Oculus RIFT Head Mounted Display 90 Degree FOV

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I dont use a button box either. I find the CSW has more buttons than I use, as did the G27 I replaced. I believe though if you could find away of blocking your vision from seeing below the bottom of your screen you wont find that shifter as easy as you do now. You dont need to look at it, but your periferial is being used more than you think. Even in a dark room your still seeing it. Dont get me wrong Ive been wanting VR since I was a kid and think it will be great in alot of games. Im just not sure about racing yet.
 
It´s just as easy in my case. Where I have it my hand just falls upon it it´s impossible to miss :D

If you have a shifter try for yourself. Close your eyes it will be just the same. The more you used the shifter the better your muscle memory will guide you right :)

But if that would be the real problem I would imagine I could live with using paddles as a compromise if it really delivers regarding anything else ;)
 
It´s just as easy in my case. Where I have it my hand just falls upon it it´s impossible to miss :D

If you have a shifter try for yourself. Close your eyes it will be just the same. The more you used the shifter the better your muscle memory will guide you right :)

But if that would be the real problem I would imagine I could live with using paddles as a compromise if it really delivers regarding anything else ;)

I know that you can remember with your eyes closed where your shifter is. In game though the shifter will most likely not match where your real shifter is located. In this case I believe your hand will go to where your seeing the in game shifter not where you remember your shifter being. I dont think grabbing things in the real world is going to match very well with grabbing them in the virtual world. If there not exactly lined up I think it could be very disorienting.
 
In most sims you can disable own arms and all that. Not crappy consoles of course it´s illegal to tweak those. I don´t think it really matters though. I mean I have cars with shifters on the left side that never bother me or confuse me in forza or GT or whatever :)
 
The thing is, disabling the in-game wheel and arms in something like iRacing and rFactor, it is COMPLETELY disorienting to not have them on. I saw a quick impressions review of using the CSW with iRacing and they had it absolutely right. The ability of the Rift to fool your brain into thinking the in-game arms are actually your arms is amazing. It really does feel that way after even only a few seconds.

This is where minimizing input lag comes in handy, because if you move your arms but the in-game arms take an additional 30ms to move it will be really awkward.


Cliff's Notes: Playing with in-game arms and steering wheel is the only way to go because you are tricked into believing they are your arms.
 
hmm okay then the shifter may become a real issue in those cockpit on wrong side. Anyway won´t matter I avoid such cars all I can if anything I go for bonnet view on them ;)

And you need sims that do correct wheel animations based on your steering lock.
Then we have all these sims that cheat with the actual driver. Which sim do we imagine will be the first to have occulus rift support?
 
Almost all of them have some support already. But I would say the first with official support will probably be pCARS or AC. As far as I know the iRacing devs are still waiting for their dev kits to show up.
 


and for those that have a rift, if you haven;t already give War Thunder a try. It already has official support, it's early days but nice to see a dev put support in so soon :)
 
I know there hasn't been a post here for a little while but I didn't want to start a new thread.

I've been following the Oculus Rift since very shortly after John Carmack showed it off. I really am hoping this is going to be the beginning of what many of us have dreamed about. I am certainly going to get one, but I also acknowledge there are problems to be overcome.

I have just been reading a forum thread (not here on GT Planet) where people were discussing various methods of adding hand tracking in game. However they were concentrating on it in a general way, so I thought we might discuss some of the problems specific to racing sims.

For starters, I have seen it mentioned earlier in this thread (I've not read it all) about arm tracking. This was the first thing that came to my mind when trying to picture what it would be like driving using OR. OK so first off what are the options available? For the purpose of racing sims the most interesting prospect I have seen is a LEAP motion sensor mounted to the Oculus Rift face plate. Theoretically that should mean that it can track your hands if they are within the FOV of the sensor. Being that it is attached to the HMD that should cover a similar range to your FOV.

However there is also the issue of a) steering wheel size and position and b) gear stick position. I am struggling to think of an elegant solution for this. If the hand tracking is 1:1 (position relative to you in sim appears as it does in reality) the only solution would be that the in game wheels are the same size as your actual wheel. I suppose that could be overcome by using a custom wheel for all cars in game (say modelled on a Momo or something). Alternatively you could have the model specific wheel, but just scaled to the appropriate size. The other solution is that the in game hands are not 1:1, however I feel this may lead to a sense of separation and disorientation. I also think there would need to be some sort of calibration to ensure your wheels position in both distance and angle matches the virtual wheel. This is further complicated by the fact that different cars have different driving positions and wheel placement.

I think the gear position could be problematic too. If for example the gear lever in game is mounted in a higher position than your real gear lever, you will have to reach your hand past the virtual gear lever. In game this will appear that you have just put your hand through solid objects like a ghost. Also if the car in game uses a sequential shifter but your real setup is mounted like a traditional car, you would be reaching for a gear lever that is invisible in game.

In the case of a wheel like the DFGT a possible solution could be to have custom versions of the cockpit so that the wheel and shifter would be appropriately placed. This could also be a solution regarding other wheels size. But I cannot think of how to resolve the issue of separate shifters. The best idea I have in this regard is that the game has the aforementioned custom cockpit models and they provide you with measurements for recommended shifter placement. So in this case you would be adapting your setup to match the game and not vice versa. They could base these custom cockpits on the design of popular racing rigs.

I also share peoples concerns with operating other equipment blind. There is the possibility of mounting a camera which you can switch to the feed of by an easily accessible button. But there are requirements and obstacles (as well as additional cost) which would make this difficult to implement too.

I really want to see the Oculus Rift succeed but realise these issues will be raised sooner or later. If you have ideas on solutions to these problems I'd love to hear them :)
 
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iRacing gets an official Oculus option next week apparently :)

From the iRacing Season 3 2013 release notes.

Oculus Rift

Added preliminary support for the Oculus Rift VR Headset Development Kit.

Follow the instructions of the dev kit to install it as either an extended desktop monitor (recommended) or as a duplicated monitor (may allow you to see on a monitor what is visible inside the Rift). The resolution for the dev kit monitor should be 1280x800.

When launching the simulator, it will attempt to detect the Rift. If it is detected, a dialog box will prompt you if you want to use the Rift. If the simulator does not properly detect the Rift, try configuring it differently on the PC.

Centering the Rift: When the simulator first launches, the 2D loading screen image will appear (as usual), about a meter way from the view point. While on the loading screen, hold your head straight and level, and press any key to re-center the head tracking. Any time after loading completes, such as on the replay screen or while driving, you may use the assignable hot key (options screen, default is ‘;’) to re-center the head mounted display (HMD). You may want to assign this command to a button on your wheel, to make it as easy as possible to re-center if necessary.

VSYNC is optional when the Rift is enabled, specified via the graphics options screen. VSYNC is recommended to prevent tearing, but many report less latency and better tracking with it disabled.

Multisampling is supported with the Rift. The number of samples per pixel is specified in the graphics options screen (AA #samples) and is applied to the Rift’s display if supported on your GPU.

The user interface screens now pan (to a limited extent) with head tracking. This allows navigation of the garage and options screen within the Rift. It also allows the black boxes and other driving UI to be viewed while driving. This is a work in progress.

In general, achieving higher frame rates is very important when using the Rift. Reduce graphics quality as necessary to achieve low latency head tracking.

There are several new options located renderer.ini related to the Rift as follows.

[Oculus Rift] CorrectYaw=1 ; Enable magnetic yaw correction CorrectPitch=1 ; Enable gravity based pitch correction UsePrediction=1 ; Enable motion prediction PredictionTimeMS=20 ; How many milliseconds to use during prediction ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics options settings PanUserInterfaceToEdge=0 ; Allows user interface to pan further with head tracking

ForceVSYNC causes VSYNC to be enabled whenever the Rift is in use. When set, it overides the setting from the options screen only for the Rift. We don’t currently set this option by default because it increases controller lag and head tracking latency on some PC's.

The CorrectYaw and CorrectPitch settings, when enabled, use the Rift’s magnetometers (for yaw/magnetic fields) and accelerometers (for pitch/gravity) to help correct any drift accumulated during driving. When Yaw correction is enabled, whenever you recenter the Rift (using the hotkey) a magnetic calibration will automatically begin – the calibration will automatically complete after the headset is rotated over a large enough range (it helps to look around after initiating the calibration).
 
Is this the first racing title with official support? Are there any other games (not racing) with official support? Thanks.
 
napalmhardcore
I know there hasn't been a post here for a little while but I didn't want to start a new thread.

I've been following the Oculus Rift since very shortly after John Carmack showed it off. I really am hoping this is going to be the beginning of what many of us have dreamed about. I am certainly going to get one, but I also acknowledge there are problems to be overcome.

I have just been reading a forum thread (not here on GT Planet) where people were discussing various methods of adding hand tracking in game. However they were concentrating on it in a general way, so I thought we might discuss some of the problems specific to racing sims.

For starters, I have seen it mentioned earlier in this thread (I've not read it all) about arm tracking. This was the first thing that came to my mind when trying to picture what it would be like driving using OR. OK so first off what are the options available? For the purpose of racing sims the most interesting prospect I have seen is a LEAP motion sensor mounted to the Oculus Rift face plate. Theoretically that should mean that it can track your hands if they are within the FOV of the sensor. Being that it is attached to the HMD that should cover a similar range to your FOV.

However there is also the issue of a) steering wheel size and position and b) gear stick position. I am struggling to think of an elegant solution for this. If the hand tracking is 1:1 (position relative to you in sim appears as it does in reality) the only solution would be that the in game wheels are the same size as your actual wheel. I suppose that could be overcome by using a custom wheel for all cars in game (say modelled on a Momo or something). Alternatively you could have the model specific wheel, but just scaled to the appropriate size. The other solution is that the in game hands are not 1:1, however I feel this may lead to a sense of separation and disorientation. I also think there would need to be some sort of calibration to ensure your wheels position in both distance and angle matches the virtual wheel. This is further complicated by the fact that different cars have different driving positions and wheel placement.

I think the gear position could be problematic too. If for example the gear lever in game is mounted in a higher position than your real gear lever, you will have to reach your hand past the virtual gear lever. In game this will appear that you have just put your hand through solid objects like a ghost. Also if the car in game uses a sequential shifter but your real setup is mounted like a traditional car, you would be reaching for a gear lever that is invisible in game.

In the case of a wheel like the DFGT a possible solution could be to have custom versions of the cockpit so that the wheel and shifter would be appropriately placed. This could also be a solution regarding other wheels size. But I cannot think of how to resolve the issue of separate shifters. The best idea I have in this regard is that the game has the aforementioned custom cockpit models and they provide you with measurements for recommended shifter placement. So in this case you would be adapting your setup to match the game and not vice versa. They could base these custom cockpits on the design of popular racing rigs.

I also share peoples concerns with operating other equipment blind. There is the possibility of mounting a camera which you can switch to the feed of by an easily accessible button. But there are requirements and obstacles (as well as additional cost) which would make this difficult to implement too.

I really want to see the Oculus Rift succeed but realise these issues will be raised sooner or later. If you have ideas on solutions to these problems I'd love to hear them :)

The biggest hurdle to overcome will be people not getting sick, so screen refresh rates and motion blur will have to be eliminated to be fluid and quick. Second thing any VR headset needs to address for VR to increase traction among consumers problem will be the lack of resolution being a big turn-off for people expecting too much initially. Then, and only then can we gain a big enough community to have people provide solutions to the problems of physical vs virtual allignment you posed.
 
The biggest hurdle to overcome will be people not getting sick, so screen refresh rates and motion blur will have to be eliminated to be fluid and quick. Second thing any VR headset needs to address for VR to increase traction among consumers problem will be the lack of resolution being a big turn-off for people expecting too much initially. Then, and only then can we gain a big enough community to have people provide solutions to the problems of physical vs virtual allignment you posed.
In regards to the motion sickness, there is only so much that can be done. People get motion sick when their eyes show them one thing but their inner ear tells them another. For example one of the best ways to reduce sea sickness is to ensure you can see the horizon. The reason people feel nauseous when using OR is because their eyes tell them they are moving but their body doesn't. Also I've heard the majority of people acclimatise to it after a couple of uses.

I know there is ongoing work to reduce latency. I read an article which summarised some of the things John Carmack was working on to do this. My brain nearly melted by the end but I got the gist.

The development kit comes with a 720p resolution, but I know they want to implement 1080p for the consumer version. Apparently in a 1080p prototype, the screen door effect which people have described with the development kit version is only perceptible if you are looking for it. And again they are constantly experimenting with display types to try and eliminate this.
 
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The biggest hurdle to overcome will be people not getting sick, so screen refresh rates and motion blur will have to be eliminated to be fluid and quick. Second thing any VR headset needs to address for VR to increase traction among consumers problem will be the lack of resolution being a big turn-off for people expecting too much initially. Then, and only then can we gain a big enough community to have people provide solutions to the problems of physical vs virtual allignment you posed.

I guess it's just my body has a high tolerance for this kind of stuff, but I just don't understand how/why people are getting sick. No one in my family that has tried it has complained of any sickness or nausea either. It just seems strange to me. I've had my Rift on for 3 hours straight one time and didn't feel a bit of headache or nausea. I understand what is going on from a physiological standpoint, I just don't understand why one person puts on the Rift for 5 minutes and feels nauseated while another person doesn't feel it at all. What makes us so different?

But as Oculus has stated, their biggest concerns right now from a hardware standpoint are increasing the resolution and decreasing input lag, so I guess that should allow those people who are getting motion sickness for whatever reason to eliminate it or at least feel less.

Many people are thinking, oh, well 720p to 1080p won't make that much of a difference. But due to the optics of the Rift, and the fact that the consumer version is supposedly going to have a 5.5" screen instead of a 7" like we have now, that 1080p screen is going to be a huge jump.

I still don't think the resolution is THAT bad right now. Yes I can see the screen door effect, but after a couple minutes I barely even notice it unless I make myself see it.
 
[/QUOTE]

More like exclusive fake crap we came up with. This site is just trying to get views with a concept render they made based on a single quote. I love that fake resolution of 2160x1920 those will be easy to find and the PS4 will have no trouble rendering at that resolution LMAO. They then say the resolution would be 960 x 1080 per eye, what idiots. Nothing to see here.
 
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I think it's cool that Sony sees value in the Oculus Rift, but I don't see why they would have to make their own HMD. Why not just make the PS3 compatible with the Oculus Rift?[/QUOTE]

i think thats what the videos message was, oculus could teams up with sony to make the rift work with ps4, of course it would have the sony branding on it too.

funny thing is im sure i read somewhere a fair while back that sony was working on its own vr headset
 
Well technically its merely a personal viewer, not intended for virtual reality because you can see the edges of the screen and there is not head tracking capability, but yes its crap for $900. No way dudes.
 
Well technically its merely a personal viewer, not intended for virtual reality because you can see the edges of the screen and there is not head tracking capability, but yes its crap for $900. No way dudes.

I remember reading reviews for it. For $900 yes it is crap. But in and of itself apparently it wasn't bad.
 

I think it's cool that Sony sees value in the Oculus Rift, but I don't see why they would have to make their own HMD. Why not just make the PS3 compatible with the Oculus Rift?[/QUOTE]

That's kind of what Sony (and the other console makers for that matter) does to make money. Unless Oculus pays them a licensing fee, there wouldn't be any money in it for them.
 
The money would be in console and game sales for those who otherwise wouldn't buy it.

I won't be buying a PS4 or any next-gen console if the Oculus Rift is successful. The problem is, once you play games on the Rift, going back to playing on a regular monitor is disappointing.

So if the PS4 supports it, I'll buy the console, and the games. I'm sure I'm not the only one out there.
 
Took a quick look in their FAQ, which only vaguely answered my question.

Does anybody know what sort of hardware is going to be recommended for this? Would it require more, less, or the same graphics card power compared to a normal monitor?
 

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