[QUOTE=Clavus;44876153]It's just a lawyer problem at this point. Zenimax is butthurt they didn't invest in Oculus when they could, and are now trying to bully some free money out of them. But with FB backing Oculus, we don't have to be afraid it'll negatively affect the progress Palmer & co are making.[/QUOTE]
obviously it's a lawyer problem, but it's still interesting
[QUOTE=Orkel;44871625]DK2 screen is the same as the Samsung Galaxy Note 3's.
[url]http://imgur.com/a/Mz0v1#0[/url]
5.7" 1080p. Looks like they're being supplied screens by Samsung themselves[/QUOTE]
The Note 3 has one of the best screens I've ever seen. More so than the retina displays on Apples. Super vivid and crisp. Can't wait to see how it translates to the DK2.
If you're curious, here's the Note 3 screen under DK1 lens
[url]http://imgur.com/a/rLBq9[/url]
Like shown before, it's something like 3.5x the pixel density of the DK1. It's boosted by not only the resolution but also the smaller screen + larger lenses meaning a crapton more usable area.
This is just a crude approximation, merged the above pic with a similar pic taken from the DK1. Remember that the diamond pattern is a lot easier for the brain to ignore/look past as well. Combine with low persistence and higher FoV (100, from dk1's 90) and it's starting to look kickass. I want mine already
[img]http://horobox.reager.org/u/orkel_1400871068.jpg[/img]
can't wait for july
[QUOTE=Clavus;44876101]BrandonJLA, of FreddieW channel fame, is coming with a upper-body finger-tracking system Kickstarter soon:
[media]http://www.youtube.com/watch?v=LPszKhewSec[/media]
[url]http://www.mtbs3d.com/phpBB/viewtopic.php?f=145&t=19590[/url]
Looks interesting, but I'm going to wait and see how the VR-input wars pans out before ordering anything beyond the STEM system.[/QUOTE]
I'd especially avoid it given that CV1 may come with a decent tracking system thanks to twin cameras. It wouldn't be full arm stuff as nice as that video has, but if the CV1 includes decent tracking of hands, no developers are going to cater to this alternative that not many people will own.
Oculus SDK version 0.3.2 Preview 2 was released.
[quote][B]Oculus SDK[/B]
Added Mac and Linux support.
Added Oculus Configuration Utility for Mac and Linux.
Enabled VSync on both Mac and Linux.
Separated ovrSensorCap_* bits from ovrHmdCaps. HMD Caps, such as low persistence, are now modified through ovrHmd_SetEnabledCaps.
Unified format of ovrHmdCaps, ovrSensorCaps, ovrDistortionCaps.
Unified handling of graphics state save/restore across GL and D3DX.
[B]Unity[/B]
Added Mac support.
Changed Tuscany Demo to use standard Unity skyboxes.
Disabled normal rendering for DistortionCamera so it only spends performance on distortion.
Undistorted RenderTexture uses Oculus-recommended resolution * user-defined scale.
Made use of undistorted RenderTexture optional.
Added ability to dynamically scale render target.
Decoupled tracking and motion input from scale of player or camera controller, allowing for world scale.
Flipped Y coordinate by default on D3D to account for texture addressing differences.
[B]Preview Release #2[/B]
Oculus SDK 0.3.2 is a preview release intended to give developers early access to the upcoming improvements and APIs. The API presented is subject to change, and some new features (most notably DK2 position tracking support) are not included in this version.[/quote]
Now Mac and Linux devs can start implementing the timewarp stuff from 0.3.1.
So my final year project is coming along pretty well.
WizardVR if any of you guys are interested.
[url]http://andyohart.wordpress.com/[/url]
Some pictures and gifs there. I want to get some feedback on it eventually so I will probably post it up here for critique
Forgot to post this yesterday but Samsung is now working on their own VR HMD to be used with their smartphones, tablets etc.
[url]http://www.engadget.com/2014/05/22/samsung-vr-headset/?ncid=rss_truncated[/url]
[quote]Some developers already have early versions of the headset, which -- at least in the development stages -- is powered by flagship Galaxy devices (think: Note 3, Galaxy S5). The consumer model, however, is said to require the power of next-gen, unannounced Galaxy phones and tablets.[/quote]
[quote]We're told it has an OLED screen, as good or better than in the second Rift dev kit; it's not clear how the headset connects to your phone/tablet, but we're guessing it's a wired connection rather than wireless. Given VR's reliance on immediacy, a wired setup is a requirement (any lag introduced breaks the immersion, and often makes people sick). It's also not clear how, or if, Samsung's VR headset tracks head movement depth-wise. In the case of both Project Morpheus and Oculus Rift, separate cameras face the player and track depth by reading sensors on the respective headsets.[/quote]
[QUOTE=Orkel;44887841]Forgot to post this yesterday but Samsung is now working on their own VR HMD to be used with their smartphones, tablets etc.
[url]http://www.engadget.com/2014/05/22/samsung-vr-headset/?ncid=rss_truncated[/url][/QUOTE]
Wait, does this mean this is actually happening this time?
it means samsung is about to embarrass itself with a device that has no market
who wants to carry a HMD around for use with their portable pocket/backpack electronics?
especially given the low graphical output of such devices, and generally crappy games
[editline]23rd May 2014[/editline]
all they're doing is segmenting the HMD market for the worse; i find it doubtful that Morpheus, Rift, and SamFunk will have compatible APIs
[editline]23rd May 2014[/editline]
or plug into the same devices for that matter
proprietary cabling ahoy!
[QUOTE=bitches;44892774]it means samsung is about to embarrass itself with a device that has no market
who wants to carry a HMD around for use with their portable pocket/backpack electronics?
especially given the low graphical output of such devices, and generally crappy games
[editline]23rd May 2014[/editline]
all they're doing is segmenting the HMD market for the worse; i find it doubtful that Morpheus, Rift, and SamFunk will have compatible APIs
[editline]23rd May 2014[/editline]
or plug into the same devices for that matter
proprietary cabling ahoy![/QUOTE]
Fair points, all of them. It does indicate that the industry, collectively, is trying this thing though. We'll just have to see who's still standing at the end of it all.
As an aside, don't we already know that the Morpheus will be compatible with games made for the Rift? Didn't Sony say they were going to try to make them as compatible as possible, using Valkyrie as proof?
fyi I'm pretty sure Palmer said he wants the Rift to work well with mobile devices and sees it as a big market
Samsung probably looked at that comment and the $2 billion purchase of Oculus and got moving
People are saying that Samsung making their own headset will stop them from giving screens to oculus (or at least hold the best ones for themselves), but I can't see how that would make sense. The rift, at least the cv1, is made with PC in mind, and it shouldn't pose a threat to Samsung's mobile headset. No way to know of the future though.
Also if Samsung's fails it doesn't hurt to have your fingers in all the pies
People will freak out for no reason.
[QUOTE=Orkel;44893126]People are saying that Samsung making their own headset will stop them from giving screens to oculus (or at least hold the best ones for themselves), but I can't see how that would make sense. The rift, at least the cv1, is made with PC in mind, and it shouldn't pose a threat to Samsung's mobile headset. No way to know of the future though.[/QUOTE]
samsung still make parts for apple. i doubt that would happen, it's not really how huge titans like samsung work; they still get bounds of money from selling these things and stopping production for Oculus would do nothing but force oculus to buy from a competitor
[QUOTE=Orkel;44877721]Like shown before, it's something like 3.5x the pixel density of the DK1. It's boosted by not only the resolution but also the smaller screen + larger lenses meaning a crapton more usable area.
This is just a crude approximation, merged the above pic with a similar pic taken from the DK1. Remember that the diamond pattern is a lot easier for the brain to ignore/look past as well. Combine with low persistence and higher FoV (100, from dk1's 90) and it's starting to look kickass. I want mine already
[img]http://horobox.reager.org/u/orkel_1400871068.jpg[/img][/QUOTE]
Asked reverend (the guy who hosts the oculus podcasts) if this image was any accurate, after he tested out the DK2 a couple of days ago. Apparently it's not accurate - the DK2 resolution looks better than portrayed.
[QUOTE=Orkel;44896971]Asked reverend (the guy who hosts the oculus podcasts) if this image was any accurate, after he tested out the DK2 a couple of days ago. Apparently it's not accurate - the DK2 resolution looks better than portrayed.[/QUOTE]
i need this and i need it now
[QUOTE=Orkel;44896971]Asked reverend (the guy who hosts the oculus podcasts) if this image was any accurate, after he tested out the DK2 a couple of days ago. Apparently it's not accurate - the DK2 resolution looks better than portrayed.[/QUOTE]
I tried the DK2 at GDC and I gotta say, that image looks pretty accurate to me.
[QUOTE=Hideous;44898596]I tried the DK2 at GDC and I gotta say, that image looks pretty accurate to me.[/QUOTE]
how's reading small texts? it's really bad on my DK1
[QUOTE=DeEz;44898677]how's reading small texts? it's really bad on my DK1[/QUOTE]
I don't know - there wasn't any small text to read.
Garry did a blofg about his experience using Valve's Vortex. IIRC he said the text in it was almost readable.
[QUOTE=Hideous;44898596]I tried the DK2 at GDC and I gotta say, that image looks pretty accurate to me.[/QUOTE]
I guess we'll find out the truth in July.
[QUOTE=Orkel;44901794]I guess we'll find out the truth in July.[/QUOTE]
Cannot waittttt
These guys got sent a DK2 set for unboxing.
[hd]http://www.youtube.com/watch?v=MuppQ92QrVw[/hd]
Amusing is that they don't have any software to test it out with, and no PC strong enough in the office to run the non-existant software, so all they can do is rotate it around a little and show what comes in the box.
T3 were actually sent a non-functional plastic mockup as they originally requested the DK2 for a 'photoshoot'. Plus they weren't even authorized to make a video like that haha.
[url]http://www.reddit.com/r/oculus/comments/26q9ex/how_come_clowns_like_this_not_even_sure_if_we/[/url]
I'm guessing they were trying to sneak their way to make a video with a functioning DK2 before anyone else. Knowing this now, the whole video is embarrassing.
Thumbnail made me think it was Will from Tested
[media]http://www.youtube.com/watch?v=4d3Wli7s6KY[/media]
[url]http://www.engadget.com/2014/05/30/samsung-oculus-partnership/[/url]
Samsung's VR headset is a collaboration/partnership with Oculus!
[quote]Oculus is handling the software-side of the product, while Samsung handles the hardware. [B]The deal is a swap: Oculus gives Samsung early access to its mobile software development kit and helps develop user interface software, [U]while Samsung gives Oculus early access to its next-gen OLED screens.[/U][/B] And yes, Oculus is still making its own, gaming-focused, PC-based virtual reality headset; that's why it needs next-gen, high-pixel density OLED screens from Samsung. Join us below for new details about the device itself, as well as more on the unlikely partnership between two tech giants.[/quote]
Fucking amazing.
"[B]next-gen[/B] oled screens" implies its higher than 1440p right?
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