ALso whats the shortcut to move screens from the main and secondary monitor?
Anyone that has had there Rift DK2 the last several months-is it worth the $400?
I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
Anyone that has had there Rift DK2 the last several months-is it worth the $400?
I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
Orders are being filled pretty quick now. Even if you wanted a DK2, you wouldn't have to wait all that long.Anyone that has had there Rift DK2 the last several months-is it worth the $400?
I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
Anyone that has had there Rift DK2 the last several months-is it worth the $400?
I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
Anyone that has had there Rift DK2 the last several months-is it worth the $400?
I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
How much do you like this co-worker? I would really recommend telling them to just order one online and save like $400-500. The wait wont be too long.Anyone that has had there Rift DK2 the last several months-is it worth the $400?
I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
I just published my first VR demo, made in Unreal Engine 4. If any of you are Super Mario RPG fans you will enjoy this.
Star Hill VR [DK2]
The official Minecrift DK2 build is out now btw, hope it's great, will also test it this evening. http://www.reddit.com/r/oculus/comments/2f5yid/minecrift_official_preview3_release_with_ipd_fix/
I don't think that was a serious offer. I mean, I'd bet Carmack would do it, but it was just a bit of talk, as that's never how things actually work.I'll wait on Minecraft until we hear whether or not Notch took Carmack up on the offer to do it natively. On principle, I dislike the use of external mods to add VR support. The game should either support it properly or not at all, IMO.
Well, duh. I don't think for a second that Carmack literally meant for someone to just email him the source code. It was an open offer to collaborate directly with Oculus to make sure it's done right:I don't think that was a serious offer. I mean, I'd bet Carmack would do it, but it was just a bit of talk, as that's never how things actually work.
That's exactly the kind of problem I have with most of these third-party solutions. This isn't traditional 3D, there is no "adjust to taste".. VR is either correct, or it isn't. There's no "almost" or "good enough". If it's not correct, then I'm not even going to waste my bandwidth. And most of them simply re-map mouse control to the Rift, which is absolutely NOT how you do it. VR is, IMO, not something you can just "slap on" using a mod. It really has to be built in at a much lower level, down to design, up through control, not just the visual implementation, which is the best that a mod can ever hope to do.Minecrift feels off to me for some reason - it's like I'm only 1m in size or something and depth feels... "artificial". I don't know how to describe it.
I just published my first VR demo, made in Unreal Engine 4. If any of you are Super Mario RPG fans you will enjoy this.
Star Hill VR [DK2]
That's exactly the kind of problem I have with most of these third-party solutions. This isn't traditional 3D, there is no "adjust to taste".. VR is either correct, or it isn't. There's no "almost" or "good enough". If it's not correct, then I'm not even going to waste my bandwidth. And most of them simply re-map mouse control to the Rift, which is absolutely NOT how you do it. VR is, IMO, not something you can just "slap on" using a mod. It really has to be built in at a much lower level, down to design, up through control, not just the visual implementation, which is the best that a mod can ever hope to do.
Doomsday Engine (for the old Doom games, Hexen and Heretic) now supports DK2
http://dengine.net/
![]()
you have to install the latest build (1339). Its no official release yet and its called unstable but it already works really well.
Well, don't get me wrong.. there are plenty of games I have that I'd absolutely love playing in the Rift. Skyrim and Portal 2 come to mind as two obvious examples. But, in regards to those two, I don't want the controls just remapped.. I want independent control of my view from control of the character. It's a problem that plagues many such games, in that you end up with a gun that seems to be strapped onto your head, and would pose special problems for a game like Portal, where the character orientation can change from moment to moment. HL2 is the only one that's gotten that right that I'm aware of, and that was native.. I don't think programs like VorpX can do that. It's like they're just half-assing it. Which is, realistically, all they can do from that level.I've pretty much been told this since the early days of the DK1, yet the absolute best experiences I've had with the DK2 have all been with existing games.
I would love to play around with this as a consumer only - any approximations on the next model or should I just dive in if I'd be happy playing with it for a year or so?
I want.
There is no good information out about when the consumer version will be released, but Oculus is having a developer conference (Oculus Connect) September 19th. Perhaps we will hear something there. However, the current device is an amazing piece of kit. Regardless of this though, it's easy to still find the resolution, color quality, ease of use, and comfort disappointing.
I just wish more developers would take VR a bit more seriously. Creative Assembly had what was, by all accounts, a phenomenal version of Alien: Isolation running in the Rift, and then they said quite plainly that they're never going to release it. The Vanishing of Ethan Carter, a first person adventure game that would be ideal for the Rift, won't be using it, even though they had originally hinted that it might. A lot of the big devs just don't seem to give a shit about VR, and it'll never take off without them. Now, I'm one of those people that believes that VR goes way beyond gaming, and that, in the end, gaming will be just one small niche of VR. But gaming is the gateway.. it'll start there, and then expand. But if it can't start... well, that's gonna suck.
I've heard quite a few people reporting the same thing.Minecrift feels off to me for some reason - it's like I'm only 1m in size or something and depth feels... "artificial". I don't know how to describe it. Apart from that, no convergence, silky smooth head tracking.
The Vanishing of Ethan Carter, a first person adventure game that would be ideal for the Rift, won't be using it, even though they had originally hinted that it might. A lot of the big devs just don't seem to give a shit about VR, and it'll never take off without them. Now, I'm one of those people that believes that VR goes way beyond gaming, and that, in the end, gaming will be just one small niche of VR. But gaming is the gateway.. it'll start there, and then expand. But if it can't start... well, that's gonna suck.
Ease of use is the big one. DK2 is a touchy, unstable monster at the moment and I wouldn't want something like this released into the marketplace without serious software improvements.
But that's the whole point of a dev kit so hooray!
Doomsday Engine (for the old Doom games, Hexen and Heretic) now supports DK2
http://dengine.net/
![]()
you have to install the latest build (1339). Its no official release yet and its called unstable but it already works really well.
I don't think they've said anything about eye tracking, but I'm pretty sure it will be the key to allowing even the XBO to have a VR headset.So are they planning on adding eye tracking soon? I see people play it and notice alotttt of un realistic head Bob(head bobbing doesn't really exist in real life). Which I can only imagine causing a headache or nausea.
Yeah, they apparently said something about it on their Facebook page a week or so ago. They did say they're trying to support 3D, though. Which is halfway there, I guess, and will settle the performance issues (3D is actually more demanding since it's rendering at effectively twice the resolution as the Rift). Seems like it's not that much of a stretch to go from 3D to VR, just add in the head tracking and such. They did say they "might" add it in later, so I'd recommend pestering the hell out of them to let them know we want it.Whaaaaaat. I was so excited to play this in VR, had high hopes they would support the Rift since - as you said - they hinted at it
Explains why the dev never replied to my Steam thread while happily responding to others. Sad
If there's no eye tracking, the game can't tell where you're focusing. Meaning that the only option the camera has is to basically become like a gopro strapped to your head. In real life, your eyes focusing on something pretty much eliminates all the bobbing motion when walking or moving your head(which is why to me, adding head bobbing in games is stupid)I don't think they've said anything about eye tracking, but I'm pretty sure it will be the key to allowing even the XBO to have a VR headset.
Not sure how head bobbing relates to eye tracking, though? That seems like an unrelated software problem (and probably caused by adapting non-VR games to the Rift).
I tried 2 relatively new demos today:
![]()
Kuma's Festival Marksman
This one is pretty good and slightly addictive. Worked really well for me with direct to rift mode (completely judder free). Recommended.
In real life, that happens automatically, your body knows how to compensate for the movement. It's not duplicatable in a game environment, hence Rule #1 when developing for the Rift: Do not, under any circumstances, take control of the viewpoint away from the player.If there's no eye tracking, the game can't tell where you're focusing. Meaning that the only option the camera has is to basically become like a gopro strapped to your head. In real life, your eyes focusing on something pretty much eliminates all the bobbing motion when walking or moving your head(which is why to me, adding head bobbing in games is stupid)
I just published my first VR demo, made in Unreal Engine 4. If any of you are Super Mario RPG fans you will enjoy this.
Star Hill VR [DK2]
I want this still.
I worry if I wait till the conference it may take longer than October to get one.
It's basically throwing away money though as I'll have to buy the consumer version too...it would be fun now though.
Doomsday Engine (for the old Doom games, Hexen and Heretic) now supports DK2
http://dengine.net/
![]()
you have to install the latest build (1339). Its no official release yet and its called unstable but it already works really well.