[media]http://www.youtube.com/watch?v=e5RGW6IuRcI[/media]
Some really interesting VR experiments.
[QUOTE=dai;46622336]what point am I ignoring, the whole fact I brought up is that if it comes down to needing more accurate systems, inside-out would have way more potential over multiple cameras because you could place a few cheap, temporary reference points if it's not finding enough of its own to latch onto (all of which is pretty null given carmack's tweet shows it's doing a good job at that).
If you want 360 tracking with multiple cameras (ignoring sony's solution with tracking on the back of the head), you've now got a handful of cameras to place utilizing stands or wall mounting equipment and have to pray you or your cat won't bump any of them out of alignment with the tangle of wires stretching across your floor, on pain of exiting your simulation and recalibrating things so the cameras agree on positions.
this is the point and I'm not sure why people are against the concept of utilizing a few sticky notes to help tracking instead of what amounts to extra mandatory xbox kinect cams[/QUOTE]
oculus's prototypes already have 360 tracking, with a wider fov
the extra mandatory kinect cam is the inside-out tracking
the point is that most consumers would rather use a limited range experience with inside out tracking and/or a single stationary camera, instead of stickering their rooms
[media]http://www.youtube.com/watch?v=9bjTHlqGKrI#t=36[/media]
And they're charging 5 fucking dollars for this.
[editline]2nd December 2014[/editline]
It has oculus support
finally got my dk2 yesterday. TBH, i don't think I spent my money wisely. It's pretty cool and all, but after seeing so many videos of people like "oo! this is soo cool! I feel immersed!", I don't. I understand this is just a dev kit and hopefully it can only get much better, but I think I should have waited. But maybe it's an issue with my eyes and the lenses. my eyes are too close together for the lenses. i can see clearly in one, but the other i see the blurry edge. Is there any way to fix this?
[editline]3rd December 2014[/editline]
also, in my peripheral vision, on the right side of the right lens, there's like a line that runs vertical. it's almost as if there's a mold line, perhaps in the making of the lens, something went wrong? IDK, should i be contacting oculus about this to get a replacement?
[QUOTE=FrankPetrov;46629077]finally got my dk2 yesterday. TBH, i don't think I spent my money wisely. It's pretty cool and all, but after seeing so many videos of people like "oo! this is soo cool! I feel immersed!", I don't. I understand this is just a dev kit and hopefully it can only get much better, but I think I should have waited. But maybe it's an issue with my eyes and the lenses. my eyes are too close together for the lenses. i can see clearly in one, but the other i see the blurry edge. Is there any way to fix this?[/QUOTE]
Sounds like your IPD is below the DK2's capabilities. There's no way to fix it unless you're willing to buy one of those conversion kits for low IPDs
[QUOTE=FrankPetrov;46629077]finally got my dk2 yesterday. TBH, i don't think I spent my money wisely. It's pretty cool and all, but after seeing so many videos of people like "oo! this is soo cool! I feel immersed!", I don't. I understand this is just a dev kit and hopefully it can only get much better, but I think I should have waited. But maybe it's an issue with my eyes and the lenses. my eyes are too close together for the lenses. i can see clearly in one, but the other i see the blurry edge. Is there any way to fix this?
[editline]3rd December 2014[/editline]
also, in my peripheral vision, on the right side of the right lense, there's like a line that runs vertical. it's almost as if there's a mold line, perhaps in the making of the lense, something went wrong? IDK, should i be contacting oculus about this to get a replacement?[/QUOTE]
Damn, that sucks.
I--I wanna see your head though. You've tried the other lenses right? I've found that the A cups that are installed by default are sorta shit, and the Bs work with pretty much everyone.
B's were way better for me
So I haven't been keeping up with Oculus lately, so I'm just stopping by here to ask the simple/standard question.
When can I get the consumer version? If a date hasn't been announced I'm sorry for asking, but the thread title says "Months away", so I'm a bit confused.
[QUOTE=xalener;46629119]Damn, that sucks.
I--I wanna see your head though. You've tried the other lenses right? I've found that the A cups that are installed by default are sorta shit, and the Bs work with pretty much everyone.[/QUOTE]
Didn't even think about it. Switched to B's and it was way better, Little blur was still there but maybe I can mess with IPD to help. the line on the right is still there though so it must be the screen.
[editline]3rd December 2014[/editline]
[QUOTE=sarge997;46629292]So I haven't been keeping up with Oculus lately, so I'm just stopping by here to ask the simple/standard question.
When can I get the consumer version? If a date hasn't been announced I'm sorry for asking, but the thread title says "Months away", so I'm a bit confused.[/QUOTE]
no release date for CV1. People are hoping it'll release Q1 2015
[QUOTE=sarge997;46629292]So I haven't been keeping up with Oculus lately, so I'm just stopping by here to ask the simple/standard question.
When can I get the consumer version? If a date hasn't been announced I'm sorry for asking, but the thread title says "Months away", so I'm a bit confused.[/QUOTE]
The official word is "Months, not years"
So it can release anywhere before December 2015
Most likely in Q2 though
So I take back what I said, lol. Thanks for reminding me about the B's. With them, plus adjusting the IPD to 63.8, it's so much better.
[QUOTE=FrankPetrov;46629499]So I take back what I said, lol. Thanks for reminding me about the B's. With them, plus adjusting the IPD to 63.8, it's so much better.[/QUOTE]
I wonder now what is the DK2 best IPD spot for most users or rather whats mininum and max IPD? Im using A lenses and my IPD is 61.9 and ive had zero problems with blurryness or sickness really.
I might also have to try the B lenses then. Sometimes the goggles don't sit right on my face and only my left eye gets a clear image, and I have to readjust them.
I too have the strange vertical line in the lenses.
[QUOTE=Orkel;46629445]The official word is "Months, not years"
So it can release anywhere before December 2015
Most likely in Q2 though[/QUOTE]That's what they said, but I'm not expecting anything until 2016.
[QUOTE=RoboChimp2;46633425]That's what they said, but I'm not expecting anything until 2016.[/QUOTE]
I'd say this year or next year are pretty good candidates for release. They've already said they've nailed down the hardware with Crystal Cove, so I'd imagine it's product design, software, and marketing from here on.
[QUOTE=bitches;46630719]I too have the strange vertical line in the lenses.[/QUOTE]
Im at work so i cant test it, but i had posted the issue on the oculus forum. Someone suggested before contacting oculus, to make sure vsync is off in the gpu settings and game settings. If its still there afterwards, it's the screen that needs replaced.
New SDK, 0.4.4
[quote]NEW FEATURES:
A matching runtime and SDK are now required for development. This does not break backwards compatibility as a newer runtime will work with an older SDK/Integration.
Introduced a versioning system for the display driver.
High-quality distortion enabled via the ‘ovrDistortionCap_HqDistortion’ flag now applies optimized sub-sampling for better anti-aliasing of high-frequency details visible in the periphery of the eye buffer textures. (Currently only available in D3D11)
Added support for specifying OpenGL version and core profile support. OculusWorldDemo can now be run with core profile support.
Enabling of GLE module. This moves the GL extension loading and management to the GLE module, which is somewhat like GLEW. This also allows for automated hooking of all GL functions on platforms (enabled by default on Mac because it doesn't support KHR_Debug). It also centralizes the OpenGL version and extension management to a single place and consistent interface.
Added debug functionality to LibOVR to make assertion and crash reporting easier; sample apps and the Config Utility will now display a dialog on crash.
Added debug functions to CAPI, to allow real-time debug changing of eye-relief (in the creation of distortion meshes), and real-time debug offsetting of timing information (in generation of timewarp matrices).
Simplified the implementation of OculusRoomTiny to more clearly demonstrate rendering setup with
D3D11.
Updated SDK documentation.
BUG FIXES:
Oculus SDK
Returned vignette for both DK1 and DK2. Default to no-vignette to maximize FOV on DK2.
Fixed an OVR_Assert with the ovrHmd_GetLastError() function. It was not de-serializing the result which would trigger the OVR_Assert.
Fixed a bug where we weren't setting our own framebuffer as the default framebuffer in context creation.
Fixed a potential memory leak after a firmware update via the OculusConfigUtil.
Fixed shared context creation on Linux.
Fixed Linux DK1 device type.
Fix for DK1 window unable to target device.
Unity
Fixed a crash when switching from full-screen to windowed mode.
Fixed gravity modifier in OVRPlayerController prefab. Was 0, which prevented movement.
Fixing a bleaching bug with Halo effect.
Fixed black screen bug in Unity DX11 build + Extended mode.
Added a lock to prevent race conditions between the main & render threads during shutdown.
Fix race conditions with OVRManager life cycle management and black screens/crashes associated with scene loading.
UE4
Fixed a crash in Direct Mode ResizeBuffers when the UMD decides to take advantage of multithreaded resource creation.[/quote]
[url]http://www.reddit.com/r/oculus/comments/2oazy1/sdk_version_444_beta/[/url]
[QUOTE=FrankPetrov;46634305]Im at work so i cant test it, but i had posted the issue on the oculus forum. Someone suggested before contacting oculus, to make sure vsync is off in the gpu settings and game settings. If its still there afterwards, it's the screen that needs replaced.[/QUOTE]
To go back on this, I disabled vsync from the gpu control panel, and it did get rid of the line.
[img]http://i.imgur.com/errPlIZ.png[/img]
"Converts on contact" :v:
Is black smearing in DK2 normal when in Dark scenes like elite dangerous or just dark rooms in games every game really. I thought this was fixed many runtimes ago. I dont really minded it much but im questioning myself now is my screen broken? I suppose they should address this issue somehow in new runtimes right?
[QUOTE=Stephen427sf;46646872]Is black smearing in DK2 normal when in Dark scenes like elite dangerous or just dark rooms in games every game really. I thought this was fixed many runtimes ago. I dont really minded it much but im questioning myself now is my screen broken? I suppose they should address this issue somehow in new runtimes right?[/QUOTE]
Elite: Dangerous still doesn't support low persistence, which is why blacks tend to smear.
It has nothing to do with low persistence. The smear comes from the OLED screen going from pure black to not pure black or vice versa
The fix is in an SDK but devs have to enable it. It basically prevents the screen from going full full black
I don't understand why they haven't done this already. One of the things they were so happy about with the DK2 was the pure black, which is really the pixel just not giving any light. Why they would have the pixel show black us beyond me.
GearVR is out btw.
Compared to DK2:
+Better resolution
+No wires / it's mobile
+Less latency
+Easier to use / better software
+Asynchronous timewarp means zero judder on fps drops
-No positional tracking is a massive downside
-Limited to mobile games, no processing power for Elite or any "real" VR PC games
-Only 60hz
-Massive battery hog
-Less presence (because of no pos.tracking + only 60hz + lower FoV)
-You need the Note 4 which is like $750 and then the Gear which is $200, so the combined cost is immense. Only worth it if you've got the Note 4 already.
When I unplug my third monitor from HDMI to use the rift with it instead (direct mode), and then later switch the cable back to the monitor, windows considers the monitor plugged in yet the monitor says no signal. Any ideas? The monitor is technically a small tv.
[QUOTE=Orkel;46670494]GearVR is out btw.
Compared to DK2:
+Better resolution
+No wires / it's mobile
+Less latency
+Easier to use / better software
+Asynchronous timewarp means zero judder on fps drops
-No positional tracking is a massive downside
-Limited to mobile games, no processing power for Elite or any "real" VR PC games
-Only 60hz
-Massive battery hog
-Less presence (because of no pos.tracking + only 60hz + lower FoV)
-You need the Note 4 which is like $750 and then the Gear which is $200, so the combined cost is immense. Only worth it if you've got the Note 4 already.[/QUOTE] I tried it and you can't tell that it's got more res that the DK2. I think it's a great concept, buy who really would buy it apart from VR enthusiasts with a bit of money?
[QUOTE=RoboChimp2;46674172]I tried it and you can't tell that it's got more res that the DK2. I think it's a great concept, buy who really would buy it apart from VR enthusiasts with a bit of money?[/QUOTE]People who will already get a Note 4?
[editline]9th December 2014[/editline]
Not to mention it could be a pushing factor for people to get a Note 4 instead of an S5 or an iPhone 6 Plus
The Gear VR is more of an experiment by Samsung, rather than a full fledged consumer product - they even make you accept a form that states it's meant for developers and early adopters only. To see what kind of feedback it will receive and what they need to improve, and if it's worth making a second version in the future.
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