
 
I'm probably not going to do a full writeup of Morpheus v. DK2, but the big thing for me was Morpheus' FOV failure. Ninety degrees just isn't enough. It almost felt like it was halfway between the Rift and their HMDs.

A rising tide lifts all boats, and I really hope Sony fixes this before release.

Definitely a sleeker unit, physically, though.
 
What's the FOV of the Morpheus? I'm pretty sure they'll be able to increase it in the consumer version. I know they said 90 degrees, but is that horizontally? I'm guessing so..

Since I know for the OR DK1, it had a horizontal FOV of 90 degrees as well.
 
What's the FOV of the Morpheus? I'm pretty sure they'll be able to increase it in the consumer version. I know they said 90 degrees, but is that horizontally? I'm guessing so..

Since I know for the OR DK1, it had a horizontal FOV of 90 degrees as well.

There exists an interview(s) where Sony were claiming Morpheus is around 90 horizontal and 120 vertical and that those values are assuming a sub-optimal offset to account for people with glasses and shit. They could be bullshitting or were ignorant of the reality and just making stuff up to have something to say. Feep are your comparisons to DK1 or DK2? Is DK2 higher than DK1?

Ok stupid question but, why won't it be worse? Whenever i play a game below the native resolution of my monitor it looks noticeably bad, wouldn't it be the same for playing 1080p on a 1440p rift?

The reduction in screen door and visible pixel structure from 1080 to 1440 may be worth the trade off of scaling artifacts.
 
I'm not too sure, but I think only way to increase FOV is larger screen. Maybe lens optics can fix it but I feel it will very complex because everyone different retina.
 
There exists an interview(s) where Sony were claiming Morpheus is around 90 horizontal and 120 vertical and that those values are assuming a sub-optimal offset to account for people with glasses and shit. They could be bullshitting or were ignorant of the reality and just making stuff up to have something to say. Feep are your comparisons to DK1 or DK2? Is DK2 higher than DK1?



The reduction in screen door and visible pixel structure from 1080 to 1440 may be worth the trade off of scaling artifacts.
I dunno...it's hard to compare that stuff without seeing them one after another. The whole screen positioning on the Morpheus was wonky...you can see out the bottom of it, you can see the far left and right edges. I don't know the numbers, but I noticed it very quickly.
 
Who here is actually thinking a 2014 release for CV1?

Not I. There's just too much against them right now.

1) Display tech still iffy, need to hammer out distribution and manufacturing for a display manufacturer that will most likely be in high demand (new phones, tablets, etc ... )

2) Even assuming they sell about 30k rifts over the course of a couple months, releasing in July and assuming a rollout of a few thousand a week, still adds up to a couple months (and that number may increase) - this gives only 2-4 months for developers to test and create with the new spec before an actual release

3) No "it" software. It's a lot of retrofitted games right now and demos. A bunch of ideas that haven't come to full fruition, it really needs something that will make people go "I have to play that!"

4) No cheap control method to go along with it. Hopefully a keyboard/mouse or controller will suffice but people will want/need new ways to control. So far an out of production Hydra and an overly expensive STEM are the only options.

5) Flyinpiranha needs to have the price of the 780 Ti and r9 290X drop a bit in price before he feels comfortable buying it.

BUT, there are some things that could favor an earlier release:

1) He's mentioned that CV1 should quickly follow DK2

2) He's mentioned they have specs and what they 'want' for CV1 but just 'aren't there just yet'

3) Constantly telling consumers NOT to buy DK2

So ... it can go both ways, but with development of something like this and lining up manufacturing and distribution for hundreds of thousands or millions of them? I think maybe the pre-order for CV1 might happen this year, but production is going to be the killer in the release of the system, I'm guessing early 2015.

Hopefully we'll get a date in a few months at E3 or soon before.

So is March 19, 2014 at 09:12 AM a good time? Should be in first batch?

I'd say you're in a good spot. Went on sale around 8ish AM that morning so definitely part of the first group. The actual announcement I think was around 8:10 AM or so.

EDIT: Just ran that demo up above. Was hovering around 50-58 FPS ... so definitely an upgrade to the GPU. i5-3570k, 16GB, an SSD an either a R9 290X or GTX 780 (Ti depending on price) to fill out my spec and I should be golden!
 
Ok stupid question but, why won't it be worse? Whenever i play a game below the native resolution of my monitor it looks noticeably bad, wouldn't it be the same for playing 1080p on a 1440p rift?
I meant it wouldn't look (much) worse to play 1080p on a 1440p physical CV1 than on a 1080p physical DK2 -- it may actually look better in some aspects. The reason is that unlike a monitor, due to the distortion process, you'll never get 1:1 physical/rendered pixel mapping across the whole screen anyway. OTOH, you might get less visible pixel structure with 1440p physical.
 
Regarding GST and Australia, this is what I received from Oculus:

Oculus VR, Inc. is required to charge 10% Australian on all sales to our Australian customers. This is due to the fact that we ship our products from a warehouse in Australia, and therefore have already imported the goods to Australia before we sell our product.

Note that Oculus VR, Inc. is registered for GST in Australia, as required. Our ABN number and GST number is 89 760 407 953. We will send you a valid Australian GST tax invoice.

This means that you, as the customer, do not have to import the products to Australia, so you do not have to pay the duty and import GST to Australian customs when you receive the product from us.

Let me know if you have any other questions.

Which is fine and all, yet shipping is still $75US :/
 
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