Yeah, what they're doing, is withdrawing the whole purchase price immediately, to make sure the account can handle it, then putting it back minus $50 (the deposit), to charge the rest when it ships.
That's normal. If your body is moving and you are not controlling it or even looking in the direction you are moving you get motion sickness very fast.Worry about motion sickness from this! I get car sick from looking at my smart phone/laptop for too long while the car is moving, so I really want to to try this before I buy it!.... that would be hard to find one to try out though.
Did everyone who ordered with credit card got their overpayment refunded yet? They still have all of my money. They even ended my request ticket saying the issues with credit cards have been resolved but I reopened it.
But once the rest of the money is back in your wallet, it isn't reserved right?
Same thing happened to me. Deposit was taken 4 times, but they refunded 3 of those.
Gonna check my CC statement in a couple days and see if they went through.
You can have a virtual screen of arbitrary size an arbitrary distance from you.How big is the screen in inches?
I'm thinking of selling my Sony HMZ-T1 which feels like 750", but only if the Oculus Rift will also be able to bring me 3D for my bluray movies and a big screen.
You can have a virtual screen of arbitrary size an arbitrary distance from you.
Do note however that the effective resolution for watching video on such a screen will be (significantly) lower than the HW resolution, and that you need some special software (which is freely available, but still) to do so.
something went wrong during installation... a 670 would handle that just fineWhat's your spec?
I'm using 2500k and gtx 670. Getting kinda worried here.
You can have a virtual screen of arbitrary size an arbitrary distance from you.
Do note however that the effective resolution for watching video on such a screen will be (significantly) lower than the HW resolution, and that you need some special software (which is freely available, but still) to do so.
I don't think it was up at 08:00 on the dot. I was reloading quite a bit. I think preordering went live around 08:10 or so.
I could be wrong.
I just wanna be in the first batch!
This is so painful to read.. My official order is at 9:40 because of the fact that I had trouble with my visa card.. Because my IP originated from another country, it kept giving me a processing order. Else I'd be around 8:20 somewhere![]()
How big is the screen in inches?
I'm thinking of selling my Sony HMZ-T1 which feels like 750", but only if the Oculus Rift will also be able to bring me 3D for my bluray movies and a big screen.
So it's probably possible to sit far away and make the screen look like 750" but you're able to look around at the same time? Also, will it make me watch my 3D Blu-ray movies? I suppose it won't work with PS3.
It's an exciting idea, but I think even more dependent (much more!) on higher resolution VR hardware than watching movies. I mean, for productive work I use around 5 Megapixels currently, and to get something equivalent in the rift probably needs higher-than-4k resolution.Speaking of virtual screens, has anyone made a virtual workspace yet? I mean like, an arbitrarily sized screen that lets you manipulate your Windows or Linux files / use Windows or Linux programs.
Edit: Oh man just looked and found this
http://hwahba.com/ibex/
This makes me soooo excited xD
How would this rig work for DK2 and down the road CV1?
http://www.newegg.com/Product/Product.aspx?Item=N82E16883229523
I would pay twice this much for a Crystal Cove prototype. Something about the Track IR setup on the front of that unit get's me real excited.
Visions of living my Masamune Shirow Cyberprunk dreams come to mind.
The two HMDs are not comparable.
The HMZ is essentially just a media player. The Rift is a wide field of view, headtracking, 3D virtual reality HMD. There is software that enables you to watch a movie while sitting in a virtual theater. Here is a video I made showing what it looks like from inside the Rift:
http://youtu.be/eC6azAcW1Ds
Great on everything released thus far.
So how does low persistence work for DK2...is this something that is just present from the get go, or do you need to hit at least 75 fps to see the effects of it? Or does it work similar to the motion smoothing tech used in newer hdtvs where its creating frames/data that doesn't really exist in the source image/data?
Speaking of virtual screens, has anyone made a virtual workspace yet? I mean like, an arbitrarily sized screen that lets you manipulate your Windows or Linux files / use Windows or Linux programs.
Edit: Oh man just looked and found this
http://hwahba.com/ibex/
This makes me soooo excited xD
All low persistence means is that when the rift displays an image, it goes black before displaying another. Generally persistance time is only a relatively small fraction of the total frame time, so if your frame time is 1/75th of a second, the actual image is only displayed for maybe 1/500th of a second. It's a way to prevent your brain from interpreting the moving image as being blurry.
The relationship is this: the larger the sharp motion resolution you want to achieve, the smaller the time slices in which the image is displayed in low persistence mode need to be. With smaller time slices for low persistence you in turn need higher display refresh rates in order to prevent flickering. And finally, framerates need to match refresh rates in order to prevent judder.So in other words this isn't strictly dependent on fps? Someone on Reddit equated it to LightBoost used in LCD panels, though I'm not too familiar with that tech either.
The relationship is this: the larger the sharp motion resolution you want to achieve, the smaller the time slices in which the image is displayed in low persistence mode needs to be. With smaller time slices for low persistence you in turn need higher display refresh rates in order to prevent flickering. And finally, framerates need to match refresh rates in order to prevent judder.
http://vrfocus.com/archives/1467/12-5k-rift-dk2s-sold-first-36-hours-oculus-confirms/
12500 DK2 sold in 36hours.
I hope they can produce enough devkits, it will maybe get to pretty high numbers for a Devkit till July.
Plus the screen 1440p isnt even mass produced and Samsung will eat up a lot of them when it is.
They said better in terms of resolution and refresh-rate.Where are you getting 1440p from? DK2 is 1080p, and they haven't announced any specs for the consumer model yet, except that it would be better in a number of ways.
They said better in terms of resolution and refresh-rate.
I wrote Ocean Rift. The problem is it runs at 100+ fps on my modest machine (580 GTX), and all the others I've tested it on. For some reason in runs really poorly on other (much faster) machines, never have quite figured out why. I suspect it has something to do with the complex water surface, although even that is based on a stock Unity Pro asset.I just ran Ocean Rift at max settings (and 1080p), my framerate went between 40 to 60fps.. This really supprised me. Do I really have to upgrade?
My conf:
8GB RAM
I5 2500k (3.3 ghz)
2x HD6950
I wrote Ocean Rift. The problem is it runs at 100+ fps on my modest machine (580 GTX), and all the others I've tested it on. For some reason in runs really poorly on other (much faster) machines, never have quite figured out why. I suspect it has something to do with the complex water surface, although even that is based on a stock Unity Pro asset.
Ever played games on a PC? There are so many different resolutions and even millions of different hardware specs, it was never a problem.Yes they said this multiple times. But I wonder if someone is supposed to develop and finalize games with the Dk2 and then the consumer version has a different resolution, how do I optimize things for display?
How do I know what stuff is going to be recognizable and readable?
Refresh rate and everything else should be no problem. But resolution?
I ordered mine Friday at 7 am est, and y'all are freaking me out! I was hoping to get it for my birthday at the end of august, but from what I've heard the dk1 rollout was rough.... I hope that 74 million investment can pump up their distribution.... Enough to get me one at least ;p
At the end of the day, it feels like a cellphone two inches from your face![]()
I don't think it was up at 08:00 on the dot. I was reloading quite a bit. I think preordering went live around 08:10 or so.
I could be wrong.
I just wanna be in the first batch!
I got mine at March 19, 2014 at 08:16 AM.
8:00am is when the announcement was made and pre-orders opened simultaneously. There were probably a few hundred industry people and press people that knew they were going on sale right then, but probably no more than 1000 in those first 10 minutes. I'm hopin I'm definitely within the first 1500 or so.
Where are you getting 1440p from? DK2 is 1080p, and they haven't announced any specs for the consumer model yet, except that it would be better in a number of ways.
This was my experience too. I checked the page and on reddit everybody was having issues ordering (and here). I don't think it was 8 AM on the dot, I think it was a few after, like you.
it's the next logical step up for "resolution" unless they weren't talking about 'hard' numbers.
Ever played games on a PC? There are so many different resolutions and even millions of different hardware specs, it was never a problem.
I really don't think that's a problem. Everything that works on DK2 will work (better) on CV1.Yes of course. But this time you are supposed to develop your game without knowing how ANY of the consumers will see it. And even with PC games there sometimes were problems with HUD and text scaling in different resolutions. I was just wondering about this.
It has recently gotten popular to talk about the "wasted" resolution on the RIft, but I really don't get what they are supposed to do about it. Some physical pixels are wasted, yes, but that's impossible to avoid as long as we are dealing with a rectangular display.Well, as it currently stands the Rift wastes a ton of screen resolution that the player doesn't see; if they could adjust the optics to use more pixels per eye, they could increase the visible resolution without altering the actual screen resolution.
I really don't think that's a problem. Everything that works on DK2 will work (better) on CV1.
It has recently gotten popular to talk about the "wasted" resolution on the RIft, but I really don't get what they are supposed to do about it. Some physical pixels are wasted, yes, but that's impossible to avoid as long as we are dealing with a rectangular display.
Even if the display was curved I don't think it would change the situation all that much. You "lose" most physical pixels in the corners.Which makes me think that those flexible display from Samsung will be great for VR.
I wrote Ocean Rift. The problem is it runs at 100+ fps on my modest machine (580 GTX), and all the others I've tested it on. For some reason in runs really poorly on other (much faster) machines, never have quite figured out why. I suspect it has something to do with the complex water surface, although even that is based on a stock Unity Pro asset.
That's a pretty impressive number for a Dev kit. But then again, the first DK sold some pretty crazy numbers too.