Can't wait for 3D audio in DK2 games/demos. They better release the SDK during CES
Also the lines are long as usual, wrapping around the booth and going into the far beyond.
[img]https://pbs.twimg.com/media/B6sol3iCYAEo54X.jpg:large[/img]
[editline]6th January 2015[/editline]
Two big hints for a 2015 launch:
Oculus's Jason Rubin puts it bluntly:
[quote]22:00
The next question is 'what's the biggest story of 2015', and Rubin chimes in with "The Oculus launch."[/quote]
Palmer Luckey chimes in on the release date when asked as well:
[quote]"This is our third year now, in our first year was the DK1, second year was DK2, it's the third year now so... let's see."[/quote]
[editline]6th January 2015[/editline]
More info:
[url]http://www.theverge.com/2015/1/6/7504767/oculus-ces-2015-virtual-reality[/url]
-An Oculus-made control system is being shown sometime soon.
-Some parts of the Rift are almost consumer-ready
-We don't know if Oculus will release a Rift without a controller, but it won't ship with an unfinished one. "We'd rather have a very simplified input or a gamepad input"
-The Gear VR sold better than Samsung expected
-There's no date for a consumer Rift, but Oculus is 'very excited' for 2015
[B]STOP DOING THIS TO ME ORKEL!!![/B]
My sister and her husband are visiting through this week and the next. 3D audio would make for a nicer presentation.
So, I'm at CES this week, and I got to try out the Crescent Bay demo. It was my first time using a VR headset, so expect a lot of the standard "wow so real" stuff.
I was very impressed by it. The main thing I can say about it is that it made me forget where I was. The demo was presented as a series of vignettes, no interaction really, but you could look around and move around a bit. The demo was about 10 minutes long in total.
Out of the parts of the demo, the most memorable to me were a scene on the roof of a building and a diorama of a small town. The roof scene placed me on the edge of roof in a city. Looking down had an amazing sense of depth, and when my demo presenter told me to take a step forward, I even hesitated for a second. The diorama demo was by far my favorite. I was able to use all of the Rift's motion and head tracking for this one, since they allowed me to move around the whole room. I got to look at the diorama from every angle, and the Rift never lost track of me.
My main complaint was that the rift's headphones really didn't fit my head well, but that was really it.
This was kind of rambling, but if you want to know anything else, just let me know.
As a bonus, here's a picture of me with the rift
[t]http://i.imgur.com/heqkCA8.jpg[/t]
[QUOTE=bitches;46871708]My sister and her husband are visiting through this week and the next. 3D audio would make for a nicer presentation.[/QUOTE]
The SDK won't come out during CES, according to new info the date will be "announced" soon. And well, even if the SDK did come out today, it'd still take weeks to update all the demos to use the completely new 3D audio system
[editline]7th January 2015[/editline]
[QUOTE=jmchief1579;46871731]So, I'm at CES this week, and I got to try out the Crescent Bay demo. It was my first time using a VR headset, so expect a lot of the standard "wow so real" stuff.
I was very impressed by it. The main thing I can say about it is that it made me forget where I was. The demo was presented as a series of vignettes, no interaction really, but you could look around and move around a bit. The demo was about 10 minutes long in total.
Out of the parts of the demo, the most memorable to me were a scene on the roof of a building and a diorama of a small town. The roof scene placed me on the edge of roof in a city. Looking down had an amazing sense of depth, and when my demo presenter told me to take a step forward, I even hesitated for a second. The diorama demo was by far my favorite. I was able to use all of the Rift's motion and head tracking for this one, since they allowed me to move around the whole room. I got to look at the diorama from every angle, and the Rift never lost track of me.
My main complaint was that the rift's headphones really didn't fit my head well, but that was really it.
This was kind of rambling, but if you want to know anything else, just let me know.
As a bonus, here's a picture of me with the rift
[t]http://i.imgur.com/heqkCA8.jpg[/t][/QUOTE]
How visible was the screendoor/pixels?
i am well jell
[quote=Brendan Iribe]"We're not announcing any dates now. [B]In the past, if you look at our history of when we show things and when we show prototypes, to where we start to make those prototypes in a form factor that's available to other people publicly — with a lot of caveats around it for being for developers or early adopters — we don't have a long period of time.[/B] We're working as quick as we can to get this ready. But we have no announcements yet. We're very excited for 2015." [/quote]
Crystal Cove (DK2 prototype) - shown publicly at CES 2014
DK2 - revealed at GDC 2014 and preorders were opened
Crescent Bay (CV1 prototype) - shown publicly at CES 2015
CV1 - revealed at GDC 2015?
2 months left to prepare your wallet. If they open preorders at GDC 2015 and it follows the same timeframe as last time the CV1 should start shipping around July.
no way. oculus needs to ramp up production for the cv1, they can't ship at the same rates they have for the dev kits
[QUOTE=thrawn2787;46872016]no way. oculus needs to ramp up production for the cv1, they can't ship at the same rates they have for the dev kits[/QUOTE]
Throughout this thread, I'm the most optimistic and you're the most pessimistic :v:
They've had an entire year since the DK2 to prepare the production lines, and now with Facebook's assistance I'm sure they can do it. Remember that it's not going to be sold on the shelves, it's going to be only orderable from the Oculus site. They ordered around 500,000 of those new VR chips a while back so that's probably how much they expect to sell abouts (the DK2 has sold 100,000 so far)
[QUOTE=insistent;46870612]Im not really used to write something and dont look at the keyboard, how can i help myself if i wanna write a mesage on a multiplayer game while wearing the oculus?[/QUOTE]
Turn your lights out at night and type with a darker and darker monitor brightness.
I usually turn the lights of my keys off. When I do that it looks like the keys Turned completely black.
[QUOTE=Orkel;46872034]Throughout this thread, I'm the most optimistic and you're the most [I]pessimistic [/I]:v:[/QUOTE]
I prefer "realistic"
In all seriousness who the fuck actually knows outside of facebook/oculus? Its just fun to speculate.
[QUOTE=thrawn2787;46872164]I prefer "realistic"
In all seriousness who the fuck actually knows outside of facebook/oculus? Its just fun to speculate.[/QUOTE]
Yes it is!
[editline]7th January 2015[/editline]
But remember that the GDC reveal of the DK2 was only a pre-order. The actual units only shipped in July/August. They can very well bring a dozen or so CV1s from a "test batch" run this March and only start shipping the rest later this year.
New update from Oculus:
[url]https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/1100917[/url]
The HRTF tech is going to be in the next SDK.
CV1 is pretty much the only reason i know it is 2015 right now, i've got my money stashed and ready to pre-order it as soon as i can
I might not be able to pre-order right away what with moving out somewhere in 3 months trying to find a job / internship. Gotta afford that living independently thing.
I'd be great if it were possible to get the CV1 before August. My dad works abroad, and he comes home on summers and winters for about two and a half weeks. He's probably coming in July this summer. It'd be a shame if he left without experiencing it; I hid the Rift's existence from him on purpose so it's a bigger surprise.
I want the CV for Red Orchestra 2: Heroes of PTSD so that I can immerse myself in dying multiple times.
I'm a bit concerned about the possibility of the consumer version using a 1440p display. Not that it wouldn't be awesome, but I don't know if my 760 would be up to the task of keeping a steady 60fps at that res.
I may have to get a 970 sooner than expected.
There's no need to really render the games you play in 1440p iirc, the screen resolution is mostly just there so it's has a smaller DPI so it can be more immersive.
Loads of the current demos already render the games at 1440p and it's downscaled in the DK2. They all run at 75fps with my 770. Go start up any Unity engine demo and press spacebar to bring up the engine menu, it'll show the current resolution at 2500x1400 or something like that. I think one of them was like 2800x1600 too
As long as the developer makes the game for VR from the ground up it should run easily on a gaming PC. It's like you think we'll be playing Crysis on it or something. So stop worrying, as long as you have a higher end 700 or 900 series card you should be fine for the CV1 and most of its VR-only games.
[QUOTE=Orkel;46872991]Loads of the current demos already render the games at 1440p and it's downscaled in the DK2. They all run at 75fps with my 770. Go start up any Unity engine demo and press spacebar to bring up the engine menu, it'll show the current resolution at 2500x1400 or something like that. I think one of them was like 2800x1600 too
As long as the developer makes the game for VR from the ground up it should run easily on a gaming PC. It's like you think we'll be playing Crysis on it or something. So stop worrying, as long as you have a higher end 700 or 900 series card you should be fine for the CV1 and most of its VR-only games.[/QUOTE]
Funny how when I run Crysis 1 at 1080p with all settings on max with a GTX 970 and an i5 2500k processor I can only get up to 50~fps.
I don't know if my CPU is a bottleneck or not but wow. I'd expect a 2011 CPU and a 2014 GPU to run Crysis 1 at 120 on max but I guess not. Especially knowing that Crysis 1 came out in 2007 (almost 8 [I]years ago![/I])
It really isn't a matter of computational horsepower with Crysis. It's just a really poorly optimized game on a really poorly optimized engine.
[QUOTE=woolio1;46873118]It really isn't a matter of computational horsepower with Crysis. It's just a really poorly optimized game on a really poorly optimized engine.[/QUOTE]
CryEngine 2, yes. CryEngine 3 I remember being way better optimized.
[QUOTE=ClarkWasHere;46873239]CryEngine 2, yes. CryEngine 3 I remember being way better optimized.[/QUOTE]
It is, and that's why Crysis 2 and 3 run so much better.
[QUOTE=C0linSSX;46872814]I'm a bit concerned about the possibility of the consumer version using a 1440p display. Not that it wouldn't be awesome, but I don't know if my 760 would be up to the task of keeping a steady 60fps at that res.
I may have to get a 970 sooner than expected.[/QUOTE]
You need 75fps to keep it from looking awful in VR. Consumer 1 is shooting for 95.
[QUOTE=woolio1;46873266]It is, and that's why Crysis 2 and 3 run so much better.[/QUOTE]
Doesn't make them better games though.
[QUOTE=jonoPorter;46873712]Doesn't make them better games though.[/QUOTE]
I don't think anyone was arguing that.
If they're going to make it exclusive to order from the Oculus site I'll actually be kinda bummed out. Fuck paying €100+ for import taxes, I mean seriously.
[QUOTE=Bokito;46875321]If they're going to make it exclusive to order from the Oculus site I'll actually be kinda bummed out. Fuck paying €100+ for import taxes, I mean seriously.[/QUOTE]
Taxes were included for the DK1 and DK2 from what I remember. I didn't pay import tax in the UK, but I paid VAT on them at the point of sale.
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