Oculus Rift Catch-All

Maybe JC will be able to help bring OC tech into Bethesda games.

I doubt OR would hire a CTO who has significant commitments elsewhere. He was CTO on Rage, no way he'll be that on Doom 4.

Finally got to try out a dev kit yesterday when someone brought one in to work.
Very impressed with how responsive the movement is and really funny watching people flailing around trying to pick up a book off the floor.

It did give me massive motion sickness though. Looking around from a fixed point was fine but as soon as I started to walk or turn with the thumbsticks I felt my lunch stirring. Hope that's something that I'll just get used to over time as I really want to pick up a consumer version next year.

I'm selling of these for $350 shipped if anyone is interested.

A paper released by an Oculus developer/VR researcher is finding that people experiencing motion sickness do grow accustomed to it. They warn that developers and testers will quickly become immune to the effect and may accidentally release a game that is extra-conducive to motion sickness if they're not careful.

Working with VR it looks like folks are discovering what you can and can't do to keep players lunches where they're supposed to be and ways to mitigate nausea. Its something that will improve over time on both the player's end and the developers.

Gumbie wrote:

I'm selling of these for $350 shipped if anyone is interested.

Aren't they going for $300 new? (Was that a typo?) I'm ready to pull the trigger on one, but would always rather go with a Goodjer if possible -- especially one I know.

TheHipGamer wrote:
Gumbie wrote:

I'm selling of these for $350 shipped if anyone is interested.

Aren't they going for $300 new? (Was that a typo?) I'm ready to pull the trigger on one, but would always rather go with a Goodjer if possible -- especially one I know.

Me too.

TheHipGamer wrote:
Gumbie wrote:

I'm selling of these for $350 shipped if anyone is interested.

Aren't they going for $300 new? (Was that a typo?) I'm ready to pull the trigger on one, but would always rather go with a Goodjer if possible -- especially one I know.

Yeah but they include a two or three month waiting time. Plus the $350 includes shipping.

Gumbie wrote:
TheHipGamer wrote:
Gumbie wrote:

I'm selling of these for $350 shipped if anyone is interested.

Aren't they going for $300 new? (Was that a typo?) I'm ready to pull the trigger on one, but would always rather go with a Goodjer if possible -- especially one I know.

Yeah but they include a two or three month waiting time. Plus the $350 includes shipping.

Fair enough. I'm going to order from OR directly, in that case, but I'm sure you'll have no issues selling here.

Why are you selling, by the way? Was the experience worse than you expected in some way?

I just ordered a Rift. Let's see how long it takes to get here.

And that's how long it took.

Well played. Just over 1 month isnt too bad I spose. Im still waiting on my Zombicide Season 2 stuff from August!

I don't get the issues with someone startling you. I game with a big pair of headphones so this already an issue with me! Need to have a little app that flashes in the corner when someone wants to get your attention

It's more than that though. On a monitor, with headphones, the person startling you is still in the same physical world as you. It doesn't feel like that in the Rift. After a while of playing, the true physical world feels entirely secondary, or even forgotten to a large extent. So the person who startles you is coming from another world. That is truly startling.

so I finally had a chance to get a taste (albeit very poor).
So the company I work for created a very crappy driving game to promote 4G because 4G is fast and cars are fast (yeah it sucks).

Graphics were incredibly bad, but the "car" goes up and down slopes.
I definitely felt what Corey described one podcast or two ago; the brain registers what the eyes are seeing but the inner ear isn't. It does feel like move sickness but I guess we could get used to it.

The head movement has slowed down a bit, so there was no move-sickness there.

Got one of these for Christmas, and it's amazing. The sickness does take some getting used to. You definitely need to start slow. This website totally helps with ideas for games to get started on. http://theriftlist.com/Home/StarterGuide

Playing Slender on this is pretty damn scary. Haven't tried it with headphones yet, but I don't think I'll be able to handle it.

Every time this thread gets bumped, I hope that they're finally ready to sell me the high-res version. I've been disappointed every time.

I borrowed the Oculus rift from work, brought it home this evening all excited and set it up. 5 minutes of TF2 later and I was almost being sick.

It was like playing while really drunk, laggy and blurry.

Chaz wrote:

Every time this thread gets bumped, I hope that they're finally ready to sell me the high-res version. I've been disappointed every time. :(

Sorry to disappoint

Supposedly the HD Rift is at CES this week. Hopefully we'll get some fresh impressions. There should also be some competitors showing up to help push things along faster.

Apparently Elite:Dangerous will have Occulus Rift support. I'm really hoping that the non-internet-enabled single-player game is both possible and worth playing.

As an aside, I'll be internet poor for the next year or so (boat life doesn't lend itself to fast - or any - internet), so I'll be keeping a lookout for new games with a solid single player experience and no internet-based DRM. Swimming against the stream, I think...

A nice writeup of the Occulus headset on display at CES. It goes into good detail on the new display which is mitigating or eliminating nausea for people and making it feel super real.

http://www.polygon.com/2014/1/7/5284...

polypusher wrote:

A nice writeup of the Occulus headset on display at CES. It goes into good detail on the new display which is mitigating or eliminating nausea for people and making it feel super real.

http://www.polygon.com/2014/1/7/5284...

I wonder if they got rid of the sensors in the headset itself. That'd make it lighter and maybe they didn't have the accuracy or response time that the positional tracking might give them.

I would like to buy one now please. Sell it to me?

polypusher wrote:

A nice writeup of the Occulus headset on display at CES. It goes into good detail on the new display which is mitigating or eliminating nausea for people and making it feel super real.

http://www.polygon.com/2014/1/7/5284...

And now I'm jealous of that. Ah well. Might try making something for the rift in the UDK soon. Anyone have any tips for that, or things they'd like to see in the rift?

An easy killer-app for Rift is 2 players sitting at a table playing simple board-game X (ie chess) with proper voice chat, nice avatars and good motion tracking so you can move pieces around with your hands.

LockAndLoad wrote:

I wonder if they got rid of the sensors in the headset itself. That'd make it lighter and maybe they didn't have the accuracy or response time that the positional tracking might give them.

Looks like thats exactly what they did. The images look like an external camera that just tracks IR reflectors or whatever on the headset to track your head.

LockAndLoad wrote:
polypusher wrote:

A nice writeup of the Occulus headset on display at CES. It goes into good detail on the new display which is mitigating or eliminating nausea for people and making it feel super real.

http://www.polygon.com/2014/1/7/5284...

I wonder if they got rid of the sensors in the headset itself. That'd make it lighter and maybe they didn't have the accuracy or response time that the positional tracking might give them.

I think the headset itself still has the same sensors, it's just they didn't do any positional tracking before. It detected turning left and right and looking up and down, but it didn't register leaning left and right and leaning forward and back. Apparently that was one of the main complaints of the nausea as you could move your head around but what you were "seeing" didn't move with you and your brain doesn't like that. So the camera is just adding those missing degrees of motion.

Watching some of the videos of people with the dev kits it seemed another problem was the games getting out of calibration with what is "forward". They would start off looking straight ahead to look forward but by the end of the video their head would be turned completely to one side to keep looking "forward". Hopefully these IR dots and positional tracking will help it stay calibrated with where straight ahead should be.

Crap, I thought it already did position tracking, without that it'd just be silly. Glad they're adding it!

I read that they'll be offering an HD dev kit before the consumer version, that might be what Crystal Cove is (CC is the prototype on hand at CES).
I'm still gonna wait until the consumer version.

Yoyoson wrote:

There's a section in Charles Stross's Accelerando that explores this concept as well, albeit with much more feeling. In that section, ALL of the sensory inputs are swapped... while bumping uglies. Ungh!

I LOVE that book and author. So many amazing ideas, some of which we're seeing already.