Oculus "Rift" : An open-source HMD for Kickstarter

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jf031
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by jf031 »

marbas wrote:One of the guys working at Unity reply to question about Oculus RIft in video hangout.

Interestingly he mentions something about the dev kit having higher screen res? Im not sure, what do you guys make out of it?

https://www.youtube.com/watch?feature=p ... S8#t=2180s
Just sounds like ignorance of devkit vs. commercial Rift details.

edit: that is, not the main guy, nor the one asking the questions on behalf of the community have been following the Rift's development at all, it looks like.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by marbas »

jf031 wrote:
Just sounds like ignorance of devkit vs. commercial Rift details.

edit: that is, not the main guy, nor the one asking the questions on behalf of the community have been following the Rift's development at all, it looks like.
Id say pretty much the whole rift community is ignorant about commercial rift details. Its not like any of these details are even set in stone.
Devkit wise we know to some extent what to expect, guesses included.

Cant expect everyone to be a rift fanboy sucking up all available information for it.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by MSat »

Palmer did recently say in another thread that the Rift dev kit will be 1280x800. I'll take his word for it. ;)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by rmcclelland »

MSat wrote:Palmer did recently say in another thread that the Rift dev kit will be 1280x800. I'll take his word for it. ;)
He said the *initial* Rift dev kit will be 1280x800.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by jis »

The resolution is not a key factor to develop a game compatibility, there is no reason to attach some particular importance to it from a "dev" point of view.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Dycus »

marbas wrote:Id say pretty much the whole rift community is ignorant about commercial rift details. Its not like any of these details are even set in stone.
Which is exactly why we're not talking about it. We're still working out stuff for the consumer version, and so we're not gonna be making any promises. Besides, if we told you everything, there couldn't be anything to surprise you with, right?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Alkapwn »

Any new news for the pre-Kickstarter adopters? Have the Kickstarter surveys been shipped out already?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by space123321 »

I know a tweet was sent out 4 days ago requesting that if you haven;t provided shipping information for the kickstarter reward to please do so as soon as possible... they must be ramping things up!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by marbas »

Dycus wrote:Which is exactly why we're not talking about it. We're still working out stuff for the consumer version, and so we're not gonna be making any promises. Besides, if we told you everything, there couldn't be anything to surprise you with, right?
Bah, I personally don't care much for surprises. I much prefer knowing what's coming ;)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Libertine »

Is the Rift planned to be marketed for console games as well?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

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Libertine wrote:Is the Rift planned to be marketed for console games as well?
No, not yet. That requires Sony, Microsoft (and Nintendo) to approve it, which is a difficult process.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by cybereality »

If the commercial Rift could accept an HDMI 1.4a 3D signal, then it could already work with a growing number of 3D titles on the PS3 and Xbox. Of course it would probably need to letterbox the image (since it would be the wrong aspect ratio) but this would still be pretty immersive compared to a TV. I don't think they would need any approval for that. If you are talking about having native support, maybe that is a different story.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Chriky »

Without the headtracking I think you'd get motion sick pretty quickly; I know I do. They need to go through the approval process to get headtracking working.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Additives »

Chriky wrote:Without the headtracking I think you'd get motion sick pretty quickly; I know I do. They need to go through the approval process to get headtracking working.
How about if it passed through to something like Namielus's Virtual cinema?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by donkaradiablo »

Chriky wrote:Without the headtracking I think you'd get motion sick pretty quickly; I know I do. They need to go through the approval process to get headtracking working.
I play lying on the bed, keyboard on my belly, mouse in my hand (hmz-t1)

not only lack of head tracking and wrong aspect ratio, but also lack of pre-warping would make it weird I guess.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Owen »

I'm pretty sure the PS3 at least could work with Rift without Sony getting involved. The system gives game developers USB access, and they can output whatever video image they want. You can even use an old USB joystick to control the PS3s menus. Since the adjacent reality tracker is supposedly HID compliant it should be really easy.

The only real hardware issue is that PS3 does not output 1280x800, so the Rift would need to be able to accept 1280x720.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by PalmerTech »

HD output on the PS3 requires HDCP support on the display device, which is a pain to do. :(
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Namielus »

You can output Full HD over component on ps3. No hdcp. This can be converted to vga


http://manuals.playstation.net/document ... utput.html


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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by PalmerTech »

The Rift does not support VGA, though, only HDMI and DVI. People would have to convert from component to VGA to DVI/HDMI, and both of those converters would be active ones, likely adding latency.

I mean, it could be done if you wanted to show off a PS3 Rift demo, but no game publisher would integrate support for something so hacky.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

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PalmerTech wrote:HD output on the PS3 requires HDCP support on the display device, which is a pain to do. :(
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Mart »

PalmerTech wrote:HD output on the PS3 requires HDCP support on the display device, which is a pain to do. :(
Which aspect of HDCP support is a pain? I may be able to help.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by EdZ »

Mart wrote:
PalmerTech wrote:Which aspect of HDCP support is a pain? I may be able to help.
Licensing fees. To have HDCP (indeed, to have HDMI rather than just DVI) you need to pay license fees.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by MrGreen »

Mart wrote:
PalmerTech wrote:HD output on the PS3 requires HDCP support on the display device, which is a pain to do. :(
Which aspect of HDCP support is a pain? I may be able to help.
EdZ wrote:
Mart wrote:
PalmerTech wrote:Which aspect of HDCP support is a pain? I may be able to help.
Licensing fees. To have HDCP (indeed, to have HDMI rather than just DVI) you need to pay license fees.
So... Can you help with that?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Randomoneh »

Can anyone simulate (post figures here) a lens from dev. kit on this thing here - http://webphysics.davidson.edu/applets/ ... fault.html ?
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Post by Libertine »

EdZ wrote:
Mart wrote:
PalmerTech wrote:Which aspect of HDCP support is a pain? I may be able to help.
Licensing fees. To have HDCP (indeed, to have HDMI rather than just DVI) you need to pay license fees.
How much are they, anyone know?
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Post by Libertine »

2EyeGuy wrote:
Libertine wrote:Is the Rift planned to be marketed for console games as well?
No, not yet. That requires Sony, Microsoft (and Nintendo) to approve it, which is a difficult process.
Too bad. I figure it would be nice to get the Rift into the hands of younger generations, taking a shameful cue from some cigarette companies. ;) That whole market segment seems like it could be a firestorm for sales and publicity. Maybe send a Rift to the CEO's of each company or something. If you get the support of one, maybe the others will feel pressured to support it too? Sony would, i would think, be the most difficult, since it would compete with the HMZ-T1, but perhaps a future,+120 FoV Rift put itself in a different category in the eyes of the Sony executives...

Just thinking out loud really...
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by jis »

Don't expect the head of big companies like Sony to be enthusiasts with anything regarding video gaming. The current words are freemiums and social. The rift is way away of that. And it's difficult to communicate, sell about it. Also it does not say how they could take a lot of money with that (the cost of one piece of hardware is really high and the margin would be very low to reach the mass market). I really don't see any reason why they would think about it. Maybe as a secondary toy for one of their console, but I think it will stay outside of their field of view for a long time.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Mart »

Libertine wrote:How much are they, anyone know?
You pay $15K/year to become a DCP licensee, and then a one-off fee of $5K per 1 million device keys.

You can get the keys preflashed on the receiver chips direct from the manufacturer/supplier but you still need to be a DCP licensee.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by mahler »

Is it my imagination or are the Oculus Rift prototypes getting bigger?
(Although this looks to be the same prototype as the one from 17th Sep)
Maybe the users and their heads are just getting smaller.

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Source: http://www.whosay.com/CliffBleszinski/photos/240085
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Dycus »

Pretty sure that's an illusion. I don't think that one is any bigger than our other prototypes.
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Post by Namielus »

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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by mahler »

Dycus wrote:Pretty sure that's an illusion. I don't think that one is any bigger than our other prototypes.
Isn't this picture of the same person? Perhaps this girl has shrunk a bit in size ... :mrgreen:

And Palmer makes this prototype look small!

Anyway .. I'll take your word for it. I have a big head, so I don't mind ;)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by 3dvison »

Its not Palmer making it look small its ATARI..
ATARI makes all other technology look very very small...RIFT 2600..HaHa

PS: A RIFT 2600 is just like a regular RIFT but with fake Wood Paneling added...
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by NZstory »

Dycus wrote:Pretty sure that's an illusion. I don't think that one is any bigger than our other prototypes.
Had to ask.... how far away are you from the final design for your housing of the Dev kits and will we get to see it soon?
You could go all Samsung and have a close up photo of a corner or do a video in a darkened room where its partial lit.
Maybe it's already made and that pic is like car manufactures do when testing new vehicles out in the wild. The duct tape and cardboard is an elaborate ruse to cover what's really underneath :)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by MSat »

I was looking at a picture of that particular prototype the other day, and couldn't help but wonder if there was a 7" panel stuffed in there, because it appeared bigger to me as well.
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Post by Randomoneh »

Is there a barrier between two halves of the display so that each eye can't see the half meant to be seen by the other eye?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by FingerFlinger »

@ Randomoneh

Yes.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Bretspot »

mahler wrote:Is it my imagination or are the Oculus Rift prototypes getting bigger?
(Although this looks to be the same prototype as the one from 17th Sep)
Maybe the users and their heads are just getting smaller.


Source: http://www.whosay.com/CliffBleszinski/photos/240085
So I took this image, and used the HDMI cable port as a reference, If that is a standard 13.9" HDMI cable port, the face is only 6" wide, which means it is likely still the 6.x" standard rift screen. :)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by 3dvison »

Yea, Palmer did say the Dev.Kit screen would be a little bit bigger than the 5.6"inch screen in the prototype RIFT, but I don't think it would be as large as 7"inches.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Randomoneh »

Is this how it would work? Only red part is in stereo?
Bretspot wrote:the face is only 6" wide, which means it is likely still the 6.x" standard rift screen. :)
If width is 6'', diagonal is over 7.
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