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Author Topic: Oculus Rift VR headset  (Read 2728 times)
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EngineNo9
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« on: August 01, 2012, 07:15:00 PM »

You may remember this as the thing that John Carmack was showing off at E3 with some duct tape goggle straps and Doom 3.  It is a low-latency VR headset with a wide field of view meant to be priced at consumer-levels (probably under $700) and supposedly works really well.

Well, they just launched a Kickstarter to fund the dev kits and it looks like they have already exceeded their $250,000 goal in just a few hours.  Crazy.
« Last Edit: August 03, 2012, 11:02:21 PM by EngineNo9 » Logged

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EngineNo9
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« Reply #1 on: August 02, 2012, 07:34:21 PM »

They're closing in on $1 million and 400% funded after a day.  Pretty impressive, especially for something that isn't a consumer item.
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« Reply #2 on: August 02, 2012, 09:54:36 PM »

I'm definitely interested, but like with the Ouya, I'm going to wait until the final product is available.
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« Reply #3 on: August 03, 2012, 07:38:23 PM »

Very interested in seeing where this goes.

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If you're a "Star Trek" fan then surely you have fantasized about wiling away your time in a Holodeck -- a virtual world that seems just as real as the real world (only much better ... except, of course, when there's a malfunction).

If this sci-fi fantasy sounds familiar, then good news: That futuristic day may not be as far off as you thought. Meet Project Holodeck, a project under way at the University of Southern California's Viterbi School of Engineering and School of Cinematic Arts that aims to deliver just what its name suggests: a fully immersive virtual reality gaming environment that comes "as close the the proverbial 'holodeck' as is technologically possible today."

According to the project's web page, the plan is to create the first virtual reality play space using inexpensive hardware so it will be (more or less) affordable for average consumers.

To create the sense of being completely surrounded by a virtual world, the Holodeck system uses the Oculus Rift head-mounted display (created by Palmer Luckey and shown off by gaming legend John Carmack at this year's Electronic Entertainment Expo) for visual feedback, the Playstation Move optical system for head tracking and the Razer Hydra magnetic system for body tracking. And, of course, there is some sophisticated software pulling it all together.

 "When combined, these systems allow us to create a realistic 3-D space that the user can freely move around in and interact with," explains the project's system page.

http://www.ingame.msnbc.msn.com/technology/ingame/project-holodeck-beams-virtual-reality-gaming-908053 
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« Reply #4 on: June 01, 2013, 08:03:35 AM »

http://news.cnet.com/8301-10797_3-57587189-235/oculus-vr-co-founder-33-killed-by-speeding-car/

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Andrew Scott Reisse, co-founder of the company that made the Oculus Rift virtual-reality headset, was struck and killed while walking in a crosswalk Thursday, ABC has reported.
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« Reply #5 on: June 01, 2013, 12:16:03 PM »

Yeah, talk about out of nowhere. It was a police chase that stemmed from some gang activity.
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Clanwolfer
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« Reply #6 on: June 02, 2013, 01:13:37 AM »

I've got a dev kit on order - I'm hoping to have it within 4 weeks or so. I'll gladly post impressions as soon as I can.
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« Reply #7 on: June 14, 2013, 04:33:12 AM »

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« Reply #8 on: June 14, 2013, 04:59:01 AM »

One of the upper level guys in the PS4 camp gave some sly hints about possible future compatibility between the Oculus Rift and the PS4 during E3. smile
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« Reply #9 on: June 14, 2013, 05:50:51 AM »

One problem I heard, and it may have been in this thread, is that Carmack has backed off support for the OR since they have gone away from the latency improvements he made. The main thing I trust Carmack on is technical stuff, so I suspect the 1080p might make the latency issue worse.
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« Reply #10 on: June 16, 2013, 07:26:10 PM »

here comes the porn.

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Jeroen Van den Bosch and his startup studio are building a game called Wicked Paradise, and they're not using Kickstarter to fund it. Van den Bosch and his team believe they have identified an unfulfilled need in the video gaming industry—that would be good porn games or, hell, anything remotely decent.

I wonder if it is merely a coincidence the site that hosts the article they link to seems to be getting hammered...
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« Reply #11 on: July 22, 2013, 11:29:08 AM »

aiming for a 2014 release and focusing on PC's and mobile devices.
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« Reply #12 on: July 22, 2013, 01:27:36 PM »

I just got the email on Friday that my dev kit would be switching to 'Processing' within 48 hours - means it should be processed, shipped, and at my door in a week or two. I'm pretty excited to start messing around with it.
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« Reply #13 on: August 07, 2013, 02:41:03 PM »

And it's arrived! I finally got a chance to play around with it a little last night - holy hell, you guys, this thing could be huge.

I've been taking it very slow and just getting in 5 or 10 minutes at a time to try and get my 'VR legs' so I don't make myself sick... but already some of the demos for this thing just absolutely blow anything else I've ever played out of the water as far as immersion goes. And that's with a tiny developer community that's had, on average, a month or two with the dev kit.

I'll do more impressions if anyone's interested - but I can definitely see why they went the 'open dev kit orders' route. This is not 100% consumer-ready hardware - in particular, the current screen resolution is an issue for a lot of things, but for most people, they wouldn't have the hardware to drive a full-spec HD headset. Even bumping mine up a bit in resolution (to take advantage of the downsampling the Unity engine does) results in noticeable lag in demos, which in turn breaks immersion. Even if they had hardware ready, I can totally understand holding the HD version back until there's better software, better drivers, and more knowledge about what works and doesn't in VR, while waiting for people's hardware to catch up.
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« Reply #14 on: August 07, 2013, 02:53:13 PM »

Hope it actually catches on this time. I think I have issues of PC Gamer from 1996 where they talk about VR headsets!
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Clanwolfer
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« Reply #15 on: August 07, 2013, 02:56:50 PM »

Quote from: Canuck on August 07, 2013, 02:53:13 PM

Hope it actually catches on this time. I think I have issues of PC Gamer from 1996 where they talk about VR headsets!

Interestingly, John Carmack announced today that he's taking over as CTO of Oculus. I'm excited about this - hopefully it means more attention on the very low-level technology and drivers. There are still nagging issues there, but it seems like the kind of thing Carmack is pretty well suited to tackle with a small team. I bet the pace of SDK releases picks up significantly.

I think his presence makes it that much more likely that we see a 'killer app', whether in-house or not.
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« Reply #16 on: August 07, 2013, 03:17:37 PM »

Carmack is also leaving Id to do so. I figured he was done a long time ago.

For as much as I hate on Carmack and other Id exec's game design ability, or lack thereof, Carmack is an excellent engineer so Oculus should only get better now that Carmack is in a purely technical role.
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« Reply #17 on: August 07, 2013, 03:36:56 PM »

Yeah, this is great news.  The oculus is already great, now its just going to get even better.
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« Reply #18 on: August 07, 2013, 06:48:02 PM »

Quote from: Clanwolfer on August 07, 2013, 02:41:03 PM

... for most people, they wouldn't have the hardware to drive a full-spec HD headset. Even bumping mine up a bit in resolution (to take advantage of the downsampling the Unity engine does) results in noticeable lag in demos, which in turn breaks immersion. Even if they had hardware ready, I can totally understand holding the HD version back until there's better software, better drivers, and more knowledge about what works and doesn't in VR, while waiting for people's hardware to catch up.

What is the hardware requirements for the headset? I hadn't any notion it would be hardware intensive so this is kinda a surprise. And are we talking CPU or GPU dependent?
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« Reply #19 on: August 07, 2013, 09:27:46 PM »

Quote from: Turtle on August 07, 2013, 03:17:37 PM

Carmack is also leaving Id to do so. I figured he was done a long time ago.

For as much as I hate on Carmack and other Id exec's game design ability, or lack thereof, Carmack is an excellent engineer so Oculus should only get better now that Carmack is in a purely technical role.

The official word is that he is not leaving Id and will continue his role overseeing their tech team(s).  Of course, by his own word Oculus is now his first priority.

I think this is great news for the future of the Oculus Rift, and gives it a bit more legitimacy and perceived longevity that they need to get more developers truly behind it.

Overall I imagine this Rift project will be a much better fit for Carmack and the kind of laser-focused creative intelligence that he brings to the table.  I don't think leading a large team that is needed for AAA game development really fits well with his strengths or personality. 
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« Reply #20 on: August 08, 2013, 12:51:11 AM »

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What is the hardware requirements for the headset? I hadn't any notion it would be hardware intensive so this is kinda a surprise. And are we talking CPU or GPU dependent?
I agree, considering the oculus hd set is not out even for developers, I would like to know what he is talking about.  As for the oculus currently out to developers the hardware recs are actually quite modest.
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« Reply #21 on: August 08, 2013, 01:52:28 AM »

Quote from: Crawley on August 07, 2013, 06:48:02 PM

Quote from: Clanwolfer on August 07, 2013, 02:41:03 PM

... for most people, they wouldn't have the hardware to drive a full-spec HD headset. Even bumping mine up a bit in resolution (to take advantage of the downsampling the Unity engine does) results in noticeable lag in demos, which in turn breaks immersion. Even if they had hardware ready, I can totally understand holding the HD version back until there's better software, better drivers, and more knowledge about what works and doesn't in VR, while waiting for people's hardware to catch up.

What is the hardware requirements for the headset? I hadn't any notion it would be hardware intensive so this is kinda a surprise. And are we talking CPU or GPU dependent?

I'd imagine it depends pretty heavily on the software - the important thing is pushing well over 30 frames per second. In terms of responsiveness, I notice lag anytime I'm below 30, and when I can tweak settings until it's about 60 that's pretty well ideal.

For the simple, low-res, small-environment demos that's doable, but I already can't get enough FPS to enjoy some of the available software fully, and that's with a laptop that can enjoyably play any game that I throw at it.

So upping that to 1080p is going to put a lot more strain than I can handle. If you have a solid, new gaming rig you're probably fine, but that's going to be a barrier to mass adoption if it's required to enjoy too much of the available software.
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« Reply #22 on: August 08, 2013, 01:56:55 AM »

Quote from: tcweidner on August 08, 2013, 12:51:11 AM

Quote
What is the hardware requirements for the headset? I hadn't any notion it would be hardware intensive so this is kinda a surprise. And are we talking CPU or GPU dependent?
I agree, considering the oculus hd set is not out even for developers, I would like to know what he is talking about.  As for the oculus currently out to developers the hardware recs are actually quite modest.

Well, it's just pretty obvious. Pushing 1080p at 60FPS with low latency and 2 cameras is going to require a lot more horsepower than the current 1280 by 800 resolution does for the same scene/cameras, and the scenes are only going to grow more complex as developers figure out what the heck they're doing in VR. I don't think you need any kind of insight or special knowledge to have a pretty good idea that hardware would be an issue if they tried to mass-launch an HD set today.

I don't even really think of the Rift as having 'hardware requirements' other than the ports it plugs into - it's really all about how fast your machine can drive the software underneath it. I'm sure that when an HD set launches I could probably push a few minimalist scenes with my current hardware, but it won't really mean I'm having an enjoyable Rift experience overall.
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« Reply #23 on: August 08, 2013, 07:24:32 PM »

its actually not that huge of a jump, and with the consumer version not coming til next year ( holiday perhaps) Thats 18 months,a nd given that any decent gaming rig can already drive 1080 at 60fps , I dont think hardware is going to be that big of a deal.

If your machine now cant push low rez easily at 60fps, it must be a business machine, or some old old gaming rig, because to be honestly( edit- I see you say its a laptop..nuff said  crap video card/no horse power)), I have seen $1000 rigs run oculus just fine at 60fps.  $1000 buck rigs isnt that big a deal for cutting edge gaming tech, and what is 1000 bucks today is 600 bucks tomorrow.

As with any new leap in gaming, first year it will be the tech enthusiast that adopt it, the following years, the mass consumer come on board as they become familiar with the game changing tech. I think the oculus initially is going to be a big win for pc gaming, as pc desktop gaming along with the oculus is going to give gamers an incredible gaming experience they cant get anywhere else.
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« Reply #24 on: August 08, 2013, 07:48:40 PM »

I think the biggest challenge with OR and VR technology in general is going to be finding out what percent of the market experience headaches/dizziness/nausea while using such a device.  It's still a big unknown if there will be side-effects to using a device such as this over extended periods of time.

I hope it turns out that it is no worse than watching TV for long periods but I guess we will have to wait and see.
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« Reply #25 on: August 08, 2013, 08:29:37 PM »

Quote from: skystride on August 08, 2013, 07:48:40 PM

I think the biggest challenge with OR and VR technology in general is going to be finding out what percent of the market experience headaches/dizziness/nausea while using such a device.  It's still a big unknown if there will be side-effects to using a device such as this over extended periods of time.

I hope it turns out that it is no worse than watching TV for long periods but I guess we will have to wait and see.

I definitely had a bit of 'VR sickness'  (in the form of a bit of dizziness, especially when looking at flat screens like my phone) last night, but that came from doing some obvious things 'wrong' - too many demos in too quick a time, not being careful about closing my eyes while putting on/taking off the headset, and in general just moving to interactive stuff too fast. Penny Arcade Reports has a whole article on avoiding VR sickness, and on Reddit you can find multiple folks regularly sharing how they acclimated, what their VR sickness experiences are, etc. Judging from the Oculus subreddit, none of this is really uncommon - it takes a bit to adjust yourself and get what folks are calling your 'VR legs'. I do think that's a potential barrier to entry when it starts getting mass-media reviews - not sure how many reviewers would have the time, knowledge, or inclination to adjust to it properly rather than just claim it makes them sick outright.

Of course, hopefully as the SDK improves and developers get better at coding workable HUDs and dealing with the uniqueness of control schemes for this, the software itself will get easier to acclimate to as well.

By the way - if you look at their user community (on the developer forums, on Reddit, etc) - it's an overwhelmingly positive and helpful community right now. Contrast that with the community for something like the Ouya, which I think is frankly poisonous in some places - I think for something like this, that's very new in a lot of ways, a helpful and welcoming community is a huge asset. Every demo I've ever heard of is meticulously sorted and detailed in several places, threads on new demos are overwhelmingly filled with helpful (even if not positive) feedback, and just about everyone seems willing to share their lessons learned and experiences and help troubleshoot issues.

Also, tcweidner - I don't think we're disagreeing at all, here - the 14-18 months until there's a consumer set is by no means a negative, precisely because the 'average' enthusiast machine in the wild will have caught up with the capabilities that will be needed by then. I'm an avid PC gamer who got out of the enthusiast-PC-upgrade crunch by preference years ago, but I'll likely be buying a new one when the HD dev-kit hits precisely because I'm excited about the Rift - but I imagine that a good chunk of potential Rift audience isn't going to upgrade specifically to drive it. I'm just hoping they find a sweet spot where their initial launch can be successful both commercially and with software support, and provide most users a good experience out of the gate, but without losing the great momentum they have right now (precisely why I'm excited to see Carmack on board, for both practical reasons and the credibility he brings).
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« Reply #26 on: August 09, 2013, 12:22:38 AM »

I agree C-wolf the community on oculus developer site and forums is quite helpful and friendly, and I agree, I think even when the Oculus comes out there may be a time where it still is a geek hardcore gadget at first. But I think the oculus has the "it" factor. I have seen about 15 people demo it ( one of my software buddies has one) and I think everyone was pretty floored by it and we all, to the person said,  yeah Im getting it.  This tech will sell itself once released.  I have one pretty decent gaming rig right now, but I do plan on buying an upgraded one for the oculus, nothing crazy maybe a 1200 or so budget, so that along with the oculus would be around 1500, and to be honest 1500 for the oculus running hd at 60fps is a no brainer buy ( and even a bargain imho)

as for the sickness I noticed it on games in which I had to walk around, The Tuscany one etc,  I think not having that center of gravity plays with your mind since it sort of being fooled into thinking its there.  The games in which I could sit down ( cockpit games) i could play them all day.  They were incredible.  Just thinking of something like Star citizen using the oculus makes me drool.  It would be like gaming nirvana.
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« Reply #27 on: September 09, 2013, 11:19:36 PM »

ah, the comedy that can ensue biggrin
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« Reply #28 on: September 10, 2013, 02:59:25 AM »

Or the potential, uh other stuff...ahem.  Probably NSFW.
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« Reply #29 on: September 13, 2013, 06:55:14 PM »

Question.. Can this be used in place of a regular monitor? IE: Can I use my PC with it to do everything I do now, even if it is 2D? Can I watch movies, you tube, whatever on it?
Is there any word on how truly different the consumer models will be in price, quality, function?
I am looking to invest in a new monitor with Nvidia 3D vision as well, but for the same price I can get a developer kit, so wondering if it's worth it...
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« Reply #30 on: September 13, 2013, 08:41:18 PM »

Quote from: Punisher on September 13, 2013, 06:55:14 PM

Question.. Can this be used in place of a regular monitor? IE: Can I use my PC with it to do everything I do now, even if it is 2D? Can I watch movies, you tube, whatever on it?
Is there any word on how truly different the consumer models will be in price, quality, function?
I am looking to invest in a new monitor with Nvidia 3D vision as well, but for the same price I can get a developer kit, so wondering if it's worth it...

This is a completely different thing from what it sounds like you're expecting. Oculus Rift will be absolutely horrible for desktop applications and regular movies because you're placed into the scene in a very different way from what we're used to. You're not looking at a screen in front of you. You're there, in the middle of the action. The screen is around you.

This is why someone has made a movie viewer for the Oculus Rift where you're sitting in a theater, watching a movie on the big screen. In other words, the Rift isn't good at showing movies, but it's excellent at simulating that you're watching a movie through some other device. According to reports, the experience of watching a 3D movie this way is considerably better than being at an actual cinema because the Rift doesn't have to actually follow the laws of physics. Blacks can be black, sound doesn't have to come from physical speakers (in the simulated world obviously), and 3D can actually pop out of the screen. I can even imagine 3D popping outside of the frame if it's made for the Rift in the first place.

Don't think of the Oculus Rift as a computer monitor, because that's not what it is, and it will never replace it. Think of it as a way for you to be present inside whatever it is that's going on with your PC.
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« Reply #31 on: September 14, 2013, 07:56:09 AM »

Thanks for the info... For some reason I thought it acted like one of those media goggles that are around except also configured for 3d.. So that part is a bust...
What about the part of is it worth it to get a 3d monitor/nvidia vision setup now or spring for an oculus instead? Even the developer version...
Do I risk having a useless unit when they come around to retail?
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« Reply #32 on: September 14, 2013, 08:04:35 AM »

Keep in mind that I haven't tried this thing myself, I'm just devouring the information I can find about it. It's very tempting to get the developer unit, but I believe I'll wait until the full retail unit. The current version isn't really meant for regular users (they want it to be used by developers so they can prepare their software for when the full thing is out) and has a pretty poor resolution.

I was actually in the same situation as you just a month ago. I really wanted to get something 3D for my PC and considered several options. In the end I just decided to wait until 2014 when the Oculus Rift is released.
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« Reply #33 on: September 14, 2013, 11:35:35 AM »

Quote from: Punisher on September 14, 2013, 07:56:09 AM

Thanks for the info... For some reason I thought it acted like one of those media goggles that are around except also configured for 3d.. So that part is a bust...
What about the part of is it worth it to get a 3d monitor/nvidia vision setup now or spring for an oculus instead? Even the developer version...
Do I risk having a useless unit when they come around to retail?

The only reason to get the Rift now is if you're a) a developer who wants to make stuff for it, or b) an enthusiast who can afford to spend the money on something that right now has extremely limited usefulness. If you're looking for a new monitor, it'd be well worth it to spend the money on a good new monitor - otherwise, just wait for the consumer Rift. I would say the developer kit is going to be near-useless when the consumer kit comes out, as they're targeting the same price point and based on my usage of the dev kit plus what I hear about the HD devkit, there will be next to no resale value for the low-res version.

Right now the devkit is an awesome, but very temporary and very limited-use toy.
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« Reply #34 on: September 14, 2013, 05:13:39 PM »

Quote from: TiLT on September 14, 2013, 08:04:35 AM

Keep in mind that I haven't tried this thing myself, I'm just devouring the information I can find about it. It's very tempting to get the developer unit, but I believe I'll wait until the full retail unit. The current version isn't really meant for regular users (they want it to be used by developers so they can prepare their software for when the full thing is out) and has a pretty poor resolution.

I was actually in the same situation as you just a month ago. I really wanted to get something 3D for my PC and considered several options. In the end I just decided to wait until 2014 when the Oculus Rift is released.
If it was early 2014 (1st quarter at most), I'd probably wait.. but from what I gather they are targeting a holiday 2014 release... and with a release that far out, who knows if there will be delays...
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« Reply #35 on: September 14, 2013, 05:16:07 PM »

Quote from: Clanwolfer on September 14, 2013, 11:35:35 AM

Quote from: Punisher on September 14, 2013, 07:56:09 AM

Thanks for the info... For some reason I thought it acted like one of those media goggles that are around except also configured for 3d.. So that part is a bust...
What about the part of is it worth it to get a 3d monitor/nvidia vision setup now or spring for an oculus instead? Even the developer version...
Do I risk having a useless unit when they come around to retail?

The only reason to get the Rift now is if you're a) a developer who wants to make stuff for it, or b) an enthusiast who can afford to spend the money on something that right now has extremely limited usefulness. If you're looking for a new monitor, it'd be well worth it to spend the money on a good new monitor - otherwise, just wait for the consumer Rift. I would say the developer kit is going to be near-useless when the consumer kit comes out, as they're targeting the same price point and based on my usage of the dev kit plus what I hear about the HD devkit, there will be next to no resale value for the low-res version.

Right now the devkit is an awesome, but very temporary and very limited-use toy.
To be honest, it is kind of an impulse buy... Part of the problem is watching all of the videos and seeing how much fun it appears to be.. plus, even in it's limited state, it looks like the various developers are constantly finding ways to add usefulness by adding games...
I do really wish I knew someone local so I could actually try it out 1st...
1) to make sure it lives up to the hype.
2) to make sure I can use it without getting sick..
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ravenvii
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« Reply #36 on: September 14, 2013, 09:03:37 PM »

Quote from: TiLT on September 13, 2013, 08:41:18 PM

This is why someone has made a movie viewer for the Oculus Rift where you're sitting in a theater, watching a movie on the big screen. In other words, the Rift isn't good at showing movies, but it's excellent at simulating that you're watching a movie through some other device. According to reports, the experience of watching a 3D movie this way is considerably better than being at an actual cinema because the Rift doesn't have to actually follow the laws of physics. Blacks can be black, sound doesn't have to come from physical speakers (in the simulated world obviously), and 3D can actually pop out of the screen. I can even imagine 3D popping outside of the frame if it's made for the Rift in the first place.

Holy shit you guys, the more I read about this thing the more excited I get about it. I can't wait for Q4 2014.
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CeeKay
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« Reply #37 on: September 14, 2013, 09:26:29 PM »

Quote from: ravenvii on September 14, 2013, 09:03:37 PM

Holy shit you guys, the more I read about this thing the more excited I get about it. I can't wait for Q4 2014.

I keep going to their website and throwing my wallet at the screen, but nothing seems to happen....
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« Reply #38 on: September 14, 2013, 09:38:57 PM »

Quote from: CeeKay on September 14, 2013, 09:26:29 PM

Quote from: ravenvii on September 14, 2013, 09:03:37 PM

Holy shit you guys, the more I read about this thing the more excited I get about it. I can't wait for Q4 2014.

I keep going to their website and throwing my wallet at the screen, but nothing seems to happen....

You need to take a card out of the wallet and slide it through a slot on the side.
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« Reply #39 on: September 14, 2013, 09:46:48 PM »

Quote from: Bullwinkle on September 14, 2013, 09:38:57 PM

Quote from: CeeKay on September 14, 2013, 09:26:29 PM

Quote from: ravenvii on September 14, 2013, 09:03:37 PM

Holy shit you guys, the more I read about this thing the more excited I get about it. I can't wait for Q4 2014.

I keep going to their website and throwing my wallet at the screen, but nothing seems to happen....

You need to take a card out of the wallet and slide it through a slot on the side.

tried that, and then I showed the front and back of the card to my webcam but no go.
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