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Oculus Rift - Dev Kit Discussion [Orders Arriving]

Durante

Member
Hopefully they can make a more expensive, wireless one. LG already makes a 1080p uncompressed wireless transmitter that should be good enough according to people much more knowledgeable than me on the MTBS3D forums so I guess the required tech isn't science fiction.
I'm quite surprised by that, since I thought the required technology (ultra low latency 1080p60 wireless transmission) basically doesn't exist.
 
After reading the shitstorm of problems and delays in their forums(not saying its only their fault), i think ill wait for the next kit.
 

Kokonoe

Banned
Superman 64!

BrnIHl0l.jpg
 

EVIL

Member
I'm quite surprised by that, since I thought the required technology (ultra low latency 1080p60 wireless transmission) basically doesn't exist.

hmm yeah, not sure what the desired specs will be for the consumer version screens, I am hearing 1080p allot but is that 1080p per eye? If so then that adds to the requirements, and I am skeptical that something like that exists yet. Especially when you go up in resolution in screens, you will get more barriers and you don't want another bottleneck in the form of wireless to hold you down. A minimum of 60 fps v-synced is already enough of a bottle neck as it is.

I think ideally you would want 120hz displays at 1080p per eye for the first consumer model to give the perfect starting point. I think 60hz is still a bit to low to focus on fast moving objects which results in motionblur.

Cymatic Bruce's week one impressions and general overview of the Oculus Rift hardware, rendering, acclimating, controls, immersion problems, and suggestions.

http://www.youtube.com/watch?v=jq07JSsQdXw

All in all, he's pretty satisfied.
sweet, I like this guy! have been watching the rest of his vids and its fun to watch him react and comment on various things that you normally wouldn't think about when developing for consoles and pc, scale being the biggest factor.
Also interesting to hear that only a small part of the screen is used so I am expecting more work on the lenses and really having occulus nail those measurements and specifications for future development work. I am looking forward to the second iteration of the devkit and hoping to see quite a few improvements and being able to give better estimates on what the consumer model will be.
 

Glassboy

Member
Whooooohoooooo! Shipping notification baby! Gonna be here on Thursday. And I happen to have Thursday and Friday off this week! Hell yes! Hopefully some of you others get your notification soon. Order #2333 here btw.
 
Whooooohoooooo! Shipping notification baby! Gonna be here on Thursday. And I happen to have Thursday and Friday off this week! Hell yes! Hopefully some of you others get your notification soon. Order #2333 here btw.

I'm glad that my normal state of mind for technology like this is that I can't believe it's real. I'm order number 6000 something, so I've got a while longer to wait.
 

Mr.Green

Member
hmm yeah, not sure what the desired specs will be for the consumer version screens, I am hearing 1080p allot but is that 1080p per eye?
No.

If so then that adds to the requirements, and I am skeptical that something like that exists yet.

This is the product:

http://www.lg.com/us/tv-accessories/lg-AN-WL100W-wireless-media-kit

It's listed at $350 but you can get it on Amazon for $80. Obviously, there's a 2nd gen one coming soon.

If you really care, there's more info in this thread:

http://www.mtbs3d.com/phpBB/viewtopic.php?p=119037#p119037
 

missile

Member
Should clear something up.

nmitchell said:
TL;DR - International orders are shipping, just a little slower than North American orders. Unfortunately, we don’t have accurate delivery estimates because there are so many variables (see below), but rest assured, they are coming. If you’re looking for a detailed estimate of when you’ll receive your kit, we don’t have one for you yet (sorry!), but remember that we’re shipping 1,000 - 1,500 kits a week.

All right -- Let's break down where we're at with international shipping:

1. So far [4. Apr] we've shipped a couple hundred international orders. Some of those have already arrived.

2. We’re shipping 1,000 - 1,500 units a week right now. Each week, we ship the majority of the units to a different region (see below). We started with North America, that’s why more NA backers have kits.

3. 1,000+ units will be shipped to Europe and Asia over the next few weeks.

4. We're setting up a top-notch international fulfillment network so that we can speed up deliveries and lower shipping/duty/tax costs for backers.

5. We're now including tracking information for shipping orders at http://www.oculusvr.com/sales. If your order has been shipped, you can login to see your tracking number.

Right now, the main bottleneck is the number of units coming off the line at the factory. We don't have a huge stock of units sitting in our warehouse waiting to ship out. As soon as we have enough units ready to ship a large batch, they ship out the same day.

Once a batch is ready, the next step is actually getting them from the factory to your doorstep. And that’s when shipping development kits internationally starts to get tricky. The proper way to ship internationally is to ship large quantities (1,000+) to different continents (Americas, EU, Asia) for local distribution, thereby significantly reducing the overall shipping cost per unit.

Why is this important? Cost and speed. An example: shipping one dev kit from our factory to Germany costs more than $125. Instead, we can ship 1,000 dev kits to Europe via air as a single ‘batch’ and that costs roughly $20 per unit, plus another ~$15 from our European warehouse to your European doorstep. The single batch way is also faster because it clears customs more quickly.

In contrast, let's pretend we fulfill all the orders using FedEx from Oculus HQ. It would cost $100 - $200 for us to ship a single dev kit from California to Europe/Asia, depending on where it's headed. For example, it costs roughly $100 to ship from Oculus HQ to Buckingham Palace, UK, 6-8 day delivery, plus the cost of shipping from the factory to Oculus HQ. You can see that if we did this for every international unit, we'd burn through a lot of money very quickly.

Unfortunately, shipping directly from the factory to backers is just as expensive (~$125+) and even slower. We experimented with shipping a few dozen units from China and they were held in customs for almost two weeks.

We have a great logistics team on board now, but they walked into the logistical storm that we'd already created with the Kickstarter (Sorry, Oculus logistics team!). We're moving as quickly as we can to put a more streamlined system in place so that kits are flying out to developers faster and faster.

Thanks again for the patience and support. Sorry for the wait. We’re on it!

-- Nate
 

Mr.Green

Member
this + battery and your rift weighs 1KG and will cost 600$ :D

$300+$80=$600? ;)

The transmitter is pretty small, and could probably be made smaller. No need to stick it in front either if weight ever became an issue. They could put it on the strap, either on the back of the head or on top...
 
$300+$80=$600? ;)

The transmitter is pretty small, and could probably be made smaller. No need to stick it in front either if weight ever became an issue. They could put it on the strap, either on the back of the head or on top...

it will happen, but right now it'd be too expensive.
 

Mr.Green

Member
it will happen, but right now it'd be too expensive.

Speak for yourself friend! I'll Ebay a kidney if I have to!

Seriously, they absolutely HAVE to keep the cost of entry as low as possible for VR to pick up but I wish they also make a higher end model with extra features. (wireless, better panel, etc...)
 

Blizzard

Banned
So it turns out that stuck pixels are really obnoxious in VR. I really hope I can make this go away.
Are you positive it's a stuck pixel rather than dust? I think there were reports that dust got on some screens during manufacturing, and you might be able to clean it out by careful use of compressed air.
 

Mr.Green

Member
So it turns out that stuck pixels are really obnoxious in VR. I really hope I can make this go away.

Really? Have you tried flushing it down the toilet?

Inside joke. Maybe someone will get it. Probably not.

That sucks. One more reason why they need to go with an OLED panel for the consumer version. A quick Google search told me OLEDs don't have "stuck" pixels... but Google lied to me before...
 

Riptwo

Member
Are you positive it's a stuck pixel rather than dust? I think there were reports that dust got on some screens during manufacturing, and you might be able to clean it out by careful use of compressed air.
I'm going to try some careful cleaning, and we'll see what happens. There's a bright red glowing spot in the left eye, and it's hard to look away from it.
 

Blizzard

Banned
I'm going to try some careful cleaning, and we'll see what happens. There's a bright red glowing spot in the left eye, and it's hard to look away from it.
Oh, well I guess you can attempt an RMA if it stays stuck after cleaning. Was it that way when you opened it, or did it seem to get stuck after some initial use? It's the first I've heard of one having this issue, though I wouldn't be surprised if some do considering I think brand-new LCD monitors etc. can have the same problem.
 

Mr.Green

Member
From Nathan Andrews, the guy that made the oculus rift + gun tracking demos comes

Half-Life 2 VR - Rift + Hydra Teaser

http://www.youtube.com/watch?v=Oqawu6YJTFQ

His implementation doesn't seem to have the water reflection problems like Cymatic Bruce's, but I don't think he has his actual Rift yet.

He doesn't have the graphical glitches because he handles the tracking himself in-game instead of relying on shader injection.
 

1-D_FTW

Member
Really? Have you tried flushing it down the toilet?

Inside joke. Maybe someone will get it. Probably not.

That sucks. One more reason why they need to go with an OLED panel for the consumer version. A quick Google search told me OLEDs don't have "stuck" pixels... but Google lied to me before...

I don't think they can get stuck, but they can certainly die. I think the Sony HMZ-T1 manual specifically mentioned how many dead pixels were considered "acceptable."

A dead pixel isn't as bad as a stuck one (I guess), but blown up the way it is, would still be pretty bad.
 

LordCanti

Member
Oh, well I guess you can attempt an RMA if it stays stuck after cleaning. Was it that way when you opened it, or did it seem to get stuck after some initial use? It's the first I've heard of one having this issue, though I wouldn't be surprised if some do considering I think brand-new LCD monitors etc. can have the same problem.

Any LCD screen can have stuck or dead pixels. The nature of the Rift means that they've really got to test each one individually to make sure there aren't any from the outset though. I obviously don't have one yet
I am cry
but I'd imagine that a single stuck or dead pixel would be completely immersion breaking at this resolution.
 

EVIL

Member
I don't think they can get stuck, but they can certainly die. I think the Sony HMZ-T1 manual specifically mentioned how many dead pixels were considered "acceptable."

A dead pixel isn't as bad as a stuck one (I guess), but blown up the way it is, would still be pretty bad.

AMOLED's are prone to degradation, since it uses organic compounds. They are working on techniques that will "solve" or slow down degradation, but its yet far from perfect. Other then that, AMOLED's have allot of pro's that will certainly help in the VR department.
  • High Resolution (Samsung Galaxy S4 has a 5" 1080p screen)
  • High Refreshrates (under the 1 millisecond/1000Hz and up)
  • High demand for higher resolution displays trough the mobile market boost., VR HMD's can take advantage off this.
 

1-D_FTW

Member
AMOLED's are prone to degradation, since it uses organic compounds. They are working on techniques that will "solve" or slow down degradation, but its yet far from perfect. Other then that, AMOLED's have allot of pro's that will certainly help in the VR department.
  • High Resolution (Samsung Galaxy S4 has a 5" 1080p screen)
  • High Refreshrates (under the 1 millisecond/1000Hz and up)
  • High demand for higher resolution displays trough the mobile market boost., VR HMD's can take advantage off this.

Oh, I know OLED's the dream. The problem with the degradation is that's what causes the "burn in" effect.

I was responding more to the horror of having stuck/dead pixels that are really magnified at high FOV. And I'm fairly certain OLED can have dead pixels in that sense. Stuck not so much, but dead.
 
Oh, I know OLED's the dream. The problem with the degradation is that's what causes the "burn in" effect.

Yeah, OLED has burn in problems. Kinda shocking but true.

My brothers Galaxy Note has a faint pandora player burned in because he listened to Pandora a lot during his job. So i know it's not just a theoretical thing.
 

Feep

Banned
I just thought of a great idea.

1) Buy powerful USB Fan
2) Write quick driver hook in to Unity, increase fan speed relative to player velocity
3) Place fan in front of you
4) Flying sim
5) Profit
 
I just thought of a great idea.

1) Buy powerful USB Fan
2) Write quick driver hook in to Unity, increase fan speed relative to player velocity
3) Place fan in front of you
4) Flying sim
5) Profit

Isnt there some commercial solution to this already? I remember seeing it in one of the OR-threads before.
 

red731

Member
Happy for The Gallery. That video was great and I can't wait to try it. Will buy Hydra when the time is right.

After so many months following the OR, I've just realized the possibilities for disabled people or people with handicap and such. Virtual tourism. Total immersion. Basicaly Avatar Sully "omg I have legs and can move" level of hype.
 

Mr.Green

Member
new The Galery: Six Elements Video. It shows much Gameplay.

http://youtu.be/ry3w3s_CXcM

Is really cool, i would love to test it myself :)

I backed this project on my desire to see VR pick up without any expectations really, but it turns out this game looks even more promising than in my wildest dreams. 3 guys, Unity, full Rift support and independent hands interaction with the Hydra in only a few months. Unbelievable.
 

1-D_FTW

Member
already watched this?

Palmer at GDC and TF2 VR Gaming Night!
http://www.oculusvr.com/blog/palmer-at-gdc-and-tf2-vr-gaming-night/

his talk sounds alot like they would work on a own VR Controller.
edit: The Q&A Video, starts around 3:50Min with a Question about Devices. "We working on stuff")

"Galvanic vestibular stimulation DIY plans on the internet. About 10 bucks in parts."

I still question how smart this is, but it's certainly interesting for the more venturous.
 

Mr.Green

Member
already watched this?

Palmer at GDC and TF2 VR Gaming Night!
http://www.oculusvr.com/blog/palmer-at-gdc-and-tf2-vr-gaming-night/

his talk sounds alot like they would work on a own VR Controller.
edit: The Q&A Video, starts around 3:50Min with a Question about Devices. "We working on stuff")

They've said this multiple times. After all, their name is Oculus VR, not Oculus HMD. :)

Anyway, I didn't mean this in an "old news" kind of way. Looking forward to watch this tonight.
 

Buggy Loop

Member
Very interesting tech that will do well with many genres. But one that i think will not benefit much from it will be hardcore flying sims. A-10 warthog for exemple, i have the thrustmaster warthog hotas (god i love it) but in reality, if i dont see the sticks, it could turn out to be very difficult with all the buttons/switches on those things. The ones on the stick isnt a problem i think, they are all positioned naturally, but if in flight i mistake a switch and shut down my engines, bad stuffs will happen. So i cant think of a better genre that would benefit from total visual immersion, but sadly its probably not practical for real uses. Any flight sims started to implement oculus and are there any impressions?
 
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