Re: Oculus @ CES 2013
Posted: Fri Jan 11, 2013 6:32 am
This is huge! Techcrunch video featuring Palmer
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Oneironaut wrote:This is huge! Techcrunch video featuring Palmer
I guess someone listened to me. That's always... dangerous.Techcrunch wrote:The developer kits are still available for pre-order for a price of $300 on the Oculus site. When the consumer version is released, Luckey said he’s aiming to deliver it at the same price or lower.
I think Doom 3 demo would suit this particular presentation better. I don't find it tired, gloomy or old - quite the opposite really. Doom 3 demo puts you in a players perspective, shows how a VR game will behave. Emotions like fear often stay with you for longer, not mentioning the adrenaline rush. Would for example, Hiphopgamer be that excited about Oculus if he just wandered around medieval village instead of playing VR Doom? I'm not sure.Oneironaut wrote:This is huge! Techcrunch video featuring Palmer
Hmm missed that post, limiting framerate doesn't eliminate tearing as it doesn't make sure the frames are syncronized with the screen refreshes like vsync does. Sure you may limit it and not see any tearing, you can also play without limiting it and no vsync and see how tearing it all depends on your particular hardware and software.Libertine wrote:Doesn't everyone use a program like Dxtory limit frame rate to 58 or 59 to eliminate tearing?
Same here! Well, all the kickstarter backers are supposed to get DooM3:BFG, and then I imagine there should be some additional content available through the Oculus site (such as the unreal engine, and unity demos). Something on DVD would be much appreciated for those of us that have pretty crappy internet connectionsbrantlew wrote:I really hope these demos are packaged with the Dev Kit. I really want something that I can just shove on my and all my friends faces as soon as I open the box.
Geek.com wrote:This was my second time wearing an Oculus Rift this week. The headset I used the first time did not have the latest software. This might seem like the first try was a wasted effort, but it gave me an interesting point of comparison.
It was kind of fun when Palmer removed the mike from the wrong interviewer xD, seems like they figured it out though, haha.MSat wrote:Engadget interview with Palmer and Nate @ 1PM EST
http://www.engadget.com/2013/01/11/oculus-interview/
Here be link the had would cheers pie: http://www.theverge.com/2013/1/11/38657 ... s-ces-2013 Nice quotes.rmcclelland wrote:Oculus just won "Best In Show" on The Verge! Wow. Also Best Gaming.
BEST IN SHOW: OCULUS RIFTNathan Ingraham wrote:The hardware’s simplicity belies the incredibly visceral, immersive experience that begins as soon as you strap it on. Sure, it might make you feel motion sick at first, but after trying it out, going back to playing games on a flat display seems positively archaic.
Joshua Topolsky wrote:The Oculus Rift actually delivers on the promise, and then some. It’s really, really amazing. Truly and honestly a revelation, a trip, a rabbit hole. And I’m going in. Forever. Goodbye universe. Hello universe.
BOLL wrote:Here be link the had would cheers pie: http://www.theverge.com/2013/1/11/38657 ... s-ces-2013 Nice quotes.rmcclelland wrote:Oculus just won "Best In Show" on The Verge! Wow. Also Best Gaming.
BEST GAMING: OCULUS RIFTBEST IN SHOW: OCULUS RIFTNathan Ingraham wrote:The hardware’s simplicity belies the incredibly visceral, immersive experience that begins as soon as you strap it on. Sure, it might make you feel motion sick at first, but after trying it out, going back to playing games on a flat display seems positively archaic.Joshua Topolsky wrote:The Oculus Rift actually delivers on the promise, and then some. It’s really, really amazing. Truly and honestly a revelation, a trip, a rabbit hole. And I’m going in. Forever. Goodbye universe. Hello universe.
I meant that turning vsync off effectively eliminated it from my sight. Ie, i don't notice it as much and it certainly doesn't bother me. The amount of input lag it generates renders many, many games completely unplayable. I mainly play FPSs, you'd think i'd notice it more with vsync off. But as everyone is different, i think it should remain right where it is, an option.Endothermic wrote: Hmm missed that post, limiting framerate doesn't eliminate tearing as it doesn't make sure the frames are syncronized with the screen refreshes like vsync does. Sure you may limit it and not see any tearing, you can also play without limiting it and no vsync and see how tearing it all depends on your particular hardware and software.
On my system more then half the games i've played tear and tear ALOT if I don't enable vsync and it annoys the hell out of me, on the RIFT the problem and annoyance would just be magnified as having the image so much larger it will be much easier to see and notice tearing. I think it looks terrible on a monitor and couldn't imagine having to put up with it on a display that seems lifesize.
Limiting framerate it may seem like it's not tearing but there could easily be small tears you simply can't notice on a monitor and at that resolution which when played on the RIFT could be very noticable.
tearing would be real bad on rift not only would part of the screen be out of time sync but warped completely incorrectly.Libertine wrote:I meant that turning vsync off effectively eliminated it from my sight. Ie, i don't notice it as much and it certainly doesn't bother me. The amount of input lag it generates renders many, many games completely unplayable. I mainly play FPSs, you'd think i'd notice it more with vsync off. But as everyone is different, i think it should remain right where it is, an option.Endothermic wrote: Hmm missed that post, limiting framerate doesn't eliminate tearing as it doesn't make sure the frames are syncronized with the screen refreshes like vsync does. Sure you may limit it and not see any tearing, you can also play without limiting it and no vsync and see how tearing it all depends on your particular hardware and software.
On my system more then half the games i've played tear and tear ALOT if I don't enable vsync and it annoys the hell out of me, on the RIFT the problem and annoyance would just be magnified as having the image so much larger it will be much easier to see and notice tearing. I think it looks terrible on a monitor and couldn't imagine having to put up with it on a display that seems lifesize.
Limiting framerate it may seem like it's not tearing but there could easily be small tears you simply can't notice on a monitor and at that resolution which when played on the RIFT could be very noticable.
I disagree with the idea that a larger field of view screen would make tearing more noticeable. I think its the opposite actually. With a larger FOV, more of the screen is away from your direct center, decreasing the chance that a tear would occur where you were looking. In addition, with the Rift's larger vertical FOV (as im told), the likelihood is even less. I use a 46" 3DTV at just under 1 meter, giving me an 83'sih FOV when sitting back in my chair and closer to 90 when sitting up, perhaps thats part of what forms my opinion.
With input response time being so critical for head tracking, i can't imagine why it would be encouraged to be set on. What im most afraid of is developers forcing it on, thinking that best while using high end hardware to develop their game on and leaving no option for the user. The option should ALWAYS be there, that much i know. Some games have a half second or more of input lag with vsync on and lower end hardware i believe magnifies the effect.
The next "graphics plateau", so to say, brought about by the next consoles, should allow PC devs to stretch their graphical wings again and we may find ourselves again upgrading every 6 months instead of every year or two just to play games with a smooth framerate. It would be nice, for those that don't have a ton to spend on hardware, to have the option to disable vsync which should greatly help to maximize the amount of time they can use each hardware upgrade.
Joshua Topolsky wrote:The Oculus Rift changed my life. No, seriously. My childhood (at least the formative years) was spent reading novels like Neuromancer and Snow Crash, and poring over stories about a future promised by Mondo 2000 and Wired. Virtual reality has long been the ultimate promise of technology — the magic mandala, a doorway to the infinite. But the thing is: it never happened. We got touchscreens, motion sensors, the tablet revolution, body-hacking… but we never got our cyberdecks. Until now. The Oculus Rift actually delivers on the promise, and then some. It’s really, really amazing. Truly and honestly a revelation, a trip, a rabbit hole. And I’m going in. Forever. Goodbye universe. Hello universe.
DVICE wrote:I found that the most unnerving bit was that I expected to see myself when I looked down. The demo (a passive level from Infinity Blade) featured gently falling (and very stereoscopic) snow in a medieval village, and it was vaguely surprising to hold out my hand (in real life) and then not see it there in the virtual world. It was equally surprising to hold out my hand and hit a computer monitor which my eyes were 100% certain was not there. It was like, "why is there an invisible computer monitor in front of me?"
I had considered the warping but i can't see the shape of the tear or any acceleration of the tear line from the lenes changing my opinion that vsync should be optional. Not even a little bit... but i haven't tried it.PasticheDonkey wrote:tearing would be real bad on rift not only would part of the screen be out of time sync but warped completely incorrectly.
Still no love from Gizmodo. ;(DolAtoR wrote:...the Rift is finally getting the coverage it deserves!
My favorite was even before that guy got to test it he kept inching his hand towards the rift and then Palmer had to keep hitting his hand awaysuperbike81 wrote:I really liked the part where the guy from The Verge was testing it and he was walking under a doorway in that spaceship or whatever it was and kinda slowed down because he felt like he was going to hit his head. Really made me excited even more because I think we are looking at a whole new type of gameplay experience with the Rift.
IIRC they've said in some interview that they'll pack as much content into the devkit as possible so developers can see what can be done. Even an in-house engine.Laserschwert wrote:I was wondering, will all those new demos you're showing on the Rift be included in the SDK?
Another one at PC Gamer: http://www.pcgamer.com/2013/01/11/oculu ... tionality/Palmer Luckey wrote:I can’t comment on specific titles in the future, but I am particularly excited about titles that allow you to fly. Looking down from the sky in VR is a very powerful experience, one that I can’t wait for other people to try as well.
New Scientist: http://www.newscientist.com/blogs/onepe ... ality.htmlT.J. Hafer wrote:But what kind of hardware are you going to need to run this thing? The good news, according to Mitchell, is that the Rift itself won’t add a lot of extra workload to your rig… but you’ll need some pretty hefty specs anyway.
Aaaand a last one... huff: http://allthingsd.com/20130111/oculus-r ... -the-game/Niall Firth wrote:I tiptoe through the courtyard as snowflakes float from the sky.I glance to the left and see a few knights having a chat by the fruit stall. I look up and see a tattered awning above my head. I look down and realise I don't have a body.
Lauren Goode wrote:... based on my brief interaction with the Oculus Rift, I’d say this is something that should excite both consumers and console makers. While motion-sensor products like the Kinect have breathed some new life into consoles and are making games more immersive, the Oculus Rift takes it a step further and makes virtual reality, well, a reality.