• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
When the consumer version comes out I'm going to look to buy an original devkit because by then it won't matter if I took one and I can say I own a piece of history.
[QUOTE=Talishmar;42745151]Finally got to see a 120 fps monitor and the difference of 60 and 120 is in fact as noticeable as 30 to 60. So hoping Rift will get 120 since it's a huge deal for immersion.[/QUOTE]John Cammack talks about that on of the videos from before the kickstarter. I'm sure there was a 5inch 120hz 1080p display they'd be using it.
So how exactly does Rift work control wise? If I'm playing and FPS, is the headtracking used in place of mouse aiming, or are they independent of each other? I'm interested in getting one when it comes out but I'm afraid of getting lost in trying to figure out a new way of playing.
[QUOTE=Cows Rule;42752848]So how exactly does Rift work control wise? If I'm playing and FPS, is the headtracking used in place of mouse aiming, or are they independent of each other? I'm interested in getting one when it comes out but I'm afraid of getting lost in trying to figure out a new way of playing.[/QUOTE] Only if the game supports it. A good example of this is ArmA 2/3.
I won't ever like to aim guns with my head, that's a big immersion breaker for me. Arma does this right, you can turn your head but your weapon direction is a thing of itself.
Ok so then what seems to be the popular way of controlling head motion and mouse motion?
[QUOTE=Cows Rule;42758808]Ok so then what seems to be the popular way of controlling head motion and mouse motion?[/QUOTE] Rift for head controlling. Motion controller for hand related movement. Such as the hydra or that leap hand thingy. Both work well for surgeon simulator. I learned how to save lives with my hands behind my back.
[hd]http://www.youtube.com/watch?v=ABhT6P9uf98[/hd] This is incredible. The true experience of drinking soda in 102 different locations including but not limited to [I]With an Old Man[/I], [I]On a Human Butt[/I] and [I]In a Tight Squeeze[/I].
Hopefully my rift is arriving on monday :D
[QUOTE=Orkel;42759822][hd]http://www.youtube.com/watch?v=ABhT6P9uf98[/hd] This is incredible. The true experience of drinking soda in 102 different locations including but not limited to [I]With an Old Man[/I], [I]On a Human Butt[/I] and [I]In a Tight Squeeze[/I].[/QUOTE]This is exactly what Palmer was hoping for when he started Oculus and I'm certain John Carmack will really be impressed :v: .
So I wanted to play tf2 on the Rift again, downloaded the openVR tool, but for some reason tf2 won't activate VR when I restart it, it just goes back to disabled. Anyone got any ideas?
[QUOTE=RoboChimp;42818363]So I wanted to play tf2 on the Rift again, downloaded the openVR tool, but for some reason tf2 won't activate VR when I restart it, it just goes back to disabled. Anyone got any ideas?[/QUOTE] check the new HL2 thread on the oculus forums, i think its somethingto do with extended or clone display (you need one or the other, cant remeber which way) [quote]Hurray I got it working. (edit: same for TF2) I had the same problems as other people here and what I did to get it working was as follows Cloned the displays Set to 1280 x 800 Started up HL2 with beta and -vr (don't know if that helped) Activated Virtual Reality mode and restarted it Changed Ratio to 16 : 10 so that 1280 x 800 came up on the resolution menu. After that I got an extra option on the main menu that says ACTIVATE VIRTUAL REALITY:)[/quote]
Transcript of the press Q&A a the G-Sync launch event with John Carmack, Tim Sweeney and Johan Andersson (I'm linking the 3rd page, since that's where they talk about VR): [url]http://www.eurogamer.net/articles/digitalfoundry-carmack-sweeney-andersson-interview?page=3[/url]
Played on my brothers OR. Motion sickness was had. Huge thumbs up, cannot wait to grab me some consumer version.
[url]http://facepunch.com/showthread.php?t=1324024[/url] About time, Japan.
Wow [media]http://www.youtube.com/watch?v=7bytIGCeGxo[/media]
Same guy also showed a VR mod for Wolfire's Receiver recently: [media]http://www.youtube.com/watch?v=EnH_gqnDFQ0[/media]
[QUOTE=KorJax;42837621]Wow [media]http://www.youtube.com/watch?v=7bytIGCeGxo[/media][/QUOTE] The the shading on the models is astonishing! They look actually realistic, and I don't use that word lightly.
[QUOTE=Talishmar;42838488]The the shading on the models is astonishing! They look actually realistic, and I don't use that word lightly.[/QUOTE] Thing is, it's all baked. They're just very high resolution 3D scans, basically a 3D photograph. There are no lighting calculations being done afaik.
[QUOTE=Clavus;42838841]Thing is, it's all baked. They're just very high resolution 3D scans, basically a 3D photograph. There are no lighting calculations being done afaik.[/QUOTE]Nothing wrong with doing it that way though.
[QUOTE=RoboChimp;42838972]Nothing wrong with doing it that way though.[/QUOTE] It's good for static stuff like this but if you're making a video game where anyone can stand in any position in any lighting situation it's bad
[QUOTE=RoboChimp;42838972]Nothing wrong with doing it that way though.[/QUOTE] It's fine for non-interactive environments. Imagine Google Streetview that uses 3D laser scanning. It's what those "Unlimited Detail" guys are doing nowadays: [media]http://www.youtube.com/watch?v=Irf-HJ4fBls[/media]
[url]http://www.techradar.com/news/gaming/oculus-rift-creator-xbox-one-and-ps4-are-far-too-limited-for-what-we-re-planning-1198420[/url] As usual, highlights: [quote]"We already have internal prototypes that for some content completely eliminate motion sickness," he says. "Our newer hardware is much better and it greatly reduces the chances of someone getting motion sick."[/quote] [quote]We'll be seeing the finished product in "months, not years", he reassures us when we raise our concern that the current Q3 2014 target might be too optimistic.[/quote] [quote][B]"Consoles are too limited for what we want to do," [/B]he says. "We're trying to make the best virtual reality device in the world and we want to continue to innovate and upgrade every year - continue making progress internally - and whenever we make big jumps we want to push that to the public." "The problem with consoles in general is that once they come out they're locked to a certain spec for a long, long time. Look at the PCs that existed eight years ago. There have been so many huge advances since then. Now look at the VR hardware of today. I think the jump we're going to see in the next four or five years is going to be massive, and already VR is a very intensive thing, it requires rendering at high resolutions at over 60 frames a second in 3D."[/quote] [quote]"We're good friends with Valve," laughs Luckey when we ask if the relationship with Gabe Newell could be closer than they're letting on right now. "We're great friends with them."[/quote]
OMFG I just did Titans of Space. This is, fucking incredible. I don't see how anything can beat that experience. The immersion, so insane.
[QUOTE=Asgard;42840025]OMFG I just did Titans of Space. This is, fucking incredible. I don't see how anything can beat that experience. The immersion, so insane.[/QUOTE] The sense of scale is going to be even greater with the improved resolution and optics of the consumer Rift, and you'll be able to sense depth much "further" distance away (before the resolution's limits kick in) compared to the devkit.
[QUOTE=Orkel;42840034]The sense of scale is going to be even greater with the improved resolution and optics of the consumer Rift, and you'll be able to sense depth much "further" distance away (before the resolution's limits kick in) compared to the devkit.[/QUOTE] Yeah I noticed the screen door effect much more when trying to focus on far-away objects. It didn't feel like it was vital to the experience, though.
The screen door effect effectively makes you able to make out as much detail as a near-sighted person. Only instead of blur, it's pixelated.
I check on this thread every now and again, to see any big news about the Rift. I really wish I could just experience it once for myself, my guess is it would feel like an incredible lucid dream, almost.. I think it would be interesting to play an LSD dream emulator type game with the Rift. Also, does anyone know when I'd be able to pickup a consumer version?
[QUOTE=sarge997;42840111]I check on this thread every now and again, to see any big news about the Rift. I really wish I could just experience it once for myself, my guess is it would feel like an incredible lucid dream, almost.. I think it would be interesting to play an LSD dream emulator type game with the Rift. Also, does anyone know when I'd be able to pickup a consumer version?[/QUOTE] Q3/Q4 2014 somewhere.
Oh god that's to long.. I won't make it.
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