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

I've got a 6950 and no reluctance to run at medium settings. Should be good for most games.


Here's my question: Is there any ACTUALLY good way to use VR on Skyrim, or Garry's mod? I'd love if both of them could work well, but I want to have a sandbox to screw around in with VR.
 
I've got a 6950 and no reluctance to run at medium settings. Should be good for most games.


Here's my question: Is there any ACTUALLY good way to use VR on Skyrim, or Garry's mod? I'd love if both of them could work well, but I want to have a sandbox to screw around in with VR.

There's pretty solid VR mod support for Minecraft.
 
I've got a 6950 and no reluctance to run at medium settings. Should be good for most games.


Here's my question: Is there any ACTUALLY good way to use VR on Skyrim, or Garry's mod? I'd love if both of them could work well, but I want to have a sandbox to screw around in with VR.
I've been without a headset for months now, but back then the way you'd do it is through Vireio Perception. It was buggy as hell, and I couldn't get it to look right no matter what I tried. I'm not sure if the support has since improved?
 
my 750 ti will have to last me until November :(

Lowest settings here I come!
(At least VRcinema will be legit)

Honestly a lot of current Oculus Rift demos, assuming they get updated to the new SDK, really aren't that graphically intensive. My 560 Ti 448 was able to run plenty of Rift demos at 1080p. It's just the more intensive stuff. Well, and the 75 fps req if you want low persistence. And more and more content will be UE4 now and that's been wrecking me pretty good. Think I'm getting an 870 or 880 when they hit this fall so I can run stuff like Elite well, so I'm pretty much in the same boat.
 
I'm a little confused by this since UE4 source can be modified if users want maximum customization, and the latest version just added the latest SDK support complete with timewarp, correct?

Does UE4 have higher latency than Unity, or is there something else I'm missing?

It's not the implementation that's better, it's the integration. Which is to say Oculus' tools frequently hit Unity first, their tutorials are for unity, etc.

Myself? I'm working with Source, using the Oculus C API directly.
 
I've got a 6950 and no reluctance to run at medium settings. Should be good for most games.


Here's my question: Is there any ACTUALLY good way to use VR on Skyrim, or Garry's mod? I'd love if both of them could work well, but I want to have a sandbox to screw around in with VR.

I don't have my DK2 yet, obviously, and I never had a DK1, but this person on the developer forums seems to have a pretty in depth guide on how to get Skyrim running properly in VR (cannot be using most mods though).

https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=8028
 
Post on Reddit from Oculus regarding shipping.

Hello everyone,

As there is a lot of confusion around this specific topic, I'll address it directly to hopefully eliminate any unnecessary speculation.
China was brought offline as we needed to implement a new sales process for that region due to excessive resale activity. We are finalizing the new process and will have it up shortly so that our developers in China will be able to purchase DK2s. Existing valid orders will still ship out as planned.
Russia and Ukraine were taken offline in April as we have a new product that has new parts and new classifications for import into those countries. It got quite complicated and we need to work through some outstanding issues in order to ensure safe delivery of our product to our customers in those regions.

There are some other countries not mentioned above that under embargo. We are forbidden to ship to these countries per law, and we apologize if you are unable to obtain our development kit.

As for freight forwarders, we do not allow them. Our goal is to make sure that we are getting our product into the hands of developers worldwide safely. If someone uses a freight forwarder, we have absolutely no visibility into the delivery methods, tracking information, or safety of our product as it makes its way to the actual customer. We are also not insured for any shipping after delivery to the address in our system. If a customer freight forwards something, and it gets broken, or lost in transit (which happens frequently per tickets we've received in Support), we aren't covered, and therefore, we can't support the damage or loss. The customer is on their own, which is a poor experience. While I understand folks are saying that they will "take the risk," how upset do you think they'll be when they receive a broken product or if it is lost before it gets to them. They are then out a lot of money and are unable to develop awesome VR content. It is a lose-lose for everyone.

Our goal is to protect our customers by implementing proper process to reduce/eliminate risk. We want as many of our development kits out in the wild with developers as possible. If we turn a blind eye to this, we are doing everyone a disservice. We're trying to raise the bar for customer support, and we apologize if some feel that our methods are obstacles or barriers, but know that we only have our customers' best interests in mind.

We're traversing new territory in manufacturing and global logistics with DK2 which has lead to some growing pains. We're working through these interesting challenges and thank you for your continued patience. The good news is that this is only making us stronger for our consumer product launch in the future. We're glad you are making this journey with us and we can't wait to show you what we have in store for you with DK2 and our future products!

Seems like the DK2 will have to through recertification from whatever the FCC equivalent is in Russia and Ukraine.
 
Some more shipping info was posted by the Oculus community manager in their forums today:

Re: Shipping question!
Postby cybereality » Sat Jul 19, 2014 9:51 am

Yes, we already have stock of DK2 in multiple distribution centers around the world. We are currently waiting for the software to become stable, and then we can immediately start shipping to customers.

Re: Shipping question!
Postby cybereality » Sat Jul 19, 2014 10:44 am

Once we feel good about the SDK release, then we will start the shipping process. The process itself only takes a few business days (needed to charge credit cards and then label the packages). If everything goes according to plan, then we would be talking about sometime next week.

Re: Shipping question!
Postby cybereality » Sat Jul 19, 2014 12:57 pm

@Inditronic: For most of Europe we will be shipping via UPS.

@midg3t: I believe we ship from Europe to service Africa.

source
 
Is there anyone other than Cymatic Bruce who does regular video tryouts of VR experiences? I've got burned out on him; I find he never has any detailed thoughts on what he is playing. His VR analysis seems to operate on a scale of saying 'Jesus, Jesus Christ' like Mr. Slave over and over again to 'Interesting... Very good', which he says no matter if the game he's playing is actually engaging or not. I'm looking for someone who is able to talk clearly about their experiences while they're playing, and the VR medium in general...
 
Is there anyone other than Cymatic Bruce who does regular video tryouts of VR experiences? I've got burned out on him; I find he never has any detailed thoughts on what he is playing. His VR analysis seems to operate on a scale of saying 'Jesus, Jesus Christ' like Mr. Slave over and over again to 'Interesting... Very good', which he says no matter if the game he's playing is actually engaging or not. I'm looking for someone who is able to talk clearly about their experiences while they're playing, and the VR medium in general...

eVRydayVR maybe? https://www.youtube.com/channel/UCTlgIRnl3viQb1zCJqFJwqw

I really like how he gives background information on the experiences before diving into them and from the videos I've seen (just recently subscribed to him), he also does a very good job on giving detailed thoughts on the experiences afterwards.
He also does playthroughs of VR-compatible or injected full games, I might give his Among The Sleep series a go.
 
eVRydayVR maybe? https://www.youtube.com/channel/UCTlgIRnl3viQb1zCJqFJwqw

I really like how he gives background information on the experiences before diving into them and from the videos I've seen (just recently subscribed to him), he also does a very good job on giving detailed thoughts on the experiences afterwards.
He also does playthroughs of VR-compatible or injected full games, I might give his Among The Sleep series a go.

It's not quite videos of someone playing, but virtualrealityreviewer.com regularly put up videos with reviews/thoughts on the latest things.
 
So there is no guarantee of shipping starting this week? It's up to whenever they can get their software ironed out? I fear for any units shipping this month.
 
So there is no guarantee of shipping starting this week? It's up to whenever they can get their software ironed out? I fear for any units shipping this month.
Comforting to know though that the units are already in the various worldwide distributing centers just waiting to be shipped. There's no 'physical' hindrance anymore (for people in the first batch).
 
Comforting to know though that the units are already in the various worldwide distributing centers just waiting to be shipped. There's no 'physical' hindrance anymore (for people in the first batch).

yeah_ok.gif
 
eVRydayVR maybe? https://www.youtube.com/channel/UCTlgIRnl3viQb1zCJqFJwqw

I really like how he gives background information on the experiences before diving into them and from the videos I've seen (just recently subscribed to him), he also does a very good job on giving detailed thoughts on the experiences afterwards.
He also does playthroughs of VR-compatible or injected full games, I might give his Among The Sleep series a go.

It's not quite videos of someone playing, but virtualrealityreviewer.com regularly put up videos with reviews/thoughts on the latest things.

Cheers, I'll check those out. I guess there simply just isn't a whole lot of VR coverage yet, but it's fascinating watching the medium take shape in these early stages.
 
Strange, i pre-ordered via credit card and didn't got this email you people where talking about. Are they sending these in "waves"?
 
I'm going to start making my first proper game tonight, using my DK1 as an actual dev kit, until my DK2 arrives. I hope to get something playable up that all of you guys will be able to enjoy in a couple of weeks, but we'll see how it goes. My project is not overly ambitious (well within my skills). I have experience building web applications and making my own multiplayer maps (for Daikatana... I do not kid).

I'm going to use UE4 as based on all the wiki articles and tutorial videos I've been watching, their tools and rift integration look really well put together for someone hoping to make a small indie game without having to mess about with C++.

Hopefully I won't need to ask for too much help, and hopefully my concept will be interesting in VR (even if it's *only* interesting in VR).
 
So if I use just generic models and shit, how hard is it for someone who knows a bit of programming (Java, not JavaScript) to make a functioning game?
Edit:Thinking UE4
 
So if I use just generic models and shit, how hard is it for someone who knows a bit of programming (Java, not JavaScript) to make a functioning game?
Edit:Thinking UE4

Pretty straight forwards as far as I can see, although I'm only going to start getting my hands dirty tonight. Hit up the unrealengine channel on youtube and start watching videos. They'll give you a very good idea on whether or not you can handle it. Theres a series of videos on blueprint (the scripting language), materials (their advanced approach to treating surfaces, so texturing, plus normal maps, plus reflections, plus etc etc) and building a basic environment.

Those should get you started, then there is really good documentation for most everything else.
 
I'm going to start making my first proper game tonight, using my DK1 as an actual dev kit, until my DK2 arrives. I hope to get something playable up that all of you guys will be able to enjoy in a couple of weeks, but we'll see how it goes. My project is not overly ambitious (well within my skills). I have experience building web applications and making my own multiplayer maps (for Daikatana... I do not kid).

I'm going to use UE4 as based on all the wiki articles and tutorial videos I've been watching, their tools and rift integration look really well put together for someone hoping to make a small indie game without having to mess about with C++.

Hopefully I won't need to ask for too much help, and hopefully my concept will be interesting in VR (even if it's *only* interesting in VR).
I've actually been considering trying to develop my idea for a game called Batball, which would require motions controls and decent physics. Imagine a mix of Breakout/Pong and soccer with multiple people in a VR arena. Is UE4 good for something like that? I'd like to put in physics-based effects like cutting balls in half and explosions, but I have no idea how difficult that would be. That original demo where you shoot a basketball in a loose physics gym doesn't have the level of polish I'd like to shoot for.

Edit: Huh, kind of already answered.

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

zQxJmU2.jpg
I'm sure you can, and you really should, but that thing looks... weird.
 
idk how to not come across like a UE4 fanboy but I'm kind of in love with it right now.

As someone that has a grip on C++, I fell in love with the workflow of making C++ classes and making Blueprint classes that inherit from them, but I'd imagine that someone unfamiliar with C++ would still get a lot of mileage out of Blueprint.
 
I've actually been considering trying to develop my idea for a game called Batball, which would require motions controls and decent physics. Imagine a mix of Breakout/Pong and soccer with multiple people in a VR arena. Is UE4 good for something like that? I'd like to put in physics-based effects like cutting balls in half and explosions, but I have no idea how difficult that would be. That original demo where you shoot a basketball in a loose physics gym doesn't have the level of polish I'd like to shoot for.

Edit: Huh, kind of already answered.


I'm sure you can, and you really should, but that thing looks... weird.

well, as far as motion controls go, I'm aware of a third party plugin for UE4 that adds hydra support, but I have no idea how user friendly or how good it is. I've just seen it referred to.
 
I should also continue work on my little UE4 project. It's nothing special, but as die-hard fan of the Monster Hunter series I'd love to "Meet'n'Greet" the monsters from the game in VR haha.
It's also pretty weird that there isn't something like that out already - I mean, Monster Hunter is one of the biggest game brands in Japan and from what I've heard Oculus is a big thing there as well, so...

Anyway, I already managed to import models & animations and create materials which I think is something as I've never been into this whole thing before ^^' But reading about blueprints and how easy they seem to be on beginners, I might actually be able to pull of what I imagine...
 
well, as far as motion controls go, I'm aware of a third party plugin for UE4 that adds hydra support, but I have no idea how user friendly or how good it is. I've just seen it referred to.
I ordered the STEM controller, and I think there's a video showing how to implement controls with it, but I don't know if it does anything with UE4.

Edit: It says Unity.

I should also continue work on my little UE4 project. It's nothing special, but as die-hard fan of the Monster Hunter series I'd love to "Meet'n'Greet" the monsters from the game in VR haha.

I already managed to import models & animations and create materials which I think is something as I've never been into this whole thing before ^^' But reading about blueprints and how easy they seem to be on beginners, I might actually be able to pull of what I imagine...
Someone should import a good looking dragon/Monster into that knight Morpheus demo. And put it on the Rift, of course.
 
I dunno if we can post kickstarters, but a group is kickstarting an $80 tracking solution that looks awfully familiar:

zQxJmU2.jpg
I would be incredibly surprised if Sony don't have patents for this implementation of motion tracking. It looks so similar to the Move, and I would guess operates under similar principles, that I would not feel comfortable backing lest they run into legal trouble. The goal is admirable though, and they have my wishes for luck.
 
I would be incredibly surprised if Sony don't have patents for this implementation of motion tracking.

This implementation is outside-in positional tracking, and sony did not invent it. If they tried to patent it, they could never uphold enforcement due to numerous prior works using it.
 
http://www.pcgamer.com/2014/07/18/e...why-vr-is-good-for-flight-sims-but-not-fpses/

Interesting short interview from the Eve Valkyrie producer on why VR tends to be [physically] good for flight sims, but FPSes are looking more like a no go.
HELLELUJA HELLELUJA HELLELUJA!!!!!!!!!!

That's not what he says at all. He's just talking about how cockpit experiences are *better* suited to VR than FPSs. FPSs are still very well suited to VR. Engine ports like Doom 3, Quake and Quake 2, and Valve's updates to TF2 and Half Life 2 clearly demonstrate that.
 
That's not what he says at all. He's just talking about how cockpit experiences are *better* suited to VR than FPSs. FPSs are still very well suited to VR. Engine ports like Doom 3, Quake and Quake 2, and Valve's updates to TF2 and Half Life 2 clearly demonstrate that.

.

"The problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time."'

..O'Brien said he's "sure there's an interesting solution that nobody's thought of yet," but until someone figures out what it is, VR shooters will remain a long way off.
 
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