[QUOTE=rakker;42075470]stuff][/QUOTE]
holy shit that knocking part. I actually thought my windows was shut by the wind or something.
[QUOTE=MrGreed;42078309][video=youtube;kyJKH76i9Uo]http://www.youtube.com/watch?v=kyJKH76i9Uo[/video][/QUOTE]
Well he pretty much said it about the screens...
Got to try out the HD rift at PAX, happy to report the screen door effect is gone now. No positional tracking yet but one of the devs I talked to said this is their main focus right now.
Some pics:
[IMG]http://i40.tinypic.com/2n9kk2b.jpg[/IMG]
[IMG]http://i40.tinypic.com/v8ivza.jpg[/IMG]
Wow, fully gone? How well did it handle small details and distant stuff? Good to hear about positional tracking, too. That's probably the feature I want most desperately.
Cool, for games like Arma, it'll be like TrackIR except with a real sense of depth along with it. We'll just have to see how accurate it is though.
[QUOTE=ClarkWasHere;42083182]Cool, for games like Arma, it'll be like TrackIR except with a real sense of depth along with it. We'll just have to see how accurate it is though.[/QUOTE]
I feel like I'd actually be able to see people in ARMA with this due to the depth and 3D, any other time I just explode from some hidden enemy.
[QUOTE=ClarkWasHere;42083182]Cool, for games like Arma, it'll be like TrackIR except with a real sense of depth along with it. We'll just have to see how accurate it is though.[/QUOTE]
I still want to use it in Chivalry and get my head lobbed off and have it roll down a hill.
[QUOTE=SgtTupelo;42084963]I still want to use it in Chivalry and get my head lobbed off and have it roll down a hill.[/QUOTE]
And proceed to enjoy cleaning the vomit off your entire desktop.
[QUOTE=SgtTupelo;42084963]I still want to use it in Chivalry and get my head lobbed off and have it roll down a hill.[/QUOTE]
Chivalry would be terrifying.
Palmer recently had an interview with Gamasutra:
[url]http://www.gamasutra.com/view/feature/199361/a_conversation_with_oculus_vr_.php[/url]
Here's the interesting bits (hijacked from reddit because I'm lazy like that):
[quote]And actually, the stuff that we're doing in the lab right now, we think that we've got latency basically solved. We think that, for the consumer launch, we're going to be able to get latency to the point where it's not even an issue -- it's a completely nonexistent issue, completely beyond the level of human perception.
[...]
The HD prototypes that we're showing do have a lower field of view than the dev kit, because we're using the same optics that we used for the dev kit in these prototypes. We just swapped out a panel, we didn't change the optics, or the ergonomics, or anything else.
[...]
The field of view for the consumer version, we do plan on increasing. And not just the field of view, but also the clarity of the optics and their sensitivity to adjustment, so that people can have a much more clear view across their entire field of view, rather than having it blurred in the edges.
[...]
It's diminishing returns. You end up with a huge headset with a slightly improved field of view. There are a few tricks that I am trying that I think that are going to be able to pump the field of view up beyond even where we are right now.[/quote]
Nice interview.
One thing that struck me, is they want to make the bar for entry really low. Lets say the rift ends up having to be $350-$400 to just barely avoid selling at a loss. They could just do what phone companies do to sell their $600 phones at a really low price - a payment plan of sorts.
I.e imagine if you could buy a rift outright for $350-$400, OR you could simply pay $30/mo+ for 12 months and that would be that, the device itself would be free.
I mean, it could be a nightmare to get working right though, they'd have to do contracts, and unlike phones its not like you can disconnect service if you don't pay. So maybe not a good idea.
I just got reminded of the thing where you could get an xbox+kinect+gold for only $100 with a monthly payment on top. Monthly payments are nice in that they make the bar for entry really low at the downside of paying slightly more in the long run (that extra cost basically being the convenience of not needing to fork over hundreds of dollars upfront).
Ordered a dev kit two weeks ago.
It's arriving tomorrow.
<3
[QUOTE=Grizz;42089862]Ordered a dev kit two weeks ago.
It's arriving tomorrow.
<3[/QUOTE]
I ordered August 1st and I still don't have my shipping info wtf.
uk master race, usa scum.
[QUOTE=Tudd;42090459]I ordered August 1st and I still don't have my shipping info wtf.[/QUOTE]
If I ordered from Croatia they would be like ROFL :(
[QUOTE=AntonioR;42092184]If I ordered from Croatia they would be like ROFL :([/QUOTE]
They would ship it immediately from what I can tell.
Wait so if I order development kit, I'll get the finished product for free?
Because it says pre-order, but I'm not sure which product.
[QUOTE=Greendead;42093897]Wait so if I order development kit, I'll get the finished product for free?
Because it says pre-order, but I'm not sure which product.[/QUOTE]
no, you get the devkit, if you want the consumer version you gotta buy it later
[QUOTE=KorJax;42089830]Nice interview.
One thing that struck me, is they want to make the bar for entry really low. Lets say the rift ends up having to be $350-$400 to just barely avoid selling at a loss. They could just do what phone companies do to sell their $600 phones at a really low price - a payment plan of sorts.
I.e imagine if you could buy a rift outright for $350-$400, OR you could simply pay $30/mo+ for 12 months and that would be that, the device itself would be free.
I mean, it could be a nightmare to get working right though, they'd have to do contracts, and unlike phones its not like you can disconnect service if you don't pay. So maybe not a good idea.
I just got reminded of the thing where you could get an xbox+kinect+gold for only $100 with a monthly payment on top. Monthly payments are nice in that they make the bar for entry really low at the downside of paying slightly more in the long run (that extra cost basically being the convenience of not needing to fork over hundreds of dollars upfront).[/QUOTE]
Best let the retailers manage this since they already have the experience and infrastructure in place. For example newegg offers financing if you sign up for a preferred account.
[QUOTE=Orkel;42093947]no, you get the devkit, if you want the consumer version you gotta buy it later[/QUOTE]
I'll wait for the consumer version then. If they say it will be HD + more games, I can wait.
[sp]Although I reaaaaaaaly want to try it[/sp]
Palmer hints at.. something.
[quote=PalmerLuckey][quote]Right now on the Oculus the pixels are very noticeable and distracting.[/quote]Definitely agree, and you are right that 1080p won't come close to solving the problem, at least not with traditional LCD tech. Luckily, there are other games in town! :P[/quote]
OLED
oled
lets chant it
[QUOTE=Bletotum;42104109]OLED
oled
lets chant it[/QUOTE]
They recently mentioned that they have cracked the issue of latency, by completely eliminating it "hardware-side" for the consumer version. OLEDs are known to have ultra-fast response times so it might very well be that!
Is there some ETA for the consumer version and their ship into other countries?
I think they're hoping for next year.
I'm really excited for the consumer rift.
300-400$ would be a great price range
I don't want to imagine the money that will be lost to Star Citizen and other good "cockpit" games.
resolution is great and all, but I'm way more interested in good positional tracking.
[QUOTE=Orkel;42104367]They recently mentioned that they have cracked the issue of latency, by completely eliminating it "hardware-side" for the consumer version. OLEDs are known to have ultra-fast response times so it might very well be that![/QUOTE]
OLEDs are still crazy expensive though right? It seems to clash with their target of providing a low priced HMD.
[editline]7th September 2013[/editline]
[QUOTE=Kybalt;42105770]resolution is great and all, but I'm way more interested in good positional tracking.[/QUOTE]
My biggest worry with positional tracking is how it'll handle drift. Even the dev kit's rotational point of reference drifts in some scenarios. With no solid point of reference, it's hard to make positional tracking accurate during long sessions I assume.
How exactly are they going to do positional tracking? Would they need another device like the TrackIR does?
The reference point could be integrated in the control box itself, that thing is not supposed to be moved anyway.
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