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Member
(03-17-2013, 02:42 AM)
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Oculus Rift no longer shipping with Doom BFG
#1
So I just received notification that my Oculus Rift developers kit will not be shipping with Doom BFG as "Unfortunately, we’ve been informed that DOOM 3 BFG Edition will not support the Rift development kit by the time we begin shipping".
Like the amazing company they are, they're offering: - $20 Steam Wallet credit, perfect for buying your next game on Steam (including DOOM 3 BFG Edition without Rift developer kit support if you still want it). - $25 Oculus Store credit, which can be applied to future purchases at the Oculus Store including Oculus Latency Testers, new Oculus t-shirts, and more Rift development kits. Bad ass. No official reasons have been given as to why, however, with any high profile partnerships, rumors and speculation will permeate the conversation.
Quote:
Last edited by CrashPrime; 03-17-2013 at 04:19 AM.
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Watches anime on Wikipedia
(03-17-2013, 02:46 AM)
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#8
The Rift has been delayed quite a lot now but they did add a workaround for glasses-wearing people, so I'm okay with it.
The Carmack wasn't happy about the head-tracking latency. So why not just turn that off and ship DOOM3 BFG anyways so we can at least play it with VR support? |
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Member
(03-17-2013, 03:00 AM)
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#12
Well, they said they were going to throw in a freebie game, and it turned out they had a problem doing that, so ... they offered up credit for the best PC gaming store, or their store, for the aprox. value of said freebie.
That's pretty good PR in my book. Oculus Rift has one game, down from two. Hawken still on track.
Last edited by CrashPrime; 03-17-2013 at 03:06 AM.
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Member
(03-17-2013, 03:22 AM)
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#20
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Banned
(03-17-2013, 03:24 AM)
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#22
This sounds like Zenimax/iD have some serious reservations about Rift. That might elude that there are some serious problems with the hardware since they don't want to associate themselves with it.
Quality and precision? Ask Zenimax |
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Corporate Ballwasher
Ignore everything I say (03-17-2013, 03:25 AM)
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#24
Carmack is really gung-ho about VR. He managed to ramble on about it for 3 hours at Quake-con and took a sabbatical to just research it. If he's bailing on Rift then I'm kinda worried about it, the man knows what he's talking about.
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Member
(03-17-2013, 03:36 AM)
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#29
Otherwise, no reason this is anything more than bfg not supporting the changes implemented for the latest iteration of the kit (5.6" -> 7" screen requiring different warping shader, different sensor....) |
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Member
(03-17-2013, 03:36 AM)
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#30
Since computer interfaces were invented, and not hardwired into physical sensors on our bodies?
The belief is that latency will be nearly imperceptible if proper predictive algorithms are developed for the software end of things. The hardware itself is beyond what anything has been before it. What reassures me about this, is the fact that Luckey and the Oculus team aren't pretending like this isn't an issue. They're making latency testers available for developers for under $100, and it looks like a pretty elegant solution compared to Carmacks high-speed camera measurement method. Even at the current "not good enough for Carmack" latency levels, it's still blowing everyones mind in every demo that managers to pop up on Youtube.
Palmer has said many times that the developer version of the Rift has about 50ms of lag and he wants to cut it to less than 30ms. John put up his blog post saying that 50ms isn't good enough and he had his own ideas about how to make it better. To me it seems this was a little egotistical on John's behalf (*gasp* The Carmack has an ego, SHOCKING NEWS!) to post the blog entry about something he's been quite intimately involved with (the Rift) instead of discussing this with OculusVR themselves, and keeping the conversation private. John put the whole team on blast by posting that up, almost as a way to say "hey, it's not as good as you're saying it is", and also saying "hey I have the better solution, and you guys don't". Palmer put up the blog entry himself discussing the proper solutions, almost as if to say "John brings up these points, but we aren't ignoring the problem, and have our own solution, different from what John's is telling everyone".
Last edited by CrashPrime; 03-17-2013 at 03:47 AM.
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Member
(03-17-2013, 03:59 AM)
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#31
He's probably just having to focus all of his attention and time on Doom 4 and the next engine. The early backer community will be sure to get it working with the rift as soon as possible (it's open source), they are already planning and talking about it now.
Oculus has stated the latency has been reduced even more since John Carmack was saying it was the greatest VR demo in the world with the old sensor/display, so I highly doubt he's suddenly changed his opinion on the Rift's overall quality. |
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Member
(03-17-2013, 04:15 AM)
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#33
To put that in terms of "frames" assuming a locked 60fps with consistent frame latency, 1 frame renders at about 16ms. That's about 3 frames of latency for the developer kit, and 2 frames of latency for the consumer version. |
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(03-17-2013, 04:15 AM)
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#34
Same here. Where's the squabble? If it's just speculation, it has no place in the OP, as people will take it at face value.
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(03-17-2013, 04:20 AM)
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#36
Several games will support it thanks to a third party driver being written, but I would expect the support to be less than ideal (mostly the scale of the game might be off).
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Member
(03-17-2013, 04:20 AM)
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#37
Vireio Perception (open source) has: Left 4 Dead, Half-Life 2, Portal 2, Skyrim, Mirror’s Edge, AaAaAA!!!, Unreal Tournament 3, Dear Esther, and DiRT 2
Last edited by CrashPrime; 03-17-2013 at 04:26 AM.
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Junior Member
(03-17-2013, 04:25 AM)
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#38
It's a bummer but oh well, it will probably be supported in the end. I don't mind getting the 20 dollar steam credit.
I don't think that Carmack is suddenly of the bandwagon because his 20ms treshold can't be met. We're talking about the first big step in VR, latency is definitely going to be improved on from here on out. It might have been too much work (and cost to much money) to make a polished official version for the rift...I think that the bigger screen that the final developer kit has also caused some more work. |
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Member
(03-17-2013, 04:28 AM)
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#41
I reeeaaally want this thing to be good and do well. I think it could be a really really cool device for gamers and really drive immersion like nothing else.
But if those latency problems are there at launch then it will be very annoying to use. What do you mean? You still use a gamepad or mouse and keyboard. This just tracks head movement and gives you a 110 degree FOV and 3D. It doesn't have any controls |
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Watches anime on Wikipedia
(03-17-2013, 04:29 AM)
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#43
I was under the impression the main feature was the immersive 160 degrees or whatever FoV, giving you a true VR experience. I wouldn't even care if there wasn't head tracking, I just want the visual field this thing gives me.
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Member
(03-17-2013, 04:38 AM)
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#44
Either way, everyone who has tried the rift agrees it is at the very least compelling and at most a religious experience. The current rate is a fine jumping off point, the Rift is still far and away the most responsive consumer VR device ever made. It's current latency is one of it's MAJOR selling points! He was just pointing out that improvments can and should be made for the consumer version and going forward in VR in general. |
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Member
(03-17-2013, 04:44 AM)
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#45
I'm very excited for the near future, when this kind of VR is implemented into the mainstream game market. Just imagine this combined with move for PS4 / PS5. When games split "cross hair" from "camera". You look left and right with your head without pointing the center of your gun / sword in that direction as well.
2F is perfectly acceptable for a non-competitive environment. |
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Member
(03-17-2013, 04:48 AM)
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#46
Yeah, I've always been significantly more excited about the clean, high-FOV 3D than the head tracking. I'm sure the head tracking is awesome in combination, but 30ms delay for head tracking doesn't seem like a dealbreaker to me when the actual implementations of head tracking in 99% of the games that support it will be pretty secondary. As in, you won't see many games built around it and requiring it any time soon.
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(03-17-2013, 04:48 AM)
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#47
Carmack is not specifically attacking the Rift. He's just saying that latency is a challenge that will have to be overcome to achieve true to life VR in the future. What we have now with the Rift is good, but there are still artifacts that results from the latency. It's not a simple challenge to overcome, and it's going to take many iterations, for both software and hardware, to get it right.
Software is going to be the biggest challenge. They'll get the hardware to really low latency in time. With software, it's not as simple, because it's dependent on the individual developers making it a focus in their games. Sadly, a lot of developers just don't have the expertise to fix these issues or even the ability to perceive them in the first place. I just look at the countless games on PC and console that have such horrid input lag. I complain about input lag not because of what it says in my tag, but because so many games get it so wrong. It's quite frustrating.
Last edited by TheExodu5; 03-17-2013 at 04:52 AM.
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Member
(03-17-2013, 06:00 AM)
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#49
Also, where do you go to update the reward information? After a delay, I got the email once I went to the /sales link as the instructions say, but the second email just links me to the order info page and I do not see anything about the reward options. *edit* Quote from Carmack back in January:
Originally Posted by Twitter:
Last edited by Blizzard; 03-17-2013 at 06:05 AM.
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(03-17-2013, 06:23 AM)
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#50
Realize that he's not just talking about hardware latency. He's talking about rendering latency as well. His concerns aren't specifically with the Rift. They're not even really concerns. He's just saying that latency needs to be a big focus for VR. His stance is the same as it was during his keynote speach at QuakeCon. Carmack realizes that this is a first iteration and that latency is a big focus for Oculus.
We don't know what the delay is about either. For all we know, Carmack is having issues reducing the rendering latency in Doom. |