[QUOTE=Clavus;41747646]I nearly chocked on my dinner when I read that. This is going to be all over the news soon.[/QUOTE]
i was walking down a hallway when i read that and i stopped dead in my tracks and gave a flat "WHAT"
For the record: he's still working at Id, but probably in a more passive overseeing role or something. Oculus is now his primary job it seems.
[editline]7th August 2013[/editline]
Tomorrow's news: Gabe Newell joins Mojang. Shigeru Miyamoto goes indie.
[QUOTE=Qaus;41730571]Hopefully Oculus Rift will be iterative, I'd much rather prefer a "retina" resolution than simply 1080p.[/QUOTE]
Retina is a meaningless word.
[editline]7th August 2013[/editline]
[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]
Switch the lenses in a humid environment like a bathroom after someone has taken a shower, the dust will drop to the floor.
[QUOTE=FlubberNugget;41747811]Retina is a meaningless word.[/QUOTE]
its a convenient shorthand for "screens where its difficult to resolve individual pixels with the unaided eye"
people get butthurt about that just as people get butthurt about the word cloud as shorthand for "a collection of offsite servers to which you offload data storage and processing power" which i never quite personally understood but whatever
It's redundant because 'retina' doesn't even mean that in a lot of cases, Apple uses that on devices like the iPhone 4 where it really isn't the case.
Just use 'high PPI'.
[editline]7th August 2013[/editline]
Cloud is used so much because of the media and business, it's mostly a marketing term. No one really uses that in technical cases.
And it doesn't matter when speaking in non-technical climates. Its easier to say to my friend "Oh yeah I use Dropbox to keep my files on the cloud, and you should too," than it is to sperg out during my elevator speech and talk about details that aren't essential and everybody universally understands anyway.
And on the iPhone 4 it really is quite difficult to resolve individual pixels unless you go out of your way and put the thing an inch from your face. I said difficult, not impossible.
[editline]7th August 2013[/editline]
noone heh
Sorry for being against the use of pointless buzzwords. In a thread dedicated to a device and sharing your opinion on it I don't think its unfair to expect people to use more technical terms.
[editline]8th August 2013[/editline]
I mean, I wasn't taking a jab at him or anything. Just saying I think 'Retina' has no strict definition and shouldn't be used in this context. Grats to apple though, it's an effective marketing strategy. People hear Retina and think 'infinite resolution' or something along those lines.
[editline]8th August 2013[/editline]
Nice typo quip btw :)
[QUOTE=FlubberNugget;41751758]
Nice typo quip btw :)[/QUOTE]
at least you fixed it
Today, I saw the Rift, finally here in Czech Republic. Didn't get to try it because there was shitton of people and I had other things to do, but stopped by for 15 minutes of their presentation and demo. They gave it to a guy that had it for a first time and played some "horror" demo. Was awesome to watch him dodging a train and screaming from getting scared of his own flashlight.
oh man, watching the new ArmA 3 stream tonight made me wish I had a Rift.
I can't wait for that moment that I actually feel like I'm in the game.
[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]
This is what I did, just a little bit of folded tissue so that the hanging plastic doesn't dig in.
I found that I actually have really odd vision - I get the best picture when mixing an A lens with a B lens.
[editline]10th August 2013[/editline]
Also, has anyone gotten STALKER to work with the rift (Specifically Call Of Pripyat)?
Tried the rift today at a dev meetup.
On one hand I'm impressed by the immersion, and on another I can see so many drawbacks and teething issues that could take a lot of time to overcome.
Will definitely pick up a HD dev kit though.
Had a dream about the Rift. In it, I found out that the screen door effect was [I]actually a screen door[/I] in front of the screen, so I took it out and the picture turned as clear as reality. So I was basically fucking up a virtual Chicago (that looked like real life) with finger lasers, in the Rift, in a dream.
[QUOTE=Orkel;41802478]Had a dream about the Rift. In it, I found out that the screen door effect was [I]actually a screen door[/I] in front of the screen, so I took it out and the picture turned as clear as reality. So I was basically fucking up a virtual Chicago (that looked like real life) with finger lasers, in the Rift, in a dream.[/QUOTE]
What if you never woke up? What if this is still the computer simulation inside the dream?
The Matrix has you...
[QUOTE=Orkel;41802478]Had a dream about the Rift. In it, I found out that the screen door effect was [I]actually a screen door[/I] in front of the screen, so I took it out and the picture turned as clear as reality. So I was basically fucking up a virtual Chicago (that looked like real life) with finger lasers, in the Rift, in a dream.[/QUOTE]Yeah? dreamed I was playing TF2 in VR a few months before the rift was announced.
[QUOTE=Orkel;41823067][url]http://skydieving.com/[/url]
Multiplayer suicide jumping. Oh yeah.[/QUOTE]
I'll jump with you :3
[url]http://www.androidauthority.com/worlds-highest-ppi-display-2098ppi-oled-display-sony-254182/[/url]
Sony finally putting into production its 0.7 inch 720p displays.
[quote]The Sony OLED display with a 2000+ PPI, at 0.7 inches and with a resolution of 1280×720 is destined for medical and military applications, but will still trickle its way into other consumer electronics. Likely quite expensive, it will get cheaper as more are produced. Currently, this display will be debuted in a mounted display worn by surgeons who perform endoscopy and need a truly life like display in order to make the correct incisions and so forth. So this display, in a way, has the potential to save lives, which is a very novel feat, indeed.[/quote]
Something like this in the future could make for a super lightweight and compact HMD. Especially because:
[quote] It provides extremely high contrast, and offers excellent color reproduction and a very fast refresh rate, which OLED displays are known for[/quote]
Exciting times.
Sony should stick to inventing cool stuff.
[QUOTE=Orkel;41842305][url]http://www.androidauthority.com/worlds-highest-ppi-display-2098ppi-oled-display-sony-254182/[/url]
Sony finally putting into production its 0.7 inch 720p displays.
Something like this in the future could make for a super lightweight and compact HMD. Especially because:
Exciting times.[/QUOTE]
According to Luckey, [url=http://www.reddit.com/r/oculus/comments/1jsh48/hmzt1_2098_pixels_per_inch_is_that_right_that/cbi5hr6?context=3]the manufacturing process of these micro displays doesn't scale at all[/url] though. Even though the small displays get cheaper the more they produce, I don't expect it'll reach consumer-sensible prices for a looooong time.
I'm just going to leave this here and let your imagination do the rest:
[video=youtube;VX77tJmVixY]http://www.youtube.com/watch?v=VX77tJmVixY[/video]
Holy shit, that is the most impressive thing I saw on the Rift, I felt immersed even watching this in the browser.
That guy's absolutely hilarious. I can't believe I haven't heard of him before.
How difficult is it to add support for Oculus and / or Razer Hydra to a game?
depends on the game + engine, but pretty damn hard I imagine if it's not still in development
[QUOTE=Daemon White;41860366]How difficult is it to add support for Oculus and / or Razer Hydra to a game?[/QUOTE]
The Hydra has two programs you can choose from a to map keyboard and mouse to the controller buttons/triggers/joysticks and it's movement(such as flicking wrist, lifting hand, pull hands apart.)
As for the Rift, I'm just guessing that you can at least use it as a headset monitor if you plug it in? No movement or anything, but I'm just guessing.
[QUOTE=Sgt. Khorn;41863763]The Hydra has two programs you can choose from a to map keyboard and mouse to the controller buttons/triggers/joysticks and it's movement(such as flicking wrist, lifting hand, pull hands apart.)
As for the Rift, I'm just guessing that you can at least use it as a headset monitor if you plug it in? No movement or anything, but I'm just guessing.[/QUOTE]
Uhm no, it wouldn't show the same thing on both screens, which hurts your head badly.
Yeah, for Hydra I was talking about the hand movement and how it relates in-game (1-1 movement)
Basic support isn't too hard. Making full use of it means rebuilding fundamental parts of your game's design from the ground up. Goes for both the Rift and the Hydra. They both have publicly accessible APIs (although, for the Rift it's limited to Rift owners), so there aren't licensing costs or anything silly like that.
Unity is probably the easiest way. Here's a [url=http://www.oculusriftinfo.com/how-to-get-the-razer-hydra-working-with-unity-3d/]very short article[/url] on how to add Hydra support. The Oculus Developer Centre provides the Rift libraries for Unity along with a comprehensive manual.
To oversimplify how you add rift support, concerning the visual only, and not things like looking around:
When the VR rendering mode is turned on, reroute the rendering process to draw onto two halves of the screen (the rift uses one big wide screen and draws two images). In your rendering functions you consider the angle and position of the player's 'eye'. You offset this eye position and angle by amounts natural to the human face. Lastly you bend the image into a fisheye display by a mesh distortion, and draw the two images to the screen halves.
This is no trouble to anyone with a properly made game, meaning that the rendering was not overly hardcoded. The rift api no doubt comes with the calculations for that mesh distortion.
The only problem with adding rift support is when your game was made to have gameplay that does not work well when players want to look around however they please (which is still just moving and rotating the center eye).
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