• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[QUOTE=woolio1;43937718]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...[/QUOTE] Yeah the screen door is an easy target for improvement. I think the 1440p res is good enough for CV1 though (even 1080p isn't too bad). If you don't pay much attention to it, you stop noticing it after a while. It's somewhat like having bad eyesight. It's not a constant annoyance, but you'll notice when it's improved.
CliffyB posted a small rant about the 'OMG IMAGINE THIS ON THE OCULUS RIFT' commenters: [url]http://dudehugespeaks.tumblr.com/post/76895976512/the-reality-of-virtual-reality[/url] Nothing new really, just more hype.
I should mention I have a 3D TV, and he's absolutely right. Nobody wants to deal with that level of effort when watching TV. The glasses have at least a half a millimeter of dust on them.
[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] now it just looks like I'm staring really close at a CRT TV, it's not quite the same. The feel inside the rift is probably closer to the 1080 or even the 2k in the demo
I recall the lines between pixels being a little more apparent than that
[QUOTE=Orkel;43945864]I recall the lines between pixels being a little more apparent than that[/QUOTE] You know, I've seen people use those 3M privacy screens as a sort of diffuser for the Rift, to blur out the screen door effect. Do you know if Oculus has considered a diffuser in the final CV?
[QUOTE=woolio1;43945897]You know, I've seen people use those 3M privacy screens as a sort of diffuser for the Rift, to blur out the screen door effect. Do you know if Oculus has considered a diffuser in the final CV?[/QUOTE] they were going to use on in DK1 but decided the clarity was more important than the screen door effect
just waiting for that fateful day when i open this thread and see news on DK2 ordering
devkit 2 would be a waste not only to buy but to make them manufacture the assload of impulse orders
Not if you plan on developing for it
Never in my entire life have I been so certain that I will order/buy something the very second I am able to.
[QUOTE=thrawn2787;43958523]Not if you plan on developing for it[/QUOTE] it would have to come with a huge paywall to prevent the shitton of "ooh I want the shiny new version" idiots we got before that caused a back-order of [i]half a year[/i] to fill. There won't be much other than resolution to account for in an upgraded model right now, you're capable of rendering your game out with the rift dual-camera at whatever resolutions you want and testing the visuals/shading downscaled for now, performance will show as-is. The bad refresh rate will be a simulation sickness trigger still, but I really think it wouldn't be worth forcing a mass production of mid-stage units just to sate the curiosity of "hmm I wonder if I'll get less woozy after playing for an hour". When positional tracking becomes a solid thing they want to release, who's to say they won't release a unity/UDK/etc plugin that uses the webcam and a pattern to print out and tape to the front of your existing oculus? It's an entirely external function right now that you could probably set up on your own without the official release right now.
[QUOTE=dai;43958565]it would have to come with a huge paywall to prevent the shitton of "ooh I want the shiny new version" idiots we got before that caused a back-order of [i]half a year[/i] to fill. There won't be much other than resolution to account for in an upgraded model right now, you're capable of rendering your game out with the rift dual-camera at whatever resolutions you want and testing the visuals/shading downscaled for now, performance will show as-is. The bad refresh rate will be a simulation sickness trigger still, but I really think it wouldn't be worth forcing a mass production of mid-stage units just to sate the curiosity of "hmm I wonder if I'll get less woozy after playing for an hour". When positional tracking becomes a solid thing they want to release, who's to say they won't release a unity/UDK/etc plugin that uses the webcam and a pattern to print out and tape to the front of your existing oculus? It's an entirely external function right now that you could probably set up on your own without the official release right now.[/QUOTE]Or it could be a DK1 with the positional tracking system of the consumer kit, surely that would keep some of the people away.
[QUOTE=dai;43958565]it would have to come with a huge paywall to prevent the shitton of "ooh I want the shiny new version" idiots we got before that caused a back-order of [i]half a year[/i] to fill. There won't be much other than resolution to account for in an upgraded model right now, you're capable of rendering your game out with the rift dual-camera at whatever resolutions you want and testing the visuals/shading downscaled for now, performance will show as-is. The bad refresh rate will be a simulation sickness trigger still, but I really think it wouldn't be worth forcing a mass production of mid-stage units just to sate the curiosity of "hmm I wonder if I'll get less woozy after playing for an hour". When positional tracking becomes a solid thing they want to release, who's to say they won't release a unity/UDK/etc plugin that uses the webcam and a pattern to print out and tape to the front of your existing oculus? It's an entirely external function right now that you could probably set up on your own without the official release right now.[/QUOTE] Big name studios with an interest in the Rift will get their DK2 no problem. But for everyone else (rich kinds and indies (most of the latter of which will end up producing nothing)) there's going to be a huge wait. I don't think this will be that much of a problem.
[hd]http://www.youtube.com/watch?v=arDpaiawjcc[/hd]
...but what are they seeing?
VR guitar hero for violins and cellos.
[QUOTE=Daemon White;43961210]...but what are they seeing?[/QUOTE] presumably their sheet music. kind of interesting to think about maintaining the coordination when they can't see the instruments
I was hoping to see motion trackers on the bows and instruments.
I think that's terrible.
[QUOTE=Orkel;43961143][hd]http://www.youtube.com/watch?v=arDpaiawjcc[/hd][/QUOTE] Is it just me, or is there absolutely no left channel of audio in this video?
The wait for GDC next month is on. It's likely that we'll get more solid DK2 info then.
God dammit, all these news about something alot better than Crystal Cove is in the making is just making me stupid excited! [B]I CAN'T FUCKING WAIT! [/B] [IMG]http://i.imgur.com/2ZdLVr8.jpg[/IMG]
[QUOTE=dai;43958470]devkit 2 would be a waste not only to buy but to make them manufacture the assload of impulse orders[/QUOTE] sorry for my misleading post I don't want to [i]buy[/i] a DK2, but hearing news on it being available for order would mean that CV1 is just around the corner. They will certainly need to have a price wall on DK2, or else you'll have [i]a lot[/i] of people buying it and then being angry that they don't have CV1 shortly after. They'd still be shipping orders for the inferior product when CV1 is already available.
It seems CCP is prepping to demo Eve Valkyrie with a new prototype better than Crystal Cove at Fanfest next month. [url]http://www.evevalkyrie.org/wordpress/ccp-devs/ccp-may-be-demoing-a-new-oculus-prototype-at-fanfest/[/url] [quote][16:27:52] <Tritanium_Bird> [CCP]Karuck, i dont suppose that Valkyrie will be demo’d on the Crystal Cove? [16:28:16] <@[CCP]Karuck> Tritanium_Bird: We are already demoing Valkyrie on Crystal Cove :) [16:28:16] <@[CCP]Karuck> what we’ll have for Fanfest… wait and see :) [16:29:56] <@[CCP]Karuck> but Oculus already have stuff better than Crystal Cove ;)[/quote] Also DK2 reveal next month at GDC, possibly related to the above? Let's hope. [url]http://www.roadtovr.com/oculus-plan-debut-developer-kit-2-gdc-2014/[/url] [quote]But it’s the second talk that might hint that Oculus has something big planned for GDC. The “Working with the Latest Oculus Rift Hardware and Software” is as follows: Since the debut of the original Oculus Rift development kit at GDC 2013, we’ve shown off a set of critical improvements including a high-definition display, positional tracking, and low-persistence support. Likewise, behind the scenes we’ve also been making critical improvements to the core Oculus SDK like new feature support, optimizations (particularly around latency), and overall simplicity.[I]In this talk, we’ll discuss everything you need to know to get started integrating the latest Oculus Rift hardware with your VR game or experience. The talk will be split into an overview of the latest hardware, a technical breakdown for engineers, an a game design discussion relevant to the new features. We’ll also talk about our vision for future development hardware leading to the consumer Rift and what that path might look like.[/I][/quote]
Certain components of the devkit no longer in production. [quote]Certain components used in the Oculus Rift developer kit are no longer being manufactured, meaning they are no longer available to us for production. As a result, we don't have the necessary materials to produce additional kits. We still have some stock available, but we're quickly running out. We are looking into alternate sources for the needed components, and we don't yet have a timeline for when additional units will be available. We'll be sure to keep everyone posted. As we sell out of inventory in each region we plan to suspend sales in that region until we are able to deliver new orders. Currently we are only selling and shipping to the following countries: United States Canada Countries in the European Union Japan South Korea Australia Switzerland Norway We never expected to sell so many development kits and VR only made this much progress with the community's support and enthusiasm. Even though we never wanted to sell out, it's a good problem to have -- Thank you![/quote]
[QUOTE=Orkel;43980957]Certain components of the devkit no longer in production.[/QUOTE] Welp, guess they should take this as an incentive to release DEV KIT TWO: ELECTRIC BOOGALOO.
I tried the first devkit at a store yesterday. Dear god the screendoor effect is super visible. I'm glad I didn't buy the devkit and just preordered the consumer version. It was cool though, I did not expect it to function so perfectly without tinkering of any kind. The image was clear and it didn' feel like those movie-3D effects at all, it was like I was actually there, in the heavily pixelated world. I tried the roller-coaster demo and had to sit down after almost falling over when it dropped. :v:
I'm going to GDC this year. Hopefully I'll have the patience to stand in line for ever and try whatever they have to show. :v:
oh fucksticks i wish I was going to GDC... can't afford the flights :(
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