• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
It's nice, but you have to reset the position occasionally. Also, text is barely legible in DK1, I go off memory of what I recall the text being.
[QUOTE=Sgt. Khorn;45654256]It's nice, but you have to reset the position occasionally. Also, text is barely legible in DK1, I go off memory of what I recall the text being.[/QUOTE] Isn't the IR tracking supposed to fix the issues with the focus going off-center?
[QUOTE=woolio1;45654354]Isn't the IR tracking supposed to fix the issues with the focus going off-center?[/QUOTE] I'd imagine that'd eliminate drifting entirely [editline]10th August 2014[/editline] [QUOTE=nutcake;45650213]This might be a kinda weird question but has anyone ever experimented with using drugs to increase presence? Like, something that loosens the grasp on reality and makes you kinda less focused on the flaws of the rift.[/QUOTE] I've got a test subject or two who'd love to try, though one of them has some weird condition that causes him to immerse in media hardcore without much help. He's a tough guy but playing DOOM 3 in the dark when we were young was a BAD idea
Does anyone here use a joystick with their Rift? How well do they work together?
My oculus just arrived. I guess It's time to leave a job.
how far are the preorders now?
After racing online for two hours in LFS yesterday, I had only racing dreams last night ;_;
[QUOTE=Orkel;45657872]After racing online for two hours in LFS yesterday, I had only racing dreams last night ;_;[/QUOTE] Just wait till all the sex sims come out. Wet beds every morning
[QUOTE=Lurklet;45657242]how far are the preorders now?[/QUOTE] I'm 11:45 PM 21st, Northwest USA and still pending. Probably better everywhere else.
How does the Oculus hold up when watching 3D movies? Like, 3D TV movies and not "in a cinema seat immersion" movies. Found an article by Kotaku about it that seems old and is, well, by Kotaku, that says it's a bit sub par. I plan on getting a Rift for gaming when CV1 comes out but if I can watch Blu-Ray 3D movies with it that'd be a nice plus.
The 3D of 3D movies when watched in a Rift theater is way "deeper" than when watched with 3D glasses at a real theater. The resolution is still too low for serious watching but the 3D movie effect is insanely good.
I've heard using it as a screen rather than a virtual theater can be massively disorienting. However, I don't think it'd be much worse than using one of those Sony HMDs. I guess the biggest difference would be that, instead of it seeming like a screen fifty feet away, it looks like the screen is right up in your face. That could be slightly disorienting, I guess.
[QUOTE=nutcake;45650213]This might be a kinda weird question but has anyone ever experimented with using drugs to increase presence? Like, something that loosens the grasp on reality and makes you kinda less focused on the flaws of the rift.[/QUOTE] Give it a google, I've seen plenty of people talk about it before and theres a couple apps designed for use with drugs.
[QUOTE=woolio1;45658476]I've heard using it as a screen rather than a virtual theater can be massively disorienting. However, I don't think it'd be much worse than using one of those Sony HMDs. I guess the biggest difference would be that, instead of it seeming like a screen fifty feet away, it looks like the screen is right up in your face. That could be slightly disorienting, I guess.[/QUOTE] If the head tracking doesn't work, it will feel like shit.
[QUOTE=Orkel;45658663]If the head tracking doesn't work, it will feel like shit.[/QUOTE] Any idea why? Sony seems to be doing just fine with their HMDs, as is every other company that produces HMDs. What makes the Oculus different in that regard, when not used in a virtual reality application?
[QUOTE=woolio1;45658671]Any idea why? Sony seems to be doing just fine with their HMDs, as is every other company that produces HMDs. What makes the Oculus different in that regard, when not used in a virtual reality application?[/QUOTE] The Rift has an enormous field of view in comparison. A small screen in front of you not moving with your head, feels a little different than most of your FoV not moving with your head. I guess you could use a small screen in the Rift too but because the optics are so different and designed for high FoV, the pixel density will make it look terribly low res as most will be wasted on the surrounding black space, than the Sonys which concentrate all their pixels on that small virtual screen and nothing beyond.
[QUOTE=Orkel;45658785]The Rift has an enormous field of view in comparison. A small screen in front of you not moving with your head, feels a little different than most of your FoV not moving with your head. I guess you could use a small screen in the Rift too but because the optics are so different and designed for high FoV, the pixel density will make it look terribly low res as most will be wasted on the surrounding black space, than the Sonys which concentrate all their pixels on that small virtual screen and nothing beyond.[/QUOTE] That makes sense.
[QUOTE=woolio1;45658671]Any idea why? Sony seems to be doing just fine with their HMDs, as is every other company that produces HMDs. What makes the Oculus different in that regard, when not used in a virtual reality application?[/QUOTE] it's because you're moving and literally nothing in your view is moving. Your brain immediately thinks there's something wrong and makes you sick Just imagine this- people get seasick from the gentle rocking of a boat. It isn't that it's physically agitating them like they're getting shaken or anything, it's that when you're inside the boat, you have no visual cue for where the horizon is , everything in the boat is slowly changing tilt all the time and you can't rely on your vision to stay stable- something that's surprisingly important when you're using visual cues. your brain considers these weird differences in physical and visual input an issue. You could have gotten an ear infection and lost your equilibrium (this happened to me once, but I had fun with it) or something more unknown, so the body starts shutting some stuff down to go into repair mode now, we DO have other HMDs out there that are just a screen in front of you. The difference is, they're made to be a distant screen, and usually have two individual screens outputting the visuals. These HMDs also usually have some gap, in which you can catch visual cues of your environment and at least understand your current positioning. [b]They aren't built on the premise of you moving your head around[/b] and rely on the fact that you'll be sitting still anyways. The oculus screen, however, is one screen with a divider down the middle- this means you can't just plug it in and expect to be seeing a normal monitor when you slap it on your face, you're basically looking at the center of two areas from one screen, and can't navigate anything well at all. The visual space of the screen takes up a huge portion of your view, BUT it isn't "right in front of your face" thanks to the lenses. It's like focusing on clouds in the sky, "infinity" focus away- your eyes are at their most relaxed, so it's more like sitting in an IMAX theater than looking at a monitor in front of you. This is great, but because the device is designed around immersing you in a new environment, it's mostly closed off to outside visual cues. This means that if you're getting visual input, you're going to need a horizon to fix yourself to, or else the misalignment will immediately register in your brain, and since there's literally zero visual feedback from a static screen view, you're going to feel ill [i]within seconds[/i] and become unbearable shortly thereafter, sticking you with a very uncomfortable queasiness for the rest of the day. this is why for anything that requires looking at a screen, including watching movies, the best experiences have been had with a simulated environment [t]http://static.oculusvr.com/website/2013/06/cinema3d.jpg[/t] this way you can look at a screen without losing any of the visual information, and still have a visual understanding of the immediate surroundings. It'd be cool to be more immersed in the movie itself but that would likely require new filming methods (and for filmmakers to not be gimmicky shitheads throwing things at your face) to work well
i've got a lot of experience with that particular brand of sickness a fondness for reading doesn't lend itself well to travelling especially when reading off a smartphone
I never get carsick or seasick, but man simulation sickness is a beast of its own. teleportation sickness is also a cool problem to have
[QUOTE=dai;45658984]I never get carsick or seasick, but man simulation sickness is a beast of its own. teleportation sickness is also a cool problem to have[/QUOTE] Games that actually work well, really [I]work well.[/I] I can spend hours in LFS going 100-200 km/h across swirly tracks and not feel a thing after taking the Rift off, all because the dev has perfectly implemented 75fps zero-judder low persistence. It's all about the software!
[QUOTE=dai;45658984]teleportation sickness is also a cool problem to have[/QUOTE] Oh, is that really a problem? I don't actually own a rift, but I prototyped a game for it that uses teleportation heavily.
[QUOTE=Baboo00;45660249]Oh, is that really a problem? I don't actually own a rift, but I prototyped a game for it that uses teleportation heavily.[/QUOTE] if you change visuals instantly, sometimes it can be hard to refocus on your surroundings and regather your bearings. If you're moving it can be worse. it's not as bad as motion sickness since you're still keeping relatively solid ground in view, but breaking the user's view can be quite a bit different than what you experience on a monitor. If you do a lot of blinking around in a scene, it begins to feel like you're straining the muscles in your eyes, like if you cross them too hard to focus on your nose. I wouldn't worry too much about it, but it may be worth while trying out transition effects between teleports to help separate the spaces
[IMG]http://i.imgur.com/nuhOn7n.png[/IMG]
New LFS Rift patch out, this one completes the bundle with chromatic aberration correction. [url]https://www.lfsforum.net/showthread.php?t=86202[/url] [editline]12th August 2014[/editline] Was racing in MP and there was some kind of cheater in a red mini-cooper thing going faster than my F1 car. He passed me on a straight, effortlessly going over 200 km/h while beeping his horn. Then some dude who was doing laps the wrong way crashed into him head-on in front of me about 20 metres away, and both of them flew off into space from the impact - I started laughing uncontrollably at what had happened and crashed into a wall.
Oculus SDK 0.4.1 released. Includes Mac support and various Oculus Runtime fixes.
[QUOTE=Orkel;45662686]New LFS Rift patch out, this one completes the bundle with chromatic aberration correction. [url]https://www.lfsforum.net/showthread.php?t=86202[/url] [editline]12th August 2014[/editline] Was racing in MP and there was some kind of cheater in a red mini-cooper thing going faster than my F1 car. He passed me on a straight, effortlessly going over 200 km/h while beeping his horn. Then some dude who was doing laps the wrong way crashed into him head-on in front of me about 20 metres away, and both of them flew off into space from the impact - I started laughing uncontrollably at what had happened and crashed into a wall.[/QUOTE] What's crashing like while wearing the rift?
If you crash in game, you crash in real life.
[QUOTE=Craptasket;45669597]If you crash in game, you crash in real life.[/QUOTE] I thought we were done referencing bad anime...
Not sure how solid this info is. But consumer release on may 2015? [url]http://www.kdramastars.com/articles/32823/20140812/oculus-rift-consumer-version-release-date.htm[/url] [editline]12th August 2014[/editline] A Korean drama website revealing the release date seems quite silly [editline]12th August 2014[/editline] Yeah it's most likely fake.
Sorry, you need to Log In to post a reply to this thread.