First devkits are rolling in.
[t]http://i.imgur.com/PA1zBjw.jpg[/t]
[editline]29th March 2013[/editline]
[url]http://www.reddit.com/r/oculus/comments/1b8q6c/omfg_its_happening/[/url]
[editline]29th March 2013[/editline]
[QUOTE=SGTNAPALM;40062306]I'm wondering if the advent VR technology will see a revival in video arcades. Not everybody can afford an omnidirectional treadmill.[/QUOTE]
[hd]http://www.youtube.com/watch?v=FcJZylnMdXk[/hd]
I like that cube interaction
That video up there.
One of my dreams has, for a long time now, been a naval battle simulator, where you're the captain of a huge battleship.
That stuff looks literally perfect for it. Small area to walk around in, issuing orders and shit.
It's either that or SAO VR.
i want to play horror games so badly with this
[QUOTE=Orkel;40083046]First devkits are rolling in.
[t]http://i.imgur.com/PA1zBjw.jpg[/t]
[editline]29th March 2013[/editline]
[url]http://www.reddit.com/r/oculus/comments/1b8q6c/omfg_its_happening/[/url]
[editline]29th March 2013[/editline]
[hd]http://www.youtube.com/watch?v=FcJZylnMdXk[/hd]
I like that cube interaction[/QUOTE]
[h2]OH MY GOD, IMAGINE TIME CRISIS!!![/h2]
[QUOTE=Orkel;39981833]First look at Oculus devs playing a racing game with the Rift! I bet they'll show it off at GDC.
[img]http://sphotos-c.ak.fbcdn.net/hphotos-ak-snc7/482373_349133638521490_1861101507_n.jpg[/img]
THAT is what the Rift is amazing for.[/QUOTE]
This made my dick explode.
God damn, this IS the future of gaming.
I cant freaking wait.
New update confirms it.
[url]http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/440293[/url]
My order ID is 000243 (backed the Kickstarter right after watching Carmack's QuakeCon panel). I expect it to be shipped any second now.
Very interesting talk. Might have been posted, not sure.
[quote]From the SXSW GEEK Stage - Palmer Luckey, founder of Oculus, Paul Bettner, CEO of Verse HQ, Chris Roberts, creator of Wing Commander and Star Citizen, and Cliff Bleszinski, video game industry veteran, chat about how virtual reality might change the games industry, why developers should be excited, and what gamers should look forward to.[/quote]
[media]http://www.youtube.com/watch?v=9EYGDG-Oor8[/media]
I wish I knew how to work with unity and such because I'd love to be able to just drop money on a devkit and make a game concept I've had for a small while now that would be perfect for this. The idea basically revolves around invoking the feeling of fufilment real world hikers get when hiking/exploring and enviornment, and basically would feature mechanics to make the act of hiking/walking/exploring purely by itself fun. Plus a bunch of other stuff I had. Sadly though I'm not a coder, and more of an artist (who is studying art as a designer), and in the game industry in order to "get started" on ideas at the moment you pretty much need to be a coder.
But that's the type of thing OR is perfect for. Making it so you can have a truely immersive game that is [I]engaging[/I] but only involves something as simple as hiking/exploration. Think Call of the Fireflies (crysis mod) or Dear Esther, except much more powerful because you are actually [I]there[/I], and walking itself would have a specific mechanic behind it to make it so how you pace yourself, slopes, and etc as important things to take into consideration. A meditative game experience kind of Journey that works so well because it's hooked into VR and built to work with it.
On that note I wonder if third person shooters would become the ideal choice for the "current design style" of games, simply because I imagine it's going to be much less disorenting trying to control a guy with a KB/M via a third person perspective with the OR on versus the same thing in first person. I heard somebody say that using third person in the OR is surprisingly natural because you feel like you are a puppet master/viewer almost of this character infront of your vision.
I'm still toying with a lot of game concepts. One of the things I took from the SXSW panel was that VR worlds feel empty in singleplayer, because you 'leave the real world'. But the opposite is also true: it enhances the feeling that you're actually dealing with other humans in multiplayer.
There is so much potential and it's all open for exploration.
Someone took a screeny (with their cellphone) so you can see the low resolution/screendoor of the dev kit.
[t]http://i.imgur.com/13KBO44.jpg[/t]
Probably looks a lot lot better in real life though, and on your face.
It seems Firefall devs are experimenting with Rift integration, this guy is one of em. If they get it working it'd be the first MMO with VR support.
[url]https://twitter.com/JonOlick/status/317697276380340225[/url]
[quote]@Oculus3D Thanks occulus! Mine arrived today! Looking forward to some cool VR/AR project and #Firefall integration! pic.twitter.com/xwWBRNlqG7[/quote]
may cannot come fast enough
[QUOTE=Orkel;40086346]Someone took a screeny (with their cellphone) so you can see the low resolution/screendoor of the dev kit.
[t]http://i.imgur.com/13KBO44.jpg[/t][/QUOTE]
da peexels, i can see dem
[QUOTE=Orkel;40086346]Someone took a screeny (with their cellphone) so you can see the low resolution/screendoor of the dev kit.
[t]http://i.imgur.com/13KBO44.jpg[/t][/QUOTE]
Doesn't most pictures of monitors/etc look like that though? Atleast to an extent.
Example i just took
[t]http://frameaway.org/ftp/ShareX/IMAG0272.jpg[/t]
Taken about 2-4 cm from my monitor
[QUOTE=Dj-J3;40087137]Doesn't most pictures of monitors/etc look like that though? Atleast to an extent.
Example i just took
[t]http://frameaway.org/ftp/ShareX/IMAG0272.jpg[/t]
Taken about 2-4 cm from my monitor[/QUOTE]
True, but you don't look at monitors that close.
Playing any flight sim with this is going to be insane.
[QUOTE=Black Milano;40089165]Playing any flight sim with this is going to be insane.[/QUOTE]
[i]Mayday, mayday! I'm going down!
*falls off chair*[/i]
Atleast it's gonna be more immersive than ever!
some impressions from people who've received their devkits
[quote]I was able to get into the Developer Site and download the Tuscany demo.
My first impressions: Wow, it really is immersive. The field of view is fantastic. As has been noted before, there's a strange feeling of teleporting. And it also happens in reverse when you remove the headset and return to the real world. Very, very cool.
The head tracking is nice, fast and responsive. It has only hints of jitter that I don't think will interfere with usage. On the negative side, when you move (even relatively slowly) the entire image has a blur to it, making it look a little out of focus. It goes back into focus when your head is more still. However, this is a little more of an annoyance than I expected.
The resolution is as expected... on the lower side but definitely passable. There's a subtle screen door pattern, like early LCD projectors. If you stare at certain things, like a tree, you'll see the low resolution more. But when you're "taking it all in", it's not bad at all.
Moving around seems to be the biggest problem for me. Using a mouse/keyboard is very jarring and unnatural. I feel like there will definitely need to be a new type of control for this to work properly. Just a few seconds of mouse and keyboard can make you uncomfortable. I'm not prone to motion sickness--I've flown small planes for dozens of hours with no problems, for example--but this is a whole different sensation. I suspect it's something that'll get better with time... like getting your "VR legs", but expect the first trials to be on the short side while you get used to it.
I'd love to see a few convenience features, like a DVI/HDMI pass-through, for example. I have a dual-monitor setup and I have to completely unplug one of the monitors to use the Oculus. It would be great if the second monitor can automatically come back on when the Oculus is turned off.
Overall, this is a huge step in the right direction. The Oculus team should be extremely proud of what they've been able to deliver in such a short period of time.[/quote]
[quote]Disclaimer: I've only tested my unit with a brief game of TeamFortress 2 VR mode over lunch at work.
Pros: The tracking to me feels pretty much perfect. I only perceived very minimal latency when moving my head. Two co-workers who also tried agreed but they immediately felt dizzy while wearing the headset (probably because it was calibrated for my terrible eyes though, see below). After running TF2's calibration, the field of view was also surprisingly really good--like, almost perfect peripheral vision.
Cons: The resolution is lower than I expected. I can very visibly see the gaps between individual pixels. I imagine this isn't really a fundamental limitation though and can be easily improved simply with just more expensive models.
Also, as someone who's nearsighted with bad astigmatism, I haven't yet found exactly the perfect and most comfortable configuration for wearing it. None of the lens cups worked very well so I have to resort to wearing glasses, which is not exactly optimal. I guess contacts would improve things significantly and maybe this is finally an excuse to get some.
Overall I'm really impressed so far. All the fundamental hurdles that I would have expected to encounter with VR (bad tracking and poor field of view) are not there. The resolution is a bit unfortunate but I think that can be improved with just more expensive consumer models. I can't wait to download the SDK and start hacking at it.[/quote]
[quote]As a developer kit it was impressive; living up to everything you've heard. The included instructions are still developer level, I expect that by the time they get to the consumer models that they will have a very interactive process for getting people to set it up and calibrate it. When I first put it on I hadn't yet found all of the information about how to calibrate it, and taking the time to calibrate really impacts the experience you get out of it.
For instance the screen door effect you may hear mentioned gets reduced greatly if you take the time to use the adjustments on either side of the unit, and learning to dial in your inter-ocular distance improves the experience again.
Set aside a few hours for unboxing, reading, playing, calibrating, playing, more reading, and playing.
The sensors are incredible, the responsiveness to head shaking is very immersive. My reaction at this point is that Palmer delivered on everything he set out to do.[/quote]
[QUOTE=Clavus;40084423]My order ID is 000243 (backed the Kickstarter right after watching Carmack's QuakeCon panel). I expect it to be shipped any second now.[/QUOTE]Report back to us, I'm in Australia so mine's not going to arrive for at least another 2 weeks. I was hoping to see some TF2 VR videos, sadly no.
Can't wait to see what the community comes up with now that they're being sent out.
If anyone gets their kit next week, please post TF2 in VR mode.
I began to look really good towards the end where he got used to it. Sadly I can't see the hydra get implemented in that many games.
Imagine having a dead pixel on one of the screens.
I've got a razer hydra myself, seems like this is what I've been waiting for :)
[QUOTE=Forss;40094779]I began to look really good towards the end where he got used to it. Sadly I can't see the hydra get implemented in that many games.[/QUOTE]
Amnesia, maybe?
Sorry, you need to Log In to post a reply to this thread.