[QUOTE=Orkel;47062168]Don't get it yet! The CV1 is coming in a few months most likely.
The launch titles are not all known yet, but we're expecting AAA title reveals either at the upcoming GDC or E3.[/QUOTE]
Alright. Like I said, I really don't know what it quite offers.
[QUOTE=Orkel;47062147]A pretty straightforward hint at the CV1 release date by Oculus Story Studio's Max Planck
[url]http://uploadvr.com/max-planck-from-oculus-shares-details-about-internal-prototype-and-oculus-story-studio-hints-at-consumer-release-date/[/url]
Reveal at GDC in March with preorders opening in May?[/QUOTE]
Oh god if this is true... Would be perfect actually.
[QUOTE=Orkel;47062147]A pretty straightforward hint at the CV1 release date by Oculus Story Studio's Max Planck
[URL]http://uploadvr.com/max-planck-from-oculus-shares-details-about-internal-prototype-and-oculus-story-studio-hints-at-consumer-release-date/[/URL]
Reveal at GDC in March with preorders opening in May?[/QUOTE]
Real optimistic but if it does happen. They'd have a month of pre orders in May to somewhat calculate how much units they have to produce at first hand. And first ones will likely ship end June and July. This seems logical. Gives them time to work on getting runtime and sdk in order to not brick everyones pc.
"brick everyones pc"
no
I honestly do not see the CV1 coming out anywhere before the end of this year, earliest. I think we might see it earlier, maybe even preorders, but I'd say it's not going to start shipping before October/November.
Planck's "may is getting close" also fits with what the Classroom Aquatic devs said a month ago:
[QUOTE=Orkel;46836645]Possible CV1 date (or near) hinted at by the Classroom Aquatic developers?
[quote]Hey there Mark!
After speaking with Oculus and Sony, we decided to push the release of the game to May of 2015. We'll be using this extra time to further develop the game, and to put it on as many platforms as possible.[/quote]
[url]https://www.kickstarter.com/projects/2094628033/classroom-aquatic/comments[/url][/QUOTE]
It should be noted that Luckey has responded to that article now:
[QUOTE]There is a lot of incorrect information in this article – Max is a new hire, and he was definitely off on many things. I can’t clarify with concrete info on a lot of these yet, but suffice to say that May is no special month for the Rift, nor do we have price locked down for CV1.[/QUOTE]
If CV1 gets pushed to 2016 I'll honestly just get a DK2 while I can
good thing we were all being realistic ;)
Maybe luckey is just covering up :v:
[QUOTE=Orkel;47066389]Maybe luckey is just covering up :v:[/QUOTE]
Probably. I mean, not to sound too optimistic here but this happens all the time, just look at Rockstar and their GTA V delay.
Joke's on you, it's May 2016
Oh jeez 300 - 400 dollars :suicide:
[QUOTE=nomad1;47078303]Oh jeez 300 - 400 dollars :suicide:[/QUOTE]
Are you guys really especting under 300? I really doubt it. Even it was 300 you'd still be paying VAT on it and it would be around 380 to get to your country. Depending on location thought.
[QUOTE=Stephen427sf;47079899]Are you guys really especting under 300? I really doubt it. Even it was 300 you'd still be paying VAT on it and it would be around 380 to get to your country. Depending on location thought.[/QUOTE]
The optimism is that Facebook bought Oculus as part of long term plan. They want VR to become huge, so that they can be its strongest profit. The bold way to do this is to sell their flagship device at no direct profit, or even at a loss (like the PS3). They were suggesting production price, awhile back.
If it's $300 and then $100 for transport, like with the DK2 (to Denmark),
then the final price would be $525 (that's with taxes and import fees)
If it's $400, final price would be $650
So whether it's $300 or $400 makes quite the difference.
I'm not sure about the actual shipping price, but I remember that shipping was something like that last I checked..
[QUOTE=mu ha ha;47081385]If it's $300 and then $100 for transport, like with the DK2 (to Denmark),
then the final price would be $525 (that's with taxes and import fees)
If it's $400, final price would be $650
So whether it's $300 or $400 makes quite the difference.
I'm not sure about the actual shipping price, but I remember that shipping was something like that last I checked..[/QUOTE]
It depends on whether they'll sell through local retailers. Which should be the case, Oculus said they'd been building their distribution network for quite a while now. You should be able to order it from somewhere in Europe by the time CV1 releases.
We're all going to buy it either way
[QUOTE=Orkel;47083492]We're all going to buy it either way[/QUOTE]
If we have enough $$.
[QUOTE=ClarkWasHere;47083869]If we have enough $$.[/QUOTE]
Even if we don't, we'll probably just save until we do.
[QUOTE=woolio1;47084198]Even if we don't, we'll probably just save until we do.[/QUOTE]
I can see it now.
"ok guys i finally saved up $350, should i go ahead and buy the cv1?"
""no no dont, cv2 is right around the corner!""
Seen this yet?
[url]http://venturebeat.com/2014/11/28/otoy-takes-3d-graphics-and-virtual-reality-app-development-into-the-cloud/view-all/[/url]
The Otoy guys have apparently solved the "cloud rendering" thing, with their own 360 render engine and Carmack's timewarp. They're banded together with Carmack, Amazon, Warner Bros etc, so quite a bit of big names. Able to stream very low latency 3D "holographic" rendered scenes with full ray tracing and shit straight from the cloud to mobile devices like the Gear VR.
Read the whole interview, it's really interesting.
[quote]Going forward, we’re going to port to devices that are different from just a 2D screen – things like Gear VR, the Samsung device, which is launching shortly. You have things like Project Tango, Google’s play on VR, where you can take your tablet and move it through space. We’re working toward streaming not just a video of what’s happening but almost a hologram. We announced this technology at [graphics conference] Siggraph. The idea is that when you have a holographic video stream, it allows you to look around, like through a window. You have a portal into that world. It’s super low latency.
This is something we’re doing specifically for VR streaming. You can have the ability, whether it’s with Oculus’s Development Kit 2 (DK2) or the Samsung Gear, to connect with this perfectly rendered virtual world and get a stream. It solves a huge number of problems, especially with Gear VR, where you have very low rendering power and you don’t have a lot of storage. That’s the plan. We’ll migrate from streaming existing 2D applications in the browser to doing full VR immersive streams.[/quote]
[editline]6th February 2015[/editline]
Carmack's Tweet of Approval
[url]https://twitter.com/ID_AA_Carmack/status/563531551304974336[/url]
[quote]@OTOY added support for rendering stereo cube maps in the Octane renderer. Their test is the highest quality scene I have seen in an HMD.[/quote]
Crytek will be showing a VR demo at GDC:
[url]http://uploadvr.com/crytek-to-show-off-vr-demo-at-gdc/[/url]
It'll be interesting to see what they come up with, because if there's one thing Crytek can still do it's making virtual shit look pretty.
Square Enix demo when?
[QUOTE=Orkel;47088536]Seen this yet?
[url]http://venturebeat.com/2014/11/28/otoy-takes-3d-graphics-and-virtual-reality-app-development-into-the-cloud/view-all/[/url]
The Otoy guys have apparently solved the "cloud rendering" thing, with their own 360 render engine and Carmack's timewarp. They're banded together with Carmack, Amazon, Warner Bros etc, so quite a bit of big names. Able to stream very low latency 3D "holographic" rendered scenes with full ray tracing and shit straight from the cloud to mobile devices like the Gear VR.
Read the whole interview, it's really interesting.
[editline]6th February 2015[/editline]
Carmack's Tweet of Approval
[url]https://twitter.com/ID_AA_Carmack/status/563531551304974336[/url][/QUOTE]
Someone please explain how this works, because I can't wrap my head around negating all the latency between a client and server.
[QUOTE=woolio1;47090685]Someone please explain how this works, because I can't wrap my head around negating all the latency between a client and server.[/QUOTE]
I guess timewarping helps there, but that'll look strange when you're moving around the scene.
But help how? The network should stream at all the speed necessary, or if not, timewarp could be useful if 1080p can't easily go over 60fps in wifi... but what about the latency itself? such a delay in all input to do it wirelessly
but still it's good news for mobile vr rendering quality i guess
[QUOTE=bitches;47092147]But help how? The network should stream at all the speed necessary, or if not, timewarp could be useful if 1080p can't easily go over 60fps in wifi... but what about the latency itself? such a delay in all input to do it wirelessly
but still it's good news for mobile vr rendering quality i guess[/QUOTE]
Timewarp would be done locally. So you receive a frame from the server, note at which orientation the headset is now, and then warp the image according to that. This only compensates for head rotation of course. Doesn't take into account positional camera changes.
[editline]7th February 2015[/editline]
On an unrelated note, why do I see Oculus being misspelled as "Occulus" so often.
The article was pretty vague but it seems to me that they're going to send you a chunk of space that includes multiple viewpoints rendered panoramically. So if you don't move too much, you don't need to download anything new.
1 thing I want for Oculus Rift: A rockband-style game. VR rockband or guitar hero would be rad as hell imo.
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