[QUOTE=Jojje;39424025]I'm tempted to get one as well but I'd honestly just wait for the consumer version in 2014 with all the kinks worked out[/QUOTE]
I'm getting the dev kit in time for my Game and Media Technology Masters program, which I happen to start at tomorrow. I might be able to build a thesis around experiments with the Rift, who knows.
[editline]31st January 2013[/editline]
And if it takes off I'll definitely buy the consumer version too.
[QUOTE=Clavus;39424066]I'm getting the dev kit in time for my Game and Media Technology Masters program, which I happen to start at tomorrow. I might be able to build a thesis around experiments with the Rift, who knows.
[editline]31st January 2013[/editline]
And if it takes off I'll definitely buy the consumer version too.[/QUOTE]
ahh that's neat. good luck with the program
5:08
"Oooooooh, I'm in the sky!"
...
"I ain't gotta smoke weed no more"
haha, sold.
I'm pretty excited for it, I hope it will work good with Valve games and get alot of support, since it seems games need to be altered for it to work.
Doesn't this already fully support HL2? Good lord how I want to replay that game on this. The immersion of HL2 and it's episodes has so far gone unmatched for me, so adding this would pretty much blow my mind.
[QUOTE=Black;39424282]I'm pretty excited for it, I hope it will work good with Valve games and get alot of support, since it seems games need to be altered for it to work.[/QUOTE]
That's why dev kit releases several months before customer kit, and there's so much hype going on I don't think it will be a problem.
This is pretty damn cool, its like Track ir but so much cooler. I can see it causing some eye strain though with screens that close to a persons eyes. Short sighted generation here we come! :v:
ace combat please
[QUOTE=Talishmar;39424394]That's why dev kit releases several months before customer kit, and there's so much hype going on I don't think it will be a problem.[/QUOTE]
The consumer kit is still ways off, don't expect it until at least next year.
[QUOTE=archival;39424413]This is pretty damn cool, its like Track ir but so much cooler. I can see it causing some eye strain though with screens that close to a persons eyes. Short sighted generation here we come! :v:[/QUOTE]
Actually it's the precise opposite. Since the position of the eyes are known, the image is shown in such a way that your eyes are focussed on it while in their resting state. It'd give less eye strain than a monitor, in theory.
[QUOTE=Jojje;39424025]I'm tempted to get one as well but I'd honestly just wait for the consumer version in 2014 with all the kinks worked out[/QUOTE]
I've bought the dev kit, and i'm going to buy the consumer version aswell. :v:
I'm sold.
Totally going to buy this.
This is gonna be so amazing for ArmA 2 or just simulators in general. Also the potential for pretty much full-on VR games while using it with something like the razer hydra is unlimited.
The thing that excites me the most about the Rift is it's potential to revolutionize the [B]core gaming scene[/B]. Our 'tools of trade' for hardcore games haven't changed all that much over the years. We stick to our mice, keyboards and gamepads. Monitors got prettier, and tried to dive into the 3D fad, but without much success. Things like Kinect and motion-sensing once had promise but never delivered. Let's not even begin about Razer 'savior-of-all-PC-gaming''s attempts.
But the Rift does something that none of the previous attempts did: it enhances the experience, without hassle or significant downsides. It could very well be the next piece of gear every self-respecting gamer wants to have in a few years. There's a whole new type of gaming to explore with this thing.
Normally I'd be sceptical of things that claim to revolutionize the gaming market, but with names like John Carmack and Valve backing the project, and seeing Palmer Luckey's no-bullshit,-all-tech approach to promoting the Rift, it's hard not to get excited.
Have they announced a price for these yet?
[QUOTE=squids_eye;39424966]Have they announced a price for these yet?[/QUOTE]
Dev kits are $300. Consumer kit prices haven't been officially announced, since the hardware is far from final, but it's expected they'll cost about the same.
[QUOTE=archival;39424413]This is pretty damn cool, its like Track ir but so much cooler. I can see it causing some eye strain though with screens that close to a persons eyes. Short sighted generation here we come! :v:[/QUOTE]
HAH! jokes on them, i'm ALREADY SHORT SIGHTED!
:(
Maybe if the rift is popular we can finally have game stop trying to mimic fucking movies with black bars, loads e post-processing/lense flare/bloom, tons of crappy "dramatic" cutscenes, etc... becuase all of those things will look really stupid, out of place and inferior when using the rift. If not downright nautious.
Though that said, I wonder what that'll do to games that legitimately have a great style they take from doing something that is supposed to be "move-like" or have some kind of graphic-novel style narrative. It might look really odd.
[QUOTE=KorJax_alt;39426208]Maybe if the rift is popular we can finally have game stop trying to mimic fucking movies with black bars, loads e post-processing/lense flare/bloom, tons of crappy "dramatic" cutscenes, etc... becuase all of those things will look really stupid, out of place and inferior when using the rift. If not downright nautious.
Though that said, I wonder what that'll do to games that legitimately have a great style they take from doing something that is supposed to be "move-like" or have some kind of graphic-novel style narrative. It might look really odd.[/QUOTE]
do you remember what happened when 3D movies started becoming popular? tons of things going "WHOA IT'S COMING RIGHT AT ME AAAA" gimmickery, usually with some stupid fast moving object causing half the audience to flinch
the problem with 3D is that there's lots of room for people to want to utilize it as a theme or gimmick, instead of let it do its thing with immersion, allowing the environment to exist in 'natural' space. The rift kind of breaks the mold in that you won't be looking through a window of sorts, so maybe that boundary can be pushed more. Focusing will still be a huge issue when it comes to pushing things too close to your face, since your eyes strain to cross and focus closer, but the screen remains the same distance away. Body isn't used to that and naturally changes focus based on where your eyes think they're meeting in physical space
Fuck, I just had a thought... Might be thinking to ahead of the curve but...
Can you even IMAGINE pairing the Oculus with the Kinect?
I'd want to play GTA IV again, and not just for the strip club :>
Imagine this with a multi-directional treadmill and gun/sword controller that tracks your arm and hand movements. ArmA would be incredible.
[QUOTE=OvB;39427382]Imagine this with a multi-directional treadmill and gun/sword controller that tracks your arm and hand movements. ArmA would be incredible.[/QUOTE]
Pretty much this, if there was a 'advanced' tracker to track your fingers, arms and so on it would be really cool.
Perhaps walking around by moving your body a little forward?
I'd rather play comfortably with a keyboard and mouse to be honest, than try to immerse myself a tiny bit more.
Imagine this with ARMA2/ARMA3 hnnnnnnn[B]nnggggggg[/B]
[QUOTE=Wormy;39427200]I wish I could try this out sometime just to see if it would work with my one-sided eyes (I think that's what you call it?).[/QUOTE]
It would probably work how you see in real life honestly
I.E. you still won't get depth perception if you don't have two functioning eyes but how the image comes at you plus the very wide FoV, plus the head tracking, will mimic what your eyes actually see IRL (even if you can see small pixles in the screen, motion blurring, etc). Unlike 3D movies, which only play off your depth perception to do what they do.
I would love to use this for Metro 2033
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