• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
Found out that one of our biggest local shops listed the Rift in their catalog. Did a bit of googling to find out how late am I (not THAT much to my surprise) and found this: [url]http://www.reddit.com/r/oculus/comments/1wevpg/speculation_estimates_of_price_and_release_date/cf1db5y[/url] :v:
[QUOTE=kraed;44559757][media]http://www.youtube.com/watch?v=66IAibyeJJA[/media] This is getting VR support if it gets funded on KS.[/QUOTE] I like how "we don't mention our characters gender" is a selling point now...
[QUOTE=thrawn2787;44565576]I like how "we don't mention our characters gender" is a selling point now...[/QUOTE] Holy crap dude, check your white cis privilege. [I]am i doing it right?[/I] Anyway, the game looks interesting, no idea if it would be fun in the long term though.
Do you think that VR peripheral extras such as STEM or Hydra, other motion tracking solutions, haptic feedback, omni-directional treadmills and the like, will become cheaper if 'everyone' owns a Rift in the way that 'everyone' owns a gaming PC?
[QUOTE=bitches;44572064]Do you think that VR peripheral extras such as STEM or Hydra, other motion tracking solutions, haptic feedback, omni-directional treadmills and the like, will become cheaper if 'everyone' owns a Rift in the way that 'everyone' owns a gaming PC?[/QUOTE] I don't think it'll automatically make them cheaper. I do believe they'll attract more investors once VR starts taking off.
The way I see it, the more people working on VR products, the more likely cost reducing technology, market competition, and maybe even VR-related parts availability will help ease up prices to a certain extent.
[media]http://www.youtube.com/watch?v=d-AyS3Laazo[/media] As brilliant as it might look, I doubt it was a comfortable experience :v:
And on a DK1. That's one great way to gain motion sickness :v:
I wanted to see how the Oculus worked when I got it, so I took it apart. I was also interested in blur filters and such. However, my blue removal tool wasn't working to well, and I was a little too violent while taking it apart. This caused some of the little clips that held the screen to the rest of the Rift to break. So last night I ventured to fix them. [thumb]https://i.imgur.com/ZjhuXHX.jpg[/thumb] This is a picture of one of the broken clips. [thumb]https://i.imgur.com/vOYcaVn.jpg[/thumb] Here is one of the clips that is still intact. [thumb]https://i.imgur.com/SjBWUOV.jpg[/thumb] First I had to figure out which tops went to which. I still don't know if I got them all right. The clips are actually quite weak pieces of plastic, so after positioning the broken off tops, I then proceeded to drown them in super glue. [thumb]https://i.imgur.com/a0BAQVJ.jpg[/thumb] After the super glue dried just enough so that the clip would stay in place, I cut up a piece of wire and stuck it in both sides to make it a little stronger so that they don't break again. [thumb]https://i.imgur.com/K2386jA.jpg[/thumb] Here's everything done and dried. There are two clips that I lost the tops too, but the rest are all good. If you're wondering where the screen is, it usually sits snugly in the front panel there, but right now it's in the other room, so I don't get super glue on it. Also, for those who are not aware, the black chip that is sitting in there is the tracker. [thumb]https://i.imgur.com/36rkllk.png[/thumb] I put it together to see if the clips would hold. They definitely did, better than before. I even have a cool new view.
I should break out my Hydras and install the HL2 VR mod. It's looking pretty neat. [media]http://www.youtube.com/watch?v=LCtE0vW2JmU[/media]
i hope all those reloads are literally 100% manual
Is there weapon bashing?
[QUOTE=Clavus;44591650]I should break out my Hydras and install the HL2 VR mod. It's looking pretty neat. [media]http://www.youtube.com/watch?v=LCtE0vW2JmU[/media][/QUOTE] Holy hell i just came in to this thread thinking "hmm, i wonder how that rift thing is doing" My mind is blown, i want this.
[QUOTE=Clavus;44591650]I should break out my Hydras and install the HL2 VR mod. It's looking pretty neat. [media]http://www.youtube.com/watch?v=LCtE0vW2JmU[/media][/QUOTE] I want to buy all the necessary equipment just so i can play through half-life 2 holding all my guns gangsta style.
[video=youtube;WvtEXMlQQtI]http://www.youtube.com/watch?v=WvtEXMlQQtI[/video] "Time warping" explained with some great examples. Give it a watch.
I've realized just now that I had a geology professor who looked just like John Carmack. Also, why does time warping sound like witchcraft? This sort of thing is why I got out of CompSci. But seriously, that's really cool. So does it throw a new frame in before you can get to the edge of the previously-rendered frame? So you're rotating the image it produced, but you're always getting a new image based on where your head is faster than you can rotate the image to the borders? If so, that's incredibly brilliant. I'm convinced these guys might have cracked VR for the everyman in this decade.
oh my god wheres my dk2
[QUOTE=woolio1;44602178]But seriously, that's really cool. So does it throw a new frame in before you can get to the edge of the previously-rendered frame? So you're rotating the image it produced, but you're always getting a new image based on where your head is faster than you can rotate the image to the borders? If so, that's incredibly brilliant. I'm convinced these guys might have cracked VR for the everyman in this decade.[/QUOTE] Basically, the headtracking is updated at a 1000hz. So there's a new head orientation for you to use every millisecond. What time warping does is that it waits for the last milliseconds before the new monitor refresh, then grabs the last rendered frame (which ideally was made as 'late' as possible), and warps the image according to the latest head orientation. The beautiful thing is that this operation always has the same low performance impact (your GPU warps images for a living), independent of the complexity of the scene being rendered.
The thing I'm worried about is it'd break the immersion by those little details that aren't updated, especially on slower computers. Then again, fucking John Carmack invented it, it'll be just fine I guess.
[QUOTE=PHrag;44603968]The thing I'm worried about is it'd break the immersion by those little details that aren't updated, especially on slower computers. Then again, fucking John Carmack invented it, it'll be just fine I guess.[/QUOTE] The Oculus isn't really meant for slow computers in the first place. Timewarping is pretty awesome, but it'd not a fix-all if your framerate is too low. I'd imagine that it produces a lot graphical bugs and issues on really low framerates.
[QUOTE=ZestyLemons;44604159]The Oculus isn't really meant for slow computers in the first place. Timewarping is pretty awesome, but it'd not a fix-all if your framerate is too low. I'd imagine that it produces a lot graphical bugs and issues on really low framerates.[/QUOTE] The thing to measure is amount of camera movement between frames. If you have a half your normal framerate, it means the amount of movement between two frames is about twice as large as it is at your normal framerate. So the optimal solution would be both high framerate, and little camera movement. Which plays well with headtracking because you don't move around as fast with your head as you do with your mouse, at least in a lot of games. [editline]21st April 2014[/editline] [url=https://www.indiegogo.com/projects/sightline-seeing-is-believing-not-seeing-is-change#home]SightLine[/url] has an interesting combat system based on line of sight: [media]http://www.youtube.com/watch?v=ZyFW2oE5fog[/media]
Shouldn't "time warping" be called "render target warping" or rather anything but "time warping"?
Free GDC Vault talk from Tom Forsyth, one of the Valve engineers that went to Oculus: [url]http://www.gdcvault.com/play/1020714[/url] He talks about a lot of VR design problems.
[QUOTE=Clavus;44604438]Free GDC Vault talk from Tom Forsyth, one of the Valve engineers that went to Oculus: [url]http://www.gdcvault.com/play/1020714[/url] He talks about a lot of VR design problems.[/QUOTE] That was a really nice talk - any other good ones you recommend?
[QUOTE=bord2tears;44604915]That was a really nice talk - any other good ones you recommend?[/QUOTE] There's another GDC talk on working with the Rift: [url]http://www.gdcvault.com/play/1020713[/url] If you're looking for more, you can check out all the VR related talks from the Steam Dev Days on YouTube.
[QUOTE=Clavus;44604244]The thing to measure is amount of camera movement between frames. If you have a half your normal framerate, it means the amount of movement between two frames is about twice as large as it is at your normal framerate. So the optimal solution would be both high framerate, and little camera movement. Which plays well with headtracking because you don't move around as fast with your head as you do with your mouse, at least in a lot of games. [editline]21st April 2014[/editline] [url=https://www.indiegogo.com/projects/sightline-seeing-is-believing-not-seeing-is-change#home]SightLine[/url] has an interesting combat system based on line of sight: [media]http://www.youtube.com/watch?v=ZyFW2oE5fog[/media][/QUOTE] I don't like how the HUD and the objects that you hold motionblur like that. makes no sense.
After playing around with Half Life VR a bit, I'm somewhat intrigued by the idea of buying a Hydra, but I can't figure out where to even buy one, the Razer store got nothing. Am I missing something?
Hydras are discontinued, you can either buy a new one from [url]http://www.sixensestore.com/razerhydra.aspx[/url] , or find something on ebay. I bought a used set and I'm really happy with it.
Would it be possible to use a wiimote and the dk2 head tracking instead of the hydra setup you reckon?
[QUOTE=Raptors!;44612632]Hydras are discontinued, you can either buy a new one from [url]http://www.sixensestore.com/razerhydra.aspx[/url] , or find something on ebay. I bought a used set and I'm really happy with it.[/QUOTE] There's also the option to pre-order the STEM system dev kit, which is also expected to ship in July: [url]http://www.sixensestore.com/stemsystem-2.aspx[/url] (though its price seems higher than what I paid during the Kickstarter). STEM is fully backwards compatible with Hydra applications.
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