• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
Depending on how much longer the wait is, I'll probably wait for them to incorporate eye tracking just so I dont have to buy another model to use it, I was thinking about it the other day and I'd rather have the immersion of being able to move my eyes than not be able to.
It was posted only a few posts up by Orkel that the first full consumer release will not have eye tracking.
[QUOTE=Bletotum;43178630]It was posted only a few posts up by Orkel that the first full consumer release will not have eye tracking.[/QUOTE] I think he's saying he's gonna wait for the consumer version with eye tracking. Unless it takes a longer time for that to be incorporated.
also the screen doesn't cover much of your peripheral vision, so its not like you're gonna be able to look left with your eyes and still have everything make sense more likely the eye tracking will be for interaction with games, such as 'look at this object', and 'i see you're looking at this thing in the room let me tell you about it' [sp]eyes up here, soldier[/sp] [editline]14th December 2013[/editline] "eye tracking will NOT be in the V1 consumer version" there is nothing to misinterpret
Yeah, I meant I'll see how much longer the eye tracking version will take to release and if its gonna be a year later then I'll just get the standard consumer model.
they would never release Rift 2 earlier than a year from the first that sort of thing would just make Rift 1 buyers upset
[QUOTE=orcywoo6;43178522]Depending on how much longer the wait is, I'll probably wait for them to incorporate eye tracking just so I dont have to buy another model to use it, I was thinking about it the other day and I'd rather have the immersion of being able to move my eyes than not be able to.[/QUOTE] You really really don't need eye tracking. You *can* still use your eyes to look around a little bit, but honestly, moving your head is something you get used to really quick.
Yeah that's what I'm trying to say, sorry if I'm not typing it out too well. :v: I'd rather have all the features but its not necessary.
[QUOTE=Hideous;43179886]You really really don't need eye tracking. You *can* still use your eyes to look around a little bit, but honestly, moving your head is something you get used to really quick.[/QUOTE] Why is this? I always assumed that glancing around would be a pretty natural thing to do with the Rift.
But you have to understand that moving your eyes without the rift responding is the same as moving your eyes in real life effectively. There is a space in front of you, and you move your eyes to focus your attention to a specific area of the space. If you notice when you look around in real life, the total space in front of you remains the same, only the focus changes. When you move your head, on the other hand, you reframe the space in front of you. So, feasibly you might only need eye tracking when it's necessary to know what the player is looking at, perhaps controlling depth of field by eye or characters acknowledging eye contact, etc. Not that eye tracking isn't an important feature to have or that it couldn't have greater applications, but I would say it doesn't make or break the VR experience for me. If someone else knows more, please chime in though, I'm only speculating here.
[QUOTE=Clavus;43174333]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.[/QUOTE] Somehow I missed that. I had a feeling it must have been confirmed because they said nausea is pretty much gone.
[QUOTE=Biscuit-Boy;43184316]But you have to understand that moving your eyes without the rift responding is the same as moving your eyes in real life effectively. There is a space in front of you, and you move your eyes to focus your attention to a specific area of the space. If you notice when you look around in real life, the total space in front of you remains the same, only the focus changes. When you move your head, on the other hand, you reframe the space in front of you. So, feasibly you might only need eye tracking when it's necessary to know what the player is looking at, perhaps controlling depth of field by eye or characters acknowledging eye contact, etc. Not that eye tracking isn't an important feature to have or that it couldn't have greater applications, but I would say it doesn't make or break the VR experience for me. If someone else knows more, please chime in though, I'm only speculating here.[/QUOTE] The field of view on the rift, while high for HMD standards, is a lot smaller than normal human FOV, which probably becomes apparent if you look far to the sides I also believe the optics in the rift (the dev kit at least) mean the edges of the image are a lot less clear than the center
Yeah. Cup your hands at the sides of your eyes as if you were wearing diving goggles and you get a very close approximation of the devkits fov. If you move your eyes to the side you will see the black border. Look straight forward and you're good. Then again the consumer model is supposedly getting better fov so it should be pretty cool-er.
I imagine having black edges like that is fine (in terms of not standing out), but I wonder what it'd be like to use a quite rough mirror-ish surface on the sides, to help 'extend' the general colours of the screen though then again, that'd be cool for filling in the black with colour in your peripherals, but I doubt it'd look that good if you were to turn your eyes and focus on the sides yourself
[QUOTE=SGTNAPALM;43167371][B]Oculus raises an extra $75 million to bring Rift headset to market[/B][/QUOTE] Imagine if kickstarter backers could, instead of the devkit, buy a few Oculus stocks...
[QUOTE=Em See;43189547]I imagine having black edges like that is fine (in terms of not standing out), but I wonder what it'd be like to use a quite rough mirror-ish surface on the sides, to help 'extend' the general colours of the screen though then again, that'd be cool for filling in the black with colour in your peripherals, but I doubt it'd look that good if you were to turn your eyes and focus on the sides yourself[/QUOTE] We kind of use our peripheral vision whether we do it consciously or not, so I'm sure that would be confusing to the eye
I'd hazard to guess that it shouldn't be too confusing if the peripheral vision was restricted to some basic colors, as not to confuse but also remove the black space.
yeah, and one would think sticking a diffuse reflector (e.g. metallic paint on the normally black sides) there instead might, at least for normal focusing ahead, ensure your entire vision (peripherals included) is seeing colour and light, no black contrast (never used a rift myself so I've no idea if this is even noticeable or even a problem - I doubt it is)
I'm kind of worried about making it only support 1440P at this point honestly While nice, it pretty much makes it so you can only use the OR if you have the best of the best hardware. I have pretty decent mid/high end hardware, and I can't run 1080p on some games above 30FPS unless I run everything on medium settings. Forced 1440p at 60FPS would either require everyone owning a rift to run on very low settings with good hardware or have $350-$400+ video cards as a minimum requirement to using one. Anyone with average hardware would be cut out completely, and it would pretty much garuntee it not working on next-gen consoles considering next gen consoles still struggle with 1080p 60FPS already (then again, I do think once people figure out the next gen hardware 1080p+60FPS on next gen hardware will be easy). I mean, I guess it makes sense for them to release with a pinnacle piece of hardware... but I hope if they are doing 1440p they look into lower end devices that don't require such a high resolution for those of us who can't afford top end PC's.
You can still render the games at less than 1440p, and it will still look perfectly fine because of the pixel density removing the screen door effect. HD at 1440p looks better than HD at 1080p. The higher max just gives that option for the people with beastly computers.
I don't know why you would ever think it would [i]require[/i] 1440p rendering. Of course it will just upscale lower resolutions.
So... If it limits your field of view to what's more or less right in front of you, I should be fine. I've been wearing glasses with 3/4" frames for a couple of years now, and it's really not that distracting. I just have absolutely no peripheral vision. I wouldn't worry about it, though. You don't really notice it unless you try to look out of the corner of your eyes, and how often do you do that anyway?
[t]http://puu.sh/5OTpE.png[/t] holy shiittttt
[QUOTE=Beacon;43204372][t]http://puu.sh/5OTpE.png[/t] holy shiittttt[/QUOTE] Christmas miracles do happen
I wonder if anyone has touched a Rift with their penis yet. Someone here needs to claim that title.
[QUOTE=Uberslug;43209386] Someone here needs to claim that title.[/QUOTE] You're late.
If it wasn't obvious enough yet, Oculus confirms they've cracked latency completely. [url]http://www.ausgamers.com/news/read/3391728/oculus-ceo-claims-latest-rift-prototype-latency-only-10-20ms-shares-thoughts-on-the-future-of-vr[/url] [quote]When you put it on — the latest internal prototype, which is what Marc Andreessen and his team saw – it’s a completely different experience from the previous versions. The latest one finally ties it all together. There’s this switch in your head. [I]Your brain, instead of feeling like you’re looking through a VR headset, suddenly feels like you’re just looking through a pair of glasses into another reality. [/I]It’s much more comfortable. We got our developer kits — the prototype that you saw way back when, at the last CES — running at about 60 to 70 milliseconds. [I]Our most recent internal prototype is now between 10 and 20 milliseconds. Less than 20 [milliseconds] flips the switch and you cross that threshold where the brain feels comfortable with it. You’re not reminded you’re looking at a computer device.[/I][/quote]
[QUOTE=Orkel;43211995]If it wasn't obvious enough yet, Oculus confirms they've cracked latency completely. [url]http://www.ausgamers.com/news/read/3391728/oculus-ceo-claims-latest-rift-prototype-latency-only-10-20ms-shares-thoughts-on-the-future-of-vr[/url][/QUOTE] Oh dear lord
The way the devs are talking, it's almost as if the leap from the devkit to the current prototype is that same as the leap from the way it was before to the devkit.
[QUOTE=Orkel;43173906]Hope it is. 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.[/QUOTE] I hope we can see each eye getting 1080P instead of the entire thing being 1080P total eventually
Sorry, you need to Log In to post a reply to this thread.