• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
Wow that is a good demo. Mostly because unreal 4 can be very good looking without much effort They need to work on the control / look scheme, I got motion sick pretty quick
crossposting from SH [url]http://techcrunch.com/2014/11/04/oculus-ceo-says-consumer-oculus-rift-vr-headset-is-months-not-years-away/[/url] oculus is about ready for a consumer launch as far as the headset itself is concerned, but is taking "months" (less than two years), [b]to develop their own input device[/b]
[QUOTE=bitches;46412748]crossposting from SH [URL]http://techcrunch.com/2014/11/04/oculus-ceo-says-consumer-oculus-rift-vr-headset-is-months-not-years-away/[/URL] oculus is about ready for a consumer launch as far as the headset itself is concerned, but is taking "months" (less than two years), [B]to develop their own input device[/B][/QUOTE] Instead of developing their own in-house device they should just keep the platform as open as possible (exactly like it is now) and let other companies work on input devices (read: leap motion, STEM, hydras, etc etc). Leap Motion is available [I]right now[/I], but there's not enough software out there that integrates it to the fullest extent. Honestly, the Leap Motion looks like it can be one of the most useful and immersive (of course, not for something like an FPS) input devices, but like I said, a big problem is there's not enough software out there that uses it to the fullest potential.
Can the Leap Motion record stereoscopic video? What resolution?
[QUOTE=Ott;46413037]Can the Leap Motion record stereoscopic video? What resolution?[/QUOTE] I think the newest one has stereoscopic color cameras, so I assume it could record, but I don't know the resolution.
[QUOTE=haloguy234;46412898]Instead of developing their own in-house device they should just keep the platform as open as possible (exactly like it is now) and let other companies work on input devices (read: leap motion, STEM, hydras, etc etc). Leap Motion is available [I]right now[/I], but there's not enough software out there that integrates it to the fullest extent. Honestly, the Leap Motion looks like it can be one of the most useful and immersive (of course, not for something like an FPS) input devices, but like I said, a big problem is there's not enough software out there that uses it to the fullest potential.[/QUOTE] I'd love to see Oculus and Leap work together, but in lack of that, Oculus does need to be the one to standardize the input. No developers beyond free indie tech-demo content will integrate these controls into their games if there are ten input devices competing on the market with no one device that most VR owners will have. [editline]5th November 2014[/editline] look at how little the hydra was put into games
[QUOTE=bitches;46413286]I'd love to see Oculus and Leap work together, but in lack of that, Oculus does need to be the one to standardize the input. No developers beyond free indie tech-demo content will integrate these controls into their games if there are ten input devices competing on the market with no one device that most VR owners will have. [editline]5th November 2014[/editline] look at how little the hydra was put into games[/QUOTE] Wasn't that because the Hydra was prohibitively expensive and was only available for something like six months, though? Actually, if you factor in the rampant hate for motion controls during the Hydra launch, there were a lot of things killing it. Motion controls haven't really made any sense before VR. I won't say I haven't enjoyed a few good games of Wii Bowling, but games haven't really stood to gain anything from them until now.
I had a dream last night that I bought an oculus rift, and then I woke up mad that I had spent money and not waited. Took me a few seconds of confused irritation before I realized that I didn't buy a rift.
So I bought Elite Dangerous in anticipation of getting my rift today... [Quote=ups]A LATE UPS TRAILER ARRIVAL HAS CAUSED A DELAY. WE'RE ADJUSTING PLANS TO DELIVER YOUR PACKAGE AS QUICKLY AS POSSIBLE. / YOUR DELIVERY HAS BEEN RESCHEDULED FOR THE NEXT BUSINESS DAY[/quote] OF COURSE. And my 32gb of ram is late too. ;_;
[QUOTE=Kybalt;46416474]So I bought Elite Dangerous in anticipation of getting my rift today... OF COURSE. And my 32gb of ram is late too. ;_;[/QUOTE] Why the fuck would you get 32GB of RAM I mean jesus christ
[QUOTE=Bokito;46416760]Why the fuck would you get 32GB of RAM I mean jesus christ[/QUOTE] Well for game development... UE4 + photoshop (texturing) + 3ds max (3d modeling) + 3d coat (sculpting and texture painting) + visual studio UE4 project + a second visual studio UE4 project that I'm referencing code from + a million (approx.) chrome tabs of tutorials + spotify + windows. and for when I'm gaming, a 16-24 gb RAM disk where I can install/copy whatever games and have them load everything instantly, aka, what are load times & buffering? :v: Anyway I've always had more RAM then reasonable. Currently I have 8gb and that feels fairly cramped lately, and upgrading to 16gb didn't feel like enough of a jump (I had 16gb on a laptop once until it got stolen in a break-in).
[QUOTE=Kybalt;46417179]Well for game development... UE4 + photoshop (texturing) + 3ds max (3d modeling) + 3d coat (sculpting and texture painting) + visual studio UE4 project + a second visual studio UE4 project that I'm referencing code from + a million (approx.) chrome tabs of tutorials + spotify + windows. and for when I'm gaming, a 16-24 gb RAM disk where I can install/copy whatever games and have them load everything instantly, aka, what are load times & buffering? :v: Anyway I've always had more RAM then reasonable. Currently I have 8gb and that feels fairly cramped lately, and upgrading to 16gb didn't feel like enough of a jump (I had 16gb on a laptop once until it got stolen in a break-in).[/QUOTE] shit, you're me 32GB represent
[QUOTE=Beacon;46417194]shit, you're me 32GB represent[/QUOTE] Tell me it was worth it :v:?
hell yeah
8 GB is enough for gaming, anything more is useful only for devs/modellers/photoshoppers/video creators etc So 8 GB represent
putting a game on a ramdisk generally has a much smaller effect on load times that you would think. Its never going to be instant either, games do way more things than just loading data on level loads.
[QUOTE=haloguy234;46412898]Instead of developing their own in-house device they should just keep the platform as open as possible (exactly like it is now) and let other companies work on input devices (read: leap motion, STEM, hydras, etc etc). Leap Motion is available [I]right now[/I], but there's not enough software out there that integrates it to the fullest extent. Honestly, the Leap Motion looks like it can be one of the most useful and immersive (of course, not for something like an FPS) input devices, but like I said, a big problem is there's not enough software out there that uses it to the fullest potential.[/QUOTE] Because the valve way of doing "open source hardware guys!" really worked out well for steam machines right? Oculus VR is "open" in the sense that it is easily hackable but its not open in the sense that internal developments of the hardware itself are largely public information. Steam Machines failed because of a lack of standardization and vision on Valve's part, not because the concept itself was bad. I honestly think for VR M+K or gamepads is perfectly fine right now. It might not sell it to people who have never used such input methods in their life, but those of us who have used it to the point where a mouse and keyboard isn't a mental barrier in a game there is zero issue with having that be the input method. AKA I hope we don't run into a situation where Oculus takes till 2016-2017 to release anything due to getting hung up on superficial features that do not affect enthusasts at all, ending up way behind their competitors and as such get eclipsed by them. Kind of like what has happened to games like Star Citizen and Overgrowth - so much dev time and hype that by the time the thing actually comes out it won't be significant or will have shortcomings compared to the competition out that day. Not that it is directly analogous since in this case getting VR from a competitor sooner that is actually better would benefit everyone (if it is actually better). I think we are still primed however for the "CV1" to release sometime next summer, especially since they've been saying "Months, not years" since early last year. Even if its not a consumer "on store shelves" version of the OR - I'm imagining something just like dev kits as far as sales and presence goes.
[QUOTE=KorJax;46417354]Because the valve way of doing "open source hardware guys!" really worked out well for steam machines right? Oculus VR is "open" in the sense that it is easily hackable but its not open in the sense that internal developments of the hardware itself are largely public information. Steam Machines failed because of a lack of standardization and vision on Valve's part, not because the concept itself was bad. I honestly think for VR M+K or gamepads is perfectly fine right now. It might not sell it to people who have never used such input methods in their life, but those of us who have used it to the point where a mouse and keyboard isn't a mental barrier in a game there is zero issue with having that be the input method. AKA I hope we don't run into a situation where Oculus takes till 2016-2017 to release anything due to getting hung up on superficial features that do not affect enthusasts at all, ending up way behind their competitors and as such get eclipsed by them. Kind of like what has happened to games like Star Citizen and Overgrowth - so much dev time and hype that by the time the thing actually comes out it won't be significant or will have shortcomings compared to the competition out that day. Not that it is directly analogous since in this case getting VR from a competitor sooner that is actually better would benefit everyone (if it is actually better). I think we are still primed however for the "CV1" to release sometime next summer, especially since they've been saying "Months, not years" since early last year. Even if its not a consumer "on store shelves" version of the OR - I'm imagining something just like dev kits as far as sales and presence goes.[/QUOTE] I played HL2 on the original dev kit with a mouse and keyboard from the beginning to ravenholm the day after getting the dev kit in one sitting. Felt kind of out of it for a few hours afterwards, but nothing really major, and it was really fun, only issue was not being able to see past like 50m. Even then, the only place where I distinctly remember it actually seriously affecting my game was on the level where you first shoot at the helicopter from the tower, where you have to break open the flood gate with the hanging metal I beams, and there's a combine MG, and you have to duck behind the cart on wheels and push it forward for cover. That part I died a few times on because I wanted to just snipe the guy instead of pushing the cart up (perfectly do-able with the revolver on anything above 800x600 effective resolution). Besides that, I think the STEM is a pretty much perfect solution. Magnetic tracking + accelerametor correction should basically mean that magnetic field disturbances don't affect your hand positioning. (ie it detects that the field is curving, but the IMU reports that your hand is moving straight down, so it would go with the IMU's measurements and correct the magnetic thing-y with some cool ass matrix math). You're not limited to aiming in front of you, you can walk around in a 16ft diameter sphere from the base while carrying the STEMs (I plan to make a virtual voxel sculpting app), and theoretically the STEM could transform into basically any controller with appropriate drivers. Want a Joystick + Throttle? Ok, mount it on top of some cheap ass ballsocket joint with springs that keep it upright, use the rotational data from the accelerametor to figure out which way the joystick is pointed. Want a force-feedback wheel + with pedals + shifter? Same thing essentially, track the rotation, output to a simple motor that controls the things the STEM controllers are strapped into. If you have the 5 tracker bundle, that gives you 2 trackers for individual pedals, (though there's probably some smart engineering solution where each pedal only rotates the tracker on a single axis, and therefore you can figure out the position of all 3 pedals despite only having a single tracker point) The shifter is basically simple joystick. Sure it's not the amazing full body haptics solution we all want, but its a pretty ok approximation for pretty damn cheap (not only in terms of money but in terms of usage of limited apartment space).
[QUOTE=Kybalt;46417179]Well for game development... UE4 + photoshop (texturing) + 3ds max (3d modeling) + 3d coat (sculpting and texture painting) + visual studio UE4 project + a second visual studio UE4 project that I'm referencing code from + a million (approx.) chrome tabs of tutorials + spotify + windows. and for when I'm gaming, a 16-24 gb RAM disk where I can install/copy whatever games and have them load everything instantly, aka, what are load times & buffering? :v: Anyway I've always had more RAM then reasonable. Currently I have 8gb and that feels fairly cramped lately, and upgrading to 16gb didn't feel like enough of a jump (I had 16gb on a laptop once until it got stolen in a break-in).[/QUOTE] Ah makes sense, thanks for clarifying. I myself only use it to play games, which is the reason I use 8GB.
12GB RAM weird squad representing
A bunch of former CoD devs are working on a made-for-VR first person shooter. [url]http://www.roadtovr.com/former-call-duty-team-members-working-vr-shooter/[/url] [quote]“Our focus is on virtual reality because you can’t just port or make a non-virtual reality game and expect it to work. The games on VR have to be made from the ground up. So we are making a game from the ground up to make sure it will work on VR.” An encouraging sentiment from a hardened console developer.[/quote]
[QUOTE=Orkel;46418861]A bunch of former CoD devs are working on a made-for-VR first person shooter. [url]http://www.roadtovr.com/former-call-duty-team-members-working-vr-shooter/[/url][/QUOTE] [del]Why call them former CoD devs? This is Respawn of Titanfall fame, not just some indies who happened to work on CoD many years ago. Also, while that teaser was shit I'm still very interested. It's weird how there was a VR third person jump&run before a VR shooter was announced.[/del] Disregard that. They are Re[B]load[/B] not Re[B]spawn[/B] and I can't read
[QUOTE=Robber;46422538]Why call them former CoD devs? This is Respawn of Titanfall fame, not just some indies who happened to work on CoD many years ago. Also, while that teaser was shit I'm still very interested. It's weird how there was a VR third person jump&run before a VR shooter was announced.[/QUOTE] The article says these guys are Reload, not Respawn. Different groups I think.
[QUOTE=Jack Bryce;46422554]The article says these guys are Reload, not Respawn. Different groups I think.[/QUOTE] Oh shit, you are right. Disregard my post.
[img]http://i.imgur.com/IYCICMD.png[/img] :DDD
[QUOTE=Jack Bryce;46422554]The article says these guys are Reload, not Respawn. Different groups I think.[/QUOTE] The amount of imagination put into these dev studio names is astounding.
Where's the cheapest place (UK) I can buy this for?
I doubt any stores are carrying any. Your best bet is ebay or from oculus
[QUOTE=Cypher_09;46427579]Where's the cheapest place (UK) I can buy this for?[/QUOTE] A developer kit? From the developers, Oculus. Why would they sell it to retailers? Unless some jerkbag bought these in bulk to somehow make a profit (probably by selling them for a higher cost with less shipping time [the devkits take months to get]), you can't get it better. Try ebay if you want fast, but you won't likely save any money.
[QUOTE=bitches;46428021]A developer kit? From the developers, Oculus. Why would they sell it to retailers? Unless some jerkbag bought these in bulk to somehow make a profit (probably by selling them for a higher cost with less shipping time [the devkits take months to get]), you can't get it better. Try ebay if you want fast, but you won't likely save any money.[/QUOTE] Any idea when the retail version will be out then? (Sorry, I'm new to this, I just watch all the videos and fantasise over how much I want one)
Sorry, you need to Log In to post a reply to this thread.