• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
i just saw one get sold on an auction site here for nearly $500 - without shipping
Okay I got mine today I am so nauseous right now but it was the coolest thing
what are your impressions?
Hope you guys have a hydra to use it with. The feeling when you see your own hands, or your hands holding a bigass gun that you can move around 1:1 in both scale and movement, is insanely immersive.
unfortunately not, but if they go on sale well again at some point i'll definitely pick one up [editline]11th December 2013[/editline] my rift is Processing now, really hope they ship it tomorrow
[QUOTE=Bletotum;43142551]until apple starts suing the competition to choke it [editline]10th December 2013[/editline] the best example of the dev kit's visual quality i've read is that hl2 cops look like pixel figures from afar [editline]10th December 2013[/editline] holy christ that one poster wasn't kidding the article has 50 mays[/QUOTE] Oculus isn't yet a big enough company for Apple's lawyers to bother with. Valve's in bed with both Oculus and Apple. I don't think we'll be seeing the lawsuits fly for a while. Also, Nintendo can always exercise prior art and invalidate all the other patents if they so please. Patent law is insane, but it works sometimes.
[QUOTE=Beacon;43149754]what are your impressions?[/QUOTE] I have been [I]inside[/I] TF2
So I just got a new toy in at the office [t]https://dl.dropboxusercontent.com/u/10572953/web_important/2013-12-12%2013.50.58.jpg[/t] [url=http://cinemizer.zeiss.com/cinemizer-oled/en_de/product-information.html](Carl) Zeiss "cinemizer"[/url], with OLED screens. The Headtracker was a separate attachment, got that too not seeing much about its VR application aside from its own descriptions, all reviews are just "yeah it's ok but you'd be better off spending the money on an actual HDTV" from what I've been told the screen is infinitely better than oculus (even the HD devkit which my guy tried on the same day), but they were also sold on the fact that the screens would be a fair size bigger on our video cards than through whatever they were previewing it on, but it was a pretty small view so I don't expect the alleged increase to be impressive.
That last bit of your post is hard to make sense of dai, could you elaborate a bit? What screens would be a fair bit bigger than what? Either way, if you're able I'd love to hear more about the Zeiss- I can't imagine it's very cheap knowing Zeiss's lenses.
This time it's Sony's turn for more HMD patents. [url]http://www.psu.com/a022002/Sonys-new-virtual-reality-headset-patent-detects-objects-simulates-body-posture-pupil-movement-blinking[/url] [quote]Our interpretation is that Sony's HMD (head-mounted display) would detect objects in your play space and integrate them into the game world with a virtual representation. The patent describes a warning signal that would trigger when the user gets dangerously close to such an object. The patent also gives details about the headset at large. Interesting possibilities include an in-built camera that can detect pupil movement and blinking, adjusting the game image accordingly; a biological sensor at a frontal contact region that can detect "body temperature, pulse, blood components, perspiration, brain waves, and cerebral blood flow"; a posture-detection system to feed information to the game about head tilting and body movements; and moving-object detection that can both replace the object with a virtual one and simulate the object's real-world movement in the game.[/quote] [img]http://www.psu.com/media/articles/image/sony%20hmd%20table.png[/img] Wonder how long until the PS4 HMD comes out?
[QUOTE=Orkel;43149777]Hope you guys have a hydra to use it with. The feeling when you see your own hands, or your hands holding a bigass gun that you can move around 1:1 in both scale and movement, is insanely immersive.[/QUOTE] That is why I am so looking forward from having the Rift and this. [url]https://www.thedeltasix.com/[/url]
[QUOTE=Biscuit-Boy;43161452]That last bit of your post is hard to make sense of dai, could you elaborate a bit? What screens would be a fair bit bigger than what? Either way, if you're able I'd love to hear more about the Zeiss- I can't imagine it's very cheap knowing Zeiss's lenses.[/QUOTE] I'm not even sure, half of what I was told seemed like sales pitch excuses and snake oil jargon. First impressions though: motion tracker is strictly a mouse-movement control device. Doesn't understand absolute positions, so you can pretty quickly lose how level the ground is and would be best used in concert with a mouse so you can control your overall position, then enjoy the ability to look around from there. the screens are each 1280x720 but feel super tiny, they lined up in size with my 27" monitor when I sat ~4 feet back... so it's pretty small. There's also a huge border of black on what appears to still be screen, not sure if I'm capable of increasing the viewspace it appears there's a glass layer somewhat in front of the screens themselves, which catches some light and generates a notable haze. the nose bridge is tiny and the inner face/lenses are very close, and as such my eyelashes continually rub against the glass and cause smudges. This is also an issue because I wear glasses and there's physically no way to wear them with the device. The adjustments will focus the screens, but that isn't the same as adjusting the focal distance like the different oculus lenses, meaning it won't correct for visual ailments like short/farsightedness. extremely unimpressed but it was free, I'll find a way to make the best of it, but it's no oculus competitor. MAY be useful for people who'd get too motionsick in the oculus though, since you can see outside of the device on the top/bottom to keep yourself grounded in reality. [editline]12th December 2013[/editline] [QUOTE=Orkel;43161905]This time it's Sony's turn for more HMD patents. [url]http://www.psu.com/a022002/Sonys-new-virtual-reality-headset-patent-detects-objects-simulates-body-posture-pupil-movement-blinking[/url] [img]http://www.psu.com/media/articles/image/sony%20hmd%20table.png[/img] Wonder how long until the PS4 HMD comes out?[/QUOTE] at least the illustration doesn't look like an 80's dystopian mindslave [QUOTE=Orkel;43138251][img]http://www.patentlyapple.com/.a/6a0120a5580826970c019b02860e09970c-pi[/img][/QUOTE]
[QUOTE=Orkel;43161905]This time it's Sony's turn for more HMD patents. [url]http://www.psu.com/a022002/Sonys-new-virtual-reality-headset-patent-detects-objects-simulates-body-posture-pupil-movement-blinking[/url] [img]http://www.psu.com/media/articles/image/sony%20hmd%20table.png[/img] Wonder how long until the PS4 HMD comes out?[/QUOTE] Now... I'm wondering. How long will it be until Sony actually uses [url=http://www.technewsworld.co/story/42081.html]this patent[/url]?
[B]Oculus raises an extra $75 million to bring Rift headset to market[/B] [I]Company has raised over $100 million before even announcing the final product.[/I] by Kyle Orland - Dec 12 2013, 11:05pm EST [t]http://cdn.arstechnica.net/wp-content/uploads/2012/09/oculus2-640x426.jpg[/t] [I]An early prototype of the Rift is watching yoooooooou. -Kyle Orland[/I] [quote]After a few abortive attempts at virtual reality crashed and burned in the early ‘90s, it was a struggle to get anyone in the tech world to take VR seriously. But it seems that today, Oculus VR has had no trouble raising over $100 million total for its much-hyped Rift headset, even though a final version of the product still has yet to be formally announced. Friday morning, Oculus will close a $75 million round of Series B funding, led by angel investors at Andreessen Horowitz. Add that to the $16 million in Series A funding the startup received in June, the $2.4 million it got from its Kickstarter campaign last year, and direct sales of more than 30,000 post-Kickstarter development kits at $300 a pop, and you have by far the best-funded effort to bring a working VR headset to market in history. “We believe Oculus will not only alter the gaming landscape but will redefine fundamental human experiences in areas like film, education, architecture, and design. Oculus is at the tip of the iceberg of its potential, and we're incredibly excited to help them change the world,” said Mark Andreessen, co-founder of Andreessen Horowitz, in a statement.[/quote] [url]http://arstechnica.com/gaming/2013/12/oculus-raises-an-extra-75-million-to-bring-rift-headset-to-market/[/url]
Damn, 75 million.
Well now! Hats off to them.
A pretty informative interview about the consumer version prototype and Rift's future: [url]http://techcrunch.com/2013/12/13/oculus-vr-oculus-rift-strategy-projections/[/url] [quote]But it didn’t take that long. [B]The new Oculus Rift prototype should be virtually identical in terms of experience to the version that ships to consumers.[/B] [B]“We got to the point where the latest prototype of this technology really is beyond even what we expected for V1,” Iribe told me. “We kind of put the hammer down and said ‘Okay, this is it, this is definitely enough to totally blow away the world and deliver our consumer, V1 product.’ We’re looking back even now on the dev kit and going ‘oh gosh, this new one is so much better.’ It is literally an entirely different experience.’”[/B][/quote] [quote]“Of the 300 people who have seen the current prototype, not a single person has come away not saying ‘That’s gonna change the world,’ and that’s really [what we needed to accomplish] in terms of delivering on the promise of the vision we’ve all had for so many years,” Iribe says. [B]There’s a general feeling that it’s a true ‘Holy Grail’ experience in terms of immersive reality tech among those who’ve tried the latest prototype, Iribe says. I asked if I’d be able to see for myself at CES coming up in January, but he says they’re not ready to announce yet what they’re bringing to the show, and we’ll find out closer to the date. [/B]Not to read too much into it, but that does sound pretty promising for those hoping to get a sense of this new design in action. The latest hardware still isn’t close to final in terms of product design, however, Iribe adds: “It’s what we want to bring as an experience,” he said. “It’s a prototype, so it still has its circuit boards and exposed wires and all that, but the experience, meaning once you put the device on, it is what we want to deliver in a consumer product. People go in, spend long periods of time in the experience and come out and say ‘I want to do more of that.’ [B]There’s no kind of discomfort, no dizziness, no nausea. So many of the technical hurdles have been pretty much nailed.”[/B][/quote] [editline]13th December 2013[/editline] Also seems like they're trying to incorporate eye tracking in the prototype. [quote]“[We recently hired] a lot of vision guys, that’s a big effort for us now,” he says. “We’re really focusing on the vision side, in terms of tracking and using optical tracking and camera tracking. That’s going to be a big focus for us going forward. [B]Over time, we want to get more of the body in the game, but right now we’re trying to get your eyes in the game, combining your vision with your head tracking.”[/B][/quote]
[IMG]http://i.imgur.com/2XTbQqD.jpg[/IMG] [url]http://phoboslab.org/log/2013/07/quake-for-oculus-rift[/url] This would be a lot cooler if I didn't have to aim with my god damn nose.
[url]http://www.theverge.com/2013/12/13/5207906/flush-with-cash-oculus-plans-ambitious-new-vr-headset[/url] Verge confirms Oculus will show off their consumer prototype at CES 2014 (january 7-10)
aw yisss
please be > 1080p
[QUOTE=alien_guy;43173639]please be > 1080p[/QUOTE] Hope it is. [quote]“We got to the point where the latest prototype of this technology really is beyond even what we expected for V1,”[/quote] They expected it to be 1080p at the very least, and they've said in the past that they have access to "prototype panels" from the manufacturers so it wouldn't surprise me to see 1440p.
So translational tracking is definitely confirmed for the consumer release?
[QUOTE=Uberslug;43174120]So translational tracking is definitely confirmed for the consumer release?[/QUOTE] Positional tracking was confirmed for the consumer version quite a while ago, and it's pretty much essential for avoiding nausea for a lot of people.
Better than HD confirmed pretty much by Palmer himself: [url]http://www.reddit.com/r/gaming/comments/1ssu35/oculus_rift_gets_75_million_cash_infusion_coming/ce11foa[/url] [quote]They really need to get a better screen in the thing. I haven't tried the hi-def prototype, but the dev kit is really blurry. Both the low resolution, and slow refresh rate made the video very distorted.[/quote] [quote=Palmer]Even the HD prototypes are pretty old at this point, they were designed and built before E3. Our latest internal stuff is far superior.[/quote] [editline]13th December 2013[/editline] [url]http://www.reddit.com/r/oculus/comments/1stl6t/detailrich_update_how_oculus_plans_to_be_riding/ce16fi3?context=3[/url] Eye tracking will NOT be in the V1 consumer version.
Honestly, I'm incredibly reassured to hear them saying exactly what everyone else is saying. Hopefully it's not misplaced but at this point I have a LOT of confidence in Oculus to make the consumer rift great.
i think it's safe to say we will not be disappointed
Oooh man, It's getting closer and closer to release. I've been biding my time (and funds) for the moment it goes out to consumers.
I'd say a Rift is going to be a day one buy for me. Why? Because they're incredible, that's why.
[IMG]http://puu.sh/5M4iM/49562c39e7.jpg[/IMG] [URL="https://github.com/dghost/Quake2VR"]Quake 2 on the rift[/URL] is pretty kickass. Good aiming mode and all.
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