• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
The zombie demo is pretty cool even with just the hydra, lack of rift + depth perception greatly reduces the immersion and usability though.
Official Half Life 2 (beta) support is now in. [url]https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=957[/url]
[QUOTE=Orkel;40580213]The zombie demo is pretty cool even with just the hydra, lack of rift + depth perception greatly reduces the immersion and usability though.[/QUOTE] Damn, the way this is shaping up so far it seems like it will be mandatory to get both the Rift and the Hydra to play anybody's games in VR.
[QUOTE=mR_oWnAGe;40575374]Don't know if anyone has seen this yet. [media]http://www.youtube.com/watch?v=kdtptu53BKo[/media] The Alpha is available. Link [URL]http://www.roadtovr.com/2013/05/06/zombies-on-the-holodeck-oculus-rift-trailer-download-gameplay-5555[/URL][/QUOTE] Fuck yeah, that's exactly the kind of game I wanted for the rift and hydra, I wish I actually had both of them so I could play it.
I just remembered pow. [video=youtube;n7ZU6h5kmkg]http://www.youtube.com/watch?v=n7ZU6h5kmkg[/video] Someone will need to remake it from Pyro's POV, I think.
One of my eyes is messed up, so it'll be nice to see clearly and with depth perception for once when I'm using the rift.
[QUOTE=Baboo00;40605185]One of my eyes is messed up, so it'll be nice to see clearly and with depth perception for once when I'm using the rift.[/QUOTE] Err, if you only have one eye then you won't have depth perception with the rift either. How you see in reality, is how you see with the rift.
[QUOTE=Orkel;40605299]Err, if you only have one eye then you won't have depth perception with the rift either. How you see in reality, is how you see with the rift.[/QUOTE] No worry, he'll just wire the 2nd view output directly into his brain.
[QUOTE=Bird;40604639]I want one so bad, thinking of buying one this summer. Will it be hard to set up for a non-dev? Is it just "plug in and play" or do I have to mess around with it before it will work?[/QUOTE] Really bad idea, just wait for the consumer version. If you get one now you'll only get a crappy version with not all the features as its meant for developing rather than consumer use
yeah, the dev version is just a "rough draft", it's more so that game developers can learn how it works and patch in support for their games before the consumer version is released.
[QUOTE=Orkel;40605299]Err, if you only have one eye then you won't have depth perception with the rift either. How you see in reality, is how you see with the rift.[/QUOTE] You're forgetting the Rift's head tracking. Minor movements in the neck might give some depth perception that he will be able to pick up on. That on top of the full FOV will still make the Rift a cool experience compared to just using a monitor for people with one eye.
I was wondering- if you are nearsighted, will your vision problems have any effect in VR? My thinking was that because you can see close up, and the screen is close up, there'd be no problem. But I'm no optometrist, so I don't know. I read something about how john carmack thinks vision problems can be adjusted for in software. It would be pretty cool to see far away without needing glasses again.
[QUOTE=ryandaniels;40606344]I was wondering- if you are nearsighted, will your vision problems have any effect in VR? My thinking was that because you can see close up, and the screen is close up, there'd be no problem. But I'm no optometrist, so I don't know. I read something about how john carmack thinks vision problems can be adjusted for in software. It would be pretty cool to see far away without needing glasses again.[/QUOTE] Well, here's the low-down. If you are farsighted (you can only see things far away,) the way the Rift's lenses are focused means that your eye will focus on infinity. Therefore, you will see the screen. If you are nearsighted (you can only see close-up things,) the dev kits come with interchangeable lenses that allow people to try to use them better. Some people have been able to wear glasses with the Rift for nearsightedness and it worked, but that has risks such as damaging the lenses of the device. Oculus has mentioned that they are working towards better solutions. I'd assume they'd want to put in some sort of adjustable diopter.
[QUOTE=ryandaniels;40606344]I was wondering- if you are nearsighted, will your vision problems have any effect in VR? My thinking was that because you can see close up, and the screen is close up, there'd be no problem. But I'm no optometrist, so I don't know. I read something about how john carmack thinks vision problems can be adjusted for in software. It would be pretty cool to see far away without needing glasses again.[/QUOTE] Not sure how exactly it worked, but it should actually be better for people who are nearsighted I believe. [editline]11th May 2013[/editline] ninja'd
Alright, where's my kit. [quote=Project Cars Update] * add RequestOculusRift method to DX9/DX11 renderers. * add -vr command-line option. (inform the renderer to use the Oculus SDK and the headset display if it is available) (the app plumbing so i can test the Oculus Rift stuff, while keeping the non VR rendering the same as before) * Add helper IsDisplayDeviceOculusRift() method to DX9/DX11 renderers * Oculus Rift Distortion with Chromatic Aberration shader implemented. * add OculusRiftSDK 0.2.1 * add OculusRiftSDK to App.env.props[/quote] [editline]11th May 2013[/editline] I play PCars religiously to help me better understand the fundamentals of faster driving and shifting techniques, not to mention I love giving feedback and bug reports. But now that they integrated the SDK and support for the rift, I would really like to give VR feedback. My excitement level just shot through the roof!
[QUOTE=SGTNAPALM;40605980]You're forgetting the Rift's head tracking. Minor movements in the neck might give some depth perception that he will be able to pick up on. That on top of the full FOV will still make the Rift a cool experience compared to just using a monitor for people with one eye.[/QUOTE] How good that'll work depends on if the positional tracking will get implemented and how well. In any case Rift will be good compared to a monitor, but in no way better than real vision.
Have they confirmed whether or not they'll do positional tracking?
I don't have a single clue on what they're working on so it beats me. All I recall is that they're aiming for 6 axis positional tracking but they weren't sure how it was going to work. Since people have been messing around with the hydra, applying it to the torso and arms and things, they've gotten a pseudo PT setup, so it's very plausible and they probably will have it integrated for the retail version.
I guess their R&D team will disassemble a few Hydras and see how they track positioning :v:
[quote]I guess their R&D team will disassemble a few Hydras and see how they track positioning [/quote] In two words: magnetic fields. I believe previously they mentioned in their '9 sensors' brief that 3 of the sensors would be magnetic and used to primarily help the device remain 'centered' over time. I'm curious to know if they're worried about the Hydra's interaction with those sensors.
[QUOTE=Firgof Umbra;40609587]In two words: magnetic fields.[/QUOTE] in one word: magic
[media]http://www.youtube.com/watch?v=-lAZTttKBus[/media]
[QUOTE=Jojje;40609574]I guess their R&D team will disassemble a few Hydras and see how they track positioning :v:[/QUOTE] They mentioned looking into Hydra's tracking long ago, but it wasn't good enough for them.
OK, it arrived today, had a go with TF2 and now feel sick. What do I config so I don't feel sick in TF2?
If you go to the oculus config file and set nausea to 0 it should fix it.
I suppose it takes some time to get used to, but the closer the object, the sicker I feel. For anyone who hasn't tried the Rift, it looks a bit like Cain's hud on Robocop 2.
Play it in short increments and you'll get used to it. It happens because you don't have your VR legs yet.
What's the refresh rate on the screen or what's it planned to be? [editline]edit[/editline] I would hope and assume at least more than 60 hz due to 60 fps being the minimum comfortable amount.
Man I really want to buy a dev kit but I know it's not worth it and I should wait for the consumer version. But that's going to be such a long wait :(
The rollercoaster was much better and unlike that other guy I didn't stumble when I stood up.
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