Oculus Rift
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Werelds
Special Little Man



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PostPosted: Thu, 31st Jul 2014 20:02    Post subject:
https://www.ifixit.com/Teardown/Oculus+Rift+Development+Kit+2+Teardown/27613

Quote:
The display is—drumroll please—literally the front panel of a Samsung Galaxy Note 3.

Wink
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 31st Jul 2014 20:22    Post subject:
Quote:

We take a closer look at the display panel, and find that Oculus even left the Synaptics S5050A touchscreen controller intact.

*Maybe they're planning on releasing an eyelash touchscreen controller add-on later.


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totallymichael




Posts: 181

PostPosted: Thu, 31st Jul 2014 20:35    Post subject:
Yeah, the resolution is a big improvement from DK1, but we'll definitely want more for CV1. But honestly, my GTX 770 OC is already struggling with quite a few demos even at 1080p. You truly want a steady 75 fps at ALL times. A drop to 70fps, at least without Timewarp, is so horrible that I have to stop. It's crazy how a slight drop in framerate on a monitor sucks, but it's mostly "eh", whereas the same drop in VR makes you want to just take the headset off. I cannot wait for the GTX 800 series to drop. I must experience Elite Dangerous on high at 75fps! I would never leave.
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Ghworg




Posts: 924

PostPosted: Thu, 31st Jul 2014 23:19    Post subject:
Maybe already known but this helped me a lot.

http://www.reddit.com/r/oculus/comments/2c8kkx/one_weird_trick_to_enhance_your_dk2_experience/

And also someone said"Also make sure it is tight enough, if I tighten it I can see a clear difference in how easy text is to read"

For me it made a huge difference.
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totallymichael




Posts: 181

PostPosted: Fri, 1st Aug 2014 01:18    Post subject:
Ghworg wrote:
Maybe already known but this helped me a lot.

http://www.reddit.com/r/oculus/comments/2c8kkx/one_weird_trick_to_enhance_your_dk2_experience/

And also someone said"Also make sure it is tight enough, if I tighten it I can see a clear difference in how easy text is to read"

For me it made a huge difference.


Yeah I totally agree with this. With my DK1 I always had my eyes as close to the lenses as possible, but the instant I put on DK2 and noticed the slightly lower FOV I dialed it back a bit, kept the same FOV (minus the black borders), increased comfort, and slightly decreased chromatic abberation.
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Silent_Lurker




Posts: 7513
Location: France
PostPosted: Fri, 1st Aug 2014 01:32    Post subject:
Nice one !

BTW Ocean Rift is now updated for DK2 :

http://llyrie.blogspot.co.uk/2014/07/ocean-rift-demo-for-dk2.html

One of the best VR experience imho.


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shole




Posts: 3363

PostPosted: Fri, 1st Aug 2014 02:17    Post subject:
got my DK2 today
spent the whole day implenmenting it into my game
damn the sdk is beta Smile
everything is broken

positional tracking is spot on
low persistence vs. judder is a huuuuge difference
i really can't go back to dk1 anymore after that
the black smear is really terrible
i don't get how they didn't see this before shipping
the resolution is great, but the new pentile pixel pattern is a bit awkward
there's sharp color dots that replace the lcd grid pattern
you don't notice it when you're playing, but it's there
CV1 will be amazing
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KillerCrocker




Posts: 20503

PostPosted: Fri, 1st Aug 2014 02:21    Post subject:
So for best possible dk2 experience for nearsighted me, I should move screen in middle position or far away unlike dk1 and only run demos in direct mode


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shole




Posts: 3363

PostPosted: Fri, 1st Aug 2014 02:25    Post subject:
oh, btw
they finally posted the Carmack university speech from a few months ago
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Fri, 1st Aug 2014 03:43    Post subject:
Well seeing as I have a Galaxy S3, can I just have the OC minus screen, and fit-my-own? Laughing

Explains the purple blur issues anyway.


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Ghworg




Posts: 924

PostPosted: Fri, 1st Aug 2014 10:03    Post subject:
Silent_Lurker wrote:
Nice one !

BTW Ocean Rift is now updated for DK2 :

http://llyrie.blogspot.co.uk/2014/07/ocean-rift-demo-for-dk2.html

One of the best VR experience imho.

Thanks, but...
This account's public links are generating too much traffic and have been temporarily disabled!

I will try this later Smile
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red_avatar




Posts: 4567

PostPosted: Fri, 1st Aug 2014 10:07    Post subject:
It's been several years now and apart from some demos and tacked on support for a tiny handful of games, is there real progression going on? It still reeks of homebrew to me and for an expensive "toy" like this, I expected more proper games to add support.

Second question is: does this work for regular 3D games ? For example, for Nvidia Vision games.
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Werelds
Special Little Man



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PostPosted: Fri, 1st Aug 2014 10:36    Post subject:
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vurt




Posts: 13866
Location: Sweden
PostPosted: Fri, 1st Aug 2014 11:26    Post subject:
red_avatar wrote:
It's been several years now and apart from some demos and tacked on support for a tiny handful of games, is there real progression going on? It still reeks of homebrew to me and for an expensive "toy" like this, I expected more proper games to add support.

Second question is: does this work for regular 3D games ? For example, for Nvidia Vision games.


Several years? The kickstarter ended in late 2012, so the DK1 shipped last year. So it's not been long at all.

It's not something for people who wants a big library of proper games to run, that's going to take at least 2 years i reckon, and even then the library of games probably won't be that impressive.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Fri, 1st Aug 2014 12:23    Post subject:
That list was pretty impressive TBH.


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vurt




Posts: 13866
Location: Sweden
PostPosted: Fri, 1st Aug 2014 12:35    Post subject:
Kaltern wrote:
That list was pretty impressive TBH.


90% of the titles there are low-budget indie titles and most are still only "planned" or "confirmed", some are only for DK1 (like HL2). just saying Wink
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Silent_Lurker




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PostPosted: Fri, 1st Aug 2014 14:33    Post subject:
http://imgur.com/a/Hn6sQ

Laughing

Warning : NSFW


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Keit




Posts: 1134
Location: Sweden
PostPosted: Fri, 1st Aug 2014 14:45    Post subject:
oh god should not have tried the Helix Coaster demo. still feeling nauseous.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 1st Aug 2014 14:50    Post subject:
Silent_Lurker wrote:
http://imgur.com/a/Hn6sQ

Laughing

Warning : NSFW



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Yondaime
VIP Member



Posts: 11741

PostPosted: Fri, 1st Aug 2014 15:03    Post subject:
⁢⁢


Last edited by Yondaime on Mon, 2nd Dec 2024 15:37; edited 1 time in total
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totallymichael




Posts: 181

PostPosted: Fri, 1st Aug 2014 15:20    Post subject:
Silent_Lurker wrote:
Nice one !

BTW Ocean Rift is now updated for DK2 :

http://llyrie.blogspot.co.uk/2014/07/ocean-rift-demo-for-dk2.html

One of the best VR experience imho.


Agreed! I remember this being pretty cool in DK1, but in DK2 it's just insane. That eel looks very very impressive. And swimming a couple feet above that massive whale was just such an amazing feeling. The school of fish look epic as well. I'm definitely buying the full version when it releases.
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Ghworg




Posts: 924

PostPosted: Fri, 1st Aug 2014 16:00    Post subject:
totallymichael wrote:
Silent_Lurker wrote:
Nice one !

BTW Ocean Rift is now updated for DK2 :

http://llyrie.blogspot.co.uk/2014/07/ocean-rift-demo-for-dk2.html

One of the best VR experience imho.


Agreed! I remember this being pretty cool in DK1, but in DK2 it's just insane. That eel looks very very impressive. And swimming a couple feet above that massive whale was just such an amazing feeling. The school of fish look epic as well. I'm definitely buying the full version when it releases.


This looks really great. Need a few miutes to recover from my heart attack....damn shark
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Silent_Lurker




Posts: 7513
Location: France
PostPosted: Fri, 1st Aug 2014 16:01    Post subject:


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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vurt




Posts: 13866
Location: Sweden
PostPosted: Fri, 1st Aug 2014 16:46    Post subject:
ocean rift was nice Smile my favorite is still CyperSpaceDK2. Helix DK2 Beta was decent too.
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red_avatar




Posts: 4567

PostPosted: Fri, 1st Aug 2014 18:25    Post subject:
vurt wrote:
red_avatar wrote:
It's been several years now and apart from some demos and tacked on support for a tiny handful of games, is there real progression going on? It still reeks of homebrew to me and for an expensive "toy" like this, I expected more proper games to add support.

Second question is: does this work for regular 3D games ? For example, for Nvidia Vision games.


Several years? The kickstarter ended in late 2012, so the DK1 shipped last year. So it's not been long at all.

It's not something for people who wants a big library of proper games to run, that's going to take at least 2 years i reckon, and even then the library of games probably won't be that impressive.


Well the thing is, the Oculus is mostly just 3D support but with distortion, right ? I don't understand why it's so hard to add to games if they support 3D Vision. That list is pretty poor since, as has been said, it includes mostly low budget games, indie games and so on. It may still be in beta, but considering the coverage the Oculus is getting, I think some major games supporting it, would mean a big draw.

I think the fact that it's PC-only (for now) is probably the main reason which is sad and it shows how the games industry treats the PC less than it deserves.
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vurt




Posts: 13866
Location: Sweden
PostPosted: Fri, 1st Aug 2014 18:38    Post subject:
3D is not the problem, i can run even old games like System Shock 2 and Thief in 3D, looks really great, but i've only tested on my TV not in the Rift.. But it's the same thing afaik, just regular SBS 3D so it should work with Rift as well.

The problem is getting the head tracking, the controls has to be rebuilt from the ground and up basically, so it's not like someone can simply mod it into a game (games like Skyrim would have had head tracking a long time ago otherwise).
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Surray




Posts: 5409
Location: Europe
PostPosted: Fri, 1st Aug 2014 19:03    Post subject:
Yeah also it's not just the controls per se, but the ways the game interacts with the player (and specifically his view) and the player's control over the viewport.

It's pretty common for games to take control away from you and move your view around, which is a big no-go in VR.
Cutscenes are also a problem.. do you suddenly make 3D cutscenes where the player can look around in VR? Then you can only do them in-game, and you have to account for the fact that the player can look around all over the place.
Traditional FMV can't be used properly because even if you have it in 3D, if you watch it in a rift and look around but the view doesn't change then that's another thing that destroys the experience.
I guess you could use some sort of 3D video where you can look around, but that might be limited to rotation as you'd have to re-render to get the view right from a different point I believe.



Half-Life 2 works so well with the Rift already because seemingly by coincidence, Half-Life has been designed in such a way where you're always in first person and the 'cutscenes' happen around you in the game, so you're always in control.
It fits VR perfectly.

Basically, every first person rift game needs to be like half-life 2.
BAM! SOLVED! Razz


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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Fri, 1st Aug 2014 20:18    Post subject:
red_avatar wrote:
Well the thing is, the Oculus is mostly just 3D support but with distortion, right ? I don't understand why it's so hard to add to games if they support 3D Vision.

No, that's incredibly short sighted. Because of where the Rift sits in relation to the player's there are changes that need to be made to camera position, FOV adjustments (which, sadly, a lot of games suck at).

Above all though, it's the tracking that takes some work; most games don't have camera roll (you tilting your head) for example. That aside, the way we turn our heads is slightly different from how cameras in these games behave; we have a bit of a radius rather than the stationary turning game cameras have.

None of this are huge jobs, but they do require a bit of investment and a lot of developers don't want to go back to old games; most of the games that got support are either games that are still getting support anyway. Valve's probably the one exception to that rule, because they're Valve Smile
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shole




Posts: 3363

PostPosted: Sat, 2nd Aug 2014 01:12    Post subject:
VR is NOT a 3d screen
it is NOT an addon, an extension, an improvement for traditional games
it's the first piece of a whole new platform and type of play
trying to play traditional games with VR gear is just baaaaaaaaad and will leave people with a really terrible gimmicky impression or just nausea
retrofitting old games is an exercise in futility

i just held a 25 minute speech on just this issue at assembly a few hours ago
i wrote the speech because i was tired of going over this same conversation time after time
it'll be on youtube later
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totallymichael




Posts: 181

PostPosted: Sat, 2nd Aug 2014 03:28    Post subject:
shole wrote:
VR is NOT a 3d screen
it is NOT an addon, an extension, an improvement for traditional games
it's the first piece of a whole new platform and type of play
trying to play traditional games with VR gear is just baaaaaaaaad and will leave people with a really terrible gimmicky impression or just nausea
retrofitting old games is an exercise in futility

i just held a 25 minute speech on just this issue at assembly a few hours ago
i wrote the speech because i was tired of going over this same conversation time after time
it'll be on youtube later


This. Palmer actually did a talk on porting games to VR and he seriously started it off with "Don't port your game to VR". You can reuse assets, but most of the time there are serious scale issues (You and doorways feeling 4 feet tall, lightbulbs being the size of grapefruits, etc.) and comfort issues as well (speed, acceleration, cutscenes, etc.). The only ones that have worked have either been flukes or have had an extensive amount of work to make them comfortable, like Minecrift.
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