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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24.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:42
24.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:42
May 6, 2015, 11:42
 
I'm curious about it. I did own a DK2 model for about 4 months. It was great but higher resolution was needed. Was too straining on the eyes after a while but for immersion into the game yeah bar non it was spectacular.

Now with everything else being announced and coming out relatively soon I backed out of it and will be waiting for the final release of everything coming out. Actually pretty eager to see what comes out as I'll probably get someones unit.
23.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:32
23.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:32
May 6, 2015, 11:32
 
InBlack wrote on May 6, 2015, 09:38:
Yeah great news....except there is nothing really newsworthy about an estimated date that basically covers a whole quarter of a year and will inevitabely be delayed. If they had at least hinted at specs or something, anything other than pure fucking HYPE. *sigh*


Considering all the rumors put this at Q4 of this year... there's some news in it not hitting for the holidays.
22.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:14
22.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:14
May 6, 2015, 11:14
 
Says someone who never tried it (Im sure)


Cutter wrote on May 6, 2015, 09:37:
A lot of people will end up with VR paperweights before this fad passes. That'll take a while however as there's too much money behind this movement at current. I have no doubt that VR will succeed one day, just not today. I still see this being of far more use in practical applications, AR in particular.


21.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:13
21.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:13
May 6, 2015, 11:13
 
Why? Bcus Valve fan boy?
20.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:12
20.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:12
May 6, 2015, 11:12
 
Quinn wrote on May 6, 2015, 10:07:
As for my example with an enemy being behind me... Your answer didn't really make sense. I know it's on a seperate axis, and that doesn't fix it. I have to look behind me, 160 degrees. I'm not an owl so I can't physically do that without letting go of my ability to shoot (the keyboard and/or mouse). Anyway, of course I know the answer to my own question.. which is turning around just isn't an option if you want to be able to shoot, so you'll have your keyboard and/or mouse to actually turn your ingame body.. but I think it defeats the purpose of VR. At least it does to me.

Quinn,
The answer you are looking for is wireless motion controllers. I haven't heard anything from Oculus, but Valve will have official controllers to be used with their equipment.

Here's a link to a story about valve's controllers:
Valve Link

Here's a link to a 3rd party working on similar controllers:
http://sixense.com/wireless
Avatar 17560
19.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:07
19.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:07
May 6, 2015, 11:07
 
Valve's solution already looks 10,000 times better.
Avatar 55267
18.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:07
18.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:07
May 6, 2015, 11:07
 
I hope VR usage catches on and people stay indoors. That means more space for me outside.
Don't like my post? Submit a complaint
17.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 11:00
17.
Re: Oculus Rift in Q1 2016 May 6, 2015, 11:00
May 6, 2015, 11:00
 
I'd rather have VR than brain implants. I ain't getting my brain fried, ie like Shadowrun and GiTS.
Avatar 37119
16.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 10:56
16.
Re: Oculus Rift in Q1 2016 May 6, 2015, 10:56
May 6, 2015, 10:56
 
Quinn wrote on May 6, 2015, 10:07:
InBlack wrote on May 6, 2015, 09:57:
Quinn wrote on May 6, 2015, 09:51:
wtf_man wrote on May 6, 2015, 09:45:
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

This.

Pretty much a niche market, IMO. Like 3D TV, but a little bigger.

I love gaming, but I have zero interest strapping something to my skull.

/shrug

But you HAVE interest in putting something IN your skull. ...

I'm still not sure how this will work, sitting behind a desk. The Oculus Rift doesn't have gloves, does it? Either way, I'm sure you'd still need your keyboard. So tell me how that works. I'm playing an FPS, an enemy is behind me. I turn around with the Oculus Rift but have to leave my ability to actually shoot behind on my desk. Seriously, tell me how this works?

I feel like it's a rhetoric question, which is why I too believe it's but a gimmick still.

Nope you got it all wrong. The 'view' with the Oculus is on a seperate axis from your mouse/controller. So you can look one way, and shoot another. Just like real life...

Ideally its not really suited for FPS shooters just yet, apparently since very few (if any) support the kind of behaviour I described above. Native support is going to be found in sims and driving games (since most of them have supported TrackIR for years), but it will come. If you build it, they will come...

Of course they will come, at some point. Just not yet and I think not before 2018 or -19 at the earliest.

As for my example with an enemy being behind me... Your answer didn't really make sense. I know it's on a seperate axis, and that doesn't fix it. I have to look behind me, 160 degrees. I'm not an owl so I can't physically do that without letting go of my ability to shoot (the keyboard and/or mouse). Anyway, of course I know the answer to my own question.. which is turning around just isn't an option if you want to be able to shoot, so you'll have your keyboard and/or mouse to actually turn your ingame body.. but I think it defeats the purpose of VR. At least it does to me.

It's not that I don't applaud the Oculus Rift. It's the first step to actual VR. But at the same time I also laugh at the ridiculousness of this "first step" because, fuck me, I've been playing with these "oculus rift" things in arcade halls for 5 dollars a match 20 years ago.

Spoken like someone who's never played ARMA. ARMA has a TrackIR built in for use on foot as well as when in a vehicle.
15.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 10:53
15.
Re: Oculus Rift in Q1 2016 May 6, 2015, 10:53
May 6, 2015, 10:53
 
zombiefan wrote on May 6, 2015, 09:14:
Meh. Still a gimmick. Great for racing games/flying sims

Those are real games to and in fact you used the word sims. So gimick=more realistic. We'll see how this all shakes out. For me if it adds a lot of immersion of feel like I'm more there, that is gameplay gold, that is not a good thing, it is a GREAT thing! No need for me to act old and poo poo the new until I get my hands on it.
Avatar 17232
14.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 10:52
Verno
 
14.
Re: Oculus Rift in Q1 2016 May 6, 2015, 10:52
May 6, 2015, 10:52
 Verno
 
Dagnamit wrote on May 6, 2015, 10:21:
no interest in this. I'm still waiting for magic and wrestling to become real.

Oculus Rift Wrestlemania 2016, shit just got real
Playing: Ys VIII, Hades, Demons Souls
Watching: The Expanse, Tenet, Peninsula
Avatar 51617
13.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 10:21
13.
Re: Oculus Rift in Q1 2016 May 6, 2015, 10:21
May 6, 2015, 10:21
 
no interest in this. I'm still waiting for magic and wrestling to become real.
12.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 10:07
12.
Re: Oculus Rift in Q1 2016 May 6, 2015, 10:07
May 6, 2015, 10:07
 
InBlack wrote on May 6, 2015, 09:57:
Quinn wrote on May 6, 2015, 09:51:
wtf_man wrote on May 6, 2015, 09:45:
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

This.

Pretty much a niche market, IMO. Like 3D TV, but a little bigger.

I love gaming, but I have zero interest strapping something to my skull.

/shrug

But you HAVE interest in putting something IN your skull. ...

I'm still not sure how this will work, sitting behind a desk. The Oculus Rift doesn't have gloves, does it? Either way, I'm sure you'd still need your keyboard. So tell me how that works. I'm playing an FPS, an enemy is behind me. I turn around with the Oculus Rift but have to leave my ability to actually shoot behind on my desk. Seriously, tell me how this works?

I feel like it's a rhetoric question, which is why I too believe it's but a gimmick still.

Nope you got it all wrong. The 'view' with the Oculus is on a seperate axis from your mouse/controller. So you can look one way, and shoot another. Just like real life...

Ideally its not really suited for FPS shooters just yet, apparently since very few (if any) support the kind of behaviour I described above. Native support is going to be found in sims and driving games (since most of them have supported TrackIR for years), but it will come. If you build it, they will come...

Of course they will come, at some point. Just not yet and I think not before 2018 or -19 at the earliest.

As for my example with an enemy being behind me... Your answer didn't really make sense. I know it's on a seperate axis, and that doesn't fix it. I have to look behind me, 160 degrees. I'm not an owl so I can't physically do that without letting go of my ability to shoot (the keyboard and/or mouse). Anyway, of course I know the answer to my own question.. which is turning around just isn't an option if you want to be able to shoot, so you'll have your keyboard and/or mouse to actually turn your ingame body.. but I think it defeats the purpose of VR. At least it does to me.

It's not that I don't applaud the Oculus Rift. It's the first step to actual VR. But at the same time I also laugh at the ridiculousness of this "first step" because, fuck me, I've been playing with these "oculus rift" things in arcade halls for 5 dollars a match 20 years ago.
Avatar 57334
11.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 10:01
11.
Re: Oculus Rift in Q1 2016 May 6, 2015, 10:01
May 6, 2015, 10:01
 
Quinn wrote on May 6, 2015, 09:51:
But you HAVE interest in putting something IN your skull. ...

I'm still not sure how this will work, sitting behind a desk. The Oculus Rift doesn't have gloves, does it? Either way, I'm sure you'd still need your keyboard. So tell me how that works. I'm playing an FPS, an enemy is behind me. I turn around with the Oculus Rift but have to leave my ability to actually shoot behind on my desk. Seriously, tell me how this works?

I feel like it's a rhetoric question, which is why I too believe it's but a gimmick still.

In an FPS game, turning your body would be the same with keyboard and mouse control. The headtracking turns your character's head only, so they are controlled separately, so your character can be moving in one direction and looking in another.

This is why games have to support this decoupled movement/field_of_view
10.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 09:57
10.
Re: Oculus Rift in Q1 2016 May 6, 2015, 09:57
May 6, 2015, 09:57
 
Quinn wrote on May 6, 2015, 09:51:
wtf_man wrote on May 6, 2015, 09:45:
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

This.

Pretty much a niche market, IMO. Like 3D TV, but a little bigger.

I love gaming, but I have zero interest strapping something to my skull.

/shrug

But you HAVE interest in putting something IN your skull. ...

I'm still not sure how this will work, sitting behind a desk. The Oculus Rift doesn't have gloves, does it? Either way, I'm sure you'd still need your keyboard. So tell me how that works. I'm playing an FPS, an enemy is behind me. I turn around with the Oculus Rift but have to leave my ability to actually shoot behind on my desk. Seriously, tell me how this works?

I feel like it's a rhetoric question, which is why I too believe it's but a gimmick still.

Nope you got it all wrong. The 'view' with the Oculus is on a seperate axis from your mouse/controller. So you can look one way, and shoot another. Just like real life...

Ideally its not really suited for FPS shooters just yet, apparently since very few (if any) support the kind of behaviour I described above. Native support is going to be found in sims and driving games (since most of them have supported TrackIR for years), but it will come. If you build it, they will come...
I have a nifty blue line!
Avatar 46994
9.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 09:51
9.
Re: Oculus Rift in Q1 2016 May 6, 2015, 09:51
May 6, 2015, 09:51
 
wtf_man wrote on May 6, 2015, 09:45:
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

This.

Pretty much a niche market, IMO. Like 3D TV, but a little bigger.

I love gaming, but I have zero interest strapping something to my skull.

/shrug

But you HAVE interest in putting something IN your skull. ...

I'm still not sure how this will work, sitting behind a desk. The Oculus Rift doesn't have gloves, does it? Either way, I'm sure you'd still need your keyboard. So tell me how that works. I'm playing an FPS, an enemy is behind me. I turn around with the Oculus Rift but have to leave my ability to actually shoot behind on my desk. Seriously, tell me how this works?

I feel like it's a rhetoric question, which is why I too believe it's but a gimmick still.
Avatar 57334
8.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 09:45
8.
Re: Oculus Rift in Q1 2016 May 6, 2015, 09:45
May 6, 2015, 09:45
 
Meh. Still a gimmick. Great for racing games/flying sims/rollercoaster tech demos, but I'll keep waiting for holodeck/brain implants.

This.

Pretty much a niche market, IMO. Like 3D TV, but a little bigger.

I love gaming, but I have zero interest strapping something to my skull.

/shrug
Get your games from GOG DAMMIT!
Avatar 19499
7.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 09:44
7.
Re: Oculus Rift in Q1 2016 May 6, 2015, 09:44
May 6, 2015, 09:44
 
We'll see how things shake out with the Valve/HTC solution as well. Going to be very interesting.

One thing I'm actually looking forward to with this technology is an evolution of the ASMR experience, and some popular ASMR creators on YouTube are already starting to experiment with VR.
6.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 09:38
6.
Re: Oculus Rift in Q1 2016 May 6, 2015, 09:38
May 6, 2015, 09:38
 
Yeah great news....except there is nothing really newsworthy about an estimated date that basically covers a whole quarter of a year and will inevitabely be delayed. If they had at least hinted at specs or something, anything other than pure fucking HYPE. *sigh*

I have a nifty blue line!
Avatar 46994
5.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 09:37
Cutter
 
5.
Re: Oculus Rift in Q1 2016 May 6, 2015, 09:37
May 6, 2015, 09:37
 Cutter
 
A lot of people will end up with VR paperweights before this fad passes. That'll take a while however as there's too much money behind this movement at current. I have no doubt that VR will succeed one day, just not today. I still see this being of far more use in practical applications, AR in particular.


"Hot air hangs like a dead man, from a white oak tree. People sitting on porches, thinking how things used to be. It's a dark night...dark night."
Avatar 25394
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