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Oculus Rift 2014 Release Plans

There will be just one model of the Oculus Rift when the VR headset is released to consumers next year, Oculus CEO Brendan Iribe explains to Engadget, clarifying that there will not be separate versions of the Rift for PCs and Android. They also clarify that Android support will be "slim" to begin with, and John Carmack describes it as a "PC-based product with Android compatibility," and the implication seems to be that Android support will also require a computer: "That's why we're optimizing for Android, but the Oculus Rift will have a cable that goes down to another device which provides the CPU/GPU computing -- whether that's a laptop, a desktop, or potentially a mobile device, that's always been our focus for V1, that continues to be our focus for V1." They also touch on a future vision of a standalone unit, but stress that their main focus is to get their V1 units into consumers' hands at some point next year. Thanks nin via Shacknews.

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33. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 13:06 Jensen
 
Beamer wrote on Nov 3, 2013, 11:59:
and because there's a good chunk of the population with stereoscopic vision problems to whom this product is useless.
People with stereoscopic vision problems will still benefit from head tracking and seeing the virtual world from a natural perspective.
 
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32. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 12:02 Dmitri_M
 
Optional Nickname! wrote on Nov 3, 2013, 10:33:
Wildone wrote on Nov 3, 2013, 01:29:
Have tried it, its 100% immersive I wouldn't wanna play a game without it now.


It's the insincere and bizarrely hyperbolic statements like this, over-stating a niche and marginal product, that continue to reinforce my faith in gamers unfailing inability to think and type at the same time.

I believe it is a niche, marginal product yet I also think it's 100% immersive and I wouldn't want to play a game without it now.

Scroll down to see the non-hyperbolic version of my post..
 
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31. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 11:59 Beamer
 
Optional Nickname! wrote on Nov 3, 2013, 10:33:
Wildone wrote on Nov 3, 2013, 01:29:
Have tried it, its 100% immersive I wouldn't wanna play a game without it now.


It's the insincere and bizarrely hyperbolic statements like this, over-stating a niche and marginal product, that continue to reinforce my faith in gamers unfailing inability to think and type at the same time.

C'mon, what you quoted isn't that bad. For a game with a first person perspective, be it driving, shooting or flying, it's easy to see how this is much more immersive - having head tracking alone is enough to make that true (the other solutions don't keep the screen in front of you and always seemed, well, stupid.)

Yes, it's niche and marginal. Will this conquer the world? No. Because people don't always want to be immersed this fully (and lose track of the world around them), and because there's a good chunk of the population with stereoscopic vision problems to whom this product is useless.

But, if you fall into the niche, I can see why you are gungho and wouldn't want to play the right type of game without this.
 
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30. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 10:33 Optional Nickname!
 
Wildone wrote on Nov 3, 2013, 01:29:
Have tried it, its 100% immersive I wouldn't wanna play a game without it now.


It's the insincere and bizarrely hyperbolic statements like this, over-stating a niche and marginal product, that continue to reinforce my faith in gamers unfailing inability to think and type at the same time.
 
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29. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 09:04 Tom
 
There is no need for Oculus Rift to do anything with Android in order to get better displays. They can piggyback on mobile display innovations without needing to do that. They want to do stuff with Android because it's fun and sexy, not because it's particularly useful or valuable compared to hooking up to a PC.  
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28. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 02:25 Krizzen
 
In the video here, Carmack mentions that they're piggybacking on upcoming mobile display innovations (like Retina display) and they'll soon have 4K displays. So, it sounds like the Android partnership will bring the Oculus Rift better displays, faster. Yippee!  
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27. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 01:29 Wildone
 
Have tried it, its 100% immersive I wouldn't wanna play a game without it now.  
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26. Re: Oculus Rift 2014 Release Plans Nov 3, 2013, 00:08 Jensen
 
jdreyer wrote on Nov 2, 2013, 19:58:
The first version will ship with a 7" 1920x1080 screen, which will still be a bit pixelated. Within a couple of years they'll have one with twice the pixels, maybe even 4x. You'll need a pretty hefty graphics card to run it, but it should be a big improvement.
There will likely be phones with 6.1" 2560x1600 displays next year. Unless VR becomes huge, I don't think 7" and smaller displays will go beyond that resolution for quite a while.
For VR, it's best to have 120hz or faster displays, which will be even harder to find at such a high resolution.

I'll never complain about resolutions being too high. High-res phones enable high-res VR. 4K TVs means 4K monitors sooner. 4K also means better passive 3D TVs.
 
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25. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 23:31 bigspender
 
Cutter wrote on Nov 2, 2013, 23:27:
This strikes me as just another toy that will be gathering dust on people's shelves before too long.

I think it will be a must have for the sim community. If it doesn't make people vomit that is

A lot of people have a trackIR for tracking head movement in games/sims, and that already is very immerse but this is a whole new level, and then some with the 3D technology.
 
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24. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 23:27 Cutter
 
This strikes me as just another toy that will be gathering dust on people's shelves before too long.
 
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23. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 20:24 Dmitri_M
 
There are some killer simulation games that will probably work great with this right now. Especially all the titles that already support TrackIR. Multitude of racing games, flight sims (DCS) and ArmA. The irony is that these titles require a high resolution due to the huds or the UI..  
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22. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 20:13 ItBurn
 
Resolution is extremely important to me. This is one of the main reasons why I don't play console games. I'm very excited about the technology, but I can't see it as being more than a novelty if the resolution sucks.  
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21. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 19:58 jdreyer
 
Silicon Avatar wrote on Nov 2, 2013, 18:01:
I can see this in my future, but maybe version 2 when most of the kinks are worked out and there is some really killer game for it.

I'm pretty enthusiastic about the idea overall.

Yeah, it depends on how patient you can be. The first version will ship with a 7" 1920x1080 screen, which will still be a bit pixelated. Within a couple of years they'll have one with twice the pixels, maybe even 4x. You'll need a pretty hefty graphics card to run it, but it should be a big improvement.
 
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20. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 18:01 Silicon Avatar
 
I can see this in my future, but maybe version 2 when most of the kinks are worked out and there is some really killer game for it.

I'm pretty enthusiastic about the idea overall.
 
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19. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 17:08 Agent.X7
 
HorrorScope wrote on Nov 2, 2013, 16:03:
3D and Games are just gravy. I'm sold on it as I can be in the living room with the family over and watching porn. Or a little less creepy... the wife won't be sneaking up on me anymore.

Yeah, because spanking it while wearing a headset in a room full of your family isn't creepy at all.
 
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18. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 17:06 jdreyer
 
jacobvandy wrote on Nov 2, 2013, 16:11:
It would take some getting used to, but being able to look around independently from aiming is the truest way to play an FPS. No more pressing a button to aim down the sights or through the scope, just tilt your head a bit to line up with it. No more pressing a button to awkwardly pop your whole body out around a corner, just move your head to peek to the side, above, or below objects...

Although for the best effect, you'd need a 6DOF motion control system to be able to move the gun freely enough so that you can shoot around corners or from behind cover, etc. That's something that needs to be integrated right alongside this for any game that is serious about going the VR route. We already have a couple of those on PC that didn't take off because they just don't mesh well with fixed-view games. No point in turning your gun sideways relative to your body when you're eyes are stuck looking straight ahead.

Yeah, it'll be a few years before they perfect movement and gameplay using an OR. It's very much a paradigm shift.
 
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17. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 17:05 jdreyer
 
HorrorScope wrote on Nov 2, 2013, 16:03:
3D and Games are just gravy. I'm sold on it as I can be in the living room with the family over and watching porn. Or a little less creepy... the wife won't be sneaking up on me anymore.

Uh, I think that Willy the one-eyed wonder worm might give you away...
 
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16. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 16:11 jacobvandy
 
It would take some getting used to, but being able to look around independently from aiming is the truest way to play an FPS. No more pressing a button to aim down the sights or through the scope, just tilt your head a bit to line up with it. No more pressing a button to awkwardly pop your whole body out around a corner, just move your head to peek to the side, above, or below objects...

Although for the best effect, you'd need a 6DOF motion control system to be able to move the gun freely enough so that you can shoot around corners or from behind cover, etc. That's something that needs to be integrated right alongside this for any game that is serious about going the VR route. We already have a couple of those on PC that didn't take off because they just don't mesh well with fixed-view games. No point in turning your gun sideways relative to your body when you're eyes are stuck looking straight ahead.
 
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15. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 16:03 HorrorScope
 
3D and Games are just gravy. I'm sold on it as I can be in the living room with the family over and watching porn. Or a little less creepy... the wife won't be sneaking up on me anymore.  
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14. Re: Oculus Rift 2014 Release Plans Nov 2, 2013, 15:44 Frijoles
 
HoSpanky wrote on Nov 2, 2013, 11:42:
Games that aren't "ready" for Oculus should run in 3d, without head-tracking. Increases their usable games list to several hundred.

I got my Rift back in June and have used it quite a bit. Your suggestion would be a one-way ticket to puke-ville (at least for me). Any time the a game locks the viewpoint and doesn't let me look around, but still moves on its own, I get extremely sick. A lot of cut scenes do this. Doom 3 is a good example. I typically just close my eyes for those parts. Not really a big deal for backwards compatibility, though, since if it's a DX game, it's most likely already working more-or-less with the various 3rd party drivers.

Beckett wrote:
I see this as a potential problem for any FPS games that haven't been programmed to let you aim your head and gun independently. From what I've read, the Oculus-compatible version of Half-Life 2 (that has been getting rave reviews) was modified by Valve to allow independent aiming.

TF2 and Half-Life 2 do have toggles to change how it works. TF2 has like 8 or so different ways to use the display and aiming. I personally prefer to aim with my head and use the mouse/keyboard to walk around. I've tried to aim with the mouse and use my head independently, but I just can't aim that way. I haven't been able to get used to it. With older games, that's actually how a lot of them work. Doom 3 (I really enjoy Doom 3 in the Rift) works with head-aiming, and it's a blast. You basically whip your head around a bunch and fire off the shotgun. It feels like you've got eyes of death or something and anything you look at dies. Downside is sometimes shit is right below you and you can't quite look down enough to shoot it.

DangerDog wrote:
After playing with it for a short time how long does it take for your eyes to re-adjust after taking it off?

Depends on how long I'm in it. If I spend over an hour and start getting motion sick, it will take about 30 minutes to recover. If I'm only in it for a short time (say 30 minutes), and there's no headache, then it's only a few minutes. There is a recovery time for me, though, almost always. My eyes just feel weird after using it. I also burp a lot after I remove it. I haven't figured out why.

DangerDog wrote:
I wonder if they can/have solved the z-axis tracking, I want to be able to lean in to see details of instruments in cockpits for example.

They're adding positional tracking to the consumer version. And if not, people have been hacking the Hydra and other devices to work with it. There's a "game" called Hydra Cover Shooter that uses the Hydra to let you duck behind boxes. I found myself leaning in to my computer desk and thumping my head as I crawled on the ground to escape enemies. One of the most immersive demos I've seen, but difficult to use due to all the wires (1 for Rift, 1 for headset, 2 for Hydra).

IMO, resolution really is the biggest issue with it. Screendoor just sort of vanishes after a while. Aiming and latency aren't an issue. Even positional tracking, while it'd be damn awesome, isn't a show stopper. For me it's 100% the resolution that is the problem. With the consumer version looking more and more like it'll be over 1080p, I'm going to be one of the first in line to buy it. And when they can get 4k+, the virtual OS that people are building will start to make sense. Hopefully it takes off. I'd love to program with the thing on. Can't read text at the moment though.

Also, I don't really feel any fear when I play games such as Amnesia. However, I loaded up Slender (has official support). First time I've ever found myself babbling while playing a game as the tension increased. If the Rift takes off, then I see horror games being absolutely amazing. And adventure games will also make a comeback, IMO.

 
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