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Very exciting new project which has already attracted over $1 million in pledges on Kickstarter.
I've already pledged my $330 for the dev kit.
Carmack (id), Gabe (Valve), CliffyB (Epic), Helgason (Unity), all on board (plus Crytek I believe).
Yeah this initial version has a low res but it should still rock due to the level of immersion it will provide.
Get involved for some potentially great portable VR.
Oculus Rift: Step Into the Game by Oculus — Kickstarter
Note: I have nothing to do with the project, just been waiting for something like this for years.
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I can't wait to play Amnesia: The Dark Descent on this. Doom will be the first game thats going to be Oculus ready though.
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Haha yeah that's going to be stupid scary.
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Friend of mine who went to grad-school for graphics is keenly interested in this. I'm nowhere near enough of a programming wiz to do anything useful with it, though I look forward to the end product. Even without the head-tracking, I think it would be neat to have a high-res head-mounted 3d display.
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Some of the reactions from the recent CES demos are crazy, can't wait to receive mine in March:
Oculus Rift: Step Into the Game by Oculus » CES 2013 RecapLast edited by a moderator: May 12, 2015 -
WOW! now that looks so cool. no good for me though as im blind in one eye
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It will probably still be pretty cool for you in 2D though as that's what you're used to.
It's the FoV and low latency head tracking which is what makes it so immersive. -
failwheeldrive Notebook Deity
It's looking pretty cool so far. Will the final release have a higher resolution display? On the same note, the dev is talking about the oculus needs to run at 60 fps in stereo with vsync. It shouldn't be too difficult to achieve those specs at a lower resolution than standard hd, right? Just wondering what kind of hardware you'll need to run this thing.
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Yeah I think they are aiming for 1080p in the consumer version. However the existing resolution of 1280x800 is actually greater than 640x800 per eye as the rift doesn't have 100% overlap (our eyes don't have 100% overlap due to our nose).
And yes 60 fps shouldn't be too difficult with the developer version as it's quite a low res and it's effectively half SBS 3D, our 680M's should be fine. -
failwheeldrive Notebook Deity
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No it's not if you think about it logically. Each of our eyes does not see the same view due to the positioning on our faces and having a nose in between them. There is only a certain FoV in the middle of our view which is covered by both eyes and is thus seen in 3D. You can test this by placing your hand right in front of your nose, close your left eye and move your hand to the left unit you are no longer able to see it. Then open your left eye and you will be able to see all of your hand in 2D.
The Rift and a certain few other HMDs which have a wide FoV use this to their advantage and do not display 100% overlap on each of the left and right images. This way they can emulate our real life view from our eyes by having a 3D view in the middle and 2D to the sides and thus expanding the FOV and effective overall resolution. -
I wonder if this works for people who wear glasses.
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hackness yeah it works fine with glasses. They will potentially even be able to correct for certain visual problems in software!
Oculus Rift - Wikipedia, the free encyclopedia
And FYI I suggest you also do some reading before you come in guns blazing next time: Meant to be Seen and Meant to be Seen and Meant to be Seen
Then you can come back and apologise -
Each eye sees 640x800, no more, no less. On a normal monitor with 3d glasses, each eye sees the exact same field of view on the monitor, well almost, just slightly slightly shifted for the 3d effect. With the Oculus rift, your right eye and left eye are shown very different fields of view, like how we see naturally. This wouldn't work on a screen a few feet in front of you that both eyes can see in its entirety, but it works when you have a separate display area for each eye, only an inch from your eyes. This has nothing to do with sharing space on the screen between the left and right eyes. It is just about what each eye is shown. On the 640x800 for your right eye, you see ahead and to your right. With the 640x800 for your left eye, you see ahead and to the left. This is what they are talking about and what you misunderstand.
Also if you want to see how what you describe would be impossible, do this. Put your left palm close in front of your left eye. You can cover your left eye's entire field of view like that, yet not be able to see any of the same surface of your left palm with your right eye. So with this 1280x800 screen pressed right up to your face, any overlap of what your left and right eyes could possibly see of the screen would be negligible anyway.
Also look at the pictures showing on external monitors what is displayed on the Oculus Rift. The screen is split right down the middle, with each eye have a 640x800 portion to it.
And I don't understand how you can be so confused when you are posting links to forum posts that agree with what I am trying to explain to you. For example, the last post you linked to says this:
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iaTa, something felt wrong so I was re-reading everything. I think we're on the same page. Just what you wrote earlier threw me way off and made me misunderstand everything else you were saying.
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I'm glad you now understand
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failwheeldrive Notebook Deity
I thought "x" represented crossed arms during a hug, and "o" represented the shape of lips or something
plus, xoxo is always called "hugs and kisses," so why wouldn't it be called "kisses and hugs" instead?
am I over-analyzing this? -
Oculus Rift to be demoed on Late Night with Jimmy Fallon on Jan.31 | Polygon
This thing is going mainstream. -
Ok my Rift arrived yesterday.
All I can say is WOW! This is the future right here. Yeah the resolution is low at the moment but your brain forgets and works around it.
HL2 in VR feels like you are inside City 17. Blue Marble makes you feel like you are floating in space looking back at the earth and moon. VRCinema makes you feel like you are in a 3D cinema with the whole place to yourself.
I'm absolutely blown away. Get one. Now. -
Damn I envy you.
I will have to wait for the retail version. I believe this thing is a must-have, and the future of digital entertainment is right in it. Playing Skyrim in this thing would be an experience I can't even imagine...
Quick question about HL2: does Cinematic Mod work with Oculus Rift? -
masterchef341 The guy from The Notebook
It was funny listening to you guys both argue the same point at each other's throats.
On a side note, the rift is going to be great. That kid is gonna be mega-rich. -
I'll be trying Skyrim with the Vireio Perception driver tomorrow
Regarding HL2 and CM the best implementation of VR in HL2 is the official Valve VR mode. You enable that by opting into the SteamPipe beta of HL2 which unfortunately CM is yet to support.
I'll probably switch back to the old version of HL2 to try CM and also the community VR mod of HL2 which enables full Razer Hydra support which looks awesome.
If you want to try a Rift you can always check the Rift demo world map: https://maps.google.com/maps/ms?msi...11.867351,13.007813&spn=137.495385,346.289063
There are a few listed in Sydney. -
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rip sad news indeed
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wow, so sad to read this... much too young with so much to offer
Oculus Rift HMD with an immersive 90-degree FoV
Discussion in 'Gaming (Software and Graphics Cards)' started by iaTa, Aug 3, 2012.