Re: GDC 2013 - News and impressions
Posted: Fri Mar 29, 2013 2:03 am
The Number One Resource For Stereoscopic 3D Excitement!
https://www.mtbs3d.com/phpbb/
Palmer has something up his sleeve that is going to blow us away. He was hesitant when asked what his current favorite game was on the Rift. I have a feeling the Rift is going to get an explosion of support from developers.MaxPalmer wrote:
That's a great video. Lots of leading questions that made me smile. Thanks for sharing the link.
I tried that for a few days and then failed.Paintbrush wrote:I seriously hope they will release consumer version of OR as soon as possible (the end of 2013 or early 2014 would be great).
I'm really forcing myself not to press "buy developer kit" button
I'm looking forward this the most. My father-in-law was "blown away" when I demoed him my DIY FOV2GO style HMD using my measly little iphone screen. It was awesome seeing how excited he was just by that little demo. I plan on filming all of my demos when I get my Rift Dev Kit and making a montage of all of their reactions!!brantlew wrote:
Giving demos to the general public is really fun because the reaction is near universal awe - especially from the the completely unprepared. I think after all the repetitious press demos it's probably a breath of fresh air to go do the public ones. I've dragged damn-near perfect strangers into the Rift just to get that reaction - often with the only preparation being "close your eyes...now open them". All of you guys are going to be grinning like Nate when you show off your new toy to your wife/girlfriend/dad/friends/etc...
Paintbrush wrote:I seriously hope they will release consumer version of OR as soon as possible (the end of 2013 or early 2014 would be great).
I'm really forcing myself not to press "buy developer kit" button
Consumer version can't be released without a bunch of VR ready games on the market. Since devs kits will be available in a few days, don't expect to see Oculus in store before around 18 or 24 months.Paintbrush wrote:I seriously hope they will release consumer version of OR as soon as possible (the end of 2013 or early 2014 would be great).
I'm really forcing myself not to press "buy developer kit" button
I think there's no stopping for VR anymore. If not OR (by some crazy twist of events) somebody else will do it.norgoth wrote: I m not a dev but i have buy one dev because we don t know the futur of oculus and i will be very sad if i miss the ocasion to have a HMD.
If you think you might not resist forever, then order soon - who knows, by october the ETA might be sometime 2014! Orders are bound to rise - look at GDC, people try it, tell people "you have to try it", suddenly there are people waiting for hours. the same is likely to happen with preorders.Paintbrush wrote:I think there's no stopping for VR anymore. If not OR (by some crazy twist of events) somebody else will do it.norgoth wrote: I m not a dev but i have buy one dev because we don t know the futur of oculus and i will be very sad if i miss the ocasion to have a HMD.
VR is simply the only logical next step in computer evolution.
Honestly, the only thing that's stopping me from buying dev OR right now, is that I'd have to wait for it till July (or more) anyway
EDIT:
laast: noooo, don't tempt me hope that won't be the case. In some recent interview they said something would have to go wrong if we'd have to wait till 2014 holiday season for consumer version.
i totaly agreeGeraldT wrote:If you think you might not resist forever, then order soon - who knows, by october the ETA might be sometime 2014! Orders are bound to rise - look at GDC, people try it, tell people "you have to try it", suddenly there are people waiting for hours. the same is likely to happen with preorders.Paintbrush wrote:I think there's no stopping for VR anymore. If not OR (by some crazy twist of events) somebody else will do it.norgoth wrote: I m not a dev but i have buy one dev because we don t know the futur of oculus and i will be very sad if i miss the ocasion to have a HMD.
VR is simply the only logical next step in computer evolution.
Honestly, the only thing that's stopping me from buying dev OR right now, is that I'd have to wait for it till July (or more) anyway
EDIT:
laast: noooo, don't tempt me hope that won't be the case. In some recent interview they said something would have to go wrong if we'd have to wait till 2014 holiday season for consumer version.
As the production rate will do.Kirito wrote:so guys if u are thinking about ordering a dev kit, DO it now because the orders will skyrocket!
Valve is a smart company, they've got plans. How I read the current situation with them is that they are carefully picking the tech apart and very likely developing their own solutions.MrGreen wrote:So... Those VR-deams-crushing talks by Valve yesterday? Anything came out of this?
No question. I was actually hoping for some announcements this week. I kind of expected Bioshock Infinite support. Palmer mentioned many times that they're leaving software announcements to the developers/publishers. So, we'll just have to wait and see.Moggle69 wrote:Palmer has something up his sleeve that is going to blow us away. He was hesitant when asked what his current favorite game was on the Rift. I have a feeling the Rift is going to get an explosion of support from developers.
I just want to follow up on this now that everything is nailed down with the SDK release. I know there has been some hand-wringing and theorizing about reported yaw drift in Hawken and I want to clarify that. Magnetometer fused drift correction did not quite make it into this release, so no drift correction was being demonstrated at GDC, but I can tell you that generally magnetometer fusion does a very good job of stabilizing yaw. It's currently listed as an Upcoming Feature of the SDK and is a high priority. If you have more questions about it you should head over to the Oculus Dev Center.brantlew wrote:Just a short comment to say that sensor fusion is incorporated into the SDK and is not something that we are asking developers to solve.
That's probably pretty aggravating. Your boss asks you to work on VR and you come back and say "Well, it's gonna be a mess until we resolve X, Y and Z." And then some punk 19 year old comes up with something that doesn't resolve those issues but is totally fun and workable.Bishop51 wrote:Valve is a smart company, they've got plans. How I read the current situation with them is that they are carefully picking the tech apart and very likely developing their own solutions.MrGreen wrote:So... Those VR-deams-crushing talks by Valve yesterday? Anything came out of this?
That would explain why they are so hung up on current hardware limitations rather than looking at what's viable with software right now. Of course, everyone who develops wants the "perfect" VR experience but a larger majority are willing to accept the flaws and limitations to get a taste of where things are going right now.
Thankfully Oculus is being the disruptive force here and getting ahead of the normally super secretive and long-winded backroom development process.
Fixed that for you.brantlew wrote: If you have more questions about it you should head over to the Oculus Dev Center tomorrow after the internet recovers from our awesomeness
If the magnetometer is not correcting for drift, is it being used at all in the current SDK?brantlew wrote:I just want to follow up on this now that everything is nailed down with the SDK release. I know there has been some hand-wringing and theorizing about reported yaw drift in Hawken and I want to clarify that. Magnetometer fused drift correction did not quite make it into this release, so no drift correction was being demonstrated at GDC, but I can tell you that generally magnetometer fusion does a very good job of stabilizing yaw. It's currently listed as an Upcoming Feature of the SDK and is a high priority. If you have more questions about it you should head over to the Oculus Dev Center.brantlew wrote:Just a short comment to say that sensor fusion is incorporated into the SDK and is not something that we are asking developers to solve.
I tried it for a few minutes....Parallaxis wrote:I tried that for a few days and then failed.Paintbrush wrote:I seriously hope they will release consumer version of OR as soon as possible (the end of 2013 or early 2014 would be great).
I'm really forcing myself not to press "buy developer kit" button
I guess I am not the only one.
i wouldnt think that its burned. if the consumer version releases in mid 2014 you could sell it a half year before, for i would say 2/3 of the original price.Machinima wrote:I tried it for a few minutes....Parallaxis wrote:I tried that for a few days and then failed.Paintbrush wrote:I seriously hope they will release consumer version of OR as soon as possible (the end of 2013 or early 2014 would be great).
I'm really forcing myself not to press "buy developer kit" button
I guess I am not the only one.
Well that is to say back in January I took a best guess at the release date of the consumer version to be earliest mid 2014 and thats simply too long to wait. I'll happily burn $300 to experience the birth of consumer VR with the dev kit and all the early content.
No, but soon...Krenzo wrote:If the magnetometer is not correcting for drift, is it being used at all in the current SDK?
BloodShed wrote:Ha! Loved that Palmer mentioned Chrono Trigger.
I was reading an article the other day about how much money Square-Enix was losing. The first thing I thought of is how bad they need to make a Chrono Trigger 3.
...but then I realized they'd probably ruin the franchise like they have with Final Fantasy.
No question. I was actually hoping for some announcements this week. I kind of expected Bioshock Infinite support. Palmer mentioned many times that they're leaving software announcements to the developers/publishers. So, we'll just have to wait and see.Moggle69 wrote:Palmer has something up his sleeve that is going to blow us away. He was hesitant when asked what his current favorite game was on the Rift. I have a feeling the Rift is going to get an explosion of support from developers.
wow, Thanks for that link! I still have my VFX1 from 1997, the OR will bring back my dream. It was still pretty awesome though, I had fun with it. I wonder if we could revive the cyber puck...Visual Knight wrote:history
https://www.youtube.com/watch?v=J0n5B3fl-bU
That's great news! This should certainly reduce the drift worries that had started to emerge in the forumbrantlew wrote:brantlew wrote:Magnetometer fused drift correction did not quite make it into this release, so no drift correction was being demonstrated at GDC, but I can tell you that generally magnetometer fusion does a very good job of stabilizing yaw. It's currently listed as an Upcoming Feature of the SDK and is a high priority. If you have more questions about it you should head over to the Oculus Dev Center.
Actually, that's very disappointing news. I expected that they had already implemented sensor fusion. But it's good that they are working on it. Cockpit games need drift correction.Zoide wrote:That's great news! This should certainly reduce the drift worries that had started to emerge in the forumbrantlew wrote:Magnetometer fused drift correction did not quite make it into this release, so no drift correction was being demonstrated at GDC, but I can tell you that generally magnetometer fusion does a very good job of stabilizing yaw. It's currently listed as an Upcoming Feature of the SDK and is a high priority. If you have more questions about it you should head over to the Oculus Dev Center.
This is really cool!totallymichael wrote:Whoops. I accidentally made a new thread when I should have probably just put this here.
Tuscany Razer Hydra Demo
[youtube] 07IwxUD8N8E [/youtube]
http://www.roadtovr.com/2013/03/30/gdc- ... -demo-4401
That's great to see. We're working directly with Sixense and Razer right now to bring additional interactivity to The Gallery Can't wait to show you guys!totallymichael wrote:Whoops. I accidentally made a new thread when I should have probably just put this here.
Tuscany Razer Hydra Demo
[youtube]http://www.youtube.com/watch?v=07IwxUD8N8E[/youtube]
http://www.roadtovr.com/2013/03/30/gdc- ... -demo-4401
Awesome. Their hands seem pretty evolved, I hope they make them available for Unity in the future.Bishop51 wrote: That's great to see. We're working directly with Sixense and Razer right now to bring additional interactivity to The Gallery Can't wait to show you guys!
Oh absolutely. We are incorporating smart snapping points with object specific animations that lock to specific hand-forms. Thing is, that's just a cost/time issue more than anything else. We need the time and money to get that stuff happening in-engine.rmcclelland wrote:Bishop,
One thing I noticed in the Hydra Gallery demo was how dead hands look. Any thoughts on dealing with that? Maybe triggers could close the hand? Also an idle animation?