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Oculus Rift Launch Thread: Ballpark 2016

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Why is it odd? There's exclusives for Rift and Room scale for the time being is exclusive to Vive.



I am getting both(as well as PSVR) unless of course someone gets Rift exclusives reliable working on the Vive.

I guess it's the 'for the time being' part. Since I got my Rift for free, I'm just waiting for Touch to enjoy all the room scale Steam VR stuff.

But if you can't wait for room scale and you really want the Rift exclusives... well. I guess.

Was just watching some of Foo. What a cool idea that is! I will be watching this religiously.
 

BigTnaples

Todd Howard's Secret GAF Account
Are we pretty much writing off Touch at this point? What if it turns out to be a substantial upgrade to the Vive wands?


Where did I write it off? I just said it wasn't out yet. And I have a Rift ordered, and on the list for Touch... So I don't understand where you're going with this?
 

viveks86

Member
Well comfort mode is really close to roomscale + teleportation as far as I can tell, but it doesn't look like you can change your save game mid stream and I don't want to lose my progress, so I won't really be testing that until I've finished it.

Not really. Firstly, comfort mode moves you between predefined arrows, which makes the game way too easy, linear and immersion breaking. Secondly, it doesn't really move your character when you move irl, it just moves the camera, which can be problematic for object interaction, as you already pointed out. Roomscale is gonna need some changes, though nothing too drastic, I would think. Proper teleportation is gonna need a bit more work as well. But I really hope they implement all that as the game would really shine with these features. Just your description of barebones VR sounds freaking amazing. One can hope
 

Enordash

Member
Where did I write it off? I just said it wasn't out yet. And I have a Rift ordered, and on the list for Touch... So I don't understand where you're going with this?

It seems people are suggesting that there's no reason to have a Rift since the Vive exists; that there's no reason to wait and see how Touch turns out since Vive is available sooner. Maybe I'm twisting words and if that's the case, I apologize.
 
Why is it odd? There's exclusives for Rift and Room scale for the time being is exclusive to Vive.



I am getting both(as well as PSVR) unless of course someone gets Rift exclusives reliable working on the Vive.

I think it's a high price to pay for a few Rift exclusives, which might be good, but I don't think they are worth buying another $500 headset good.
 

Monger

Member
I think it's a high price to pay for a few Rift exclusives, which might be good, but I don't think they are worth buying another $500 headset good.

It's tough to justify buying both headsets. These things aren't consoles, they're displays and there is no hardware barrier keeping Rift games exclusive.
 
Man. So really loving what I have been able to play so far.. but running into a bunch of issues trying to play some of my games.. Not really Rift issues, more just "PC gaming" issues..

First, it just sucks that the Steam VR seems to work with the Rift just fine, but then when I try to run Elite: Dangerous via Steam VR, it doesn't want to work, it ends up displaying a small 720p window on my main monitor and just holding a static image ( still in 3D mind you! ) in the Rift... I had heard that you kinda needed to use the Oculus Home version of E: D on the Rift, but it just sucks that it is sooo close to working via Steam directly, but it can't. If anyone knows of any tricks to get it going, let me know!

So now, I am downloading a full 2nd copy of the game now via Oculus Home.. Lame.

In the meantime, I thought I would fire up Eve: Valkyrie. It seems to run great and look great! But, for some reason, as soon as I get into flight, it seems to hold the Left thumbstick hard right.. just like it needs to be recalibrated. This is using the XBONE controller and wireless adapter that came with the rift. Its super frustrating. I have rebooted the PC / Controller / Game multiple times and get the same result every time. If I then use the same XBONE controller in another game, like Dirt Rally, it works just fine. It really seems to just be an issue with Eve: Valkyrie.. Kinda lame.

I have a full HOTAS setup, but you have to jump through hoops to make it work with outside software with E: V because it only has support for controllers ( apparently not very good support lol ).

Anyways, still really impressed overall with how my machine is rendering these games, I have SLI'ed GTX 680s going and a ~4 year old i7 that doesn't meet the minimum spec with the oculus spec tool thing. So far, I haven't seen any chopyness, besides once or twice in the Oculus Dreamdeck app, where the framerate dropped to like 2fps ( BARF! ), but a reboot of the app would put it back at 120 ( or whatever super fast framerate its going ). Pretty impressed overall, still expecting the PC to choke a bit when I finally get E: D up and running.

For Elite, you have to go into the options and change display mode to HMD. The problem is it just starts up like normal even when you launch it from the Oculus storefront, but once you set that it should be fine.
 

Darkdeus

Member
an. So really loving what I have been able to play so far.. but running into a bunch of issues trying to play some of my games.. Not really Rift issues, more just "PC gaming" issues..

First, it just sucks that the Steam VR seems to work with the Rift just fine, but then when I try to run Elite: Dangerous via Steam VR, it doesn't want to work, it ends up displaying a small 720p window on my main monitor and just holding a static image ( still in 3D mind you! ) in the Rift... I had heard that you kinda needed to use the Oculus Home version of E: D on the Rift, but it just sucks that it is sooo close to working via Steam directly, but it can't. If anyone knows of any tricks to get it going, let me know!

So now, I am downloading a full 2nd copy of the game now via Oculus Home.. Lame.

Elite works great through steam for me but DO NOT launch it in steamVR mode. Just launch it normally. You may have to then change to HMD in options but I did not. It just started right up on the rift for me every time.

I can see this being an issue though. For example Apollo 11 VR was just released steam for the Vive and Rift. If you just click play like usual though it will be in Vive mode and will have problems in the Rift. You have to right click on the App before starting and choose "Launch Apollo 11 VR in Other VR Mode" --> Rift in order to properly play it.
 
For those that have tried CV1 and the Gear VR with glasses, how does the Gear VR's fit with glasses on compare to the rift? I have no problem with the gear vr while wearing my glasses (even though adjustable focus means I don't need them). Will I have issue with the rift?

EDIT: Actually, I'd be interested in how the Rift compares to CV1 for someone whose only VR experience is the Gear VR. I feel pretty unwell after just a few minutes in the Gear VR, but I think that's mostly a function of persistence and latency since it happens even without motion (although it's worse with motion). I know the gear VR technically uses low persistence, but I still see very obvious motion blur when turning my head, and its enough to make me feel unwell. Has anyone that had this experience been OK with the CV1?
 

RealMeat

Banned
I just watched the first episode of Will Smith's VR talk show, Foo. Really interesting idea. He was interviewing Sean Vanaman and Jake Rodkin (both worked on Firewatch) in a VR recreation of the watch tower in the game. It was recorded with all of them in the same room wearing Vives, and they were walking around picking stuff up and talking about making the game. They made low-poly models of each of them and recorded their movements. They need to work on some of the animation, but it was a really cool experience.
 
Yeah. I'm working my way through the tutorials. I had to drop it from ultra to high but it's maintaining a solid 90fps so far.

Well, that sounds great. I have run out of things to sell no though lol. I could just sell my PS4 and be without a console and save the rest for a Rift or Vive, but Persona...
 

robotrock

Banned
I just watched the first episode of Will Smith's VR talk show, Foo. Really interesting idea. He was interviewing Sean Vanaman and Jake Rodkin (both worked on Firewatch) in a VR recreation of the watch tower in the game. It was recorded with all of them in the same room wearing Vives, and they were walking around picking stuff up and talking about making the game. They made low-poly models of each of them and recorded their movements. They need to work on some of the animation, but it was a really cool experience.

They let you explore the Tower at some point right?

It sounds awesome.
 

StudioTan

Hold on, friend! I'd love to share with you some swell news about the Windows 8 Metro UI! Wait, where are you going?
I ended up building a new system in anticipation of getting the Rift, hopefully next week.

Built a system with a 6700K, 980ti and 32 gigs of RAM (need the RAM for graphics work).

Almost double the 3D Mark score as my old rig which was a 3360 and 780ti. That one gave me a 3DMark score just under the Oculus recommended at around 8900, the new one got just over 15600.

Really happy with the new build :D

I couldn't wait longer for Pascal, when the new TIs eventually come out I'll give the 980 to my wife.
 
Took my Rift to work and introduced it to 8 VR noobs!

Overall impressions were really positive. Most were cynical "it's just going to be like a big screen TV!", 1 had Google Cardboard and another has tried GearVR.

One person wasn't able to wear the Rift with their glasses since they had a larger head, which was disappointing. They were able to take off the glasses but that certainly hurt the enjoyment a bit. Getting it on for each person and configuring IPD was easily the hardest part. The IPD slider in particular is just not as smooth an action as it should be in my opinion.

All of them went through the 4 Dreamdeck demo's which play after full setup (I made sure to walk them all through it, configure IPD, etc). Other demo's people played were Henry, Eve Valkyrie, Lucky's Tale, Elite Dangerous, Oculus Video and Pinball.

Eve was certainly the most popular one because everyone there is a gamer (I'd say 5 of the 8 played it). Even after I warned them, they said screw it and jumped in. Most of them actually got kills in MP matches which was pretty cool to see since they were having fun. Controls weren't too hard to learn which was impressive because none of them did the tutorials.

The person who was probably the most cynical, even after Dreamdeck and Eve actually became a convert only after playing Lucky's Tale. They were unimpressed until they started platforming with it and then it clicked how cool this was and how it had real gameplay implications outside of just a big ass screen.

Almost all of them commented how weird it was to not have a body displayed in some of the experiences. Another complaint one person had was that it was strange in Henry how he would look at you and acknowledge you, but you apparently weren't enough to make him happy on his birthday (which is what the story is about). That just goes to show that you certainly need to think about what the viewer's role is in these experiences, even VR films. It's fine if they're maybe just a passive observer, but you shouldn't have your characters make eye contact then like Henry did.

The other most cynical one became a convert after Pinball. They were mildly impressed with Eve, but they just laughed and had fun in Pinball and really enjoyed being able to really look at the pinball machine up close. Then they played Elite which they said was a much cooler experience than Eve in terms of the cockpit and the feeling of movement in the ship. Personally, I do agree. The one part I do love about Eve though is getting shot out the tube to start.

One of my coworkers is big into Twitch and when I had him load up Oculus Video and start playing a twitch stream he broke out laughing. He was in the moon theater, thought it was a bit silly but he actually really enjoyed it. Said it was a cool environment and it looked pretty good displaying the stream.

I was curious how many of the "issues" those of us who pay attention to VR would notice. Generally, they said the blackness around the VR (FOV) was the first thing they noticed but you pretty much immediately stop caring that it doesn't completely cover your entire vision like some thought VR would. One person commented on the SDE/resolution but said like the FOV it isn't an issue once you settle in and start using the experience and it wasn't too distracting. Not a single person mentioned or asked about the light artifacts which I thought was interesting.

Overall, 8/8 came away way more impressed than they thought they would! One of them came in with pretty high expectations and his reaction was just the best. It was pure amazement.

I'm getting a Vive in May as well and that's going to be fun as hell to show them more experiences focused on a large play space. A couple mentioned that they wish they could see their hands and I'm going to give them that experience!

Oh, and not even joking, all 8 people either mentioned or joked about VR porn. It's pretty hilarious that new technology instantly translates into "well, yeah... but porn?" for people.
 

Tain

Member
Also, when you first load the game it's blurry as all hell. You'd presume (wrongly) that this is because it's scaling from 80%. But that's not why. It's the FXAA. Honestly just turn that off, no matter what scaling you play at. Sure you get some shimmery artifacts on the foliage and what have you, but the number of lines where you'll see obvious stair stepping is really minimal and it's better to see aliased leaves than just a big flat smudge of green that you're left with with FXAA.

I don't normally hate on FXAA but in this game in VR? Kill it with fire. It will just make you think you haven't got the headset on properly.

Yeah, I'm a little surprised that I see FXAA as being suggested for VR stuff in UE4. I mean, people suggest switching from temporal to FXAA, and FXAA is obviously preferable to temporal in VR, but I find that FXAA looks worse than disabling AA entirely (outside of the default super sampling UE4 and many apps seem to do) when it comes to resolving anything more than, like, a meter away.
 

Caleb187

Member
Okay Will Smith's Foo VR is so far the coolest thing I've seen in my CV1. Seeing them holding objects with their vive controllers makes me a little jealous but you can still rotate and observe objects with a controller or the oculus remote. Something about a talkshow in VR that works extraordinarily well. Highly recommended, especially if you're drunk.
 

charpunk

Member
9lRASZF.jpg


Here's hoping for some good news tomorrow.
 

Tain

Member
Okay Will Smith's Foo VR is so far the coolest thing I've seen in my CV1. Seeing them holding objects with their vive controllers makes me a little jealous but you can still rotate and observe objects with a controller or the oculus remote. Something about a talkshow in VR that works extraordinarily well. Highly recommended, especially if you're drunk.

This is awfully neat.
 

Rembrandt

Banned
I just watched the first episode of Will Smith's VR talk show, Foo. Really interesting idea. He was interviewing Sean Vanaman and Jake Rodkin (both worked on Firewatch) in a VR recreation of the watch tower in the game. It was recorded with all of them in the same room wearing Vives, and they were walking around picking stuff up and talking about making the game. They made low-poly models of each of them and recorded their movements. They need to work on some of the animation, but it was a really cool experience.

That sounds dope as fuck. Could really revitalize dev commentary.


This sounds dumb but thank you to everyone that took a risk with this. It seems to have paid off and I can't wait to experience it in the future.
 

Dhx

Member
Any of you with an asrock p67 extreme motherbase? I'm waiting for my oculus to arrive and i have already installed everything and downloaded Eve, but the oculus tool says i'm not ready because there's a problem with my usbs 3.0...

I've read on other forums that there are some problems with some manufacturers...so any of you with the same motherbase?

I have the Extreme3 Gen3 and bought this board from Amazon: https://www.amazon.com/gp/product/B00FPIMJEW/ref=oh_aui_detailpage_o09_s00?ie=UTF8&psc=1

The Oculus compatibility tool still doesn't like my two onboard USB 3.0 ports but isn't complaining about the new ones.

I paired the PCI card with: https://www.amazon.com/gp/product/B00J4EZE4U/ref=oh_aui_detailpage_o09_s00?ie=UTF8&psc=1 as well. Seems fine. Also, if you want front facing ports, don't forget you may need: https://www.amazon.com/gp/product/B000HLZXH2/ref=oh_aui_detailpage_o06_s00?ie=UTF8&psc=1

I know that Jeff was complaining about his 2500k. I would like this answered as well. If I can use my current i5 2500k and just drop a few hundred on a new GPU instead I might bite on a PC VR headset.

I have a 2500k, overclocked to about 4.4 GHz and a 970 with a mild (~10%) OC. I'm pulling 9.7k - 10.5k in Firestrike (recommended minimum was 9k). With the early reports of how well ATW is performing, I've gone from being mildly concerned about running top tier programs such as Elite to no concern at all. I think the setup will certainly tide me over until Pascal and from there I can build a new system 1-1.5 years down the line and move the Pascal card over.
 

mrklaw

MrArseFace
So... time for your evening update of actual gaming on the Rift! Hooray!

I just played Ethan Carter for an hour and feel completely fine (45 minutes yesterday and I had to stop because I was feeling woozy) and here's why. I played it standing today. Now the game isn't completely designed for being played this way, and I'll touch on that, but it probably should be played this way.

If you haven't played Ethan Carter one of the things the game does is missing object puzzles. It does them in a fairly unique way. So early on you find a train that's lacking a crank to get it started. When you discover the crank is missing you get a swirling cloud of letters that come together to form the word of the missing item when you are looking in the direction of that item. Once you're looking in the right direction, you press A or whatever, and it shows you a vision of where that item is.

Except in VR it's more like you're just standing near the object. You can't move with the analogue stick in these visions but what you can do is physically walk around the rough area where that object is.

If you're playing standing you're going to lose track of where the camera was, so even though these objects will always be infront of you if you're facing the camera, you likely won't be. Hunting for these objects when you know they're going to be really close to you is fun. At times I've dropped down to my knees to search. Once you know where it was in that general area, you can look around to try and pick out landmarks to help you get there once you jump back to your previous location and can now move with the stick again.

So something I'm finding out, turning with an analogue stick is literally the worst. I've played Doom 3 and Half Life 2 on my DK1 and DK2 for upwards of 3 hours in my longest sessions without issue. With a mouse. And you can't use a mouse and keyboard with Ethan Carter or any of the other games I've tried so far.

There is an upside to this. I love that I can just put the headset on whenever I want and it launches right into home and with a pad or the remote I can select my game or what have you... but in Ethan Carter that stick turning wears on your pretty fast. Fortunately it has the comfort mode where you just warp from spot to spot which would work extremely well while standing, but it if you're still turning with the pad that won't help so much.

Also, when you first load the game it's blurry as all hell. You'd presume (wrongly) that this is because it's scaling from 80%. But that's not why. It's the FXAA. Honestly just turn that off, no matter what scaling you play at. Sure you get some shimmery artifacts on the foliage and what have you, but the number of lines where you'll see obvious stair stepping is really minimal and it's better to see aliased leaves than just a big flat smudge of green that you're left with with FXAA.

I don't normally hate on FXAA but in this game in VR? Kill it with fire. It will just make you think you haven't got the headset on properly.

But back to the game. I'm up to the third investigation now (and have done a bunch of side puzzles) and it's so close to being a perfect fit for VR. The beautiful environment and serene atmosphere that the game really invites you to study in detail... all work brilliantly outside of the nausea inducing controls.

If you play standing you're going to run into a couple of problems. Walking around doesn't move your character, so if you get too far away from where your character is stood, you'll start having trouble entering through doorways or whatever. Also, the pause menu is oriented to the camera position, so you'll often pause and just be staring at nothing until you look around and find that menu. Sometimes if you're too far away from where you really are it can be hard to get an object to highlight as selectable.

But none of those things counteract the much less nausea inducing gameplay you get by turning by physically turning around.

Or... drumroll... the sense of presence. Because yes. So far, this game has given me the most moments of presence of anything I've played (other than pinball... which... you know). I entered a mine not long ago... and could feel how close the walls were... and just stood there turning around and drinking it all in. Not seeing your hands... yes... definitely a bit of an immersion breaker... even in a game like this with very limited object interaction even having one hand to tie you to your physical body would help I think.

But I just stood with my hands clasped behind my back. The photogrammetry really helps. It's quite a thing.

Now I think I'll play more pinball and curse my lack of money.


Sounds great. I really hope they come up with solid locomotion controls for these games because not only am I a big fan of walking simulators, I think they suit VR really well - often with fewer locations but much denser in terms of exploring areas and also sense of scale and progression as you explore.

Is there a 'reset rotation' button? eg I'd be happy to just rotate physically, but you'd get tangled eventually. Would be good if you could hold down a button which locked your characters orientation, then you can spin to recenter yourself/detangle and then let go to carry on. Probably with your eyes closed :)
 

mrklaw

MrArseFace
wait - component shortage? If it is a component inside the headset then they can't have stock built up.

If its something stupid like the xbox controller - ffs just ship the headset and say the controller will follow on. Especially to kickstarters - they'll almost all have 360 controllers anyway.
 

Wallach

Member
Okay, I just got the e-mail myself, so it is legit.

As far as what component is at the root of it, I suppose it could be anything really. At least we know what the score is, and I'm glad they are indeed covering S&H for all existing pre-orders not yet shipped. I'm sure folks in places like Europe or Australia in particular will be happy to hear that.
 

Vesper73

Member
I don't normally hate on FXAA but in this game in VR?

Amen brother! I've turned that shit off in every VR experience I've had so far (that would let me). Also, cranking up to 130% rendering resolution REALLY improves the experience!

Come on VR SLI! My other other 970 is feeling left out.
 

mrklaw

MrArseFace
Okay, I just got the e-mail myself, so it is legit.

As far as what component is at the root of it, I suppose it could be anything really. At least we know what the score is, and I'm glad they are indeed covering S&H for all existing pre-orders not yet shipped. I'm sure folks in places like Europe or Australia in particular will be happy to hear that.

well it can't be anything. If the floodgates really do open next week (according to the leak), then that surely means it can only be something in the box aside from the headset - they must already have headsets boxed up ready to go?

My money would be on the camera, remote, or more likely the Xbox controller due to comments about not being able to say anything about a supplier contract. MS would have that kind of language in a contract whereas I'm assuming oculus are getting the camera and remote built themselves, probably in China.
 

Dhx

Member
It's early, but it seems this email is only going to those who have not received the 1-3 week email. Fantastic news for those that did receive the 1-3 week email and really everyone. It means they are not just confident, but assured there will be major movement next week forward.

My money would be on the camera, remote, or more likely the Xbox controller due to comments about not being able to say anything about a supplier contract. MS would have that kind of language in a contract whereas I'm assuming oculus are getting the camera and remote built themselves, probably in China.

There was some speculation on the wireless adapter. That seems the most plausible of the complete guesses to me. Those things have never been available in huge quantities going back to the 360 adapter to my recollection. As good a guess as any.
 

Wallach

Member
It's early, but it seems this email is only going to those who have not received the 1-3 week email. Fantastic news for those that did receive the 1-3 week email and really everyone. It means they are not just confident, but assured there will be major movement next week forward.

Yeah, I never got that "1-3 weeks" e-mail myself. For reference I think my order was placed around ~24 minutes after the hour (due to the website payment error issue).

Edit - I doubt it would be the Xbox One controller itself, but I wouldn't be surprised if it were the wireless dongle for it. They must produce much lower quantities of that component than the controllers themselves.
 

Ovek

7Member7
Reddit posters saying this e-mail is going out:



I haven't received this e-mail myself so I can't confirm. Would be a nice gesture to waive shipping costs due to the launch issues.

But I thought they had been stockpiling 10 of thousands of them for months? How does a supply shortage effect the first wave of shipping especially to the original Kickstarter backers for which there is only 7000 of them tops and that's only if everyone of them replyed to the email to get one.


Regardless if it's true or not something deep down at Oculus has gone very wrong, but fuck it free shipping (whenever they get around to it).
 

Dhx

Member
Yeah, I never got that "1-3 weeks" e-mail myself. For reference I think my order was placed around ~24 minutes after the hour (due to the website payment error issue).

Edit - I doubt it would be the Xbox One controller itself, but I wouldn't be surprised if it were the wireless dongle for it. They must produce much lower quantities of that component than the controllers themselves.

I was am an :06 and got the 1-3 email when it forst went out. I didn't get the new email. So I can confirm that much at least for now.

But I thought they had been stockpiling 10 of thousands of them for months? How does a supply shortage effect the first wave of shipping especially to the original Kickstarter backers for which there is only 7000 of them tops and that's only if everyone of them replyed to the email to get one.

For the sake of discussion, they seem to have the HMDs ready to go and it's a seperate component. That component would most likely be one controlled by a third party as this has taken them by somewhat of a surprise. Let's use the wireless adapter example and it's easy to understand how a partner could completely cripple the launch if they were late on delivery. I could even see Oculus scrambling to find existing dongles on the market to ship out something. But that's not going to get them very far. Perhaps they finally are getting the promised delivery of said component and thus the official update. Seems the most plausible case. The pieces fit.
 

x3sphere

Member
It could make a lot of sense if it's related to the Xbox controller. Isn't Microsoft subsidizing the cost for it? They might not even be allowed to ship without the controller due to whatever agreement was made.
 

Tankshell

Member
why you hate us UK kickstarters Oculus?

UK Kickstarter here. My rift is arriving Tuesday 5th according to UPS My Choice alert. Oculus however have not even updated my order with a tracking number. So if it weren't for UPS My Choice I still wouldn't even be aware...

I would suggest signing up to UPS My Choice (free).
 

Raticus79

Seek victory, not fairness
wait - component shortage? If it is a component inside the headset then they can't have stock built up.

If its something stupid like the xbox controller - ffs just ship the headset and say the controller will follow on. Especially to kickstarters - they'll almost all have 360 controllers anyway.

well it can't be anything. If the floodgates really do open next week (according to the leak), then that surely means it can only be something in the box aside from the headset - they must already have headsets boxed up ready to go?

My money would be on the camera, remote, or more likely the Xbox controller due to comments about not being able to say anything about a supplier contract. MS would have that kind of language in a contract whereas I'm assuming oculus are getting the camera and remote built themselves, probably in China.

This April Fool's post about it sounded plausible at the time. Suggested that they had an earlier version of the lenses: https://www.reddit.com/r/oculus/comments/4csk5n/the_shipping_update_you_didnt_want_to_hear/ (fake)
 

Krejlooc

Banned
Reddit posters saying this e-mail is going out:



I haven't received this e-mail myself so I can't confirm. Would be a nice gesture to waive shipping costs due to the launch issues.

They just knocked like $45 off my shipping price. My total cost went from about $700 to just over $650.

It's early, but it seems this email is only going to those who have not received the 1-3 week email. Fantastic news for those that did receive the 1-3 week email and really everyone.

I received the 1-3 weeks email, but not the email above. But my shipping has been effectively removed from my order price. I ordered a :06
 
I just got the kickstarter survey email for The Gallery asking whether I want an Oculus store key or a Steam key. Unfortunately it said that the game is going to be Vive only until the Touch controllers come out when they will release the Oculus version. Kind of a bummer as someone who has backed since the early days of that project alongside the Rift. I wish they'd just let you use it with the Rift and the Razer Hydra (the early motion controller they developed for) if one still had that.

I just don't get the holdup on Touch. This launch would have had so much more impact if it were the full package. Right now it just feels like a half step.
 

Ovek

7Member7
I just got the kickstarter survey email for The Gallery asking whether I want an Oculus store key or a Steam key. Unfortunately it said that the game is going to be Vive only until the Touch controllers come out when they will release the Oculus version. Kind of a bummer as someone who has backed since the early days of that project alongside the Rift. I wish they'd just let you use it with the Rift and the Razer Hydra (the early motion controller they developed for) if one still had that.

I just don't get the holdup on Touch. This launch would have had so much more impact if it were the full package. Right now it just feels like a half step.

Considering the "launch" so far adding even more things in to the box probably wouldn't have been the best idea.
 

Krejlooc

Banned
Considering the "launch" so far adding even more things in to the box probably wouldn't have been the best idea.

Honestly, at this point, I think they should have just delayed the Rift until Touch was ready. I feel like they're racing HTC at this point, to the detriment of their product.
 

mrklaw

MrArseFace
It's early, but it seems this email is only going to those who have not received the 1-3 week email. Fantastic news for those that did receive the 1-3 week email and really everyone. It means they are not just confident, but assured there will be major movement next week forward.



There was some speculation on the wireless adapter. That seems the most plausible of the complete guesses to me. Those things have never been available in huge quantities going back to the 360 adapter to my recollection. As good a guess as any.

even more reason to just ship it. Just tell people to use a USB cable until you can ship the dongle later.
 

Wallach

Member
I just got the kickstarter survey email for The Gallery asking whether I want an Oculus store key or a Steam key. Unfortunately it said that the game is going to be Vive only until the Touch controllers come out when they will release the Oculus version. Kind of a bummer as someone who has backed since the early days of that project alongside the Rift. I wish they'd just let you use it with the Rift and the Razer Hydra (the early motion controller they developed for) if one still had that.

I just don't get the holdup on Touch. This launch would have had so much more impact if it were the full package. Right now it just feels like a half step.

I'm pretty sure the delay on Touch is to do with the hand tracking (not the position but of the digits of the hand). It's actually pretty significant to have that, and my guess is they are trying to improve it a little further. It would make for a good differentiating factor for their controller compared to the Vive.
 

mrklaw

MrArseFace
Honestly, at this point, I think they should have just delayed the Rift until Touch was ready. I feel like they're racing HTC at this point, to the detriment of their product.

disagree. While it would undoubtedly be a better overall product with touch, they need to get something out on the market to support the developers that have been working for years based on the DK2 + no touch controllers - so Xbox or M&KB. to delay further would be unfair to those devs.

And it only looks like they're racing HTC to market because HTC started racing them. If Vive wasn't suddenly a thing, Oculus would have been perfectly comfortable with this two phase launch - phase one HMD with existing 'traditional' games using a controller, and then phase two to introduce touch.
 

Krejlooc

Banned
disagree. While it would undoubtedly be a better overall product with touch, they need to get something out on the market to support the developers that have been working for years based on the DK2 + no touch controllers - so Xbox or M&KB. to delay further would be unfair to those devs.

Commercial VR is coming out tuesday with or without the rift. Devs don't need to hang their hat on the rift to recoup their costs. Developers lose more through input fragmentation than they do by having two competing, incompatible headsets out on day one, especially when one feels half baked.
 
I got my email and shipping costs are gone from my order history. To be honest at this stage I'm just happy to have had some communication from them.
 

SighFight

Member
I just had the Oculus tool check if I am VR ready. Apparently my xeon 1230v3 does not meet the requirements. Instead they recommend an i5 4590... They are both Haswell processors and they run at the exact same clock speeds (including boost)! On my motherboard the xeon even runs with constant 3.5 GHz on all cores compared to 3.3 GHz of the i5. I am very sure I will not follow their advice.

With the intgrated button to buy a new computer it looks to me more like a marketing tool than a really useful thing. Also, my preorder originally said it was shipping in april but with the current speed I am guessing may to june...
 

Argyle

Member
It's early, but it seems this email is only going to those who have not received the 1-3 week email. Fantastic news for those that did receive the 1-3 week email and really everyone. It means they are not just confident, but assured there will be major movement next week forward.

I have an :05 order, I received the 1-3 week email, and I also received this latest email. So go figure.
 
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