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 2.
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64.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:14
64.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:14
May 6, 2015, 19:14
 
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.

I wear glasses. I've played Elite:Dangerous for hours on end. As long as you know your IPD (which is easy to measure ... or you can just get it off your glasses script), eyestrain is not a problem. If it's not properly configured, then you can be for headaches; VR is something you can't just put on without setting it up properly. That said .. measure once. Input the number. Away you go.
Avatar 19028
63.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:09
63.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:09
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.
Avatar 18037
62.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 19:07
62.
Re: Oculus Rift in Q1 2016 May 6, 2015, 19:07
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!
Avatar 19028
61.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 18:51
Slick
 
61.
Re: Oculus Rift in Q1 2016 May 6, 2015, 18:51
May 6, 2015, 18:51
 Slick
 
PHJF wrote on May 6, 2015, 16:19:
Head tracking isn't nearly as important to me as full-immersion 3D. I don't understand how anybody playing games can't understand how immeasurably better they would all be in 3D. I remember being impressed by the fucking VIRTUAL BOY, and modern tech is infinitely superior.

I almost pooped my pants the first time I used the virtualboy. I was always confused as to why that's lauded as nintendo's least successful product.

i think the answer lies in people not wanting to have occluding goggles on their heads for extended periods of time, i feel the same with my oculus to be honest. the honeymoon period fades dramatically, from total infatuation the first day, to take-it-or-leave-it by the 5th day.

I think the main reason it couldn't hold my interest is cause i wanted to play a fucking GAME, not share in experiences. I just bought Project Cars just because it claimed to have oculus support, man was that a miskate. all the shadows shimmer, positional tracking doesn't work (no lean forward/back, which in the context of being inside a car is a big fuckup), oh and the menus are still %100 not in 3D. And by that i mean that you see the left part of the menu screen in the left eye, and right right side of the menu in the right eye, superimposed upon each other. it's fucking awful.

...but the commercial Oculus release is right around the corner! LOLOL good luck with THAT. unless facebook buys out Bliz or EA and has a whole division pumping out Oculus games, what the fuck are we doing here exactly? we're doomed for an eternity of rollercoaster demos and AAA games which are just utterly broken, and these are the ones claiming "oculus support". chicken and the egg. we're all fucked.
For your transgressions you shall be labeled a shill, called an idiot and anytime you mention facts or disagree with a tribe member you will henceforth be known as a troll. The best you can hope for is that the labels won't haunt your offspring. -RedEye9
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60.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 18:30
60.
Re: Oculus Rift in Q1 2016 May 6, 2015, 18:30
May 6, 2015, 18:30
 
The neck is pretty damn strong. Construction workers, miners, football players, motorcycle riders, all wear much heavier stuff on their heads for many hours a day.

Fat unemployed slobs who sit in their chairs all day may have an issue but it won't affect active people very much. 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.
59.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 18:18
59.
Re: Oculus Rift in Q1 2016 May 6, 2015, 18:18
May 6, 2015, 18:18
 
Zanthar wrote on May 6, 2015, 17:28:
How about if your neck or eyes start to hurt you just stop using it? Maybe each Oculus should include a government monitor to make sure that it's being used properly, or just add on a $150 neck damage tax in case of future problems.

I don't think a $150 idiot tax would cut it. The youtube videos of people walking into walls or tripping over their kid/dog while trying to walk around with it on should be entertaining though.
Avatar 6174
58.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 18:10
58.
Re: Oculus Rift in Q1 2016 May 6, 2015, 18:10
May 6, 2015, 18:10
 
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.

They havent really 'solved' the problem per se - a large portion of motion sickness is because of multiple inputs - so your moving using your fingers, whilst moving your head with your mouse whilst actually moving your head...bleeeurgh. What the Vive does is limit that to one input - you walking around the room. Voila! problem solved.

However - obviously you cant play any old games, only games developed for that space. For example, Half Life - there is no way for that to be translated into the Vive so you would have to rebuild it, addressing issues like movement and combat.

So thats why Vive is giving away dev kits. It needs the software and killer app waaaaay more than Oculus, who basically are able to translate any existing game with head movement or that need a kbm as control. Elite Dangerous, Aliens, Warthunder, iRacing etc.

So not really solved per se, just different.
57.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 17:58
57.
Re: Oculus Rift in Q1 2016 May 6, 2015, 17:58
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.
Avatar 55267
56.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 17:56
56.
Re: Oculus Rift in Q1 2016 May 6, 2015, 17:56
May 6, 2015, 17:56
 
It will cause neck problems, but not necessarily more than anything else. You can develop neck problems from just looking around if you do it for too long. Can't be much worse than gaming in front of a PC monitor.
55.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 17:28
55.
Re: Oculus Rift in Q1 2016 May 6, 2015, 17:28
May 6, 2015, 17:28
 
How about if your neck or eyes start to hurt you just stop using it? Maybe each Oculus should include a government monitor to make sure that it's being used properly, or just add on a $150 neck damage tax in case of future problems.
54.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 17:26
54.
Re: Oculus Rift in Q1 2016 May 6, 2015, 17:26
May 6, 2015, 17:26
 
It starts.

And hopefully doesn't just finish
53.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 17:09
53.
Re: Oculus Rift in Q1 2016 May 6, 2015, 17:09
May 6, 2015, 17:09
 
n0slet wrote on May 6, 2015, 16:49:
I can definitely see eye strain being an issue but honestly when I got to demo this at a convention it surprised the hell out of me just how light it actually was. Unless someone is prone to neck injuries I don't see weight being an issue for many continuous hours of use.

If people can develop neck problems from texting then I'm sure this will cause problems for some people.

http://www.spine-health.com/blog/modern-spine-ailment-text-neck
Avatar 6174
52.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 16:49
52.
Re: Oculus Rift in Q1 2016 May 6, 2015, 16:49
May 6, 2015, 16:49
 
I can definitely see eye strain being an issue but honestly when I got to demo this at a convention it surprised the hell out of me just how light it actually was. Unless someone is prone to neck injuries I don't see weight being an issue for many continuous hours of use.
51.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 16:39
51.
Re: Oculus Rift in Q1 2016 May 6, 2015, 16:39
May 6, 2015, 16:39
 
PHJF wrote on May 6, 2015, 16:19:
Head tracking isn't nearly as important to me as full-immersion 3D. I don't understand how anybody playing games can't understand how immeasurably better they would all be in 3D. I remember being impressed by the fucking VIRTUAL BOY, and modern tech is infinitely superior.

Full immersion 3D comes at a price though, eye fatigue/strain probably being highest on the list. I'm sure that wearing this thing isn't light either so you might add neck and shoulder pain to the list too.

There's no such thing as "moderation" for most people playing games, how many times have you sat down at a game and then realized you had been playing for many hours past what you had originally planed?
Avatar 6174
50.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 16:19
PHJF
 
50.
Re: Oculus Rift in Q1 2016 May 6, 2015, 16:19
May 6, 2015, 16:19
 PHJF
 
Head tracking isn't nearly as important to me as full-immersion 3D. I don't understand how anybody playing games can't understand how immeasurably better they would all be in 3D. I remember being impressed by the fucking VIRTUAL BOY, and modern tech is infinitely superior.
Steam + PSN: PHJF
Avatar 17251
49.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 16:18
49.
Re: Oculus Rift in Q1 2016 May 6, 2015, 16:18
May 6, 2015, 16:18
 
DangerDog wrote on May 6, 2015, 16:02:
jdreyer wrote on May 6, 2015, 12:55:
Bummer. Thought this would be coming out this summer.

They probably could but it needs to have a robust lineup of software that uses it, it'll be interesting to watch how this unfolds but from a comfort standpoint I just can't see wearing this for extended hours.

We've had high quality head tracking for a really long time now and it is just a niche device to be used mostly in simulators. This just adds the parallax 3d to the experience for the most part and seems more cumbersome.

That's fine with me, I don't plan on gaming for more than an hour or two at at time anyway.
“We’ve reached the point of this polarized pandemic where our current plan for salvation is convincing certain recalcitrant men that wearing masks is the testosteroney thing to do.“
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48.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 16:02
48.
Re: Oculus Rift in Q1 2016 May 6, 2015, 16:02
May 6, 2015, 16:02
 
jdreyer wrote on May 6, 2015, 12:55:
Bummer. Thought this would be coming out this summer.

They probably could but it needs to have a robust lineup of software that uses it, it'll be interesting to watch how this unfolds but from a comfort standpoint I just can't see wearing this for extended hours.

We've had high quality head tracking for a really long time now and it is just a niche device to be used mostly in simulators. This just adds the parallax 3d to the experience for the most part and seems more cumbersome.
Avatar 6174
47.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 15:32
Slick
 
47.
Re: Oculus Rift in Q1 2016 May 6, 2015, 15:32
May 6, 2015, 15:32
 Slick
 
Quinn wrote on May 6, 2015, 12:49:
Cutter wrote on May 6, 2015, 12:35:
MajorD wrote on May 6, 2015, 12:11:
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.

I have to agree. Similar to how the whole 3D television/monitor hype train that has slowly died off. Now it's curved TVs.

BUUUTTTT, until I try it, who really knows? /Shrug



That's basically what I was getting at. There will be the big push, people wanting to not miss the hype train, then finding its a bust for numerous reasons and it will slowly die out again. It'll take several years just like 3D did again, but it'll happen.

I don't think so. Not VR. VR will not die. It'll get better, and better, and better. New diseases will develop, both mentally and physicall; movies will once again be inspired by something that is now real and no longer science fiction; grand debates will sprout from the masses about VR and the implications it brings; etc; etc; etc.

The Oculus Rift will be a silly, tiny first step -- but VR will definitely not die. Actually, it will develop to a point where when girls see a strong, fit guy walk down the street, they'll say "Hey look, a gamer!". We'll probably all be psychopaths, too.

i'll have what he's having
For your transgressions you shall be labeled a shill, called an idiot and anytime you mention facts or disagree with a tribe member you will henceforth be known as a troll. The best you can hope for is that the labels won't haunt your offspring. -RedEye9
Avatar 57545
46.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 14:44
46.
Re: Oculus Rift in Q1 2016 May 6, 2015, 14:44
May 6, 2015, 14:44
 
theglaze wrote on May 6, 2015, 12:04:
People are right to think that 1st gen hardware will have shortcomings and problems, but compared to the first gen smart watches, a VR headset from Oculus offers significantly more bang-for-buck in function and entertainment.

VR enabled content will persuade the non-believers and the masses that don't understand the potential of devices like Oculus Rift. YouTube already offers 360 content (if your phone/tablet supports it):

360 F1
360 Wingsuit

This is just the beginning...

This needs to be stereoscopic for VR.
45.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 14:27
45.
Re: Oculus Rift in Q1 2016 May 6, 2015, 14:27
May 6, 2015, 14:27
 
jdreyer wrote on May 6, 2015, 13:03:
BobBob wrote on May 6, 2015, 11:07:
I hope VR usage catches on and people stay indoors. That means more space for me outside.

Because outside is already so crowded? There are already plenty of indoor distractions, I can't imagine this will keep people in who aren't already inside.

I'll take some pictures when it gets crowded at the beach during inland heatwaves or summer time. Tourists ... Angry
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