• Oculus Rift / Virtual Reality General
    4,360 replies, posted
So tried the DK2 out. Much much better than my experience with the DK1, and a lot of that had to do with fact that it was actually set up correctly instead of just trying to hack in support for Doom 3. Demos tried/thoughts: Battle for Endor - Really cool. Controls a bit confusing with kb/m. It loses a lot of luster as you just let the battle go on, doesn't feel super tactile. But still pretty damn awesome. Titans of Space - Loved it. Its slow, but damn does it show off VR well. Very relaxing. Ending bits were oddly intimidating/scary when you got a sense of how big Canis Majoris was. Vox Machine - Amazing. Super smooth, truly felt 1:1 the entire time, even the body moved accurately to my body in the game. I wanted to go up and flick the switch when I investigated the console in front of me. Didn't like how it lost tracking when I looked behind me though. Sightline: the Chair (everyone had a round of this one) - Great. Bad jutter/performance issues at parts no matter what settings we flipped off, would have been much better if that didn't happen. Was overall really impressive though and shows off the rift great. Welcome to Oculus - Honestly thought it was way too pretentious and pretty boring. Takes way too long to get going and end, but there was some cool scenes in there, like the living room and movie theater oddly enough. Airdrift - Really fun. Honestly felt like I was flying! Super disorienting, but in a good way. Windlands - Couldn't get this one to work well, but seemed neat from what little I tried. Hated the grapple aiming. Also everytime I tried to grapple it would select something on the desktop and alt tab out, the only game to run into this issue. Best demo's I tried IMO: Vox Machine easily the best by far Titans of Space Sightline: the Chair
as to windlands: it's designed for a controller the grapple aiming is actually great, but if you're constraining yourself to use a keyboard and mouse you can't turn around like you're supposed to i warned you [editline]26th January 2015[/editline] welcome to oculus is for your tech illiterate parents who don't know why vr is a good thing
I used a mouse and keyboard in Windlands, had no issue at all.
One thing is for sure though I could totally spend an entire weekend just trying out rift demos and trying to get shit like HL2 to work with it. It is a lot of fun to use.
[img]http://o.aolcdn.com/hss/storage/midas/66c6bd327eb8e62ba0ca8b57e226be94/201449074/OculusStoryStudio_20150117.jpg[/img] [url]http://www.engadget.com/2015/01/26/story-studio-oculus-vr-sundance/[/url] [quote]Around the time Oculus VR began experimenting internally with the creation of tech demos, investor Marc Andreessen, impressed with what he'd seen, urged Brendan Iribe, Oculus VR's CEO, to show them off to Hollywood. Andreessen believed the medium was a perfect fit for that industry. Iribe, in turn, showed his company's prototype Rift technology to an unnamed, major Hollywood director. That director, responding the way most do when they first encounter modern-day virtual reality, enthusiastically implored Iribe to join forces and create a feature film with it. Iribe immediately balked and shot down the offer. "I don't know the first thing about movies," he says of that initial conversation.[/quote] Cool stuff.
I think it's a great idea while they iron out the gamier aspects of the hardware, and it'll let them try to tailor their ideas to more than just gaming. Good move for Oculus, I think. And, ultimately, this is the same sort of thing we've been seeing from a lot of the developers that have been working on Oculus content. A lot of these demos are very much little animated shorts rather than full-fledged games. And they're great. I think this shift really does make a lot of sense, and the technology remains in place for VR gaming as well. The entire VR ecosystem is furthered by a small shift away from gaming. I do wonder if this means the Carbon design team couldn't figure it out, though, or what's become of them.
I've had a question about the rift for a while now, and I haven't seen a concrete answer. I often see people say they need a new PC or monitor before they buy the rift since they can only run games at 60fps. So, I was wondering if 60fps makes people sick, or if it's just not ideal for VR.
[QUOTE=Super Muffin;47013892]I've had a question about the rift for a while now, and I haven't seen a concrete answer. I often see people say they need a new PC or monitor before they buy the rift since they can only run games at 60fps. So, I was wondering if 60fps makes people sick, or if it's just not ideal for VR.[/QUOTE] Not ideal. You're targeting 90FPS 1440p 3D, that takes a pretty beefy graphics card to run right. You'd be looking at a 780/790/9XX card for a proper experience.
[QUOTE=woolio1;47013914]Not ideal. You're targeting 90FPS 1440p 3D, that takes a pretty beefy graphics card to run right. You'd be looking at a 780/790/9XX card for a proper experience.[/QUOTE] I know that we can't officialy say anything yet and lots of things could change, but would a Sapphire R9 280x do the job?
[QUOTE=Flumbooze;47013997]I know that we can't officialy say anything yet and lots of things could change, but would a Sapphire R9 280x do the job?[/QUOTE] I'd have to let someone else answer that. If it's comparable to any of those cards I listed, though, it's probably fine.
You shouldn't need a new monitor though. The monitor stuff is some muck about extended mode, not direct mode. Extended mode is continually being phased out. Extended mode treats the rift as a small sideways monitor, direct mode controls the video out port directly, where the OS doesn't consider it as a desktop screen.
New version of Crescent Bay being debuted TONIGHT at the Sundance film festival according to UploadVR (they are reliable). Might have something to do with the Oculus Studio thing they announced earlier? [url]https://twitter.com/uploadvr/status/559872103554355200[/url] Wonder what was upgraded! [editline]27th January 2015[/editline] Blurry picture about some dude watching "Lost" (the Oculus short film) via what seems to be the new Crescent Bay. [img]http://horobox.reager.org/u/orkel_1422370499.png[/img] Inside-out tracking? There's no camera on the monitor, but there's one on the front of the kit itself? Also no head straps at all, which is weird
it puts suction on your eyeballs, pulling them forward half an inch to hold it onto your face this also increases the FOV
[QUOTE=Flumbooze;47013997]I know that we can't officialy say anything yet and lots of things could change, but would a Sapphire R9 280x do the job?[/QUOTE] No one will really be able to give you a definite answer. the biggest issue is that AMD horribly, and barely, supports VR at all, which is why it's recommended to use nvidia for the rift. It is possible for them to actually start supporting the rift after cv1 is released but it'd be months after the release.
Maybe it's the headstrap that's hanging weirdly from the front In that case they'd have modified the Crescent Bay to have a flexible strap (the original CB was rigid)
[QUOTE=bitches;47017209]it puts suction on your eyeballs, pulling them forward half an inch to hold it onto your face this also increases the FOV[/QUOTE] Sadly I can't find a clip of it but you're basically saying they got Really Really Big Man? [img]http://imagizer.imageshack.us/a/img545/9340/nipplesofthefuture.png[/img]
Will CPU influence performance on the Rift in any significant way? I'm afraid that my socket 1366 i7 920 will start showing its uselessness soon. Don't ask me what drugs I was on when I thought that was a good idea because then I'd have to kill you
[QUOTE=FetusFondler;47017760]Will CPU influence performance on the Rift in any significant way? I'm afraid that my socket 1366 i7 920 will start showing its uselessness soon. Don't ask me what drugs I was on when I thought that was a good idea because then I'd have to kill you[/QUOTE] No, cpu doesnt matter Aside from trying to run games.
snip, thought I was in the Elite: Dangerous thread
Update: The hardware is the same, it's the SDK that has been updated.
Also I imagine the devs might have a strapless one since they'll probably be putting it on and off for like 50 times an hour.
[QUOTE=FetusFondler;47018031]Also I imagine the devs might have a strapless one since they'll probably be putting it on and off for like 50 times an hour.[/QUOTE] Or just pull the straps over to the front, as in the photo.
-snip-
[QUOTE=Beacon;47020811][url=http://www.moddb.com/mods/stalker-wormwood/images/wormwood-features-zone-cooking][t]http://media.moddb.com/images/mods/1/15/14909/Cooking.png[/t][/url] [B]Wormwood Features: Zone Cooking[/B] Day 4 of Wormwood Week brings another brand new feature... Cooking! Using new equipment, become a chef and turn found ingredients (such as mutant parts) into consumable items to ensure your continued survival in the Zone. Whether you're cooking on an open campfire or with a portable stove, there's plenty of recipes to learn to sate your appetite. We feel cooking fits well as a feature into the game’s survival-oriented gameplay, and you can now subsist purely on hunted meat (although at risk of irradiation), if you so wish![/QUOTE] Did you have too many tabs open dawg? You are in the Oculus thread.
[QUOTE=FrankPetrov;47017239]No one will really be able to give you a definite answer. the biggest issue is that AMD horribly, and barely, supports VR at all, which is why it's recommended to use nvidia for the rift. It is possible for them to actually start supporting the rift after cv1 is released but it'd be months after the release.[/QUOTE] Yeah, I was thinking of saving up for an Intel computer. On average, how much am I looking to spend if I want proper VR?
[QUOTE=Flumbooze;47021016]Yeah, I was thinking of saving up for an Intel computer. On average, how much am I looking to spend if I want proper VR?[/QUOTE] Eh, you could probably put together something for $800-1000 USD, maybe more depending on your local taxes.
Official Oculus announcement about Story Studio: [url]https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/1118086[/url] [video=vimeo;117849907]http://vimeo.com/117849907[/video]
Saw a news bit on the story studios thing on TV yesterday, the footage was someone running around in a lowfi unity game using a mouse and no occulus.
[QUOTE=Beacon;47020811][url=http://www.moddb.com/mods/stalker-wormwood/images/wormwood-features-zone-cooking][t]http://media.moddb.com/images/mods/1/15/14909/Cooking.png[/t][/url] [B]Wormwood Features: Zone Cooking[/B] Day 4 of Wormwood Week brings another brand new feature... Cooking! Using new equipment, become a chef and turn found ingredients (such as mutant parts) into consumable items to ensure your continued survival in the Zone. Whether you're cooking on an open campfire or with a portable stove, there's plenty of recipes to learn to sate your appetite. We feel cooking fits well as a feature into the game’s survival-oriented gameplay, and you can now subsist purely on hunted meat (although at risk of irradiation), if you so wish![/QUOTE] Even though this is not meant to be posted here, does STALKER have some kind of support for the DK2? Even if it's shitty and I can't interact with menus I would fucking love to play it in VR.
[QUOTE=haloguy234;47024406]Even though this is not meant to be posted here, does STALKER have some kind of support for the DK2? Even if it's shitty and I can't interact with menus I would fucking love to play it in VR.[/QUOTE] IIRC, VorpX supports it.
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