i made this so you guys know what you are missing
[media]http://www.youtube.com/watch?v=EU6WMMWUgu0[/media]
in retrospect the music from Going To The Store may have worked better since that is what all this nonsense looks like. And there's a ton of other glitches I cut out
[editline]31st August 2014[/editline]
woops i appeared to have fucked up, reuploading
edit: fixed
[QUOTE=Orkel;45849726]The official server is still bugged for me. Same shit as last time
[t]http://i.imgur.com/vJzyOBH.jpg[/t]
Either nobody is in the theater, or I find everyone sitting in chairs with twisted heads completely frozen. Other servers work fine so I'm sure it either has to do with the volume of players (maybe riftmax can't handle more than 20 people because of shitty coding) or the server host is just doing something wrong.[/QUOTE]
your rift is haunted
Sun 31 Aug 2014 13:13
Processed through Australia Post facility
UNDERWOOD QLD
Its so close guys! Its 3km from where I work.
[QUOTE=squids_eye;45850080]Wouldn't the ingame hands only exist when they are in front of you? If that is the case, you can't use it for anything cool like throwing grenades or shooting somewhere you aren't looking.[/QUOTE]
They're working on a 130-degree FOV higher-than-HD infrared and everything sensor that faces down and away from you, so your hands will almost always be in view apparently
[QUOTE=Beacon;45851689]They're working on a 130-degree FOV higher-than-HD infrared and everything sensor that faces down and away from you, so your hands will almost always be in view apparently[/QUOTE]
But only if hands are visible.
No virtual reality butt scratching :(
[QUOTE=Talishmar;45851900]But only if hands are visible.
No virtual reality butt scratching :([/QUOTE]
I guess it's only a matter of time before we have a near-360 degree high-fov camera mounted around the Rift
[QUOTE=Talishmar;45851900]But only if hands are visible.
No virtual reality butt scratching :([/QUOTE]
solution
extremely powerful x-ray 360 degree camera to see through body parts and detect hands
[QUOTE=Beacon;45849480]Dunno if you guys have seen this, but Leap Motion might actually be making a comeback, it looks impressive enough.
[media]http://www.youtube.com/watch?v=3ATQG9mnm34[/media]
[editline]31st August 2014[/editline]
Supporting article:
[url]http://www.tomshardware.com/news/mooculus-rift-leap-motion-sensor,27564.html#xtor=RSS-998[/url][/QUOTE]
doesn't that cover up several of the tracking leds?
that's what I thought but they must have worked around it surely
Couldn't they just get it so the normal leap motion is attached to your monitor vs being attached to the rift?
Their solution seems neat but I feel like for hand tracking it would work better (and be easier) if the leap was connected to the monitor
[QUOTE=KorJax;45852986]Couldn't they just get it so the normal leap motion is attached to your monitor vs being attached to the rift?
Their solution seems neat but I feel like for hand tracking it would work better (and be easier) if the leap was connected to the monitor[/QUOTE]
I thought the sensor's range only went out a couple feet or so. If you were to turn or move about, it'd stop working fairly quickly on a monitor.
Wow, I went to a convention here in the Netherlands and a few Gamedevs showcased an DK2 Oculus Rift together with some demos like the Rollercoaster and a home made Dungeon demo. I was hyped for the OR before, but this pretty much sold it to me. It was amazing how the 3D looks and how much it influences your sense of balance. I was amazed at how short the line was too, I think I had like 3 people in front of me, so I just went twice.
[img]https://scontent-a-nrt.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/p180x540/10501871_677687542308172_1920995189654495843_n.jpg?oh=48b40530a6dadecc544167ade68d5514&oe=546ED9D5[/img]
ITS HERE :D
[url]https://bitquark.co.uk/blog/2014/08/31/popping_a_shell_on_the_oculus_developer_portal[/url]
Some dude got paid tens of thousands by Facebook for letting them know of numerous security issues with the Oculus developer center.
[quote]All said and done, I gained access to personal information belonging to couple of hundred thousand Oculus Rift developers (including myself!) and could plant malicious code on the server and in Rift SDK releases to be downloaded and installed on individual developers' machines.
For the first vulnerability and privilege escalation attack the Facebook security team awarded $15,000; for subsequent SQLis and the admin account takeover vulnerability they awarded $5,000 each. All in all, it's been a pretty productive week :-)[/quote]
[QUOTE=Orkel;45858883][url]https://bitquark.co.uk/blog/2014/08/31/popping_a_shell_on_the_oculus_developer_portal[/url]
Some dude got paid tens of thousands by Facebook for letting them know of numerous security issues with the Oculus developer center.[/QUOTE]
If only he had posted John Carmack and Palmer Luckey nudes instead.
Wow, that's a good pay for good work.
I guess Facebook wants to make sure people feel safe using their shit. Pretty good call.
[QUOTE=Jojje;45859051]Wow, that's a good pay for good work.[/QUOTE]
HONEST PAY FOR HONEST WORK
[I]Quest complete! Reward: 20,000 Gold[/I]
[QUOTE=KorJax;45862439]HONEST PAY FOR HONEST WORK
[I]Quest complete! Reward: 20,000 Gold[/I][/QUOTE]
He got several of those 5k's. One for each exploit.
oh muh god its september
mine should be processing or even dispatching soon.
can someone tell me what different statuses the order goes through? is it processing then preparing for dispatch then in transist or what?
The upcoming oculus driver update is confirmed to fix judder by the way.
[QUOTE=Orkel;45868642]The upcoming oculus driver update is confirmed to fix judder by the way.[/QUOTE]
Please yes. It's ruining about 50% of the demos for me. Plus HL2.
I'm unsure if I should wait for the consumer version or not. I really, really want to get this somehow linked up to Garry's Mod, build a fin airplane, and live out my dream of always wanting to be a pilot.
[QUOTE=JoeSkylynx;45869133]I'm unsure if I should wait for the consumer version or not. I really, really want to get this somehow linked up to Garry's Mod, build a fin airplane, and live out my dream of always wanting to be a pilot.[/QUOTE]
Why gmod though? If you plan to buy a rift just for gmod, that's pretty odd.
[QUOTE=Sgt. Khorn;45869261]Why gmod though? If you plan to buy a rift just for gmod, that's pretty odd.[/QUOTE]
I would play other games as well, but Garry's Mod is so open to possibilities in terms of gamemodes and contraptions I could build.
I would also play a few of the FPS games which currently support Oculus Rift, but for the moment I would like to find a type of motion controller similar to the Razer Hydra before that comes about.
[QUOTE=JoeSkylynx;45869279]I would play other games as well, but Garry's Mod is so open to possibilities in terms of gamemodes and contraptions I could build.
I would also play a few of the FPS games which currently support Oculus Rift, but for the moment I would like to find a type of motion controller similar to the Razer Hydra before that comes about.[/QUOTE]
Sledbuild would be terrifying. Careening down the hill and suddenly flipping over and sliding down the mountain on your face...
GMOD spasms would cause so many headaches.
I'm also debating to get a Dev get but because of that question I will just wait for the consumer version.
Just to reiterate: very unlikely GMod's VR support will be fixed (it never worked in the first place) unless both Valve and Garry commit time to solving it. Right now that does not look feasible.
So I'm over on The Verge, reading this feature they've got on Virtual Reality, and I'm realizing that we've been here before. Apparently, the VR movement of the 90s was as big if not bigger than the VR movement now, but it fizzled due to a lack of compelling content and a lack of sufficient power to drive it.
If the biggest issue back then was that it was a technology decades ahead of its time, do you think that we're where we need to be now for it to stick around this time? Do you think we can deliver compelling VR on today's hardware?
[QUOTE=woolio1;45871647]So I'm over on The Verge, reading this feature they've got on Virtual Reality, and I'm realizing that we've been here before. Apparently, the VR movement of the 90s was as big if not bigger than the VR movement now, but it fizzled due to a lack of compelling content and a lack of sufficient power to drive it.
If the biggest issue back then was that it was a technology decades ahead of its time, do you think that we're where we need to be now for it to stick around this time? Do you think we can deliver compelling VR on today's hardware?[/QUOTE]
Maybe the tech back then was ahead of it's time, but the tech today is way further than that.
I only got a DK1, but even with that, I feel like it's gotten way further along than anything we had in the 90's.
Eventually something else will come along and replace it with something more advance. Something that can actually put players into a game. That's been a dream for so many for so long.
[editline]2nd September 2014[/editline]
VR back in the 90's was advanced, but was held back by too much to go anywhere.
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