• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[QUOTE=haloguy234;46326075]The DK2 suffers from a lot of resolution issues which will not be present in the CV1. It's a cool experience, don't get me wrong, but at this stage of development it's more or less a proof of concept. It's usable, but it's very rudimentary. To give you an idea, take the nearest smartphone and stick it right infront of your face. If you can line it up and focus just right, you can see the individual pixels and most likely the aperture grill in the screen. It's not as bad as it sounds, trust anyone who owns a DK2 on that. We're serious. It really isn't all that bad, but it is definitely a negative impact on the experience. That's pretty much what everything looks like in a DK2. You just don't have the eyestrain because of the lenses. It's cool, it's awesome, but the CV1 will be leaps and bounds better. I don't regret my purchase of the DK2 as it's a very interesting and cool experience. Only do it if you've got the money to spare. That's why I did it.[/QUOTE] E:D screen door as an example (ignore the chromatic aberration its caused by the camera) [t]http://i.imgur.com/3l3nO8b.jpg[/t]
I suppose I'll just be jealous of you guys and stalk the thread while I wait for CV1 pre-orders, then. I don't [I]need[/I] one right now, I'm just very, VERY excited for the Rift. I really think it's going to be huge when a big chunk of the PC gaming population gets it into their hands and are showing it off to their friends. [editline]25th October 2014[/editline] I mean we kind of have it already, but I hear that for a lot of people who don't really think it's going to be big it's a kind of 'seeing is believing' experience, so I think it'll get a lot bigger than it is already on public launch.
I think I just grew my VR legs because I've been in the Rift for 4 straight hours now and when I just took it off, my monitor seemed super tiny and every item on the desktop looked like it was floating above my background.
apparently the Alien:Isolation patch made things way better in VR; crafting is moved further away from the screen, save screen is no longer crosseyed, you can move your head further away from certain pop up windows like PC screens, etc. can't wait to get home to try it again
Do we know if CV1 is going to be the same price as the DKs?
if they stick to their plan of selling it for cost price (which is kinda hard to believe, honestly) it should be cheaper than DK2, theoretically
[IMG]http://puu.sh/cq2Bi/d7f9338407.jpg[/IMG] [IMG]http://puu.sh/cq2BQ/a9d8ec6fcb.jpg[/IMG] After being on VR for pretty much all day so far. All I can say wow. Just played 1,5 hour of alien isolation while standing with controller, new campaing simply fucking rad it feels so awesome while standing and you can actaully lean better on corners. Then I got out a cutscene and my point of vieuw was fucked everything was a hillclimb. I tried the reset L1+R1 but could not for hell of me get it 100% properly maybe like 70% properly. Now when I quit everything is sideways when my head isnt this is so weird. Been so for like last 20 min hope it passes it feels like falling over when walking.
[QUOTE=woolio1;46325202]Okay. Tell me, then, what physical damage has ever been done to anyone from: A. Having a screen close to their face. ([URL="http://health.howstuffworks.com/human-body/systems/eye/tv-bad-for-eyes.htm"]And I don't mean your mother scolding you for sitting too close to a TV[/URL]) B. The same style of lenses used in vintage stereoscopes and children's toys. C. Having a one-pound box strapped to your face. Since the worst possible thing to come from the last one is a bit of neck strain, and the first two have been tested pretty extensively for the past fifty years or longer, I'm not exactly inclined to believe that the Rift can do any real damage at all. I guess it could be argued that eye strain could be an issue because screens, but the lenses negate the distance argument there. I guess we'll see, though, won't we? EDIT: Forgot something. Back when the 90s VR industry died, the US military bought a lot of the companies behind it for their patents, and created a series of stereoscopic VR viewfinders, usually for windowless vehicles and the like. Those have been in use since then, and there's never been any serious issues attributed to them.[/QUOTE] I'm talkin stress test, testing for hours at a time. I mean [B]24 hours[/B] at a time to see the effects. We know some people aren't motion sick by VR and would wear the Oculus Rift for long periods of time, so test it with willing people. I'm talking about the chance of PTSD(lol). Put people through very traumatic experiences in the rift and see what happens. Making sure that they also sign a waver stating that they willingly participated and all that jazz. Just because we've had VR for a long time doesn't mean we've had software with horror/traumatic elements that are compatible with VR. I know I'm with you and your blind hype and optimism about the future with VR. AND [B][I]I'm with you about VR not having any bad side effects.[/I][/B] But I at least want to test EVERY possibility for something to go wrong, because I want VR to flourish, instead of dying due to something that we could have easily prevented by having some foresight. Lol BTW the first three points that you brought up I already agree that those won't be a problem at all. For the Oculus, I think there should be a counter weight on the back of the rift to keep your head's Center of Mass in the center of your head, so that you aren't leaning forward all the time, but I wouldn't know how that would affect overall neck-strain.
Managed to bag at least 22 hours work, potentially 38 hours over christmas if my work trial is good which means I may invest in one of these early. I do have an i5 2500 and a 670, so I'm not sure whether I should just upgrade.. Then again, I should wait until the new lot of things next year so maybe I could get a DK2 soon.
[QUOTE=haloguy234;46326075]The DK2 suffers from a lot of resolution issues which will not be present in the CV1. It's a cool experience, don't get me wrong, but at this stage of development it's more or less a proof of concept. It's usable, but it's very rudimentary. To give you an idea, take the nearest smartphone and stick it right infront of your face. If you can line it up and focus just right, you can see the individual pixels and most likely the aperture grill in the screen. It's not as bad as it sounds, trust anyone who owns a DK2 on that. We're serious. It really isn't all that bad, but it is definitely a negative impact on the experience. That's pretty much what everything looks like in a DK2. You just don't have the eyestrain because of the lenses. It's cool, it's awesome, but the CV1 will be leaps and bounds better. I don't regret my purchase of the DK2 as it's a very interesting and cool experience. Only do it if you've got the money to spare. That's why I did it.[/QUOTE] I did this with my 768p iPhone 6, and it looks remarkably decent. I'd imagine the 1080p panel in the DK2 would make it look even better.
[QUOTE=ClarkWasHere;46327811]I'm talkin stress test, testing for hours at a time. I mean [B]24 hours[/B] at a time to see the effects. We know some people aren't motion sick by VR and would wear the Oculus Rift for long periods of time, so test it with willing people. I'm talking about the chance of PTSD(lol). Put people through very traumatic experiences in the rift and see what happens. Making sure that they also sign a waver stating that they willingly participated and all that jazz. Just because we've had VR for a long time doesn't mean we've had software with horror/traumatic elements that are compatible with VR. I know I'm with you and your blind hype and optimism about the future with VR. AND [B][I]I'm with you about VR not having any bad side effects.[/I][/B] But I at least want to test EVERY possibility for something to go wrong, because I want VR to flourish, instead of dying due to something that we could have easily prevented by having some foresight. Lol BTW the first three points that you brought up I already agree that those won't be a problem at all. For the Oculus, I think there should be a counter weight on the back of the rift to keep your head's Center of Mass in the center of your head, so that you aren't leaning forward all the time, but I wouldn't know how that would affect overall neck-strain.[/QUOTE] I kinda really doubt that the Oculus Rift can give any PTSD, given that y'know, nothing can actually harm you in real life in Oculus VR? It's not really as traumatic when you just take a second to think "wait that's not real; I'm okay". Wearing it for long amounts of time would probably cause headaches/more severe VR sickness. I can't really see it getting any worse than that.
[QUOTE=ZestyLemons;46328359]I kinda really doubt that the Oculus Rift can give any PTSD, given that y'know, nothing can actually harm you in real life in Oculus VR? It's not really as traumatic when you just take a second to think "wait that's not real; I'm okay". Wearing it for long amounts of time would probably cause headaches/more severe VR sickness. I can't really see it getting any worse than that.[/QUOTE] How many times have you been scared because of a horror film but you instantly got rid of the feeling by thinking "wait that's not real; I'm okay". If presence is achieved where the subconscious believes it is in the virtual world you could totally get PTSD.
[QUOTE=ClarkWasHere;46327811]I'm talkin stress test, testing for hours at a time. I mean [B]24 hours[/B] at a time to see the effects. We know some people aren't motion sick by VR and would wear the Oculus Rift for long periods of time, so test it with willing people. I'm talking about the chance of PTSD(lol). Put people through very traumatic experiences in the rift and see what happens. Making sure that they also sign a waver stating that they willingly participated and all that jazz. Just because we've had VR for a long time doesn't mean we've had software with horror/traumatic elements that are compatible with VR. I know I'm with you and your blind hype and optimism about the future with VR. AND [B][I]I'm with you about VR not having any bad side effects.[/I][/B] But I at least want to test EVERY possibility for something to go wrong, because I want VR to flourish, instead of dying due to something that we could have easily prevented by having some foresight. Lol BTW the first three points that you brought up I already agree that those won't be a problem at all. For the Oculus, I think there should be a counter weight on the back of the rift to keep your head's Center of Mass in the center of your head, so that you aren't leaning forward all the time, but I wouldn't know how that would affect overall neck-strain.[/QUOTE] I can definitely understand the desire for an abundance of caution, but I just don't think it's necessary. We hear about the "immersion" of the Rift all the time, but that's sort of forced. You know you've got a box with a screen strapped to your head, you know nothing's real. I think that alone would prevent any sort of PTSD or similar, unless you've got some sort of extenuating circumstances which would impair your judgment. If you do have those sorts of extenuating circumstances, be it a mental disability, neurocognitive disorder, or anything like that... We've seen just how immersive video games can be to those people, and I think we'll definitely see more of that come out of the Rift. Will that be the Rift's fault? I don't think so, but the media might portray it that way. I don't think we're going to see a 90s VR crash again. The tech is way too close right now. It's pretty much unstoppable at this point, the only real question is when.
[QUOTE=woolio1;46328379]I can definitely understand the desire for an abundance of caution, but I just don't think it's necessary. We hear about the "immersion" of the Rift all the time, but that's sort of forced. You know you've got a box with a screen strapped to your head, you know nothing's real. I think that alone would prevent any sort of PTSD or similar, unless you've got some sort of extenuating circumstances which would impair your judgment. If you do have those sorts of extenuating circumstances, be it a mental disability, neurocognitive disorder, or anything like that... We've seen just how immersive video games can be to those people, and I think we'll definitely see more of that come out of the Rift. Will that be the Rift's fault? I don't think so, but the media might portray it that way. I don't think we're going to see a 90s VR crash again. The tech is way too close right now. It's pretty much unstoppable at this point, the only real question is when.[/QUOTE] [QUOTE=ZestyLemons;46328359]I kinda really doubt that the Oculus Rift can give any PTSD, given that y'know, nothing can actually harm you in real life in Oculus VR? It's not really as traumatic when you just take a second to think "wait that's not real; I'm okay". Wearing it for long amounts of time would probably cause headaches/more severe VR sickness. I can't really see it getting any worse than that.[/QUOTE] That's why I edited in the (lol) with PTSD, because I think it'd be silly if you got PTSD from the rift, but if it's possible... well better have a warning about it I guess.
Do we have any idea on pricing of the Consumer Version? The DK2 costs 350USD. Will the CV cost more or less than that?
if they stick to their plan of selling it for cost price (which is kinda hard to believe, honestly) it should be cheaper than DK2, theoretically
Oculus has said it will cost between 200-400. So no real detail yet.
[QUOTE=Orkel;46329272]Oculus has said it will cost between 200-400. So no real detail yet.[/QUOTE] Broad estimate :v:
Has anyone tried downsampling from 1440p with the DK2? I'm curious to know if it will work. I tried to do it myself, but I have an AMD GPU and AMD doesn't like to let us set custom resolutions. I tried using the Custom Resolution Utility, but that doesn't work either.
It increases image quality, yes. For example using Nvidia DSR to render E:D at 1440p makes the UI text a fair bit more readable on the 1080p DK2. Problem is the judder that comes with the lower FPS.
I thought Don't Let Go was going to be easy, but my girlfriend decided it was a good idea to touch my arm at the exact same spot the virtual spider was crawling on me. I let go.
Quick question. You know how the whole unit can be adjusted to be closer or further from your face? The adjuster on the left side of the unit is knocked out of alignment. When I bring both sides all the way back, the left knob is turned further than the last hash mark, while the one on the right won't go any further than that. I've noticed that some things appear significantly more blurry on the left side of the screen when I use the rift. It's really, [I]really[/I] difficult to describe. I know things around the edges of the lenses are supposed to look blurry, but on the left portion of my view, text and such begins to blur much, much further away from the near edge of the lens. Is this because it's not equally aligned? Is there a quick fix to get it lined up?
[QUOTE=haloguy234;46330840]Quick question. You know how the whole unit can be adjusted to be closer or further from your face? The adjuster on the left side of the unit is knocked out of alignment. When I bring both sides all the way back, the left knob is turned further than the last hash mark, while the one on the right won't go any further than that. I've noticed that some things appear significantly more blurry on the left side of the screen when I use the rift. It's really, [I]really[/I] difficult to describe. I know things around the edges of the lenses are supposed to look blurry, but on the left portion of my view, text and such begins to blur much, much further away from the near edge of the lens. Is this because it's not equally aligned? Is there a quick fix to get it lined up?[/QUOTE] Problem might be your eyes, not the Rift. Have you thought about getting your vision tested?
[QUOTE=woolio1;46331227]Problem might be your eyes, not the Rift. Have you thought about getting your vision tested?[/QUOTE] I had an eye test a week ago. My eyes are fine. It's a visible issue with how the lens is positioned. Kinda like looking through a crooked lens on glasses.
[QUOTE=haloguy234;46330840]Quick question. You know how the whole unit can be adjusted to be closer or further from your face? The adjuster on the left side of the unit is knocked out of alignment. When I bring both sides all the way back, the left knob is turned further than the last hash mark, while the one on the right won't go any further than that. I've noticed that some things appear significantly more blurry on the left side of the screen when I use the rift. It's really, [I]really[/I] difficult to describe. I know things around the edges of the lenses are supposed to look blurry, but on the left portion of my view, text and such begins to blur much, much further away from the near edge of the lens. Is this because it's not equally aligned? Is there a quick fix to get it lined up?[/QUOTE] I think it might be an issue with some of the lenses. My right lens is blurrier on the right side than the left lens is on the left. Maybe it's a common manufacturing error, they're dev kits after all.
Have you tried cleaning your lens? :v:
[QUOTE=Clavus;46334025]I think it might be an issue with some of the lenses. My right lens is blurrier on the right side than the left lens is on the left. Maybe it's a common manufacturing error, they're dev kits after all.[/QUOTE] Yeah, I think you're right. I tried using the B lenses and the blur issue I'm having isn't there. It's no big deal, but at least now I know my unit isn't completely fucked.
Is it possible that they don't know some of their lenses are flawed? I'd be upset if I bought a consumer product that had such flaws.
Optics are a huge, huge part of the R&D work on the Rift. More so than anything else. From what they made it sound, the reason the Crescent Bay prototype was so good was because the optics are completely different. Palmer is always talking about the optics in interviews. The way they talk about the lenses makes them sound really hard to manufacture. Still, I wouldn't be surprised if the consumer version has more quality control to prevent that kind of thing from happening. The dev kits are just that. Something close enough to develop to.
[QUOTE=Uberslug;46328881]if they stick to their plan of selling it for cost price (which is kinda hard to believe, honestly) it should be cheaper than DK2, theoretically[/QUOTE] why do we bother eh
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