Oculus Rift Catch-All

The consumer version will have the added benefit of being far "sleeker" in design..

Yeah, if it wasn't for that and the promised higher resolution and improved optics/presentation, i'd order one now.

jonnypolite wrote:

Yeah, if it wasn't for that and the promised higher resolution and improved optics/presentation, i'd order one now.

I missed the higher rez promise...if they could do 1080P for the consumer version that would be amazing...Im excited about 720p

Guess what I got today...:)

Gumbie wrote:

Guess what I got today...:)

Eyestrain?

Jonman wrote:
Gumbie wrote:

Guess what I got today...:)

Eyestrain?

None at all. No nausa either...so far so good.

Awesome! Are you running on some of the available demos or your own software?

Anyone see that the new Google maps supports both Oculus Rift and Leap?

https://maps.google.com/help/maps/he...

polypusher wrote:

Awesome! Are you running on some of the available demos or your own software?

All the available demos so far. Played TF2 for a couple of hours tonight too. Was weird...very weird.

After having this for a few weeks I can give some honest impressions.

I love the concept of this and where it's heading. I think this will play a huge role in gaming in another couple of years. With that said...I can't look past the resolution of the developer kit. The blur and "screen door" effect ruins the immersion for me a little. I still think the idea is awesome and with 1080p and beyond it will be a game changer, but if you're someone who is not a developer and was considering maybe buying the dev unit to play with...I would wait until the consumer edition.

I hope the performance stays high with increased resolution. Its still essentially just a display right? So its framerate and everything should be entirely driven by the hardware of the PC that's attached?

My dev kit is finally shipping...

http://abclocal.go.com/kabc/story?se...

I don't know how this will affect the release of this, but what a tragic waste of such a promising life. Apparently the drivers were total scumbags.

RIP Andrew...

Hey guys! Missed me? Haven't posted here in a while... Anyway...

I've had my Rift dev kit for a week now and my mind is simply f*cking blown. Clearly, it's not quite ready for the consumer market just yet but even in its current state, it's a mind blowing experience. Yep. I already said that but my mind really is f*cking blown.

Believe the hype.

I just had my best experience so far. It's a little horror tech demo called "Alone in the Rift".

The guy also implemented Razer Hydra support. You literally use your right hand freely as a flashlight, you move with the left analog and you turn with the right analog. You obviously get to freely look around with your head just like you normally do. You're in a forest, it's dark, scary music and sounds... Classic.

I also played with headphones, standing up. It's night and day with the Rift. As soon as you stand up the immersion factor goes through the roof.

Scary movies do nothing for me, nothing.

I dropped the Hydra and removed the Rift from my head while screaming like a little girl. No, really. I don't recall ever yelling like that in my entire life. I laughed out loud for a good 30 seconds after that.

Man the future is bright!

That is awesome.

Nice to see you around again Mr Green

Is being able to stand up with all those goodies attached to yourself difficult?

polypusher wrote:

Is being able to stand up with all those goodies attached to yourself difficult?

More importantly, do they make running away difficult?

1080p Oculus Rift at E3: http://www.theverge.com/2013/6/11/44...

When I tried the Rift myself I have to say that the biggest problem I noticed was the low resolution and particularly the "screen-door effect" so I'm really glad they're addressing that. If they can get smooth tracking of head translation as well then that would be amazing. (Although I suspect that's much more difficult and is probably best solved with an external sensor.)

polypusher wrote:

Nice to see you around again Mr Green

Is being able to stand up with all those goodies attached to yourself difficult?

It's not a big deal but it does make turning around perilous though.

I hope there's a simple wireless solution in the not too distant future because I don't wanna rotate with an analog stick or a mouse forever. I just wanna turn my body!

Latrine wrote:

1080p Oculus Rift at E3: http://www.theverge.com/2013/6/11/44...

When I tried the Rift myself I have to say that the biggest problem I noticed was the low resolution and particularly the "screen-door effect" so I'm really glad they're addressing that. If they can get smooth tracking of head translation as well then that would be amazing. (Although I suspect that's much more difficult and is probably best solved with an external sensor.)

The screendoor effect and the low resolution isn't what's bothering me the most about the Rift's screen. It's the pixel switching time or whatever the hell is responsible for the motion blur you see when looking around.

That being said, that new screen looks great!

You can see a closeup comparing the two screens in this interview. Worth watching!

So excited to get ahold of one.

But y'all, let's try to remember to keep our mouths closed when we are using this thing, cmon.

Hey, flies are like pure protein.

I haven't yet told my wife that I will be getting one of these when they come out, but oh yes, I will be getting one of these when they come out. There can be no question about this, I will be getting one.

I actually can't think of a time I was this hyped for a piece of hardware.

Ya, if they can keep it's price close to or better than the current Dev kit I don't think I'll be able to resist buying one.

I was a bit disappointed to see their 1080p HD was split between eyes, so it's not truly 1080p just yet but I bet they get there before release. It's also a bit odd they changed it from landscape to portrait. Hopefully that's just temporary while they figure the HD thing out.

My biggest worry is that MS or Sony will try to buy them out and try to make this thing a console exclusive device.

Vega wrote:

Ya, if they can keep it's price close to or better than the current Dev kit I don't think I'll be able to resist buying one.

That's what they've been repeating over and over again. They're targeting $300 or lower.

Vega wrote:

I was a bit disappointed to see their 1080p HD was split between eyes, so it's not truly 1080p just yet but I bet they get there before release. It's also a bit odd they changed it from landscape to portrait. Hopefully that's just temporary while they figure the HD thing out.

My biggest worry is that MS or Sony will try to buy them out and try to make this thing a console exclusive device.

The higher the resolution the better obviously, but you need to be able to render two scenes - one for each eye - and keep a steady 60fps. Preferably higher. That takes a pretty beefy rig. Especially considering SLI/Crossfire is a no-go for VR. How many people will have such a rig when the Rift comes out?

I wouldn't worry too much about Sony, let alone Microsoft. They like TVs way too damn much.

As someone who has been using a dev kit for 4-5 weeks...I can easily say the 1080p version would be magical. I can't freaking wait.

Gumbie wrote:

As someone who has been using a dev kit for 4-5 weeks...I can easily say the 1080p version would be magical. I can't freaking wait.

Same here Gumbie. After waiting for my Rift since last August and finally getting it, the waiting game starts anew!

World of Diving seems like a good fit for Oculus Rift. Being a diver, I may be a little biased. I threw in 20 bucks, but it doesn't look like they're going to hit the goal.

Edit: Here's a better video showing the actual gameplay.

Impressions from Jeff Cannata and Dan Trachtenberg.

Spoiler: They liked it a lot.

It starts at 34:24.

Has anyone seen a planned release date/goal for the consumer model?