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Oculus Rift pre-orders to open on January 6 8am pacific time

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Why do people think this is going to be super limited supply? I mean, I fully expect it to sell out, but they've been in production for awhile now.
 

Mask

Member
Oof, I upgraded my PC for this earlier in the year, but I'm going on holiday in 4 months so I can't afford however much this will be, this early in the year :/

I'll wait and see what the Vive price is, more interested in that actually.
 

mnannola

Member
It will be $499 max. Anything more than that and it will be a ultra-niche product.

If they are smart they will bust their ass to make sure Elite Dangerous supports CV1 at launch. That game is ridiculously good in VR and seems more in-depth than many other games that will have Rift support.
 
This might not be the right thread to ask this, but the answer does possibly effect whether or not I will pre-order:

The finalized specs that I'm seeing show a total resolution of 2160 x 1200 over both screens. I also keep hearing that you are supposedly no longer able to see pixels (screen door) on this new version. How is that possible though? My Samsung Gear VR has a total resolution of 2560 x 1440 and I can still easily make out the pixels. Much improved over the DK1, but it's still noticeable.

Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?
 

dmr87

Member
It will be $499 max. Anything more than that and it will be a ultra-niche product.

If they are smart they will bust their ass to make sure Elite Dangerous supports CV1 at launch. That game is ridiculously good in VR and seems more in-depth than many other games that will have Rift support.

Yea, I can't see it being more than $499.
 
This might not be the right thread to ask this, but the answer does possibly effect whether or not I will pre-order:

The finalized specs that I'm seeing show a total resolution of 2160 x 1200 over both screens. I also keep hearing that you are supposedly no longer able to see pixels (screen door) on this new version. How is that possible though? My Samsung Gear VR has a total resolution of 2560 x 1440 and I can still easily make out the pixels. Much improved over the DK1, but it's still noticeable.

Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?

There are other ways to remove SDE than resolution - PSVR's single 1080p screen, for example, has no SDE by all accounts, though it's the same resolution as DK2.
 

artsi

Member
I don't see it that easy. traditional fps doesn't translate very well to VR, Arma 3 doesn't reach easily 90 fps without drops even on sp, the core gameplay is done thinking on shooting things at hundreds of meters (little pixels on your screen), etc

Obviously there are challenges, but I'm sure those will be resolved with better VR hardware (higher resolution / foveated rendering) and more powerful CPU's / GPU's. I can play SP in 1440p @ 60fps with i7 4790K + GTX 780, so playing in 90fps on 2016 or 2017 hardware should not be impossible.
 

Durante

Member
Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?
There are many factors which contribute to screen door effect. Fill rate of the screen technology, optical diffusion etc. It's also true that you can probably make slightly more effective use of pixels by having them split on two screens.

Of course, when it comes to actual resolved detail there's no substitute for resolution.
 
There are other ways to remove SDE than resolution - PSVR's single 1080p screen, for example, has no SDE by all accounts, though it's the same resolution as DK2.

Do you think that has something to do with Sony's usage of a non-pentile screen for the PSVR?

There are many factors which contribute to screen door effect. Fill rate of the screen technology, optical diffusion etc. It's also true that you can probably make slightly more effective use of pixels by having them split on two screens.

Of course, when it comes to actual resolved detail there's no substitute for resolution.

Okay, yeah, that's kind of what I figured. I guess I'll just wait and see for myself.
 

Seiru

Banned
MHZ1LuR.png
 
Obviously there are challenges, but I'm sure those will be resolved with better VR hardware (higher resolution / foveated rendering) and more powerful CPU's / GPU's. I can play SP in 1440p @ 60fps with i7 4790K + GTX 780, so playing in 90fps on 2016 or 2017 hardware should not be impossible.

The big problem is that first-person VR where the user has full control over movement will make people sick. It tends to give people motion sickness if their view turns without their head physically feeling a turn. First-person-view games built from the ground up for VR are working around the issue in different ways - some put you in a cockpit, which really helps (your brain is used to being in cars and stuff). Others make the turns happen in like 45 degree intervals (smooth turns with varying velocity are bad), others have a steady camera that warps from place to place.

But standard FPS-like games, those do not do well in VR at all for most people. Which is why you won't see a Half Life 3 launching with the Vive. Oculus tried to fix the motion-sickness issue, but it became too much for them - they said in the end it's really a medical issue, and if they solved it, it would be a medical breakthrough.
 

LordofPwn

Member
So Oculus price will be revealed wednesday morning, and Sony has a press conference tuesday evening, wonder if they'll hold off on price till friday for PSVR.

Exciting times. Hope these do well.
 

artsi

Member
The big problem is that first-person VR where the user has full control over movement will make people sick. It tends to give people motion sickness if their view turns without their head physically feeling a turn. First-person-view games built from the ground up for VR are working around the issue in different ways - some put you in a cockpit, which really helps (your brain is used to being in cars and stuff). Others make the turns happen in like 45 degree intervals (smooth turns with varying velocity are bad), others have a steady camera that warps from place to place.

But standard FPS-like games, those do not do well in VR at all for most people. Which is why you won't see a Half Life 3 launching with the Vive. Oculus tried to fix the motion-sickness issue, but it became too much for them - they said in the end it's really a medical issue, and if they solved it, it would be a medical breakthrough.

Yeah, but Arma 3 isn't really a standard FPS. It has helicopters, cars, tanks, fighter jets, all already freelook / Track IR enabled with full cockpits, and I think that already transforms well into VR. It should help pilots much with enviromental awareness during helicopter landings or dogfights, for example.
 

bj00rn_

Banned
This might not be the right thread to ask this, but the answer does possibly effect whether or not I will pre-order:

The finalized specs that I'm seeing show a total resolution of 2160 x 1200 over both screens. I also keep hearing that you are supposedly no longer able to see pixels (screen door) on this new version. How is that possible though? My Samsung Gear VR has a total resolution of 2560 x 1440 and I can still easily make out the pixels. Much improved over the DK1, but it's still noticeable.

Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?

People already modded their DK1s with plastic sheet, cell phone screen guards as diffuse filters to remove the SDE.

https://www.youtube.com/watch?v=jUiTJPA3axI&

Side by side comparison:
J8s9J5x.png

I think that one is filtered with a laminating pouch..

https://forums.oculus.com/viewtopic.php?f=26&t=4818

Same principal I'm sure will be used with the CV1 albeit more sophisticated materials and application..
 
So what experiences, outside of gaming, are worth trying on VR right now?

What is accessible for free and what do you need to pay for.

I know what is available for gaming but I am curious about other content and whether or not that will also need to meet the recommended requirements.
 
Yeah, but Arma 3 isn't really a standard FPS. It has helicopters, cars, tanks, fighter jets, all already freelook / Track IR enabled with full cockpits, and I think that already transforms well into VR. It should help pilots much with enviromental awareness during helicopter landings or dogfights, for example.

Infantry supports TrackIR as well and works really well. Your gun & body face forward, your head swivels with TrackIR. It is really nice.
 

Enk

makes good threads.
Every time I enter a VR thread, especially an Oculus thread, I feel like people just enter it with pitchforks already in hand. Whatever. I'm already sold on the medium. The price is coming folks. CES is happening now and I'm sure the price will be announced very, very soon.

I'm still playing on my dev kits even after 2+ years and I'm still finding new and fun experiences to play around with. Just last week I finally found a way to get Elite Dangerous to work with the DK2 and it's just blowing my mind at the thought that I'm playing something like that in that medium. A couple of weeks before that I was playing Dead Space and Legend of Grimrock on a giant theater screen with 3D enhanced features using VorpX and those were completely enthralling experiences for me (think of theater mode like looking through a giant window rather than something projected on a screen). A couple of months before that I'm playing Legend of Dungeon and Mythos and loved the diorama setups those games provide. A month before that I'm setting up my own retro arcade with custom made kiosks and marques. And the list goes on.

So whatever the price I'm completely down for the medium and the future experiences it's going to provide me. Even with all that I have already played and experienced on it I know it barely even touches the surface of what I'm going to get out of this medium in the future.
 
Every time I enter a VR thread, especially an Oculus thread, I feel like people just enter it with pitchforks already in hand. Whatever. I'm already sold on the medium. The price is coming folks. CES is happening now and I'm sure the price will be announced very, very soon.

I'm still playing on my dev kits even after 2+ years and I'm still finding new and fun experiences to play around with. Just last week I finally found a way to get Elite Dangerous to work with the DK2 and it's just blowing my mind at the thought that I'm playing something like that in that medium. A couple of weeks before that I was playing Dead Space and Legend of Grimrock on a giant theater screen with 3D enhanced features using VorpX and those were completely enthralling experiences for me (think of theater mode like looking through a giant window rather than something projected on a screen). A couple of months before that I'm playing Legend of Dungeon and Mythos and loved the diorama setups those games provide. A month before that I'm setting up my own retro arcade with custom made kiosks and marques. And the list goes on.

So whatever the price I'm completely down for the medium and the future experiences it's going to provide me. Even with all that I have already played and experienced on it I know it barely even touches the surface of what I'm going to get out of this medium in the future.

I think it's just sort of a natural pushback to the hyperbole that comes from the other side - that it's going to be a massive overwhelming success and that every family will have 9 of them in their living room by May this year.

In reality, it's not going to be a gigantic failure, nor a massive mainstream success. It will still sell well, the manufacturers will continue iterating and improving.

This is fine. VR is awesome.
 
Those look like little bumps, not holes.

I know it isn't a speaker because it wouldn't make any sense, with the HMD having already the headphones integrated. But you are right, they are just little bumps, so it makes sense if they are just tactile guides for the fingers to find the correct position, something very useful given you are "blind" with the Rift.
 

AlanOC91

Member
I'm interested. I've personally not tried any VR equipment yet but I'm very, very interested in pre-ordering one of these. My PC is more than capable for it.

My concern is how many games are compatible with it. Do we have many that will work with it?
 

Stiler

Member
Wait, they aren't including a touch controller but an xbox one instead???

Am I the only one who thinks that is a HUUUUUUUUUGE mis-step?

This is going to end up forcing EVERY single developer who makes games for the rift to have to make them with the xbox controller in mind rather then the touch.

That means if a dev wants to focus on making a game that's meant to be interacted with tihe touch and motion controls (And doesn't work with xbox one) they will end up splitting up the player base of the rift, on top of all the CS issues when people buy a game that requires the touch and they don't have one and don't understand why it doesn't work and all the returns/hassles with that.

Seems like it'd be a MUUUUUUUCH better business decision for both developers and consumers to delay it a tad bit longer so they can include the touch instead of an xbox one controller and then this allows developers to develop with the touch in mind rather then being forced to develop with the xbox one controller.
 

Bsigg12

Member
Wait, they aren't including a touch controller but an xbox one instead???

Am I the only one who thinks that is a HUUUUUUUUUGE mis-step?

This is going to end up forcing EVERY single developer who makes games for the rift to have to make them with the xbox controller in mind rather then the touch.

That means if a dev wants to focus on making a game that's meant to be interacted with tihe touch and motion controls (And doesn't work with xbox one) they will end up splitting up the player base of the rift, on top of all the CS issues when people buy a game that requires the touch and they don't have one and don't understand why it doesn't work and all the returns/hassles with that.

Seems like it'd be a MUUUUUUUCH better business decision for both developers and consumers to delay it a tad bit longer so they can include the touch instead of an xbox one controller and then this allows developers to develop with the touch in mind rather then being forced to develop with the xbox one controller.

The Touch controllers are slated for second half of 2016. They aren't going to delay the headset that long.

It'll be interesting to see the price discrepancy between the Rift without the Touch controllers and the Vive and how that affects who goes with which headset. Both companies face a weird issue where I have seen people thinking the Rift can't do some positional tracking on a bigger scale and the Vive has to be used at room scale. Should be interesting to see how that shakes out this week with CES and then over the next 4 months as both headsets come out.
 
I don't think the lack of the touch controllers are huge deal out of the gate because who they will be selling to. The touch controllers are a big addition but initially they are preaching to the converted.
 
Wait, they aren't including a touch controller but an xbox one instead???

Am I the only one who thinks that is a HUUUUUUUUUGE mis-step?

This is going to end up forcing EVERY single developer who makes games for the rift to have to make them with the xbox controller in mind rather then the touch.

That means if a dev wants to focus on making a game that's meant to be interacted with tihe touch and motion controls (And doesn't work with xbox one) they will end up splitting up the player base of the rift, on top of all the CS issues when people buy a game that requires the touch and they don't have one and don't understand why it doesn't work and all the returns/hassles with that.

Seems like it'd be a MUUUUUUUCH better business decision for both developers and consumers to delay it a tad bit longer so they can include the touch instead of an xbox one controller and then this allows developers to develop with the touch in mind rather then being forced to develop with the xbox one controller.

It sucks, but I don't think it will be that big an issue first gen. From what I've noticed, most of the games focusing on motion controllers are just prioritizing the Vive (and or the PSVR) first with plans to make it for Rift later. So at worst, it's going to get late ports.
 

Stiler

Member
It sucks, but I don't think it will be that big an issue first gen. From what I've noticed, most of the games focusing on motion controllers are just prioritizing the Vive (and or the PSVR) first with plans to make it for Rift later. So at worst, it's going to get late ports.

Not including it with the base rift will mean that every developer who develops a game will be forced to develop two control schemes, which are not as simple as our current pc mouse and kb vs controllers but much different becuase of motion control, or they will have to figure out a way to make sure people can't buy games without a touch since it won't work.

This kind of thing is exactly why things like the 32x, VMU for dreamcast, and about another other thing never works well for almost any system.

It makes it so much harder to get an install base because you have both developers who want to "wait for a market" and then you have a market who want to "wait for gamesa that use it" and you end up getting neither.

Including it with tihe rift would ensure that every-single rift has it and no splintering of the install base, make a game for rift? Then people will have motion controls and all is good, no non-motion control development required, no smaller install base, no customers complaining thait their new game "doesn't work" because tehy don't have the actual controller needed to use it. A half-year delay or whatever seems like a much smarter long-game plan then "fuck it, lets include an xbox ocntroller and hope that people buy our touch controller on top of our already expensive rift and then hope that developers develop for the touch and the install base grows."
 

vanfanel1car

Neo Member
Not including it with the base rift will mean that every developer who develops a game will be forced to develop two control schemes, which are not as simple as our current pc mouse and kb vs controllers but much different becuase of motion control, or they will have to figure out a way to make sure people can't buy games without a touch since it won't work.

This kind of thing is exactly why things like the 32x, VMU for dreamcast, and about another other thing never works well for almost any system.

It makes it so much harder to get an install base because you have both developers who want to "wait for a market" and then you have a market who want to "wait for gamesa that use it" and you end up getting neither.

Including it with tihe rift would ensure that every-single rift has it and no splintering of the install base, make a game for rift? Then people will have motion controls and all is good, no non-motion control development required, no smaller install base, no customers complaining thait their new game "doesn't work" because tehy don't have the actual controller needed to use it. A half-year delay or whatever seems like a much smarter long-game plan then "fuck it, lets include an xbox ocntroller and hope that people buy our touch controller on top of our already expensive rift and then hope that developers develop for the touch and the install base grows."

The thing is most of the games coming out for the rift now have been in development for 2+ years. They did not have touch back then for devs. Releasing it with touch now would be a huge disservice to those devs that spent all their time developing for a gamepad in mind.

Another thing is not every game will be suitable for the touch controls anyway. Just look at the 2 games being included with the rift now: Lucky's Tale and Eve Valkyrie. The touch controls do nothing for those games. Racing games and flight games also have their own desired input methods.

Touch will come along with content but it will take time. I don't think there will be a splintering issue as you say. There are very compelling experiences for touch in development and many more that will probably be groundbreaking.
 
Not including it with the base rift will mean that every developer who develops a game will be forced to develop two control schemes, which are not as simple as our current pc mouse and kb vs controllers but much different becuase of motion control, or they will have to figure out a way to make sure people can't buy games without a touch since it won't work.

I think they'll just have a warning on the store front (of whatever) that you need motion controllers, similar to how Steam games mention whether or not a game has controller support or not (or that sometimes you need one). We're talking enthusiast tech for the PC here so I imagine they'll have a decent amount of faith that the consumer will do at least that much homework before they hit "buy". Again, at worst all this does is concede most motion control heavy or exclusive games won't be exclusive to Rift and will likely come later than a Vive version unless they're co-developed. But I think that was probably always going to be the case since most everyone making VR games are going to want them on as many platforms as possible due to how relatively small the market is going to be.
 

DavidDesu

Member
Considering how important motion controls and getting your hands into the VR world will be for VR it does seem incredibly odd that Oculus aren't just NOT giving you motion controls bundled with the headset, but that they're giving you a "dumb" Xbox One controller instead.

Frankly it's madness. I mean, as much as I'm a fanboy of Sony and will readily amdit it, they have hands down the best compatibility all ready to go with their VR. Not only the Move controllers, which were ahead of their time and really shine in VR, but the Dual Shock 4 controller allows it to be perfectly mirrored in the VR world as well. Oculus are seriosuly missing a trick and limiting what they can initially do and show off with their VR by completely missing the boat with this. The controllers should come with the headset, they should launch with it, not months later.

Sony already have great demos knocked up that show how great putting the real world controller into the VR world is, where it can be augmented to the player and provide tactile feedback in the VR world. Move (and Vive's wands) too of course. An Xbox One controller.... ooft.
 
Actually interested in snagging one of these...but any GAF users here who wear glasses have trouble with these?

I don't necessarily need my glasses necessarily so I just took them off. However I have played with my glasses on before.

I've heard the consumer version has improved how it works with glasses, and the only issue for me on DK2 was how tight it felt around the frame. You also need to get the lenses of the Rift as close to your glasses as you can without them touching or else you risk scratching either of the lenses. One consequence of this is that your FOV will be slightly reduced since the lens is further away from the eye but not by a whole lot. Without getting prescription oculus rift lenses there isn't much anyone could do about this anyway.

The biggest issue for people with glasses may be if they have really tall lenses and actually getting them in the headset. Assuming they're not overly large you should be fine.
 
The thing is most of the games coming out for the rift now have been in development for 2+ years. They did not have touch back then for devs. Releasing it with touch now would be a huge disservice to those devs that spent all their time developing for a gamepad in mind.

Another thing is not every game will be suitable for the touch controls anyway. Just look at the 2 games being included with the rift now: Lucky's Tale and Eve Valkyrie. The touch controls do nothing for those games. Racing games and flight games also have their own desired input methods.

Touch will come along with content but it will take time. I don't think there will be a splintering issue as you say. There are very compelling experiences for touch in development and many more that will probably be groundbreaking.

Pretty much my thoughts as well. To reiterate what another poster said, this is gen 1 of a very niche product, any potential splintering won't affect vr long term much, if at all. CV2 will undoubtedly ship with touch or a future iteration thereof. Only concern I have is reduced number of users for social apps and experiences that utilize touch such as the toybox. GearVR's social spaces were already a graveyard after the first week of launch.
 
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