• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
Competition is always good, it makes the companies try to make more aggressive and (hopefully) better products to sell on the market. That 210 fov just looks a bit over the top though, and it's most likely going to cost more than the rift at the end.
I would make the screens vertical.
I think it's important to remember that, even with all these competitors, the Oculus Rift was the first one to make this actually work. Luckey was, as far as I know, the first one to come up with that screen concept, where you could have the lenses warp the image but make up for it in software shaders. He was the first one to make this truly possible. All of these competitors are merely adapting his ideas. These competitors probably wouldn't exist if Luckey hadn't thought of it first.
[QUOTE=Medevilae;41697010]But human FOV is only roughly 180, so what good is any extra?[/QUOTE] if we didn't move our eyes that'd be a valid point this just means even looking with your eyes to one side, you'll probably not be able to see the edge of your virtual reality
[QUOTE=SGTNAPALM;41700024]I think it's important to remember that, even with all these competitors, the Oculus Rift was the first one to make this actually work. Luckey was, as far as I know, the first one to come up with that screen concept, where you could have the lenses warp the image but make up for it in software shaders. He was the first one to make this truly possible. All of these competitors are merely adapting his ideas. These competitors probably wouldn't exist if Luckey hadn't thought of it first.[/QUOTE] Besides Oculus VR has the [url=https://en.wikipedia.org/wiki/First-mover_advantage]First-mover advantage[/url] which means you know for a fact that it's going to be the most supported, likely cheapest (well a cheaper one could come around but they'd have to work magic to do it), etc
[QUOTE=SGTNAPALM;41700024]I think it's important to remember that, even with all these competitors, the Oculus Rift was the first one to make this actually work. Luckey was, as far as I know, the first one to come up with that screen concept, where you could have the lenses warp the image but make up for it in software shaders. He was the first one to make this truly possible. All of these competitors are merely adapting his ideas. These competitors probably wouldn't exist if Luckey hadn't thought of it first.[/QUOTE] this is how it works in a lot of areas one guy/group does some innovative magic and everyone hops aboard the train
Holy shit, outerra is fucking incredible with the rift. I just tried it, and it blows anything else out of the water at the moment. Images don't do enough, but i'm posting one anyway. :v: [img]http://shx.skipcast.net/RpFN6A5.png[/img] The sense of scale is amazing.
This is super awesome: [img]http://i.imgur.com/t2GWaBv.png[/img] It is really fun to play with. But as previously stated the resolution is the big downside (with the individual pixels being visible as above). To be fair, you notice it far less when moving around. Also, I have a huge nose so I have to push the Rift all the way out to fit the honking thing in :v: One more smaller complaint (again, the screen) is that the refresh rate is low on it and causes blur when looking around. Though the head-tracking feels completely lag-free. Overall, repeating others, I would wait for the full deal for the moment (unless you are made of money or get one for free). See if you can't visit a friend with one to just try it out (because it is worth a decent car trip)
I hope i didn't miss this being posted here [video=vimeo;71336141]http://vimeo.com/71336141[/video]
Just ordered mine after getting to try it at quakecon. I host alot of Lan Parties in the Dallas area and thought it be cool to pick one up to let friends/attendees try.
Hopefully Oculus Rift will be iterative, I'd much rather prefer a "retina" resolution than simply 1080p.
[QUOTE=Qaus;41730571]Hopefully Oculus Rift will be iterative, I'd much rather prefer a "retina" resolution than simply 1080p.[/QUOTE] It will. However it'll largely depend on hardware developments in mobile space. Once you see 4K resolutions on 5" smartphones, it's likely the Rift will get one too. The question remains whether the development of mobile hardware will keep going in this direction.
So look what decided to show up unannounced earlier this afternoon... [IMG]http://i.imgur.com/Zx6NdhZ.jpg[/IMG] I realise I'm just going to be repeating what everybody else has already said, but I think it's always a good idea to let people know of your thoughts when dealing with new hardware. These sorts of things rarely ever live up to my (admittedly high) expectations, but the Rift just works exactly like I expected it to: really fucking well. That's not to say I wasn't at all surprised; the first thing I did was boot up Half-Life 2 and looking around the train at the beginning just absolutely blew mind like nothing else has for a long time. It's an incredibly unique experience not only in how you see the world but also how you play in it. The freedom of having independent head movement and crosshair movement is super cool and by the time I eventually started to feel a bit queasy (about ~30 minutes in) I'd already adjusted my play style and was having a blast. The VR cinema is a really uncanny experience, and I can seriously see this sort of thing taking off big time once these kits start hitting the mainstream market. RiftCoaster generates an awesome illusion of speed, and my Mum just couldn't bare to go over the first drop. I was a little shocked to see that everything I needed to get up and running was included in the packaging (even a 3-pin British plug adapter), although given Oculus' track record already I really shouldn't have been. The unit itself is super light and comfortable once you've adjusted the headstrap and lens distance, and it's also super convenient to be able to just shove the thing up to your face to quickly check that everything is working (other HMDs that I've used have horrible, gargantuan frames that you have to mount on your head). Obviously, the screen is a real limitation, but once you get going your mind starts to fill in the blanks and ignore the blurriness and it's still entirely possible to have a fantastic time. What's great though is that even at this early stage in the Rift's development the experience it provides is like nothing else I've ever tried, and things can genuinely only get better from here. Now to start actually developing with it...
oh god i want one
I honestly got really distracted from the dust on the monitor stand.
[QUOTE=Plaster;41735006]I honestly got really distracted from the dust on the monitor stand.[/QUOTE] Yeah, I should really clean that.
Speaking of dust, when we were switching lenses (tried between A and B types, the Bs worked better for me), there was [I]always[/I] some dust that would get in. And it was a real bitch to get spotless again. The dust inside would look like "dead pixels", small dark dots hovering somewhere in the scene. It was almost unnoticeable, but in bright areas and the such you could see a couple of dust specks at all times, if you looked for them. Hopefully the consumer version won't be using a "switchable lens" system.
At least it should have some protection in front of the hole for the lense so no dust can get through the holes. That would do it.
Mine turned up unannounced today too, super impressed but with all the caveats already mentioned. Have a few questions for those who have some experience, the pixels around the edges are blurry making things like the HUD in hl2 and menus a bit difficult to read but sharp in the middle, can anything be done about this? My other question is what is the practical purpose of moving the screen forwards and back? (I managed to leave the all the paperwork at work which probably has these answers sorry)
[QUOTE=bord2tears;41704240] Also, I have a huge nose so I have to push the Rift all the way out to fit the honking thing in :v: [/QUOTE] How big is your nose, are you middle-eastern? I'm Iranian and we all have big noses. So this makes me worry. I'm serious.
[QUOTE=CommanderPT;41737606]How big is your nose, are you middle-eastern? I'm Iranian and we all have big noses. So this makes me worry. I'm serious.[/QUOTE] I have a giant greek nose and the Rift really dug into it, there was no foam at that part. People have said that a little foam that they modded in there makes it super comfy so dont worry.
[QUOTE=Orkel;41737735]I have a giant greek nose and the Rift really dug into it, there was no foam at that part. People have said that a little foam that they modded in there makes it super comfy so dont worry.[/QUOTE] To help us feel more comfortable, could you measure the length of your nose?
[QUOTE=Orkel;41737735]I have a giant greek nose and the Rift really dug into it, there was no foam at that part. People have said that a little foam that they modded in there makes it super comfy so dont worry.[/QUOTE] After studying the noses that greek people posses I have come to the conclusion that they are more boney. (Not counting those old statues that are marble, which are even harder) Iranian noses are more squishy and meaty so I'll probably manage. I feel like there should be a nose thread on facepunch.
[QUOTE=Orkel;41735262]Speaking of dust, when we were switching lenses (tried between A and B types, the Bs worked better for me), there was [I]always[/I] some dust that would get in. And it was a real bitch to get spotless again. The dust inside would look like "dead pixels", small dark dots hovering somewhere in the scene. It was almost unnoticeable, but in bright areas and the such you could see a couple of dust specks at all times, if you looked for them. Hopefully the consumer version won't be using a "switchable lens" system.[/QUOTE] When I have to switch out the lenses I always hold the unit turned upwards so no dust falls in. Seems to have worked, since I've never had an issue with dust during the few times I switched out the lenses.
[QUOTE=CommanderPT;41737841]I feel like there should be a nose thread on facepunch.[/QUOTE] "The Nose Megathread V1 - stop being so NOSY AHAHAHAHAHAHA" somebody make it
EverQuest Next likely getting Rift support - check out 2:09 [hd]http://www.youtube.com/watch?v=JH1UVXfUCXw[/hd]
[QUOTE=Orkel;41740076]EverQuest Next likely getting Rift support - check out 2:09 [hd]http://www.youtube.com/watch?v=JH1UVXfUCXw[/hd][/QUOTE] This could be dangerous...
[URL="http://www.oculusvr.com/john-carmack-joins-oculus-as-cto.html"]John Carmack Joins Oculus as CTO[/URL]
-it's fixed itself for me now-
[QUOTE=quelqu_un;41745949][URL="http://www.oculusvr.com/john-carmack-joins-oculus-as-cto.html"]John Carmack Joins Oculus as CTO[/URL][/QUOTE] I nearly chocked on my dinner when I read that. This is going to be all over the news soon.
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