Oculus Rift in Q1 2016

The Oculus VR website announces that the first commercial release of the Oculus Rift VR headsets is planned for first quarter of next year. Here's word:
Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team of extremely passionate gamers, developers, and engineers to reimagine what gaming can be.

The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit.

In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.

Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center.

E3 is just around the corner — this is only the beginning.
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84 Replies. 5 pages. Viewing page 1.
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84.
 
Re: Oculus Rift in Q1 2016
May 7, 2015, 11:58
84.
Re: Oculus Rift in Q1 2016 May 7, 2015, 11:58
May 7, 2015, 11:58
 
Mashiki Amiketo wrote on May 7, 2015, 05:48:
HorrorScope wrote on May 6, 2015, 22:45:
It had nowhere near the tech, push or wow comments you get today vs back then. It was less than Money For Nothing Gfx and terrible gameplay at an amusement park costing you a bundle per minute.

Remember the old Mechwarrior setups? They weren't all that either. Well games survived and large scale pvp/coop took off at home vs arcade and continually improved to awesome. But if we were stuck in a Mech or VR world of 1998, yes guaranteed fail.

Dunno about that, for the tech of the time it was big, there was a huge, huge push by several companies, and there was lots of 'wow' comments then just as now. I remember quite a few computer and video game stores that had live demos of it. So I guess we'll see, but I expect that it's going to be a niche product.

Yes tech at the time that is what it was. It was low polygon, no texture, very little environment to move in and just as little to do and then there was controls. Well at least the one's I tried or viewed on the over-head monitor while others played it. That was pretty much a tech demo, but before its time, we wanted it to be awesome, but it was too costly for so little in return.

I think that was part of what Lucky was talking about, making sure it is right, because it is asking the person to do something new and doing it wrong throws another 20 years down the tube of the once-bitten twice shy crowd.

In general, not directed at you unless it fits. I read some just don't want this to work or be a thing. I want it to work, I want something new, that is why we are jaded. We need a new drug. But I will also surrender if it sucks. It isn't related directly to anything else a success or fail, it will have to stand on its own, I plan to give it a chance other than act like a grandpa.

I also believe there will be flavors, full on VR and games enhanced just with visual immersion. I also believe FPS's will rule here to, if not at first some genius will figure it out and then were off and running again.

This comment was edited on May 7, 2015, 12:04.
Avatar 17232
83.
 
Re: Oculus Rift in Q1 2016
May 7, 2015, 07:27
83.
Re: Oculus Rift in Q1 2016 May 7, 2015, 07:27
May 7, 2015, 07:27
 
Mashiki Amiketo wrote on May 6, 2015, 22:28:
Talisorn wrote on May 6, 2015, 19:07:
Anytime I hear someone say that VR is a gimmick, I KNOW they haven't actually tried it. It's not a gimmick. It's a game changer!

Your comment reminds me of what people were saying in 1998, it was a gimmick then. I've tried them then, tried these now.

The comparison is absurd and makes me doubt you've tried the current implementations. Whether it achieves mainstream success or not, its definitely not a gimmick or at all comparable to early VR efforts.
Avatar 57682
82.
 
No subject
May 7, 2015, 05:48
82.
No subject May 7, 2015, 05:48
May 7, 2015, 05:48
 
HorrorScope wrote on May 6, 2015, 22:45:
It had nowhere near the tech, push or wow comments you get today vs back then. It was less than Money For Nothing Gfx and terrible gameplay at an amusement park costing you a bundle per minute.

Remember the old Mechwarrior setups? They weren't all that either. Well games survived and large scale pvp/coop took off at home vs arcade and continually improved to awesome. But if we were stuck in a Mech or VR world of 1998, yes guaranteed fail.

Dunno about that, for the tech of the time it was big, there was a huge, huge push by several companies, and there was lots of 'wow' comments then just as now. I remember quite a few computer and video game stores that had live demos of it. So I guess we'll see, but I expect that it's going to be a niche product.
--
"For every human problem,
there is a neat, simple solution;
and it is always wrong."
--H.L. Mencken
81.
 
Re: Oculus Rift in Q1 2016
May 7, 2015, 02:57
81.
Re: Oculus Rift in Q1 2016 May 7, 2015, 02:57
May 7, 2015, 02:57
 
Talisorn wrote on May 6, 2015, 21:23:
Cause again providing different focal lengths for different eyes should actually be an issue? I plug in OR and tell it my left eye is 13/20 and right 18/20 and it can't compensate - with the investment they've had????????

I'm not sure how many ways I can say this. I'll keep it simple:

No. The Rift does not do this.

The slightly more complex answer is:

No. The Rift does not do this. In an effort to keep the response time from movement input to what the eye sees, they need to keep computations to an absolute minimum. Anything more than 20ms and you get motion sick. So to change the rendering of different screens based on what each eye requires is not worth it (that's 20ms from moving your head to input to the game then do what the game wants then display the result). Frankly, it's easier to accommodate glasses.

Lag aside, is this a thing that's even possible? I feel like if it were, then there should be some kind of browser script that would let me input my correction factor and turn a vague blue and white blur into perfectly legible text. Or something AMD or Nvidia would have built into their hardware and drivers.
80.
 
Re: Oculus Rift in Q1 2016
May 7, 2015, 00:04
PHJF
 
80.
Re: Oculus Rift in Q1 2016 May 7, 2015, 00:04
May 7, 2015, 00:04
 PHJF
 
3D TV was a gimmick because you can't take a fucking flat image and magically have it render realistically in three dimensions. There's no comparison whatsoever to already fully 3D-rendered video games. Unreal Engine 4 and any other major engine is going to already incorporate support, so it won't take any great effort for developers to make their content compatible.
Steam + PSN: PHJF
Avatar 17251
79.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 22:45
79.
Re: Oculus Rift in Q1 2016 May 6, 2015, 22:45
May 6, 2015, 22:45
 
Mashiki Amiketo wrote on May 6, 2015, 22:28:
Talisorn wrote on May 6, 2015, 19:07:
Anytime I hear someone say that VR is a gimmick, I KNOW they haven't actually tried it. It's not a gimmick. It's a game changer!

Your comment reminds me of what people were saying in 1998, it was a gimmick then. I've tried them then, tried these now. I'm still not convinced that it's going to go mainstream either, I expect it'll end up just like the "3d TV" craze that they tried pushing a few years ago...lots of awesome...no content. Then again PC gaming is generally 10-15 years ahead of the home market so who knows.

If they can fix the nausea problem that I get from using them, that'll be great. But even the range of 3D glasses make me sicker than hell, and that's because I've had a serious brain injury in the past.

Anyway, regardless of whether or not it goes mainstream or remains niche pushing the boundaries of what we have is always good.

It had nowhere near the tech, push or wow comments you get today vs back then. It was less than Money For Nothing Gfx and terrible gameplay at an amusement park costing you a bundle per minute.

Remember the old Mechwarrior setups? They weren't all that either. Well games survived and large scale pvp/coop took off at home vs arcade and continually improved to awesome. But if we were stuck in a Mech or VR world of 1998, yes guaranteed fail.
Avatar 17232
78.
 
No subject
May 6, 2015, 22:28
78.
No subject May 6, 2015, 22:28
May 6, 2015, 22:28
 
Talisorn wrote on May 6, 2015, 19:07:
Anytime I hear someone say that VR is a gimmick, I KNOW they haven't actually tried it. It's not a gimmick. It's a game changer!

Your comment reminds me of what people were saying in 1998, it was a gimmick then. I've tried them then, tried these now. I'm still not convinced that it's going to go mainstream either, I expect it'll end up just like the "3d TV" craze that they tried pushing a few years ago...lots of awesome...no content. Then again PC gaming is generally 10-15 years ahead of the home market so who knows.

If they can fix the nausea problem that I get from using them, that'll be great. But even the range of 3D glasses make me sicker than hell, and that's because I've had a serious brain injury in the past.

Anyway, regardless of whether or not it goes mainstream or remains niche pushing the boundaries of what we have is always good.
--
"For every human problem,
there is a neat, simple solution;
and it is always wrong."
--H.L. Mencken
77.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 22:26
77.
Re: Oculus Rift in Q1 2016 May 6, 2015, 22:26
May 6, 2015, 22:26
 
ForgedReality wrote on May 6, 2015, 17:58:
Mordecai Walfish wrote on May 6, 2015, 12:44:
ForgedReality wrote on May 6, 2015, 11:07:
Valve's solution already looks 10,000 times better.

nobody has seen what cv1 is going to look like or what input mechanism and sensors it will ship with.

Also, nobody is going to be using a mouse and keyboard for vr gaming, nor has anyone suggested that this is going to be a thing. "Hardcore" pc gamers who can't wrap their head around the concept of using a differeent set of input devices need not apply. This is a paradigm shift in gaming, not just a new monitor with some fancy sensors. CES will be very interesting this year with some major players all showing finalized designs and I'm excited for the amount of competition and potential out there.

The Vive doesn't use a mouse and keyboard, so I'm not sure what you're getting at...

We've already seen lots of people getting motion sickness from the current Oculus. Valve seems to have at least solved this problem.

I was at commenting on my android phone when I replied to that and apparently an entire quote is missing, lol. This site doesnt work well on mobile. I was referring to a different commenter who seemed to be stating that mouse and keyboard controls are necessary for proper VR gaming.

Sorry for the confusion
Avatar 56178
76.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 21:23
76.
Re: Oculus Rift in Q1 2016 May 6, 2015, 21:23
May 6, 2015, 21:23
 
Cause again providing different focal lengths for different eyes should actually be an issue? I plug in OR and tell it my left eye is 13/20 and right 18/20 and it can't compensate - with the investment they've had????????

I'm not sure how many ways I can say this. I'll keep it simple:

No. The Rift does not do this.

The slightly more complex answer is:

No. The Rift does not do this. In an effort to keep the response time from movement input to what the eye sees, they need to keep computations to an absolute minimum. Anything more than 20ms and you get motion sick. So to change the rendering of different screens based on what each eye requires is not worth it (that's 20ms from moving your head to input to the game then do what the game wants then display the result). Frankly, it's easier to accommodate glasses.

This comment was edited on May 6, 2015, 21:29.
Avatar 19028
75.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 21:19
75.
Re: Oculus Rift in Q1 2016 May 6, 2015, 21:19
May 6, 2015, 21:19
 
Talisorn wrote on May 6, 2015, 21:02:
Lorcin wrote on May 6, 2015, 20:59:
Talisorn wrote on May 6, 2015, 20:35:

Only if you go the optometrist and get an set of lenses made especially for you ... and there won't be too many geared up to doing that. There is no special magic that the Rift does to fix up your vision.

So your saying they can't accept that vision is offest by +/- an ammount and adjust for such?

For me it feels far more likely that OR could adjust their focus length than a dude on your high street could fashion you perfectly curved pieces of glass which improve matters.

It doesn't work that way. And neither do eyes. Many people have different strengths for each eye.

Cause again providing different focal lengths for different eyes should actually be an issue? I plug in OR and tell it my left eye is 13/20 and right 18/20 and it can't compensate - with the investment they've had????????

Surely it's cheaper to refocus each image than construct something that physically fits both Damn Edna's and Harry Potter's glasses?
74.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 21:02
74.
Re: Oculus Rift in Q1 2016 May 6, 2015, 21:02
May 6, 2015, 21:02
 
Lorcin wrote on May 6, 2015, 20:59:
Talisorn wrote on May 6, 2015, 20:35:

Only if you go the optometrist and get an set of lenses made especially for you ... and there won't be too many geared up to doing that. There is no special magic that the Rift does to fix up your vision.

So your saying they can't accept that vision is offest by +/- an ammount and adjust for such?

For me it feels far more likely that OR could adjust their focus length than a dude on your high street could fashion you perfectly curved pieces of glass which improve matters.

It doesn't work that way. And neither do eyes. Many people have different strengths for each eye.
Avatar 19028
73.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 20:59
73.
Re: Oculus Rift in Q1 2016 May 6, 2015, 20:59
May 6, 2015, 20:59
 
Talisorn wrote on May 6, 2015, 20:35:

Only if you go the optometrist and get an set of lenses made especially for you ... and there won't be too many geared up to doing that. There is no special magic that the Rift does to fix up your vision.

So your saying they can't accept that vision is offest by +/- an ammount and adjust for such?

For me it feels far more likely that OR could adjust their focus length than a dude on your high street could fashion you perfectly curved pieces of glass which improve matters.
72.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 20:35
72.
Re: Oculus Rift in Q1 2016 May 6, 2015, 20:35
May 6, 2015, 20:35
 
Cyant wrote on May 6, 2015, 19:49:
The optic inside the RIFT can be set up for your vision so you will not need your glasses while you use it.

Only if you go the optometrist and get an set of lenses made especially for you ... and there won't be too many geared up to doing that. There is no special magic that the Rift does to fix up your vision.
Avatar 19028
71.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 20:00
71.
Re: Oculus Rift in Q1 2016 May 6, 2015, 20:00
May 6, 2015, 20:00
 
I want to level 0-100 in normal view then when I hit level cap I want to be able to raid in OR becuase my fingers know where to go.

I know just from picking up an x52 for Elite, or watching family members try and pass a QTE, you NEED to know where your controls are without looking.

Whilst I love the OR concept realistically it may be a better fit for console controllers than kb+m.
70.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:49
70.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:49
May 6, 2015, 19:49
 
The optic inside the RIFT can be set up for your vision so you will not need your glasses while you use it.
69.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:28
69.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:28
May 6, 2015, 19:28
 
Slick wrote on May 6, 2015, 19:14:
Talisorn wrote on May 6, 2015, 19:07:
zombiefan wrote on May 6, 2015, 09:14:
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

Anytime I hear someone say that VR is a gimmick, I KNOW they haven't actually tried it. It's not a gimmick. It's a game changer!

3D gaming (active-shutter 120hz displays) was a game-changer, and now companies like Tridef are bankrupt, and haven't updates a game profile on their site (for paying customers) in almost 2 years.

I own a 3D screen, and hardly ever use it, unless it's for a single player game that i'm like, you know what? this would be AMAZING on 3D. and then it just doesn't work, cause no one supports this shit anymore. 3D is already dead in the water. and now we have 3D HMDs stepping up, which also won't get the support they need. at least not in this lifetime.

and if you tell me plain ol non-HMD (head mounted display) 3D gaming is a gimmick, obviously you've never played skyrim in 3D. whole new wealth of respect for 3D modelers.

One of the mistakes people make is to equate VR with 3D. The 3D component is only a small part of the VR experience.

With a 3D monitor, you're still looking at a screen in front of you. You have a defined boundary of the game; look to the left and right and you see the real world.

With VR, you are IN the game. Look to the left, right, up, down, wherever and you still see .... the freaking game. You are immersed in the game world. The 3D component only an illusionary layer of greater realism so the mind is further tricked into the feeling of immersion.

It's difficult to explain. Hell ... this is Blues News: Home of the "cynical sceptic gamer". I can guarantee that when you try one of these devices, you'll understand what I mean.

EDIT: On a side note, unless the game is specifically designed with VR in mind or it requires extra drivers (like VorpX) to get it working, it's not a good representation of VR. With FPS (shooters or slashers) like Skyrim, while it's interesting, it's not a great experience. You need to have head movement decoupled with physical movement or the illusion of presence is broken. A game that natively supports separation head movement, like ARMA, is a lot better for VR.

This comment was edited on May 6, 2015, 19:35.
Avatar 19028
68.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:23
68.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:23
May 6, 2015, 19:23
 
ForgedReality wrote on May 6, 2015, 17:58:
The Vive doesn't use a mouse and keyboard, so I'm not sure what you're getting at...

Yes it can, the controller I believe is optional and more for full VR. There imo are a few different levels.

As for neck problems, there are people that wear full helmets hours on end, the vast majority will be fine. There is always that person out there that will struggle, but we'd have nothing if everyone had to ok with something.
Avatar 17232
67.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:22
67.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:22
May 6, 2015, 19:22
 
Zanthar wrote on May 6, 2015, 18:30:

Text neck comes from looking down at your phone, unless you plan on looking at your VR feet all day long I can't see how the two would be related.

Some insecure people might not be looking at their VR feet... Tiny
66.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:15
66.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:15
May 6, 2015, 19:15
 
Silicon Avatar wrote on May 6, 2015, 19:09:
I wear glasses. Where do these devices put me? Are they good enough to go comfortably over glasses or would I just have to sit there with eyestrain? That is the deal-breaker for me.

Obviously, I can't speak for the final version, but when I tried DK2 my friend with glasses was fine with it.

As for using it in FPS, it's ok, but the disconnect between physically sitting and virtually running is even more apparent in VR.

Where VR utterly wins is in racing games and space sims. Elite : Dangerous is a pretty good game that needs some work. Elite with an oculus is a goddamn space tourism simulator and it is Fucking Awesome, especially once you pair it with a HOTAS.


65.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:14
Slick
 
65.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:14
May 6, 2015, 19:14
 Slick
 
Talisorn wrote on May 6, 2015, 19:07:
zombiefan wrote on May 6, 2015, 09:14:
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

Anytime I hear someone say that VR is a gimmick, I KNOW they haven't actually tried it. It's not a gimmick. It's a game changer!

3D gaming (active-shutter 120hz displays) was a game-changer, and now companies like Tridef are bankrupt, and haven't updates a game profile on their site (for paying customers) in almost 2 years.

I own a 3D screen, and hardly ever use it, unless it's for a single player game that i'm like, you know what? this would be AMAZING on 3D. and then it just doesn't work, cause no one supports this shit anymore. 3D is already dead in the water. and now we have 3D HMDs stepping up, which also won't get the support they need. at least not in this lifetime.

and if you tell me plain ol non-HMD (head mounted display) 3D gaming is a gimmick, obviously you've never played skyrim in 3D. whole new wealth of respect for 3D modelers.
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