Fool me, this is real good shit ! [the VR thread]

Inane baanter or words of wisdom - you decide...
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Re: Fool me, this is real good shit !

Post by gilesgoat »

Jamesac wrote:The problem with concluding anything about Oculus Rift is that this isn't for consumers. The point with the current model is to get it into developer hands so they can make cool things for it. Judging it as if you'd wandered down to the store and bought a new gaming console isn't going to work here. Once it's actually been properly released with its final screen and lenses, there will be plenty of room to be thrilled or unimpressed. Right now, it's just a thing that works, flawed but available. There's a reason I haven't bought one yet, despite wanting it beyond all reason.

James
Yeah, however I am trying to register in their forum to talk them about my experience, findings and what I think could be some ways to fix some problems.

I am not the only one with this kind of problems and according to wikipedia stats probably about 30% and possibly more have astigmatism and your are quite likely to develop some at some point in your life ( as you age ) , there are also other people
I see in the Oculus forum reporting they could not use it for the same reason.

I do believe a few of those problems can be corrected at least partially with SW and when we'll get some stuff in hands
I'll try to experiment my own with the SW and see where I get ( I mean touching/modifying the on screen image projection ).
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Re: Fool me, this is real good shit !

Post by gilesgoat »

I should not say this but ... :lol: :lol: :lol: ... I just spent MORE than an Oculus Rift for a couple of project things that it was over 8 months now I was delaying with "ok when I'll be able to spend something I will .. " :lol:

One of that is a deal I made with Yak about "ok you paid for me for this, I'll give you back that" .. I can now tell you I know
how much it costs to build an E-Meter from scratch :lol:

Despite being "a relatively simple device" when you start putting ALL things together from the box to the rest to make a
finished working instrument things are NEVER so cheap as one would think at first look, actually take that "first look" and
multiply for a factor 5 and you'll get closer :lol:

But could be easily recovered making people pay 50 pounds per auditing :lol: :lol: ( kidding of course ) :lol:

My SBC ( the other project ) certainly is never going to compete with a PI for sure in terms of costs either :lol:

It's amazing how they can make the Oculus cost that figure, the amount of work and costs goes into building anything
from scratch is always big, surely only when you get on much bigger scale you can begin to cut costs :)
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Re: Fool me, this is real good shit !

Post by Misfit »

1080p version shown at E3, the minimum that wil ship to consumers...

http://www.pcworld.com/article/2041464/ ... ution.html
While the developer kit of the Oculus Rift maxes out at 720p resolution, the headset that Oculus VR CEO Brendan Iribe handed me at E3 rocked a full 1080p HD resolution. The company had never demonstrated a 1080p headset before Tuesday.

“This will be the lowest possible resolution we end up shipping to consumers,” Iribe said. “Less than a year after our Kickstarter campaign began, we’re already able to offer this for the same price that we sell the [720p] developer version for.”

Although the consumer prototype still packs the same gyrometer, accelerometer, and magnetometer found in the developer kit—it’s this trio that gives the Oculus Rift its 360-degree immersion, after all—it felt lighter in the hand than the developer version. Iribe confirmed that it was, though he wouldn’t get into weight specifics.

“The Oculus Rift just continues to get better,” was all he would say.

And indeed it does. Iribe also had a 720p dev kit on hand, and he had me try both that and the 1080p consumer prototype back-to-back. While the dev kit’s experience was smooth and enjoyable, its visuals have a slight effect akin to “looking through a screen door,” as Iribe aptly put it.

The 1080p consumer prototype didn’t, and its imagery just plain looked more crisp and vibrant all around. Colors were brighter. Details looked more, well, detailed. All in all, the consumer prototype is a huge improvement over the developer kit.
Unreal Engine 4 integration in place too.
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Re: Fool me, this is real good shit !

Post by Mqark »

God I can't wait to try this for myself - I couldn't be less interested in any other development in the games industry at the moment.

Hoping there will be some of them at Gamescom for my to try (after queuing for 3 hours no doubt)...
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Re: Fool me, this is real good shit !

Post by Yak »

hm, I wonder if the next round of dev units due in August will have the higher def panel? Hope so :).

I'll be happy either way, can't wait to play with it some more :)
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Re: Fool me, this is real good shit !

Post by gilesgoat »

I hope this is really going to be better.

I did try to register at the Oculus Rift forum it seems my registration request went into limbo, still waiting/never received the confirmation email to activate the account.

I did manage to talk a bit with their support , one the guys that talked with me seemed interested but the others ( "of the SW team" ) that I did talk with did not
give me a very good impression, actually I had the impression that a) they did not understand exactly the problems I was reporting b) they had not really a great idea
about what to do about them ( or if they are going to do something about them ).

Fundamentally they said there should be some sort of adjustable optics for the final version but it's not clear what/how.

I .. did not get an "extremely good impression" of all this so far, certainly the "communication" aspect I found it a bit .. elusive ..

But you can bet the moment we'll have the SDK and all "I'd be fucking well upset" if I won't be able to register on an SDK forum and get better answers.

Anyway "because I can be really stubborn" I someway "already got part of the problem in my hands" so I did try to contact "someone else" which I believe/am convinced
has a much greater experience in optics and projections than "anyone else" and I am still waiting to see if something is maybe going to come out.

As I told them in my last email anyway "that's really a case of I'll believe it when I'll see it then, but so far I can't see it, literally".

I'll definitely work on it to make it work, one way or another :wink:
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Re: Fool me, this is real good shit !

Post by Whiteball »

I know John Carmack was very positive about the Oculus but I've just read this...

"The Oculus Rift Team announced today that John Carmack will be officially joining them as their new Chief Technology Officer"

That's got to be a good brilliant thing for them and the tech (and ultimately us users) for sure :D
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Re: Fool me, this is real good shit !

Post by gilesgoat »

Whiteball wrote:I know John Carmack was very positive about the Oculus but I've just read this...

"The Oculus Rift Team announced today that John Carmack will be officially joining them as their new Chief Technology Officer"

That's got to be a good brilliant thing for them and the tech (and ultimately us users) for sure :D
I think that he wears glasses too right ?

Then maybe there's hope :wink:
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Re: Fool me, this is real good shit !

Post by Whiteball »

Yeah, he likes it a lot but has always said it's not perfect and still has a way to go.
Ultimately he believes it will get there and be a game changer (pardon the pun).

So the fact he isn't seeing it with rose tinted, fan boy-ism eyes is also a good thing.
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Re: Fool me, this is real good shit !

Post by Firefox »

Mqark wrote:God I can't wait to try this for myself - I couldn't be less interested in any other development in the games industry at the moment.
^ This! :)
Whiteball wrote:I know John Carmack was very positive about the Oculus but I've just read this...

"The Oculus Rift Team announced today that John Carmack will be officially joining them as their new Chief Technology Officer"

That's got to be a good brilliant thing for them and the tech (and ultimately us users) for sure :D
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Re: Fool me, this is real good shit !

Post by gilesgoat »

Whiteball wrote:Yeah, he likes it a lot but has always said it's not perfect and still has a way to go.
Ultimately he believes it will get there and be a game changer (pardon the pun).

So the fact he isn't seeing it with rose tinted, fan boy-ism eyes is also a good thing.
I am quite sure that MANY of those fan-boy ROSE TINTED eyes are really worse than mine and don't care/don't know
about what an image "in perfect focus" means 8)
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Re: Fool me, this is real good shit !

Post by Muttley »

Forgot to post this here, but last week I got a spend a couple of hours playing with a colleagues Oculus Rift:
Me, elsewhere wrote: OK, so here's my first impressions of the Oculus Rift devkit after a couple of hours.

First the bad stuff:

* Screen-door effect due to low resolution/PPI screen.

This is more noticeable in some games/demo's than others, and is particularly evident on anything that has a fair amount of text on the screen.

The good news is that the newer prototype they were showing at E3 is already higher resolution with more than double the PPI and supposedly makes this barely noticeable now.

* Motion sickness.

A couple of things I tried did make me feel slightly nauseous after a while, especially Half-Life 2 (and to a lesser extent Minecraft).

I think the biggest problem was that I was playing on keyboard/mouse and so when you moved there was the jolt of going from stationary to full-speed and back again (going backwards especially).

With an analogue controller this may not be as much of a problem as you have more control over your speed of movement.

Other styles of games where your avatar is sitting still and looking around like in a cockpit I had no nausea at all. A good example of this is the Blue Marble demo.

I also think the fact we didn't spend much time calibrating things properly and ended up just handing the headset back and forth without bothering with reloading the profiles we set up may have contributed to this as well. It's pretty important to get your interpupillary distance (IPD) settings right, and it might have been a bad idea for us to run roughshod over those requirements in our eagerness to play. ;)

Additionally, my colleague who's Rift it actually is said that he had far less motion sickness yesterday than on the first day he got it. So maybe it's something you get used to over time.

Now the good stuff:

* I had absolutely no problem wearing my glasses at the same time (this was a big concern of mine).

* The actual headset is about the weight of a pair of ski goggles. You know it's there, but it's not at all uncomfortable.

* Zero noticeable lag in the head-tracking. It's smooth and responsive and feels incredibly natural.

* Has some very cool possibilities for user interfaces. For example, the Blue Marble and Titans of Space demo's have 3D floating interfaces with buttons you activate just by looking at them which feels incredibly natural and easy.

* The actual level of immersion, even with the aforementioned screen door effect, is truly stunning.

The first time you launch the demo environment in the calibration tool and look over your shoulder and see the car behind you is just... wow. You just feel like you're actually there.

In Half-Life 2 the walk through the apartment building at the beginning I spent an inordinate amount of time looking at the weird Combine Locks on some of the doors as they looked really interesting in 3D. I don't think I'd ever even noticed them before.

Then there are the NPCs. You actually feel like you're standing next to people and talking to them in-game rather than being an observer off in the distance. It's truly remarkable.

You also really get a sense of the scale of things, like seeing the Strider at the end of the road in the beginning. It looks and feels absolutely massive and terrifying.

The Titans of Space demo is even more extreme, you fly around the solar system visiting all the planets with the enormous Sun dominating everything, but then it zooms out and introduces Pollux, Rigel and then VY Canis Majoris into the picture and then does a close fly-by of the surface of VY Canis Majoris (complete with lovely looking multiple parallax layers). Truly stunning stuff, and shows how good an educational tool this could be as well.

Sadly I never had a chance to play any flight sims or driving games, which I think will work extremely well. Maybe next time.

In conclusion I wouldn't recommend people get the devkit unless they're really keen to experience it right now and/or want to do some development work with it. It's not quite ready for market just yet (well, it is a devkit). I would say though that with the improved screen (which is still not final, so may end up being improved further) it'll be a day-one purchase for me.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Whiteball »

Thanks. It's nice to hear some 'hands on' reports with a balanced and subjective set of good/bad points.

I think, despite whatever holes we can pick (and there will always be some) it's got to be better than anything that's gone before and probably to come for a while after.
I believe it can't really fail to change the way we experience things from what I've heard thus far and I don't see anyway that opinion could really change from here on in either.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Firefox »

Yeah, good stuff Muttley! :)
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Re: Fool me, this is real good shit ! [Oculus Rift]

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