• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[QUOTE=Beacon;46875329]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.[/QUOTE] Yeah maybe it's not just the import tax. I just remember that even though the thing itself was $350, you still end up paying roughly $400-$500 because of some arbitrary bullshit.
tired to find the cnet next big thing by itself which has lucky on it. starts at 6hr,25min really starts around 6hr,30min ends at 7h,18min [url]http://live.cnet.com/Event/CNET_Next_Big_Thing_2015?Page=0[/url]
Surprise: CB is actually [I]lower[/I] than 1440p (still higher than 1080p though). The diffusion by the fresnel lenses makes it appear higher res than it is because it masks the SDE. Some more info: [quote] -75,000 DK2's shipped (DK1 + DK2 together = around 130k) -The optics in Crescent Bay "smooth out the space between the pixels" such that, effectively, it looks like a higher res display. -Nate: "We want the FoV to be roughly over 110 degrees diagonal. I think the Crescent Bay FoV is actually on par with the DK2 (100), I don't think it's significantly bigger or smaller (CB is around 102-103)." -"There probably won't be another devkit for the headset. [B]But with input--we haven't shown anything quite yet--so when it does come out, it may be that it's more of a feature prototype that evolves into a devkit[/B] or something like that before it comes fully to market." -On CV2: "We don't know necessarily what CV2 looks like right now -- -- putting together the Oculus research team up in Redmond, that's one of the things they're looking at, the longer term roadmap. We'll see what features come into CV2. It could be that it's a quick iteration on CV1 that, you know, addresses some of the things that we think fundamentally change the experience, but are more iterative and less groundbreaking new technology. But, CV2 could also be totally different and an entirely new experience, and input could change..." -Crescent Bay technology is about 7 months old! It's not even the best they have[/quote] CV1's FoV will be 10 degrees more diagonally than the DK2. So around 5 more degrees horizontally. Also, a devkit is coming for input. It possible the input devkit will be revealed at GDC.
[QUOTE=Orkel;46884060]Surprise: CB is actually [I]lower[/I] than 1440p (still higher than 1080p though). The diffusion by the fresnel lenses makes it appear higher res than it is because it masks the SDE.[/QUOTE] Where did you get that? Oculus doesn't confirm any numbers. [editline]8th January 2015[/editline] As per usual, the Tested interviews are always the best ones when it comes to tech talk: [media]http://www.youtube.com/watch?v=t-IdUI0qs7w[/media]
[QUOTE=Clavus;46884091]Where did you get that? Oculus doesn't confirm any numbers. [/QUOTE] From the engadget interview. [url]http://www.engadget.com/2015/01/07/oculus-vr-ces-2015/[/url] [quote]Amazingly, the screen in Crescent Bay is actually less high-res than what's currently offered with Gear VR -- the VR headset that Oculus collaborated with Samsung on, powered by the Note 4 (and its gorgeous Quad HD screen). And you can tell; I could tell, anyway, and I'm no videophile. What's in Crescent Bay isn't the same Note 3 screen that an older Oculus Rift dev kit used, but a "custom" screen. "Those are custom screens. They are not Note 3 screens," Mitchell said. "But we can't go into it more than that." Rest assured, those customs screens are made by Samsung, regardless of what Oculus is admitting.[/quote]
The way Nate talks about text legibility makes me slightly worried. They emphasize that the Crescent Bay prototype is almost 6 months old at this point, but resolution and clarity is the most important thing to me for the games I'd like to play. CV1 could very well be better than Crescent Bay, but if the screen will be good enough is still an unknown to me. The new optics apparently solve the screen door effect so that it no longer looks like you're seeing a computer screen through magnifying glass. The GearVR runs pure 1440, meanwhile the Crescent Bay runs something that's unspecified, but lower than 1440 and compensates with supersampling and optics.
[QUOTE=Why485;46884187]The way Nate talks about text legibility makes me worry. They emphasize that the Crescent Bay prototype is almost 6 months old at this point, but resolution and clarity is the most important thing to me for the games I'd like to play. The new optics apparently solve the screen door effect so that it no longer looks like you're seeing a computer screen through magnifying glass. The GearVR runs pure 1440, meanwhile the Crescent Bay runs something that's unspecified, but lower than 1440.[/QUOTE] The render buffer is probably 1440p or higher though, since PCs have the bandwidth. I wonder if they're running into the limits of the HDMI spec or something.
[QUOTE=Clavus;46884091]Where did you get that? Oculus doesn't confirm any numbers. [editline]8th January 2015[/editline] As per usual, the Tested interviews are always the best ones when it comes to tech talk: [media]http://www.youtube.com/watch?v=t-IdUI0qs7w[/media][/QUOTE] God, there is not nearly enough media to consume about the Rift, I am so unbelievably hype for this device. I'm not even sure if that hype is a good thing, but I can't help it. I want Oculus to create the best device possible, but Christ if I don't want it to come out [I]now.[/I]
[QUOTE=Zombii;46886153]God, there is not nearly enough media to consume about the Rift, I am so unbelievably hype for this device. I'm not even sure if that hype is a good thing, but I can't help it. I want Oculus to create the best device possible, but Christ if I don't want it to come out [I]now.[/I][/QUOTE] I feel like Veruca Salt right now about the rift. "I want it now, Oculus! Now, now, now, now, noooow!" But hey, at least I know that they are perfecting it to the best they can.
[QUOTE=Clavus;46884091]Where did you get that? Oculus doesn't confirm any numbers. [editline]8th January 2015[/editline] As per usual, the Tested interviews are always the best ones when it comes to tech talk: [media]http://www.youtube.com/watch?v=t-IdUI0qs7w[/media][/QUOTE] Man, people are really mean to Norm because they think he's "awkward" or something, but god [I]damn[/I] is he on his game when they throw him at a really deep tech interview like this.
[QUOTE=Plint;46887379]Man, people are really mean to Norm because they think he's "awkward" or something, but god [I]damn[/I] is he on his game when they throw him at a really deep tech interview like this.[/QUOTE] People think Norm is awkward? Why?
[QUOTE=FetusFondler;46887944]People think Norm is awkward? Why?[/QUOTE] I'd imagine it'd have something to do with the [I]people sitting on the Internet calling someone awkward[/I] having no idea what that even means.
I'd like to see a demo where moving forwards turns your view a little bit, so you end up walking in circles.
[QUOTE=Ott;46888056]I'd like to see a demo where moving forwards turns your view a little bit, so you end up walking in circles.[/QUOTE] Just have like 3 puke buckets ready
I haven't been following this, I don't get why they're including headphones on it but they kinda look like koss ksc75/porta pro drivers maybe? which are pretty good
[QUOTE=sarge997;46868213]Honestly, if you told me 10 years ago that 2015 would be the year we got mother-fuckin virtual reality headsets, I never would have believed you. I have yet to try one, as I'm holding out for consumer, I've told my brother about it, who loves video games as much as me, and he's a bit skeptical. So I have to ask you guys, coming from someone who hasn't seen one in person. [B]Is it as awesome as I think it is?[/B][/QUOTE] [img]http://images.dailytech.com/nimage/Marty_McFly_VR_Wide.jpg[/img] who would've thought that they told you in 1989
[QUOTE=Shadaez;46888077]I haven't been following this, I don't get why they're including headphones on it but they kinda look like koss ksc75/porta pro drivers maybe? which are pretty good[/QUOTE] beyond just expecting people to ruin their experience by wearing cheapo plastic earbuds that lack quality and fall out if you move your head too much, they want to have an optimized standard that 100% of the consumers will end up having, so developers can work their 3D sound solutions knowing it's exactly what the consumers get out of it
Essentially, vertical integration. If you produce all the parts of your system, you don't have to worry about the quality of products from other companies.
Having built in optional headphones means that every user will have them at their disposal So the devs can build every game around headphones with 3D spatial audio for the best VR presence, and not worry about cheap asses that only have $5 speakers in their home
[QUOTE=Plint;46887379]Man, people are really mean to Norm because they think he's "awkward" or something, but god [I]damn[/I] is he on his game when they throw him at a really deep tech interview like this.[/QUOTE] I don't know how anybody can hate on Norm. He's the reason I watch Tested.
i really feel like it's koss drivers [editline]8th January 2015[/editline] [img]http://i.imgur.com/Y9f6xuh.png[/img] [img]http://i.imgur.com/aiubMoi.png[/img] all their drivers similar to the ksc35/75/portapro have holes similar to that [editline]8th January 2015[/editline] and i've actually opened some ksc75 up before and those lines around the outside match quite well sooo I'm almost certain now
[QUOTE=Ott;46888056]I'd like to see a demo where moving forwards turns your view a little bit, so you end up walking in circles.[/QUOTE] That actually does work, surprisingly enough. However, it needs a HUGE open space, like a whole football field or something. If the curving is subtle enough and you don't walk faster than a certain threshold, you can just move completely freely in a practically limitless virtual space, never realizing that you're being gently shepherded away from the edges of the real space. I bet that even smaller areas, like a very large room, would be usable with some time to acclimate to the strange sensation. The brain's really good at filtering continuous, subtle mismatches like that.
Is there going to be a microphone on the rift? I just thought about it, and it needs to have one, especially if it's coming with its own headphones
[QUOTE=Shadaez;46890053]Is there going to be a microphone on the rift? I just thought about it, and it needs to have one, especially if it's coming with its own headphones[/QUOTE] If it doesn't, it'd be pretty easy to attach a Modmic or something.
[QUOTE=Shadaez;46890053]Is there going to be a microphone on the rift? I just thought about it, and it needs to have one, especially if it's coming with its own headphones[/QUOTE] You mean for noise cancellation? I don't see why else they should.
Original Thread: [url]http://facepunch.com/showthread.php?t=1445520[/url] Question (Thread Content): [QUOTE]Hey, so long story short: I am not a game developer but I like to mess around with Unity and other game engines in my spare time (Outside of work or college), I play games too but also do lots of programming and 3D modelling, so I would say I am more of - moody person (based on my mood, I switch between activities of web dev, programming, app making, game engine messing around including making my own small indie games), 3D modelling etc..) So this creates a question, should I wait for consumer version of Oculus, or get DK2? What does Consumer Version have that DK2 doesn't? Does it have like restricted interface or API or something? P.S - I was gonna get 3D monitor first for playing 3D, but after suggestions (on facepunch btw) I decided to go with OR.[/QUOTE]
Can you afford to buy CV1 after buying a DK2? And you're aware that it will take you three months to receive DK2 after ordering it? If both are yes, go ahead and get the DK2. Both DK2 and CV1 will be equally useful for game development, but CV1 will be technologically superior in terms of screen, positional tracking, etc, which would be more useful to develop games with. Also, oculus already said they would include a microphone for the same reason as the headphones (the guarantee for developers that users have basic hardware so they don't limit themselves).
DK2 shipping times are fast now from what I've heard. Like 2 days from order to processing. That said we're counting on CV1 reveal at the next show in March. Well, I am.
[QUOTE=bitches;46890495]Can you afford to buy CV1 after buying a DK2? And you're aware that it will take you three months to receive DK2 after ordering it? If both are yes, go ahead and get the DK2. Both DK2 and CV1 will be equally useful for game development, but CV1 will be technologically superior in terms of screen, positional tracking, etc, which would be more useful to develop games with. Also, oculus already said they would include a microphone for the same reason as the headphones (the guarantee for developers that users have basic hardware so they don't limit themselves).[/QUOTE] Is CV1 already the next Rift or will there be a DK3 before that? [B]Edit:[/B] [QUOTE=lunarwalrus;46890527]DK2 shipping times are fast now from what I've heard. Like 2 days from order to processing. That said we're counting on CV1 reveal at the next show in March. Well, I am.[/QUOTE] I guess that answers my question. And my follow up question too.
[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] I wish the CryEngine 3 version of Crysis 1 was released on PC.
Sorry, you need to Log In to post a reply to this thread.