• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[video=youtube;S9qJlRO_vT0]http://www.youtube.com/watch?v=S9qJlRO_vT0[/video]
So I tried this for the first time the other day, a friend had a devkit apparently loaned to him from some kind of school/univeristy thing so he can code stuff for it. Anyways, it was pretty neat. Wasn't as effective as I thought it would be though, but I think that's just because the only games he tried it out with was Doom 3 with hacks (and that was cool, but the gun followed where you looked), and all the FOV's were left at default. The big thing that I noticed was my FoV while using it wasn't nearly as big as they imply in the kickstarter video, there was a very noticable edge of the screen if I had the screen distance set up as close as possible (which was uncomfortable due to the lenses, which might not have been the right lenses admittedly, touching my eyelids at that distance), and at a comfortable screen distance away it was definitely much less than real life. Imagine taking both of your hands and forming an oval shape out of them while looking through this oval - that was about the FoV I had when using it. Which is disappointing when I was expecting as close to 1:1 to IRL as possible from the videos and impressions. The screen also seemed much less 3D than I thought it would (though with Portal 2 it seemed to be more 3D-looking). That said, once I was in it for a while, me being aware of the edge of the OR surrounding my vision wasn't an issue and it's definitely preferable to just using a monitor anyways since it blocks out the surrounding environment. Screendoor "issue" was actually not really an issue for me. The only thing was that it was noticeably lower resolution but that's okay, we all know the dev kit is. The Portal 2 thing I tried worked much much better than the Doom 3 thing, and I really felt the experience more. Honestly I think my lackluster impression was pretty much entirely due to my friend simply not having the OR set up properly, along with him not adjusting the game FoV to actually be larger. It also didn't help that he didn't play with or launch any official OR-specific stuff, he used some kind of thing to hack doom 3 support in (and it worked on a basic level), and used a 3rd party 3D program to force any DX9 game to run on the OR (what he did with Portal 2). Not to mention it being the dev kit. I'm still looking forward to the full version of course. Even if the full version was just an HD version of what I just tried, its still pretty cool. [editline]13th September 2013[/editline] On the upside the same friend managed to hack a PS2 emulator to make all PS2 games work with perfect stereoscopic 3D on his 3D projector. It was the coolest shit ever. Fatal Frame on the PS2 in 3D is crazy cool.
[QUOTE=KorJax;42173667]So I tried this for the first time the other day, a friend had a devkit apparently loaned to him from some kind of school/univeristy thing so he can code stuff for it. Anyways, it was pretty neat. Wasn't as effective as I thought it would be though, but I think that's just because the only games he tried it out with was Doom 3 with hacks (and that was cool, but the gun followed where you looked), and all the FOV's were left at default. The big thing that I noticed was my FoV while using it wasn't nearly as big as they imply in the kickstarter video, there was a very noticable edge of the screen if I had the screen distance set up as close as possible (which was uncomfortable due to the lenses, which might not have been the right lenses admittedly, touching my eyelids at that distance), and at a comfortable screen distance away it was definitely much less than real life. Imagine taking both of your hands and forming an oval shape out of them while looking through this oval - that was about the FoV I had when using it. Which is disappointing when I was expecting as close to 1:1 to IRL as possible from the videos and impressions. The screen also seemed much less 3D than I thought it would (though with Portal 2 it seemed to be more 3D-looking). That said, once I was in it for a while, me being aware of the edge of the OR surrounding my vision wasn't an issue and it's definitely preferable to just using a monitor anyways since it blocks out the surrounding environment. Screendoor "issue" was actually not really an issue for me. The only thing was that it was noticeably lower resolution but that's okay, we all know the dev kit is. The Portal 2 thing I tried worked much much better than the Doom 3 thing, and I really felt the experience more. Honestly I think my lackluster impression was pretty much entirely due to my friend simply not having the OR set up properly, along with him not adjusting the game FoV to actually be larger. It also didn't help that he didn't play with or launch any official OR-specific stuff, he used some kind of thing to hack doom 3 support in (and it worked on a basic level), and used a 3rd party 3D program to force any DX9 game to run on the OR (what he did with Portal 2). Not to mention it being the dev kit. I'm still looking forward to the full version of course. Even if the full version was just an HD version of what I just tried, its still pretty cool. [editline]13th September 2013[/editline] On the upside the same friend managed to hack a PS2 emulator to make all PS2 games work with perfect stereoscopic 3D on his 3D projector. It was the coolest shit ever. Fatal Frame on the PS2 in 3D is crazy cool.[/QUOTE] You should definitely try it with some actual Oculus demos. HL2 VR mode, Minecrift, Titans in Space, or even the usual Rift Coaster demo. Each of those does a better job than hacked in Rift support for older games.
The new Sixense STEM motion controller is on kickstarter. [URL]http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual[/URL] It launched a few hours ago I think, and it's far above its goal already :D
I've heard the 1080p Dev kit was pushed back for some stupid reason, does anyone if it's true? If so, that's just retarded. Em See clearly hates the idea of a 1080p Rift.
Hd devkit was never planned to be released outside the demonstrations, dunno where you heard otherwise.
[QUOTE=Durrsly;42172732][video=youtube;S9qJlRO_vT0]http://www.youtube.com/watch?v=S9qJlRO_vT0[/video][/QUOTE] Why's it all so warpy? (correction: I mean the animations) [editline]13th September 2013[/editline] Hell yeah Sixense. Hydra has fared incredibly well so far considering how long ago it was released and how cheap it is. [editline]13th September 2013[/editline] Boxes? Please explain.
[QUOTE=Orkel;42175405]Hd devkit was never planned to be released outside the demonstrations, dunno where you heard otherwise.[/QUOTE]Prototype + that roadmap graph people keep posting. If they have an HD prototype, why can't they make a devkit 2?
[QUOTE=KorJax;42173667]So I tried this for the first time the other day, a friend had a devkit apparently loaned to him from some kind of school/univeristy thing so he can code stuff for it. Anyways, it was pretty neat. Wasn't as effective as I thought it would be though, but I think that's just because the only games he tried it out with was Doom 3 with hacks (and that was cool, but the gun followed where you looked), and all the FOV's were left at default. The big thing that I noticed was my FoV while using it wasn't nearly as big as they imply in the kickstarter video, there was a very noticable edge of the screen if I had the screen distance set up as close as possible (which was uncomfortable due to the lenses, which might not have been the right lenses admittedly, touching my eyelids at that distance), and at a comfortable screen distance away it was definitely much less than real life. Imagine taking both of your hands and forming an oval shape out of them while looking through this oval - that was about the FoV I had when using it. Which is disappointing when I was expecting as close to 1:1 to IRL as possible from the videos and impressions. The screen also seemed much less 3D than I thought it would (though with Portal 2 it seemed to be more 3D-looking). That said, once I was in it for a while, me being aware of the edge of the OR surrounding my vision wasn't an issue and it's definitely preferable to just using a monitor anyways since it blocks out the surrounding environment. Screendoor "issue" was actually not really an issue for me. The only thing was that it was noticeably lower resolution but that's okay, we all know the dev kit is. The Portal 2 thing I tried worked much much better than the Doom 3 thing, and I really felt the experience more. Honestly I think my lackluster impression was pretty much entirely due to my friend simply not having the OR set up properly, along with him not adjusting the game FoV to actually be larger. It also didn't help that he didn't play with or launch any official OR-specific stuff, he used some kind of thing to hack doom 3 support in (and it worked on a basic level), and used a 3rd party 3D program to force any DX9 game to run on the OR (what he did with Portal 2). Not to mention it being the dev kit. I'm still looking forward to the full version of course. Even if the full version was just an HD version of what I just tried, its still pretty cool. [editline]13th September 2013[/editline] On the upside the same friend managed to hack a PS2 emulator to make all PS2 games work with perfect stereoscopic 3D on his 3D projector. It was the coolest shit ever. Fatal Frame on the PS2 in 3D is crazy cool.[/QUOTE] yeah the sense of 3d is pretty shite if you're not playing something that has built in support. Also guys! I just finished my first game for the oculus rift. Its 3d Pong. Check it out. [url]http://www.reddit.com/r/oculus/comments/1mb88x/3d_vr_pong_on_floating_islands/[/url]
Man why are more companys not adding in official rift support.
[QUOTE=Over-Run;42175747]Man why are more companys not adding in official rift support.[/QUOTE] because technically speaking the rift isn't official yet and there's very limited demand to get it out now. Everyone who's planning it for the future likely has a dev kit already, but most studios will probably only consider the consumer release their deadline for support
[QUOTE=KorJax;42173667]The big thing that I noticed was my FoV while using it wasn't nearly as big as they imply in the kickstarter video, there was a very noticable edge of the screen if I had the screen distance set up as close as possible (which was uncomfortable due to the lenses, which might not have been the right lenses admittedly, touching my eyelids at that distance), and at a comfortable screen distance away it was definitely much less than real life. Imagine taking both of your hands and forming an oval shape out of them while looking through this oval - that was about the FoV I had when using it.[/QUOTE] Devkit only has a 90 degree field of view (cupped hand effect you and everybody else describes), caused by the wrong screen panel size (the optics are for a 5 inch panel, but they had to switch to a 7 inch one due to availability problems but had no time to replace the optics). This results in a large portion of the screen being left unused, causing the black borders. The commercial version will have much better FoV.
Yeah I expected as much. Really I was just sad my friend hadn't even heard of HL2 vr or any official oculus-only stuff so far, he's only done doom 3 which works but is okay at best. The program he used to hack VR support into all DX9 games did work pretty decent, and he did say its pretty cool with Skyrim. I feel like if I had the rift proper set up with the proper games for it, it would work much better. Still, when using doom 3 I was standing up and once I learned to only use my body to turn/move it really REALLY clicked a lot more. Unpraactical to play like this all the time due to the cord (someone needs to design a ceilieng-attached swivel cord or something for this), but it made it actually feel normal to jog in place when moving around haha, which probably made me look goofy as hell. Oh and the drive home after all that VR was the most surreal thing ever.
[QUOTE=Talishmar;42175466]Why's it all so warpy? [editline]13th September 2013[/editline] Boxes? Please explain.[/QUOTE] The "warpy" comment. The Oculus uses that warped effect to give the user a life-like Field of View including peripheral vision. It looks like that on a flat screen, but by looking in the headset, it looks normal.
[QUOTE=Daemon White;42183353]The "warpy" comment. The Oculus uses that warped effect to give the user a life-like Field of View including peripheral vision. It looks like that on a flat screen, but by looking in the headset, it looks normal.[/QUOTE] I meant the character skeletons are warped, and animations are generally messed up.
[QUOTE=Talishmar;42183634]I meant the character skeletons are warped, and animations are generally messed up.[/QUOTE] That's a feature of Morrowind
Contains spoilers to the game, but this is just genius. [hd]http://www.youtube.com/watch?v=jAdKUs-qvBw[/hd]
[QUOTE=Talishmar;42183634]I meant the character skeletons are warped, and animations are generally messed up.[/QUOTE] It's a mod of an unfinished MW Source Port.
[video=youtube;TOte0bD4lmQ]http://www.youtube.com/watch?v=TOte0bD4lmQ[/video]
[QUOTE=Orkel;42211537]Contains spoilers to the game, but this is just genius. [hd]http://www.youtube.com/watch?v=jAdKUs-qvBw[/hd][/QUOTE] Multiple Rift headsets, all rendering the same view, with simulated split screen. Use game controllers with positional tracking and render floating controllers with relative position in the headsets. Now you can play PC games split screen without being near each other. Next level of this demonstration is use the rift, do this, and play garrysmod, and [I]in[/I] garrysmod you play a different game. And then this, render your desktop, run a virtual machine, that runs linux, that runs wine, running dosbox through wine, that plays Dark Forces.
[QUOTE=S31-Syntax;42213451]Multiple Rift headsets, all rendering the same view, with simulated split screen. Use game controllers with positional tracking and render floating controllers with relative position in the headsets. Now you can play PC games split screen without being near each other. Next level of this demonstration is use the rift, do this, and play garrysmod, and [I]in[/I] garrysmod you play a different game. And then this, render your desktop, run a virtual machine, that runs linux, that runs wine, running dosbox through wine, that plays Dark Forces.[/QUOTE] SO meta
[QUOTE=SIRIUS;42216835]SO meta[/QUOTE] I actually did the last step, minus the Rift. At the point that I was considering remoting from my laptop to my desktop, and then virtual machine, linux, wine, dosbox, win3.1, and then mechwarrior 2, I decided I should stop and just go outside.
[hd]http://www.youtube.com/watch?v=MlEOuUqVn_U[/hd] Guy meets a Weeping Angel in the Rift for the first time (2:55-> for tl;dr)
Carmack just tweeted [url=https://twitter.com/ID_AA_Carmack/status/379966409549156352]this.[/url] [quote]Green on black text may make a comeback for VR -- no chromatic aberration and full pentile resolution. Reminds me of old Apple ][ monitors.[/quote] Pentile.. so the consumer version having OLED is slowly becoming ever more apparent? [editline]17th September 2013[/editline] Ah, here's the relevant discussion. [quote]John Carmack: "Green on black text may make a comeback for VR -- no chromatic aberration and full pentile resolution. Reminds me of old Apple ][ monitors." Jesse Johnson: "Pentile resolution? Why would Pentile be relevant to VR?" John Carmack: "OLED screens are extremely relevant to VR."[/quote]
OLED Rift would be the right way to go, it's a smart decision.
Yeah, OLEDs would definitely help with immersion. Nothing is more annoying than a "black" screen being gray. Once I save up the money, I'm replacing both my LCDs with OLEDs.
Fuck yeah The dream of having an OLED monitor is no longer needed with an OLED rift
it would be neat if the final product had an 120hz OLED with an effective FOV above 110
[QUOTE=Qaus;42229974]it would be neat if the final product had an 120hz OLED with an effective FOV above 110[/QUOTE] hell no I can't spend 1K on a rift.
[QUOTE=Qaus;42229974]it would be neat if the final product had an 120hz OLED with an effective FOV above 110[/QUOTE] It doesn't really need to be above 60hz. I would understand 120hz if it worked in the usual 3D-way where it flickers the screen to a different eye every x milliseconds.
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