Oculus Rift unboxing and article

I want to believe that sony is goint to launch one HMZ focus on gaming for the ps4.

I mean, they already have shown a prototype to the public (Prototype-SR) that not only had motion tracking but also augmented reality using a mounted camera.
 
Everyone is going to look like an idiot wearing this, but it will be so awesome no one is going to care. How looks is completely irrelevant. That dev kit package is slick as fuck.

I've never understood why somebody would look like an idiot and why somebody would care. :)
 
I'm looking forward to the rift because the Sony HMD was uncomfortable, heavy, bulky. Just horrible to use for any length of time.

Yes sony are a big electronics company, and could in theory copy the rift really easily. But first they have to show that they 'get' it. The HMZ was a 3D movie/TV viewer, not suited for games at all.
 
For some games the rift could simply be implemented for stereoscopic 3D sans head tracking, so it would just be like using monitor.

Also, will it be possible to have the rift's distortion applied to the desktop (just the same image for each eye, no 3D) for use in 2D applications and games?
 
Can someone explain the screen door effect to me?

Is it like you can see something that looks like a door frame?

Or does it mean it's a bit blurry like looking through the door window?


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you can see the lines separating the individual pixels
 
I'd love to see something like Diablo 3 or Path of Exile with Rift support. Must be like looking at little toys running around.
 
This is probably a dumb question, but am I the only one that's wondering if this could damage your eyesight? I always heard that sitting too close to the TV is bad ...
 
Man the Rift sounds like it could be really awesome. Seeing the Razer Hydra there on sale is pretty tempting too. I've wanted one of those for a while, and at that price I'm almost willing to pull the trigger. I see they added alot of support for it, is it a worthwhile purchase at this point? Or would it be better to wait and see if something better comes out down the road? Have we ever heard if the Steambox is getting a controller of it's own?
 
It'll still be pronounced. For comparison, I could see an obvious screen door effect on the Sony HMZ. The HMZ had 1280 X 720 per eye (roughly 920,000 pixels per eye).

At 1920 X 1080, you're getting 960 X 1080 per eye (roughly 1.03 million pixels per eye).

While it seems like the production model is roughly 10 percent denser than the HMZ, you have to remember the HMZ has an FOV of 45 degrees vs roughly 100 for the consumer Oculus.

That means a 1080p Rift will have 10368 pixels per FOV degree. The 720P HMZ, by contrast, has 20480 pixels per viewing degree.

In short, expect large screen doors for the foreseeable future. Even on the consumer. And no amount of center point clustering is going to make up that difference. No unless you want Atari 2600 sized pixels on the perimeter.

Large screen doors? Will it really be that bad?
 
For some games the rift could simply be implemented for stereoscopic 3D sans head tracking, so it would just be like using monitor.

Also, will it be possible to have the rift's distortion applied to the desktop (just the same image for each eye, no 3D) for use in 2D applications and games?
If I understand correctly it could be used for 2D applications or stereoscopic 3D in this fashion, but due to how the optics warp the view, your resolution is going to be limited especially around the edge of the screen. So you presumably wouldn't want to use it to read a text document, for instance.
 
If I understand correctly it could be used for 2D applications or stereoscopic 3D in this fashion, but due to how the optics warp the view, your resolution is going to be limited especially around the edge of the screen. So you presumably wouldn't want to use it to read a text document, for instance.

That's not what I'm referring to, I'm asking if it's even going to be possible to implement, seeing as the rift mods depend on d3d9 injectors. Mainly, I want to use it for painting in photoshop.
 
This is probably a dumb question, but am I the only one that's wondering if this could damage your eyesight? I always heard that sitting too close to the TV is bad ...

Relic of a old times, when CRT monitors and TV's really emitted little radiation. :)
 
This is probably a dumb question, but am I the only one that's wondering if this could damage your eyesight? I always heard that sitting too close to the TV is bad ...

Supposedly it's better than watching an actual monitor/TV, the optics are set to infinity, which means your eyes are relaxed.
 
Wait. You can't see stereoscopically? Doesn't that mean you're blind on one eye?

No, it simply means the eyes don't work together like they should. For example, most people you see with a "lazy eye" (like myself) which is a condition known as strabismus probably also have another condition known as amblyopia, which is actually what lazy eye would refer to. And the fact that you can't see stereoscopically also doesn't mean we lack depth perception. The brain is pretty good at interpreting other signals like shadows and stuff to figure out where stuff is.
 
You see in mono? Are you blind in one eye? If you are you could just render one half and it would indeed improve performance.
Wait. You can't see stereoscopically? Doesn't that mean you're blind on one eye?
My brain only processes the image from one eye at a single time. I do switch between eyes both on purpose and by reflex. Practically this means that the image will snap to a different point of view. Super annoying while watching 3d content.
 
No, it simply means the eyes don't work together like they should. For example, most people you see with a "lazy eye" (like myself) which is a condition known as strabismus probably also have another condition known as amblyopia, which is actually what lazy eye would refer to. And the fact that you can't see stereoscopically also doesn't mean we lack depth perception. The brain is pretty good at interpreting other signals like shadows and stuff to figure out where stuff is.

If someone see reality "badly", he will get same badly-looking picture by wearing Rift.
 
My brain only processes the image from one eye at a single time. I do switch between eyes both on purpose and by reflex. Practically this means that the image will snap to a different point of view. Super annoying while watching 3d content.

Whatever eye conditions you have, it'll likely be just the same as how you operate in the physical world while wearing the rift. It's not polarized 3D tech where it's the same image overlayed for both eyes, it's actual separate images for each eye. I would demo a rift and just see what it's like for you
 
My brain only processes the image from one eye at a single time. I do switch between eyes both on purpose and by reflex. Practically this means that the image will snap to a different point of view. Super annoying while watching 3d content.
Wow, I didn't think this was possible - is there a name for the condition?

In this case you still have to use both eyes so I think there would be no performance benefit to 'turning off 3D', I'm sure someone will correct me if I'm wrong. But even if there was, it would seem like a bad idea, as it is supposed to simulate how you see things normally (not on screens, but in reality) so changing that might feel really strange.
 
Wow, I didn't think this was possible - is there a name for the condition?

In this case you still have to use both eyes so I think there would be no performance benefit to 'turning off 3D', I'm sure someone will correct me if I'm wrong. But even if there was, it would seem like a bad idea, as it is supposed to simulate how you see things normally (not on screens, but in reality) so changing that might feel really strange.

I think it would be easier to render the scene once and have it mirrored between both sides of the screen, rather than rendering the scene twice and having each eye see one part. Easier on the system, I mean.

Whether you'd want to or not (in his situation) I have no idea.
 
Wow, I didn't think this was possible - is there a name for the condition?

In this case you still have to use both eyes so I think there would be no performance benefit to 'turning off 3D', I'm sure someone will correct me if I'm wrong. But even if there was, it would seem like a bad idea, as it is supposed to simulate how you see things normally (not on screens, but in reality) so changing that might feel really strange.
3d uses 2 camera's to render the scene. If you only use 1 camera you will see a performance gain.
 
But if you pipe the same camera through both eyes with the same lens correction, will it look weird?
Try staring in the distance. The things you're watching now are so far away that you won't see any depth (eyes are too close to each other). That doesn't look weird at all.
 
Any word on health issues yet? Possibly?
I remember back in the day owning a Sony headset I found refurbished in NYC for $200 and playing halo 1 on it. Looked like a huge screen as expected. But the damn thing has warnings all over the box.

I miss that thing, its broken now and Sony discontinued support for it. However I remember reading big ass damned warnings on the box to not use the product if you are under 16 years of age. The manual also had warnings that it could cause permanent damage to eyesight if used for longer than 2 hours a day. I also remember Sony citing sources for their info in the manual.

Given the mess of warnings all over the product I owned in the early 2000's I find it really odd that the rift has had little to no discussion over safety. Hell I cant even find any primary literature right now that talks about the safety of having a display jammed that close to your eyes for hours on end.

Edit: Found one
http://onlinelibrary.wiley.com/doi/10.1111/j.1475-1313.1993.tb00496.x/abstract

Two:
http://www.eri.harvard.edu/faculty/peli/papers/HMD_Vision_Res.pdf
 
It'll still be pronounced. For comparison, I could see an obvious screen door effect on the Sony HMZ. The HMZ had 1280 X 720 per eye (roughly 920,000 pixels per eye).

At 1920 X 1080, you're getting 960 X 1080 per eye (roughly 1.03 million pixels per eye).

While it seems like the production model is roughly 10 percent denser than the HMZ, you have to remember the HMZ has an FOV of 45 degrees vs roughly 100 for the consumer Oculus.

That means a 1080p Rift will have 10368 pixels per FOV degree. The 720P HMZ, by contrast, has 20480 pixels per viewing degree.

In short, expect large screen doors for the foreseeable future. Even on the consumer. And no amount of center point clustering is going to make up that difference. No unless you want Atari 2600 sized pixels on the perimeter.

I've been trying to prepare for it by playing some things on the HMZ in side by side mode with the games set to 720p on my HMZ. I know that it'll probably be a worse than that and it's always been my biggest worry about the dev Rift, but people seem to have a great time with it.

I just have my fingers crossed that phone and tablet buyers don't realise that more pixels doesn't necessarily = better any time soon. so long as we get another two or three years of small displays improving, there should be something good before long... and hell, if the Rift does take off in a big way, they could even look at a custom display down the road.

but yes, for the time being, visible pixel grids and screen door effect are going to be a problem. I hope we all knew that before jumping in with the dev kit. I certainly did.
 
screen door will be an issue for ages given the FoV. Even 2560x1600 would only double the pixels per degree of view.

Maybe you could have ultra res screens but render it like the durango illumiroom - centre rendered properly and the edges rendered at very low definition.
 
screen door will be an issue for ages given the FoV. Even 2560x1600 would only double the pixels per degree of view.

Maybe you could have ultra res screens but render it like the durango illumiroom - centre rendered properly and the edges rendered at very low definition.

I expect we will get smaller gaps between pixels before they use raw pixel density to get rid of screen door. I know it's going to be worse on the Oculus, but the visible pixel structure on my HMZ doesn't bother me at all when I'm gaming personally.
 
Isn't the screendoor more an issue of pixel fill? Something that this 7" panel has improved upon?

Either way, it'll be pixellated as shit. And we'll probably moan about it a little after we get 'used' to VR (but then when we do, we'll moan about the lack of VR with normal displays).

I don't imagine it'll become a primary gaming display for many, even for games that support VR - but it'll certainly make for excellent, not achievable before this point in time experiences.
 
screen door will be an issue for ages given the FoV. Even 2560x1600 would only double the pixels per degree of view.

Maybe you could have ultra res screens but render it like the durango illumiroom - centre rendered properly and the edges rendered at very low definition.

The way the optics focus your eyes significantly reduces the screen door effect.
 
Isn't the screendoor more an issue of pixel fill? Something that this 7" panel has improved upon?

Either way, it'll be pixellated as shit. And we'll probably moan about it a little after we get 'used' to VR (but then when we do, we'll moan about the lack of VR with normal displays).

I don't imagine it'll become a primary gaming display for many, even for games that support VR - but it'll certainly make for excellent, not achievable before this point in time experiences.

yeah, should be careful of my terminology. With better panels (eg OLED) screendoor will be lessened, but the pixel density will still be low.

Thats partly why I don't understand the fuss about 1080p panels. Think we'll want 2560x1600
 
F*ck the Screen door effect, its their FIRST device (the final consumer model obviously) and for sure it will be improved every new generation.

Just imagine all the simulation (car games, mechwarrior type games) you will get.
 
Cross the eyes and focus the picture in the "middle". You will see 3d then.
Well don't literally cross your eyes- that would invert the depth and look weird. Proper term for this display method is parallel- your eyes don't cross, they relax and diverge outward to infinity, past the monitor surface rather than in front of the monitor.
 
Another Oculus update:

http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/434107

We hope you're ready-- Dev kits should start shipping out to the earliest backers on March 29th (we may slip a day or two in either direction depending on customs). When your kit ships, you'll receive confirmation info so you can track your Rift as it makes the journey from Oculus to your front door.
I thought there was a comment about having a "ton" of units in people's hands by GDC, but it sounds like the shipping will START at the end of GDC. At least there was an update, people were dying to hear about shipping.
 
Yeah it's disappointing to say the least, but at least I won't have to constantly check my email. Well, until the 29th that is :)
 
Also:
Will DOOM 3 be Oculus-ready in the future?
A lot of people have been asking us whether DOOM 3 will support the Rift at a later date. We don't have any information on this, that's why we decided to provide replacement rewards and refunds
So, it sounds like a chance DOOM 3 might not be supported after all, or something. Maybe Bethesda didn't like it, or Carmack decided it wouldn't work.
 
And that is how "before GDC" became "during or after GDC, as customs allows". I'm kind of bummed at their 1,000-1,500 Rift's shipped per week figure as well, because it means that their earlier estimate of 500 Rifts made per day was inaccurate.

They don't say how many are in the initial shipment, but assuming that it's more in the 1k range, I'm....crap... maybe a month from getting a Rift.

Bummer.

Also:

So, it sounds like a chance DOOM 3 might not be supported after all, or something. Maybe Bethesda didn't like it, or Carmack decided it wouldn't work.

Yeah, that's pretty huge news. If John just didn't have it perfect, there'd be no reason to not say so. The way they're putting it, it sounds like Zenimax (or id, who knows) is holding it back for some reason (maybe because of all the next-gen engine code).
 
Also:

So, it sounds like a chance DOOM 3 might not be supported after all, or something. Maybe Bethesda didn't like it, or Carmack decided it wouldn't work.

My guess on what probably happened is the Rift became too visible/public and Carmack didn't want an after market conversion with 4' door ways and shit to be people's first impression of VR or ID/Carmack's first VR release. Lets be honest, this has (and will continue to) grow beyond a "development" kit for developers since they've continued selling them openly on their site with no end in sight.
 
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