VR : Oculus Rift / HTC Vive / PlayStation VR

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Noozles
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VR : Oculus Rift / HTC Vive / PlayStation VR

Post by Noozles » Mon Feb 24, 2014 1:23 pm

Was lucky enough to have a go on one of these last Friday... Just a demo, but the rollercoaster bit gave me a sensation of movement... and height which i hated...

Anyone else had a go and what did you think?

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*OneTwo*
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Re: Oculus Rift

Post by *OneTwo* » Mon Feb 24, 2014 1:46 pm

Wuss :lol:

Wouldn't mind having a go. Curious to see what the fuss is about. I struggle to see it's real implementation in video game terms and of course the price point. Sony is showing one I believe in one of the upcoming game conferences. Hopefully some gamers can have a go on some games and get an opinion out there.
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Re: Oculus Rift

Post by therealjaxon » Mon Feb 24, 2014 2:43 pm

Good call making a dedicated thread - I had thought about it as there's been a lot of news and interest is picking up pace.
I've had a go on an early dev kit and was really impressed and if it could be used for something like Fallout/Skyrim, I'd be all over it like a rash.
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Re: Oculus Rift

Post by therealjaxon » Mon Feb 24, 2014 4:37 pm

Oculus Rift production put on hold

Oculus has said that it is not currently manufacturing its Rift virtual reality headsets.A component shortage has forced everything to grind to a halt as for the time being Oculus is only supplying a limited number of countries – the US, Canada, the EU, Japan, South Korea, Australia, Switzerland and Norway.

“Certain components used in the Oculus Rift developer kit are no longer being manufactured, meaning they are no longer available to us for production,” the company said.“As a result, we don't have the necessary materials to produce additional kits. We still have some stock available, but we're quickly running out. We are looking into alternate sources for the needed components, and we don't yet have a timeline for when additional units will be available.

“We never expected to sell so many development kits and VR only made this much progress with the community's support and enthusiasm. Even though we never wanted to sell out, it's a good problem to have.”
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Noozles
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Re: Oculus Rift

Post by Noozles » Tue Feb 25, 2014 11:47 am

I to struggle to see it being commercially viable in gaming... I see it as another Kinect almost... impressive tech, but the take up might be hard going... what will the killer app be?

That said, the bloke who owned the dev kit had played Half Life 2 with it, said that was amazing....

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Re: Oculus Rift

Post by Maryokutai » Tue Feb 25, 2014 2:36 pm

I tried it at GamesCom last year and while I think it's a cool piece of tech it had some serious problems back then (abysmal screen resolution for example). They showed a new prototype recently though with a new OLED screen so I'm back to optimistic. Doubt I'll ever buy one though, I hate having stuff on my head for long periods of time.

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Re: Oculus Rift

Post by therealjaxon » Tue Feb 25, 2014 5:03 pm

Maryokutai wrote:Doubt I'll ever buy one though, I hate having stuff on my head for long periods of time.
:lol: what? Any examples......Hair?
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Re: Oculus Rift

Post by *OneTwo* » Tue Feb 25, 2014 5:30 pm

A duck? No, no; a Davey Crockett hat? No wait; A book. Went to private school and brings bad memories. I get it.
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Re: Oculus Rift

Post by Maryokutai » Tue Feb 25, 2014 8:15 pm

therealjaxon wrote::lol: what? Any examples......Hair?
Well, it just makes me feel uncomfortable and even annoys me when watching TV/playing games. I never wear caps, I hate 3D because you need those big glasses and I can just barely put up with headphones because it sounds way better then my TV speakers.

Not a private school trauma though, it simply happened that way. :wink:
That said OR isn't as heavy as I imagined it to be, so that's at least one thing that didn't put me off from wearing it.

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Re: Oculus Rift

Post by therealjaxon » Tue Feb 25, 2014 10:10 pm

I was just playin' witcha :wink:
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Re: Oculus Rift

Post by *OneTwo* » Tue Feb 25, 2014 10:53 pm

Maryokutai wrote:
therealjaxon wrote::lol: what? Any examples......Hair?
Well, it just makes me feel uncomfortable and even annoys me when watching TV/playing games. I never wear caps, I hate 3D because you need those big glasses and I can just barely put up with headphones because it sounds way better then my TV speakers.

Not a private school trauma though, it simply happened that way. :wink:
That said OR isn't as heavy as I imagined it to be, so that's at least one thing that didn't put me off from wearing it.
I get that. Back in the day when I was a teen working for Pizza Hut and WB cinema I had run ins all the time with management about wearing my cap. Never listened to em. Gave me frickin headaches. My health means f*ck you :twisted:

Headphones I can deal with tho. lets people hear my wise sage like thoughts and opinions when playing online together. Jim'll agree 8)
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Re: Oculus Rift

Post by *OneTwo* » Thu Feb 27, 2014 11:09 am

Just let it out, let it all out.

Obviously i touched on a sore subject. Told you it happens.








:shock: :?
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Re: Oculus Rift

Post by therealjaxon » Thu Mar 20, 2014 10:14 am

Oculus Rift dev kit 2 unveiled at GDC

Virtual reality headset specialist Oculus has revealed the second version of its Rift VR unit.

PCGamesN reports that the company is already taking orders for the device, which will cost $350 and begin shipping in July.

It is promised that the revised unit offers “major breakthroughs” compared to the current tech.

For instance, a player-facing camera is now used for head tracking, apparently providing higher fidelity movement tracking. Also added to the 440g unit are two low persistence OLED screens offering 960x1080 pixels each.

However, it sounds like we’re still some way from a unit being released to the public.

“A lot of it is on software experience side: when you take it home, it should just work,” Oculus VP of product Nate Mitchell said. “How do you discover content? What's the first experience you're going to play? Where is the content?

“The core is there for developers to build great content, but developers are still on that journey with us. For the consumer version, it should be easy. Anyone should be able to grab a Rift, plug it in, and have fun.

“We're not there yet. We know it’s not ready for consumers. How do you balance that from being an open platform where everyone can get involved, and disappointing people? All I can say is, for consumers, wait, wait, wait. It'll be worth it."

Mitchell added to T3: “Our ambition for consumers is total immersion, a world where you almost can’t tell the difference, and this isn’t quite that yet. The consumer version will be a significant leap on again, in spec as well as design, and will have a launch line-up, too. We’re working on it.

“We need big companies, be it Sony, Microsoft, Google or Apple, not to mention smaller ones, to join the party. The more that get involved in this space will help validate it.”

Sony last night revealed its PS4-ready VR headset, Project Morpheus.
I'm a bit confused :? He's talking about the Rift needing software before public release - I've always assumed that the Rift could be used with any game that aready allows a 360° view of the world. Take a FPS for example, all the Rift does is take over the analogue sticks head movements (up/down/left/right) and the console sends the image to the Rift screens rather than a TV - no?
Obviously I'm living in a fantasy world then? :?
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Maryokutai
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Re: Oculus Rift

Post by Maryokutai » Thu Mar 20, 2014 2:34 pm

Yes, you are. Head movements don't simulate analogue sticks, it's basically a secondary input method to look around. Just like you can look to your right when on a bycicle to watch some pretty girls while still driving straight ahead, you can move with the left stick (pedals), aim with the right one (handle bar) and look around with your head (in both cases). If you don't move your head at all, you could theoretically play a game on the Rift just like you do on your TV. But moving your head around makes the viewing angle adjust itself accordingly. That's not something the Rift can do on its own, it needs a compatible code for it to work.

And that's not even all there is, as there are still some little details to adjust. I remember reading from Valve that they had to adjust the position of the weapon in Team Fortress because it felt like it was attached to your chin when playing on the Rift, plus they had to reduce the walk speed as it felt like flying through the maps instead of walking/running because you're pretty close to the screen.

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Re: Oculus Rift

Post by therealjaxon » Thu Mar 20, 2014 3:02 pm

Oh :( ......... I'm sure they'll iron it out :)
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