• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
This is one of those things that are 100% worth the investment when it comes out. All that time saving and waiting for the consumer version will most likely be worth it. But god damn, I'm getting really impatient...
I'm not even sure it will come before 2015 anymore.
[QUOTE=SGTNAPALM;43842813]I'm not even sure it will come before 2015 anymore.[/QUOTE] Why not? R&D and consumer manufacturing are completely different. They can have amazing prototypes at their headquarters and still ship a consumer edition later this year. Actually, provided they have their supply chain set up right, and provided they've already cut a deal with a manufacturer, they can push out the CE with two weeks' notice. Big companies, like Apple, do that all the time. A small company with smaller manufacturing quotas can do it a whole lot faster. All they have to do is make a benchmark for the CE. Pick any of their prototypes, give it some polish, and send it off to manufacturing. That's not difficult in the slightest if they can do it as fast as they do everything else. Honestly, I'm thinking we'll get an E3 reveal and a Fall/Christmas launch. It's what makes the most sense if they're planning a release this year.
Well the reason apple can do this is because they are a big company which gives them massive leveraging over the biggest and most productive factories. The CEO could probably pick up his phone and order thousands of units of a specific design being sent to them right now at the drop of a hat and they wouldn't even bat an eye. Manufacturing is going to take longer for sure for oculus, especially with such untested technology that hasn't ever really hit the market before. They also have to 100% nail down their prototype to the point where they can decide on the actual look, design, brandings, etc along with pushing out devkits before the consumer version. It is going to take a long time to decide on that. We'll see the dev kit v2 before we know any concrete details on CV1 I feel. I will be very surprised if we get CV1 this year, even though thats what we've all been waiting for and what they have been implying.
I think they're probably a lot further along with those kinds of things than we may know of at this point. I'm not seeing it any earlier than december, but I'm still banking on this year.
[url]http://www.youtube.com/watch?v=-YCBadIVro8&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm[/url] Palmer's Steam Dev Days talk! Also, the others are all up too.
[QUOTE=Orkel;43772072]A mysterious PS4 developer claims Sony's HMD is as good as Valve's prototype. [url]http://www.roadtovr.com/sonys-ps4-vr-headset-impressive-valves-new-details-emerge/[/url][/QUOTE] the prototype that spared no expense and cost thousands of dollars to put together and provides an unholy transcendance of your current plane of existence? 'trusted anonymous insiders' in gaming articles are the worst excuses for making shit up to get ad revenue [QUOTE=Big Dumb American;43811129]I just like to imagine how fun regular ole' worldbuilding will be for the Rift. Designing your own architecture with level design programs, and then walking through it "in person" would keep me entertained forever.[/QUOTE] this is an actual service I'm charging for at my business right now. I just got a project in to do a hotel room thing in a VR room, fun stuff. I've got some other people extremely excited at the prospect of using oculus for long-distance meetings within projects (aka "multiplayer game hosted inside the model so they can walk around and have a phone conference on the side") as a technology for providing an experience it's perfect, like what I do- showing a physical space to gain a better understanding of your architectural planning, which traditionally companies (like Chick Fil A) will spend crazy figures (like $140k) on building, destroying, and reconstructing physical mockups just to play with ideas. HOWEVER, people are always excited or try to flat-out sell a product as a solution that will revolutionize doing the actual 3D work, and I can't disagree more. There's a time and a place for working in space, but precision of screen and mouse is infinitely more important to actual professionals than "ooh look I can make a clay pot by drawing a line with my finger then make a gesture at a 3D printer on the coffee table", and I really fucking hope people get more with the program instead of the hype one of these days [QUOTE=Daemon White;43817748]Have you seen a professional animator? When they're not busy working on 3D stuff, they goof off all the time, hell, even at work. Similar to that, this guy is a young entrepreneur that has nothing holding him back. If you can run and jump off the stage, then why the fuck not? You can be experienced, and a goofball at the same time.[/QUOTE] I've spent the majority of today browsing FP tbh
[QUOTE=dai;43874487] HOWEVER, people are always excited or try to flat-out sell a product as a solution that will revolutionize doing the actual 3D work, and I can't disagree more. There's a time and a place for working in space, but precision of screen and mouse is infinitely more important to actual professionals than "ooh look I can make a clay pot by drawing a line with my finger then make a gesture at a 3D printer on the coffee table", and I really fucking hope people get more with the program instead of the hype one of these days [/QUOTE] I agree entirely, but VR does have a place in 3D work. You'll actually be able to see your models in 3D as you're making them, so any issues in scale are more apparent and easier to fix.
Dunno if anybody else posted this already, but wouldn't [url=https://www.kickstarter.com/projects/avegantglyph/a-mobile-personal-theater-with-built-in-premium-au]Glyph[/url] be better, because it projects light into your eyes, which would prevent eye strain from looking at pixels?
[QUOTE=James0roll;43878824]Dunno if anybody else posted this already, but wouldn't [url=https://www.kickstarter.com/projects/avegantglyph/a-mobile-personal-theater-with-built-in-premium-au]Glyph[/url] be better, because it projects light into your eyes, which would prevent eye strain from looking at pixels?[/QUOTE] I don't think it's straining because your eyes are still working (focus-wise) the same way they do in the real world. You're not focused on the screen, your focal point is beyond that.
[QUOTE=James0roll;43878824]Dunno if anybody else posted this already, but wouldn't [url=https://www.kickstarter.com/projects/avegantglyph/a-mobile-personal-theater-with-built-in-premium-au]Glyph[/url] be better, because it projects light into your eyes, which would prevent eye strain from looking at pixels?[/QUOTE] I think it's display system might be better in some ways, but it doesn't have FOV or some of the other features that the rift has
[QUOTE=woolio1;43877880]I agree entirely, but VR does have a place in 3D work. You'll actually be able to see your models in 3D as you're making them, so any issues in scale are more apparent and easier to fix.[/QUOTE] that's the point though, is it's a [i]review tool[/i], not a workflow enhancing revolution that makes everything so easy some business dude can just kind of roll a ball of visual clay into an animated breakdown technical illustration of a jet engine
[QUOTE=dai;43879199]that's the point though, is it's a [i]review tool[/i], not a workflow enhancing revolution that makes everything so easy some business dude can just kind of roll a ball of visual clay into an animated breakdown technical illustration of a jet engine[/QUOTE] Oh. Then yeah, absolutely. Same sort of deal with [del]Tony Stark's[/del] Elon Musk's Iron Man-inspired hand waving system for manipulating models of spaceships, I guess. It's cool, potentially useful, but not in the ways it's billed.
[url=http://mkeblx.net/oculus-rift-simulator/3jvgqnq3]Someone posted an Occulus Rift simulator on the Occulus subreddit.[/url] Since I don't own one I can't say how accurate it is but it's pretty interesting for those of us who are devkit deprived.
it's much more blurry than it feels in the rift
[QUOTE=Pixelnator;43881941][url=http://mkeblx.net/oculus-rift-simulator/3jvgqnq3]Someone posted an Occulus Rift simulator on the Occulus subreddit.[/url] Since I don't own one I can't say how accurate it is but it's pretty interesting for those of us who are devkit deprived.[/QUOTE] this is pathetic, they didn't even try to understand what the screen door effect is [img]http://i.imgur.com/U3tNekm.png[/img] and the motion blur is just as misunderstood, as beacon said. it's supposed to be due to refresh rate, which affects things differently based on the contrast shift (white things against dark backgrounds and vice versa), which doesn't quite translate into your brain as smooth motion blur so much as "my eyes are feeling weak and are having trouble keeping up with my surroundings", which if you force yourself to push through too much (long periods of play or just whipping around a lot), it can hit you with simulation sickness hard
[QUOTE=Pixelnator;43881941][url=http://mkeblx.net/oculus-rift-simulator/3jvgqnq3]Someone posted an Occulus Rift simulator on the Occulus subreddit.[/url] Since I don't own one I can't say how accurate it is but it's pretty interesting for those of us who are devkit deprived.[/QUOTE] I just got my dev kit an hour ago, and it is not that extreme. If it was actually like that, I think I would be puking right now.
[QUOTE=Orkel;43841606][url]https://twitter.com/therealcliffyb/status/432310105460056064[/url] Oculus seems to have upgraded their shit yet again, to something even better than Crystal Cove.[/QUOTE] Confirmation. [url]https://twitter.com/DaveOshry/status/434027067835822080[/url] [quote]I just saw the future of VR at @Oculus. Wow. Even if you've seen Crystal Cove. Even if you were at Dev Days. You ain't seen nothing yet.[/quote] [quote]I'm under NDA obviously, but the tech that Oculus is preparing for the final consumer version is the best VR I have ever seen. I wanted to stay in it and walk around, but the room was only so big and I only had so much time. [B]Everything was perfect. The fidelity, the latency, the scale, the presence. It was the first time I truly felt like I was in VR.[/B] Do I regret backing the Kickstarter or having multiple DK1s? Absolutely not. If anything, it's amazing to see how far the technology has come since I first met Nate and Palmer in a room at Quake Con with duct tape and ski goggles. If I'm allowed to say more, I always will. @DaveOshry is the best place to find me. I'm as excited as you guys are. Which is why I'm making an Oculus-ready game.[/quote]
aw yiss
[QUOTE=Orkel;43904478]Confirmation. [url]https://twitter.com/DaveOshry/status/434027067835822080[/url][/QUOTE] And now let's watch them shift gears and cram all this into a sub-$300 headset by December. Because they're entirely capable.
[url=http://www.youtube.com/watch?v=Lpy0mHif37s]Some korean guy got an HD rift and nobody knows how.[/url]
[QUOTE=Orkel;43904478]Confirmation. [URL]https://twitter.com/DaveOshry/status/434027067835822080[/URL][/QUOTE] so when the fuck is devkit 2 so developers can actually target the proper fucking version as they said at steam dev days the success of the rift depends a lot on the software people are going to make for it. if there's no good launch software because all the devs had gimped versions its going to hurt the rift quite a bit
[QUOTE=Orkel;43912080][url=http://www.youtube.com/watch?v=Lpy0mHif37s]Some korean guy got an HD rift and nobody knows how.[/url][/QUOTE] maybe he built it himself because he works at the factory because asian??? :v:
mystery solved [quote]thank you. OculusVR korea supported me the HD prototype. HD prototype is not mine. and, that video recording place is r-craft office.[/quote] seems that Oculus has an office in Korea
Alright so I've had my Rift for a day now and I was having a lot of issues with HL2 and TF2. As you guys probably know, with the dev kit, if any resolution besides 1280x800 is displayed, the rift says 1080p there are black borders around the screen and it messes up whatever you are playing. (Maybe this is just me because my monitor isn't 1080p) I discovered that HL2 and TF2 use your native resolution even if you change it in game. So the solution is to just change the resolution in Control Panel. But since I am duplicating my main monitor onto the Rift, I don't want to have to change the resolution every time for the games display correctly on the rift. So I made a batch file that will change your resolution to 1280x800, open the game, then change it back when it closes.[URL="https://mega.co.nz/#!PsYC0CjY!vQHYSDXpvVWI-NDe4EJAvCNXvvCeaSWKfKI4np3-LMc"] Download [/URL]includes my batches for you to edit to your game location and resolution and a program that changes your resolution that the batches use. For TF2, you need to click the button before putting on the rift. The Steam one closes steam and starts it up again in big picture if you have the SteamVR beta downloaded. If anyone could find a way to start up TF2 without having to click the button please share.
[QUOTE=tanktan38;43913266]Alright so I've had my Rift for a day now and I was having a lot of issues with HL2 and TF2. As you guys probably know, with the dev kit, if any resolution besides 1280x800 is displayed, the rift says 1080p there are black borders around the screen and it messes up whatever you are playing. (Maybe this is just me because my monitor isn't 1080p) I discovered that HL2 and TF2 use your native resolution even if you change it in game. So the solution is to just change the resolution in Control Panel. But since I am duplicating my main monitor onto the Rift, I don't want to have to change the resolution every time for the games display correctly on the rift. So I made a batch file that will change your resolution to 1280x800, open the game, then change it back when it closes.[URL="https://mega.co.nz/#!PsYC0CjY!vQHYSDXpvVWI-NDe4EJAvCNXvvCeaSWKfKI4np3-LMc"] Download [/URL]includes my batches for you to edit to your game location and resolution and a program that changes your resolution that the batches use. For TF2, you need to click the button before putting on the rift. The Steam one closes steam and starts it up again in big picture if you have the SteamVR beta downloaded. If anyone could find a way to start up TF2 without having to click the button please share.[/QUOTE] steam://launch/440
[QUOTE=tanktan38;43913266]Alright so I've had my Rift for a day now and I was having a lot of issues with HL2 and TF2. As you guys probably know, with the dev kit, if any resolution besides 1280x800 is displayed, the rift says 1080p there are black borders around the screen and it messes up whatever you are playing. (Maybe this is just me because my monitor isn't 1080p) I discovered that HL2 and TF2 use your native resolution even if you change it in game. So the solution is to just change the resolution in Control Panel. But since I am duplicating my main monitor onto the Rift, I don't want to have to change the resolution every time for the games display correctly on the rift. So I made a batch file that will change your resolution to 1280x800, open the game, then change it back when it closes.[URL="https://mega.co.nz/#!PsYC0CjY!vQHYSDXpvVWI-NDe4EJAvCNXvvCeaSWKfKI4np3-LMc"] Download [/URL]includes my batches for you to edit to your game location and resolution and a program that changes your resolution that the batches use. For TF2, you need to click the button before putting on the rift. The Steam one closes steam and starts it up again in big picture if you have the SteamVR beta downloaded. If anyone could find a way to start up TF2 without having to click the button please share.[/QUOTE] i was actually thinking about how I need something like this - having to change my res to the oculus res and back is extremely annoying... will try this out when I get home, thanks dude!
[QUOTE=Hideous;43913329]steam://launch/440[/QUOTE] No, sorry I wasn't clearer. I'm talking about the button you have to click to turn on vr in the main menu or even the setting for vr in video settings (as far as I know -vr doesn't have an effect anymore). I don't think that would change anything. For anyone who downloads it, if you want to be able to play tf2 online the batch I included won't work. It says it is in insecure mode. I made a solution, but it isn't as automatic. [code] @echo off QRes.exe /x:1280 /y:800 start "" "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440 -vr echo Press any key to change your resolution back. pause >nul QRes.exe /x:1600 /y:900 [/code]
[QUOTE=dai;43882190]this is pathetic, they didn't even try to understand what the screen door effect is [img]http://i.imgur.com/U3tNekm.png[/img] and the motion blur is just as misunderstood, as beacon said. it's supposed to be due to refresh rate, which affects things differently based on the contrast shift (white things against dark backgrounds and vice versa), which doesn't quite translate into your brain as smooth motion blur so much as "my eyes are feeling weak and are having trouble keeping up with my surroundings", which if you force yourself to push through too much (long periods of play or just whipping around a lot), it can hit you with simulation sickness hard[/QUOTE] Seems they improved the demo somewhat. The screendoor effect is now much more like the real thing. Motion blur still a bit overdone but still gives a nice look at how low-persistence is going to make a difference: [url]http://vr.mkeblx.net/oculus-sim/[/url]
[QUOTE=Clavus;43936450]Seems they improved the demo somewhat. The screendoor effect is now much more like the real thing. Motion blur still a bit overdone but still gives a nice look at how low-persistence is going to make a difference: [url]http://vr.mkeblx.net/oculus-sim/[/url][/QUOTE] Is the screen door effect really that pronounced? Is it going to be so bad in the CV1 resolution they've used? It might not hurt to add some sort of blur filter between the screen and the lenses...
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