• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[QUOTE=RoboChimp;40114967]There is no doubting that it will be much better at 1080p, but I don't think the screen door effects will disappear until they get to it around 4K, although 120hz may make it less noticeable. [editline]1st April 2013[/editline] Another video from our friend wyldeman7: [video=youtube;sGIv7Q0-C5s]http://www.youtube.com/watch?v=sGIv7Q0-C5s[/video][/QUOTE] I don't think that screen door is the issue here, it's the resolution. People say when in motion you don't really notice the screen door effect, but being unable to read any text is a problem. Also, holy shit that looks so awkward to play. [editline]2nd April 2013[/editline] I was thinking about games and the Rift. My friend mentioned that a game like Afraid of Monsters might be good on the rift, and I said no, because that game just isn't scary. But it got me thinking. Do you think that the Rift's immersion would augment games that would otherwise be dry and cliche? Maybe Afraid of Monsters would be actually scary with the Rift.
so basically, I'll get the same performance I would with 1080p, just with two smaller images? Or will it have to render the same scene at two different angles, halving my fps? also, how would turning around work? is it like Red Orchestra 2?
[QUOTE=Orkel;40121483]Plans for Oculus's future. [url]http://www.pcper.com/news/General-Tech/GTC-2013-Oculus-VR-Reveals-Future-Oculus-Rift-ECS[/url] [t]http://www.pcper.com/files/news/2013-04-01/Oculus%20VR%20Emerging%20Companies%20Summit_GTC2013%20(6).jpg[/t] [t]http://www.pcper.com/files/news/2013-04-01/Oculus%20VR%20Emerging%20Companies%20Summit_GTC2013%20(9).jpg[/t] Q3 2014 for the consumer version eh? 1,5 years of waiting ahead. And a devkit 2.0 later this year, not sure why. [editline]1st April 2013[/editline] Maybe the devkit 2.0 will be all about positional tracking.[/QUOTE]I thought that the consumer version wouldn't be released until late next year. I was expecting the consumer version to look like the concept on their Kickstarter video. That conscept looks like a cassette player: [IMG]http://www.sonyvintage.com/wp-content/uploads/2012/03/sonyvintage.com-wm-501-12.jpg[/IMG] The dev kit 2.0 is probably closer to the consumer version.
Would it be worth buying a dev kit now or just waiting for the revised version incase it has an increased resolution etc. Also does anybody who got it shipped internationally know what the range of shipping prices would be? To Ireland to be more specific.
You wont receive the Dev kit 1 if you order now for quite a while, probably long enough that you could just order the dev kit 2
[QUOTE=lunarwalrus;40129160]You wont receive the Dev kit 1 if you order now for quite a while, probably long enough that you could just order the dev kit 2[/QUOTE]I've been waiting since the Kickstarter.
Part of me really wants this right now if there's support for racing games, but other part of me isn't sure on the wait and whether I could be better spending the money on other things.. I'm also considering that Razer Hydra for 50% off tbh
I'm just gonna wait for the release version. I'd rather wait and get the best version of it I can, then spend my money to get an unfinished version now.
[QUOTE=KorJax;40124749]With that concept there is no way this thing will be only $300 considering AFAIK they aren't really making any real profit on the current dev kits Also why stereo camera? Okay it would be bad ass to [I]literally[/I] be a cyborg with an augmented reality HUD but doesn't seem like you'd actually need more than one camera to get positional tracking. [/QUOTE] Stereo camera means a 3D feed to the user, much like the 3DS.
This isn't about the Oculus Rift specifically (does get a few mentions) but I thought it was a pretty cool watch that popped up on my sub feed: [media]http://www.youtube.com/watch?v=R0-dsbeasgA[/media] Cool how he actually has his body in the VR world.
[QUOTE=JoeSibilant;40131185]Stereo camera means a 3D feed to the user, much like the 3DS.[/QUOTE] Welll yeah but the point of the OR isn't to film stuff with a camera it's to play games in a VR setting, which doesn't need a camera at all. You might need a camera for positional tracking which they want to put in, but two cameras? Seems a bit unnessciary. But again with two cameras you could pretty much create an augmented reality get-up that would kind of look awesome. Especailly with filters and other effects. Imagine being able to augment-reality "cell-shading" over the camera feed. It would look so fucking awesome to literally just walk around your house or outside with everything being cell-shaded. Rather impractical, but still cool :v: You'd also look like a total dork and need to have your PC strapped to your back.
[QUOTE=KorJax;40131533]Welll yeah but the point of the OR isn't to film stuff with a camera it's to play games in a VR setting, which doesn't need a camera at all. You might need a camera for positional tracking which they want to put in, but two cameras? Seems a bit unnessciary. But again with two cameras you could pretty much create an augmented reality get-up that would kind of look awesome. Especailly with filters and other effects. Imagine being able to augment-reality "cell-shading" over the camera feed. It would look so fucking awesome to literally just walk around your house or outside with everything being cell-shaded. Rather impractical, but still cool :v: You'd also look like a total dork and need to have your PC strapped to your back.[/QUOTE] I want cameras so i can see if someone enters my room.
[QUOTE=PieClock;40131407]This isn't about the Oculus Rift specifically (does get a few mentions) but I thought it was a pretty cool watch that popped up on my sub feed: [media]http://www.youtube.com/watch?v=R0-dsbeasgA[/media] Cool how he actually has his body in the VR world.[/QUOTE] When he puts up his hands, he looks like he's seeing the world wearing the one ring
[QUOTE=alien_guy;40131578]I want cameras so i can see if someone enters my room.[/QUOTE] it's time to invest in laser tripwires rigged up to my computer playing a good game with nice headphones is going to be complete sensory shut-down to the outside world, save for smelling burning and getting smacked in the back of the head
[QUOTE=PieClock;40131407]This isn't about the Oculus Rift specifically (does get a few mentions) but I thought it was a pretty cool watch that popped up on my sub feed: Cool how he actually has his body in the VR world.[/QUOTE] that menu at the end is really awesome [editline]2nd April 2013[/editline] reminds me of sao
[QUOTE=Techbot;40133820]that menu at the end is really awesome [editline]2nd April 2013[/editline] reminds me of sao[/QUOTE] Is it sad if I found the menu to be the best part? :v:
MW:O likely getting Rift support. Very positive article with a hint at the end. [quote]So will MechWarrior have Oculus support? you’ll just have to stay tuned to find out.[/quote] [url]http://mwomercs.com/forums/topic/109513-gdc-update/[/url]
Oculus still hasn't send a tracking number :C [editline]2nd April 2013[/editline] Ordered a Razer Hydra. If I'm going to play gaming pioneer I better do it right.
[QUOTE=Clavus;40134431]Oculus still hasn't send a tracking number :C [editline]2nd April 2013[/editline] [b]Ordered a Razer Hydra. If I'm going to play gaming pioneer I better do it right.[/b][/QUOTE] Same. I've convinced myself to get all this (Rift + Hydra) cause as a CS major I might be able to develop for it... but I think inside I just want to play with it before anyone else does :v:
I would throw down the cash for a Rift consumer version and a Hydra if I see a good game come out supporting them in a heartbeat
They start shipping to European backers (including me :D) towards the end of next week: [url]https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=103&start=20#p1311[/url] [editline]3rd April 2013[/editline] [QUOTE=Kybalt;40134836]Same. I've convinced myself to get all this (Rift + Hydra) cause as a CS major I might be able to develop for it... but I think inside I just want to play with it before anyone else does :v:[/QUOTE] Currently doing my masters in Game and Media Technology. I'll be damned if I don't use my Rift for my Thesis. [editline]3rd April 2013[/editline] The slides for the TF2 VR GDC presentation are now available: [url]http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf[/url]
I'm gonna put googly eyes on my rift or two eyes from two different people cut from magazines I'm gonna put them so they're way too low on my face
[QUOTE=Clavus;40136215] The slides for the TF2 VR GDC presentation are now available: [url]http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf[/url][/QUOTE] Really interesting how they did the crosshair; track where it hits and render it at that depth.
[QUOTE=Talishmar;40136706]Really interesting how they did the crosshair; track where it hits and render it at that depth.[/QUOTE] It looks like almost exactly how they did the crosshairs in Serious Sam. [editline]2nd April 2013[/editline] [QUOTE=KorJax;40131533]Welll yeah but the point of the OR isn't to film stuff with a camera it's to play games in a VR setting, which doesn't need a camera at all. You might need a camera for positional tracking which they want to put in, but two cameras? Seems a bit unnessciary. But again with two cameras you could pretty much create an augmented reality get-up that would kind of look awesome. Especailly with filters and other effects. Imagine being able to augment-reality "cell-shading" over the camera feed. It would look so fucking awesome to literally just walk around your house or outside with everything being cell-shaded. Rather impractical, but still cool :v: You'd also look like a total dork and need to have your PC strapped to your back.[/QUOTE] I don't know man, the Kinect is basically just two cameras and the Kinect is a very powerful device. [editline]2nd April 2013[/editline] [QUOTE=daijitsu;40132498]it's time to invest in laser tripwires rigged up to my computer playing a good game with nice headphones is going to be complete sensory shut-down to the outside world, save for smelling burning and getting smacked in the back of the head[/QUOTE] I don't use noise canceling headphones to avoid this. [editline]2nd April 2013[/editline] Besides, just sit in a quiet room with the AD700s which have a very wide soundstage and you're gonna have a great experience.
[QUOTE=Clavus;40136215]They start shipping to European backers (including me :D) towards the end of next week: [url]https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=103&start=20#p1311[/url] [editline]3rd April 2013[/editline] Currently doing my masters in Game and Media Technology. I'll be damned if I don't use my Rift for my Thesis. [editline]3rd April 2013[/editline] The slides for the TF2 VR GDC presentation are now available: [url]http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf[/url][/QUOTE] [QUOTE]We expect to start shipping our first large batch of units to European backers toward the end of next week. Asia should follow a week or two after that. [/QUOTE] And it won't arrive in Australia a week until after Asia. The whole world gets first hand experience and I get to watch videos by a guy who can't play TF2 properly :rolleyes: . This is what I get for being born in Australia :suicide:. It would appear I'm not the only one. [QUOTE]by braaad » Tue Apr 02, 2013 4:35 pm Australia here. While I appreciate the small amount of communication, International shipping seems like an afterthought and to be honest isn't really acceptable. You knew exactly how many units there were to ship internationally, and yet you leave it until the last minute to start organising distribution it seems? As long as the devs in the USA get theirs on time I guess. I buy stuff from the USA all the time (due to the Australia tax) and it's at my door within a few days. Why do you need to set up distribution networks at this early stage? Wouldn't that be something you do prior to launching the consumer model? Is the box too large to ship via normal channels? The only logical explanation, that I can think of, is that you under quoted the extra for shipping and you are trying to not lose money. This is fine but give us the option to pay extra and get it sent like everything else that we buy online. One of many angry international devs.[/QUOTE]
[QUOTE=RoboChimp;40141424]And it won't arrive in Australia a week until after Asia. The whole world gets first hand experience and I get to watch videos by a guy who can't play TF2 properly :rolleyes: . This is what I get for being born in Australia :suicide:. It would appear I'm not the only one. [quote]by braaad » Tue Apr 02, 2013 4:35 pm Australia here. While I appreciate the small amount of communication, International shipping seems like an afterthought and to be honest isn't really acceptable. You knew exactly how many units there were to ship internationally, and yet you leave it until the last minute to start organising distribution it seems? As long as the devs in the USA get theirs on time I guess. I buy stuff from the USA all the time (due to the Australia tax) and it's at my door within a few days. Why do you need to set up distribution networks at this early stage? Wouldn't that be something you do prior to launching the consumer model? Is the box too large to ship via normal channels? The only logical explanation, that I can think of, is that you under quoted the extra for shipping and you are trying to not lose money. This is fine but give us the option to pay extra and get it sent like everything else that we buy online. One of many angry international devs.[/quote][/QUOTE] that just makes the dev you quoted sound like a selfish asshat I understand frustration with not being first in line, but [quote]I buy stuff from the USA all the time (due to the Australia tax) and it's at my door within a few days.[/quote] is acting like this is a 100% completed product being put out by a well established company on amazon with their own dedicated online sales warehouse. This isn't buying retail products, It's a small team who've gone out of their way to make a huge manufacturing effort, spending tons of extra money, months and effort into refining the still beta product specifically to give you way more than you and everyone else expected when you put your money down on a kickstarter project. Of course they're shipping continental orders first, even to the very point made against it, there's no extra cost to start and they can get units into the hands of people ASAP. What do you want? For them to wait until they can set up every order on the planet and put them all out at once? It'd likely take even longer to get that all moving in one simultaneous motion, and all that just so you can make sure nobody else gets to touch it until you do.
[QUOTE=HumanAbyss;40134909]I would throw down the cash for a Rift consumer version and a Hydra if I see a good game come out supporting them in a heartbeat[/QUOTE] TF2 supports both. I'm getting the rift consumer version if I have the $ when it comes out.
The Razer Hydra seems like it would be better if it vibrated. Physical reactions from the world seem cool.
[QUOTE=daijitsu;40144179]that just makes the dev you quoted sound like a selfish asshat I understand frustration with not being first in line, but is acting like this is a 100% completed product being put out by a well established company on amazon with their own dedicated online sales warehouse. This isn't buying retail products, It's a small team who've gone out of their way to make a huge manufacturing effort, spending tons of extra money, months and effort into refining the still beta product specifically to give you way more than you and everyone else expected when you put your money down on a kickstarter project. Of course they're shipping continental orders first, even to the very point made against it, there's no extra cost to start and they can get units into the hands of people ASAP. What do you want? For them to wait until they can set up every order on the planet and put them all out at once? It'd likely take even longer to get that all moving in one simultaneous motion, and all that just so you can make sure nobody else gets to touch it until you do.[/QUOTE]It still hurts though.
Someone somehow linked the Hydra to the Oculus in a way that allows it to have positional tracking. One of the hydra controllers is strapped to the back of his head. Seems to work perfectly, and if some dude can do it in his home I'm certain Oculus can whip something up in the consumer version. [hd]http://www.youtube.com/watch?v=GQK48duvld0[/hd]
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