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Oculus Rift Development Kit 2 announced, up for preorder (based on Crystal Cove)

E-Cat

Member
Crazy Carmack timewarp tech :O

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Btw, that 12 ms in between is something that Oculus are working with the GPU manufacturers to eliminate altogether!

m_5329e3b14b30f_s.jpg


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Never before has there been a legitimate use for this meme:

...

Iik9vyd.jpg
 
Go visit the I need a new PC! thread. The first post has specs for various budgets. Building for VR isn't really any different from building a general gaming PC.

Also a good point to make is most of the currently available demos and games in development are being done on Unity with fairly low res assets. Obviously the demand increases at 1080 but I don't imagine you'd really need something that hardcore to achieve 60 with what's going to be on offer. Star Citizen is another matter entirely.
 

Durante

Member
Translation still seems to be a challenge, though. It's not exactly clear to me how that would be solved, but maybe they have some ideas.
To me it sounds like even doing only rotation could be helpful. It's probably only for very small scale adjustments anyway, but if it only bridges a <10ms gap that could be sufficient.
 
Forgive me if this has been answered before. I only have vision in one eye. Would i be wasting my money on this hardware? Would I get the same effect. I dont have any depth perception obviously. Can anyone chime in on this?
 

Durante

Member
Forgive me if this has been answered before. I only have vision in one eye. Would i be wasting my money on this hardware? Would I get the same effect. I dont have any depth perception obviously. Can anyone chime in on this?
Well, the goal of VR is to simulate reality. So if you don't have stereoscopic depth perception in reality you also won't have it in VR. You'll still benefit from the wide FoV and positional/rotational head tracking. But your system will be wasting half its time rendering stuff you won't see ;)
 
That actually doesn't sound so bad if they can keep it under $300

1080p/60fps is great when viewed on TV's.

With VR, it's a whole different game though. 1080p is good for VR. Not great, but good. It's the refresh rate which I really hope they increase. That's the biggest culprit to motion sickness in VR.

It will be interesting to hear dev's impressions of Morpheus once they can get serious time with it (not just a few minutes at a trade show).

We'll see!
 
Well, the goal of VR is to simulate reality. So if you don't have stereoscopic depth perception in reality you also won't have it in VR. You'll still benefit from the wide FoV and positional/rotational head tracking. But your system will be wasting half its time rendering stuff you won't see ;)

I get ya. Thanks for the info.
 

Delt31

Member
I'm interested in this but what can I use it for in July? Is it just games designed for it or can I play it with existing games? If so, which ones? Titanfall?
 

E-Cat

Member
To me it sounds like even doing only rotation could be helpful. It's probably only for very small scale adjustments anyway, but if it only bridges a <10ms gap that could be sufficient.

It sounds to me like the kind of thing you would have to do "across the board" to get consistent results and no artifacts. But that's just my intuition.

Well, the goal of VR is to simulate reality. So if you don't have stereoscopic depth perception in reality you also won't have it in VR. You'll still benefit from the wide FoV and positional/rotational head tracking. But your system will be wasting half its time rendering stuff you won't see ;)

I wonder, though... since they already have the ability to divide the screen into two, why couldn't there be an option to toggle 2d mode for just one eye? :)

EDIT: Hmm, there's probably some overlap between the different eye views. I wonder how that would affect the FoV?
 

solarus

Member
I'm interested in this but what can I use it for in July? Is it just games designed for it or can I play it with existing games? If so, which ones? Titanfall?

Replay half life 2 in VR man, that's what I intend to do. I feel that experience may be worth the price alone.
 
Please respond?

Durante mentioned to another user but check out the PC thread. Super helpful, the more knowledgable will help you down to every part you may need to order and the OP of the thread is constantly updated.

I just ordered another 8GB DDR3 to bump to 16 GB, so now I'll just wait on a good sale for a card closer to release.

FYI, I was chatting with somebody on reddit that mentioned the site went live at 8:15 AM PST, so I would imagine that the first hour would be in the first batch ... also read that some people in the first few minutes got bumped and dumped and there wasn't much Oculus could do (reply from a support rep). So if you don't have an order number, you might be SOL.

But this is just information posted from users, take it with a grain of Forbes Contributors.
 
Replay half life 2 in VR man, that's what I intend to do. I feel that experience may be worth the price alone.

Sixense (creators of the hydra controller) are supposedly demoing their new STEM system of motion controllers with Portal 2 at GDC in VR on the Rift. Anxious to see some videos/impressions of that. Hopefully Valve releases public VR support for Portal 2 soon! Been wanting to play that one with native support since day one of having DK 1.
 

brainpann

Member
Replay half life 2 in VR man, that's what I intend to do. I feel that experience may be worth the price alone.


I played through most of Half Life 2 for the FIRST time with the DK1. IT. WAS. AMAZING!

Seriously. I havent been able to play a game for more than an hour at best for a long time. But with HL2 and the rift, was was playing 2-3 hours sessions and completely forgetting myself. It was awesome and a bit scary at the same time. Taking off the headset and going back to reality was actually a bit jarring.

Im looking forward to actually finishing it and possibly playing episodes 2 and 3 with DK2.
 
What games can I play if I purchase this dev kit right from the get go?

As later games are released, will the dev kit continue to be able to play them?
 

Enk

makes good threads.
I ordered this so quick and without a second thought. I still use my DK1 from time to time and with all the improvements I could see myself using this on a more regular basis. Also with all these 3d engine companies making their software more accessible just motivates me more to work on something for VR.
 

syko de4d

Member
Lets talk about the USB port on the DK2, what will be possible with it?

Maybe they added it because they want to release a dev kit VR Controller in the future, which will maybe not be wireless at Devkit phase?
 

Angry Fork

Member
- consumer version unlikely in 2014

... -_-

Should I just get this? I'm not a dev and have no plans to be but I want this shit so fucking bad. Will the consumer version have dramatic upgrades? Will it be cheaper? What's the benefit of waiting for that?
 
It sounds to me like the kind of thing you would have to do "across the board" to get consistent results and no artifacts. But that's just my intuition.



I wonder, though... since they already have the ability to divide the screen into two, why couldn't there be an option to toggle 2d mode for just one eye? :)

EDIT: Hmm, there's probably some overlap between the different eye views. I wonder how that would affect the FoV?

I have my own ways of adapting to the lack of 3rd dimension. I wonder what it would look like for me?
 
Lets talk about the USB port on the DK2, what will be possible with it?

Maybe they added it because they want to release a dev kit VR Controller in the future, which will maybe not be wireless at Devkit phase?

In an interview they mentioned web cameras. You'd use it for augmented reality and such. But it could be anything ...

Personally, I need to figure out how to wire a fan to go up and down with my CSR Pedals, wind in the face with open canopy cars!
 

Clawww

Member
Lets talk about the USB port on the DK2, what will be possible with it?

Maybe they added it because they want to release a dev kit VR Controller in the future, which will maybe not be wireless at Devkit phase?

nathan mentioned that they put it in to encourage invention and experimentation and make any modifications or extensions more convenient.
 

Durante

Member
What games can I play if I purchase this dev kit right from the get go?
Already released full games with native support:
- Half Life 2
- TF2
- Strike Suit Zero
- Hawken
- War Thunder
- iRacing

Until DK2 ships it should be a few more.

As later games are released, will the dev kit continue to play/support them?
The Oculus API is already designed for supporting multiple HW models from the start, so old software should be compatible with newer HW and the other way around. Stuff developed for DK1 will have to be updated for positional tracking though.
 

Chili

Member
I think (think not know) that they include the neccesary taxes in your order. You have to specify your country and the put about 70 $ on that for me. That would be the VAT here. I hope nothing else comes on top ;)

I think the $77 they add would JUST be VAT. You would need to pay other import duties here in the UK, I would account for around 15%.
 

syko de4d

Member
nathan mentioned that they put it in to encourage invention and experimentation and make any modifications or extensions more convenient.

so maybe they will release their own "modifications" or "extensions" like VR Controllers :p

Oculus Rift needs to have a own controller, you cant sell the device without it. You cant request that all the Consumers buy xbox pad, steam pad, stem, m+kb etc. all together and devs need to know what controller their consumers will use with their game.
 

Seanspeed

Banned
... -_-

Should I just get this? I'm not a dev and have no plans to be but I want this shit so fucking bad. Will the consumer version have dramatic upgrades? Will it be cheaper? What's the benefit of waiting for that?
Consumer version will have higher resolution, lower latency and higher refresh rate, along with some likely ergonomic and aesthetic improvements.

It will also likely be introduced when there's some proper software ready. Right now, VR gaming is a bit of a wilderness and there aren't many official VR titles out there, so don't expect plug and play functionality.
 

E-Cat

Member
I have my own ways of adapting to the lack of 3rd dimension. I wonder what it would look like for me?

Well, that depends. Have you had this visual impairment since birth? In that case you wouldn't be "missing out" on anything, really; it would presumably feel natural just as real life.
 

syko de4d

Member

Angry Fork

Member
Consumer version will have higher resolution, lower latency and higher refresh rate, along with some likely ergonomic and aesthetic improvements.

It will also likely be introduced when there's some proper software ready. Right now, VR gaming is a bit of a wilderness and there aren't many official VR titles out there, so don't expect plug and play functionality.

Honestly I feel like it would be worth it just for Half Life and TF2 (my most played game). But I know if I spent 350 on this and a 300$ better version comes out next year I'll be upset, so I don't know =( Why is it taking so looooong.
 

E-Cat

Member
I don't get why to buy this without games planned or available

You just don't get it, period.

Potential. Literally, you're paying for potential -- and it's so staggering, there's an extraordinarily good chance of getting your money's worth. And then some.
 

mr2xxx

Banned
Honestly I feel like it would be worth it just for Half Life and TF2 (my most played game). But I know if I spent 350 on this and a 300$ better version comes out next year I'll be upset, so I don't know =( Why is it taking so looooong.

You could probably still sell the DK2 for over $200 easily once pre orders for the consumer version start.
 
Because it's stereoscopic, and I believe you need to run it at above 75fps for the full effect of low persistence.

It actually is not stereoscopic (i.e. 2 1080p rendered images as on 3DTV's of today), it's 1080p cut in half for each eye, effectively 2 960x1080 screens which has the same number of pixels as standard 1080p, but the key factor here is that you have to maintain (ideally) on the consumer version a constant unwavering 90FPS in order to have the optimum experience. To do that, yeah, you're going to need to either have a beefy single GPU (a 780ti or the like, as SLI introduces a lot of latency and just isn't as stable) or turn the graphical bells and whistles down a bit (on my 770 i'll likely have to revert to medium/high settings as opposed to all ultra though this depends on the game obviously).
 

fade_

Member
You could probably still sell the DK2 for over $200 easily once pre orders for the consumer version start.

Gotta master the art of timing when you hear rumblings about the consumer version about to be announced sell it for maximum return.
 

Blizzard

Banned
It actually is not stereoscopic (i.e. 2 1080p rendered images as on 3DTV's of today), it's 1080p cut in half for each eye, effectively 2 960x1080 screens which has the same number of pixels as standard 1080p, but the key factor here is that you have to maintain (ideally) on the consumer version a constant unwavering 90FPS in order to have the optimum experience. To do that, yeah, you're going to need to either have a beefy single GPU (a 780ti or the like, as SLI introduces a lot of latency and just isn't as stable) or turn the graphical bells and whistles down a bit (on my 770 i'll likely have to revert to medium/high settings as opposed to all ultra though this depends on the game obviously).
Where did the 90 fps figure come from, considering the devkit 2 only runs at up to 75 Hz refresh? Am I totally confused?
 

Cyriades

Member
Is SLI really that bad for Rift? I know SLI is better than Crossfire in micro-stuttering.. perhaps they are the same now. Has anyone tested this on their own?
 

Durante

Member
Where did the 90 fps figure come from, considering the devkit 2 only runs at up to 75 Hz refresh? Am I totally confused?
Some interview quotes about the consumer version further improving refresh rate over DK2, combined with the Valve specs.
 

Arulan

Member
For anyone who has tried DK1, and ideally even Crystal Cove how does this demonstration match up (with regards to the "screen door effect")?

http://vr.mkeblx.net/oculus-sim/

I'm curious whether the AMOLED benefits are taken into account with regards to the "sceen door effect". Assuming the consumer version releases at 1440p and using a AMOLED screen, is that enough to practically remove the screen door effect completely?
 

creyas

Member
Any idea about the order numbers? What do the letters etc stand for - can you deduce how early you were from them or are they just random?
 
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