Oculus RIFT Head Mounted Display 90 Degree FOV

  • Thread starter ibuycheap
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Love this...it's the little 'obvious' things that will make this a success. When VR hit 20+ years ago we weren't ready for it, now we have the tech and more importantly the internet and communities to share ideas :)
 
Yeah that's why positional tracking is something they want to get into the retail version so badly. It just makes it that much more realistic.
 
Apologies if this has been posted already but it seems relevant and interesting:


That was a cool video, because although the rift by itself is a neat head mounted display, you can't call it a true virtual reality device yet until they incorporate all the other things covered in this video such as: body part emulation, positional head tracking, an intuitive motion control method options (like game control menu options only for body movement). I like his "human joystick" method but the only thing I would change is that to move forward you would only need to lean forward so that you could achieve motion whist seated comfortably on a couch. That will be a big issue for developers to wrinkle out because unlike a console that comes with a standard controller to match all games, this requires a little ingenuity to make walking around in a virtual world feel intuitive and fluid. Besides that problem, the rift is as exciting as is gets for techies like me! I remember watching "The Lawnmower Man" and thinking that the technology seemed like such a logical next step and that it would be here in 5 years, but then had to wait another 20 or so to make it happen.

Edit: Also, I originally had imagined that for hand tracking they would use the in-game characters animated body and match the movements to the OR users via cameras or ir gloves, but this looks like that camera uses almost like a blue-screen technology to cutout the actual image of the users body and insert it into the game, which is just... wow! It will be weird to see my bare arms instead of a fire suit on my racing game driver as he (we) zoom around Monaco in a Ferrari F1 car, haha
 
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I cannot wait to be playing FPS games in VR. I have been waiting for 25 years and its almost here!!!

I can just imagine playing Resident Evil, it would scare the "bej*s*s" out of me. Walking, walking, stop, open a drawer looking for a clue. Turn around and there are two of those skinless Doberman's snarling and growling. "Pause" button. :D

this is where the Rift will shine.. racing games might suck but RE or a good FPS :drool:
 
It's interesting the different opinions people have about which games will shine or not. I think third person games like Resident Evil or Deadspace will be really awkward. I also think racing games and flying games are absolutely ideal for this technology.

Many people who have tried the Rift with games like Team Fortress 2 or other FPS games say it feels awesome but they feel like they want to walk with their own legs and they have to keep from getting up and walking away, haha. But racing games, flying games, mech games, etc should be absolutely perfect for this technology due to the fact that in real life you are sitting down in a fixed position anyways.
 
It's interesting the different opinions people have about which games will shine or not. I think third person games like Resident Evil or Deadspace will be really awkward. I also think racing games and flying games are absolutely ideal for this technology.

ya true superbike with RE I more or less meant a game with the atmosphere like original Silent Hill series on PS1 (if played in FPS perspective) me & daughter used to crap our pants going into rooms back in the day lol. as you say 3rd person would be wrong really as its you you're looking at while 'IN' the game lol but FPS, Flight Sim & hopefully racing will be well suited to it.
 
this is where the Rift will shine.. racing games might suck but RE or a good FPS :drool:
Personally i agree that racing games will suck, just my opinion. have such an awesome rig, triple 55" HDTV's, button boxes, tach etc, etc. Soon i will have a dash with real gauges. The immersion will be incredible, just can't see any benefit for a small screen in 3D, such as the Rift, compared to the awesome immersion i have now

i think for those without a rig, even without a wheel the Rift will be a great step up. i think for a lot of people with good rigs you won't see to many using the Rift, again, just my opinion.
 
I don't think racing games will suck at all. they seem pretty perfect for it. Cockpit environment and all. See Hawken. People that don't race to begin with or that are not accustomed to such things of course will be the ones that do most of the reviews since game journalists are a bunch of weenies. LOL
 
Since some people seem to be having trouble with this, flat out ignoring simple facts, let's think about in it's most basic form....

Having a 110 degree diagonal field of view means this isn't a "small screen in 3D" when it's on your head. This is a 110 degree angle:
angle_110_32588_md.gif


Doing some rough math, that is the equivalent of a 39" screen area 2" from your eyes. Normally we can't even focus that closely, so I guess some people have a difficult time understanding that.

That's why the simple answer is that right now, as-is, the Rift dev kit provides more immersion than any screen setup out there, even 3 55" screens.

The problem right now is low resolution which contributes to screen door effect, but when the updated dev kit comes out near the end of this year with a 1080p screen and then the consumer version in 2014 with 1080p or better, it's going to absolutely blow away anyone who tries it, unless they are so stuck in their ways that they don't want to believe it. Give it another year after that and we will likely see 2560x1600 screens in it, maybe even some curved OLED screens for even more FOV.

I don't understand why that is so difficult for people to understand.
 
Well this comes kinda as I expected: Anton Belev (Bloody) has given his impressions...
Maybe the dev kits are for the true hardcore enthusiasts, personally I can wait but think we will see a few of these on auctions after some have their fun with them.


"After trying all of the above demos and TF2 I can say I’m quite pleased with the results and how well the Rift works in overall, lets not forget that this is still a developer kit and it is intended to help developers get to know how to work on VR applications supporting the device and be ready to have them running great with a further improved consumer version. The Rift shows a great potential, even though there are areas that need improvement in order to provide even better user experience, the headtracking is good, but we still need improvement in the display as well as further tweaking the software and improving the support.

The Oculus Rift is much better in terms of immersion as compared to all other HDM devices that I’ve tried so far, mostly due to the larger FOV it provides and with a bit more improvement and refining it can really lead to bringing affordable virtual reality experiences to everyone.

For now however, unless you are a software developer or an enthusiast interested in researching or programming VR applications you’d probably want to wait for the consumer version of the Rift. If you are a normal consumer and have the chance of trying out the Oculus Rift developer kit you should give it a try, but probably it will not be a good idea to order a kit yourself, better wait for the improved consumer version and for more content supporting the Rift to become available."


Whole article here
 
Many people missed the recent discussion by Oculus that a developer kit version 2 is coming up near the end of this year. This dev kit will more closely match the consumer version, likely with a 1080p screen and positional tracking included. It will likely maintain the $300 price point, and they are currently aiming for a $250 price point for the consumer version in 2014.


Many of these "first impression" reviews leave out the fact that both the VorpX developer and Vireio Perception developer have received their dev kits. Which means within weeks we should have about 75 games working with the Rift dev kit. That's plenty of content to tide me over until dev kit V2 and then eventually the consumer version.

I agree that most people should wait, because we're still in the "teething" stage and most people wouldn't be happy with the screen quality just yet. I'm a big enthusiast for VR and a perpetual early adopter so I ordered mine as soon as I found out it existed. Besides, $300 isn't a huge purchase anyways.
 
That's all good Steve but if Sony had a dev version of the PS4 or Microsoft with the 720 (whatever it is) with limited resolution and only tech demos for it I wouldn't buy those just now neither. It seems this device has been used as a funding tool with the increased hype/marketing.

Especially if they have announced a dev2 kit being a possibility.
While fascinating their is still a long way to go yet but good on you guys laying down your coin. What matters is you enjoy it and get to 1/2 experience it (kinda) now.

Also what happens if companies like Apple/Microsoft/Sony/Samsung enter into this market with their own new attempts at VR?

Will this be the new "i" device and would such large companies not want a piece of the pie if indeed it becomes a global entertainment solution? Or will it remain for the tech geeks, mmmmm?
 
T
Also what happens if companies like Apple/Microsoft/Sony/Samsung enter into this market with their own new attempts at VR?

I hope they do. I'm grateful for Palmer Luckey and Oculus getting things started, but competition pushes performance and that's a good thing for consumers. I hold no loyalty to Oculus, so if Apple or Samsung or anyone else comes with a better device that significantly improves the experience, I'll be the first in line to buy it.

Oculus has mentioned they do have patents on some of the technology, but they didn't get into specifics.
 
Im not against the tech just that I'm referring to why some are in such a rush to buy it (the dev kit Mk1) now and if anything especially as it still needs a lot of development.

I wonder if their business presentation and forecasts took into account a large branded electronics company bringing out something similar? Oh it may not happen but if anything they are making it even easier for them as these such companies now will have easy access to their "technology" with their what seems "open development programme".

A lot can happen but to me they have a lot to achieve before this is assured being a success.
 
and I agree :) I hope it gets others into it. I wanted it 20 years ago but it was clunky, expensive and didn't do the job...now we have a chance to do it better..I'm in :)
 
Im not against the tech just that I'm referring to why some are in such a rush to buy it (the dev kit Mk1) now and if anything especially as it still needs a lot of development.

I wonder if their business presentation and forecasts took into account a large branded electronics company bringing out something similar? Oh it may not happen but if anything they are making it even easier for them as these such companies now will have easy access to their "technology" with their what seems "open development programme".

They have a lot to achieve before this is assured being a success.

lol..mate you seem to talk as though it's thousands of dollars. It's $300 which is around £230.
I paid £30 for Wreck it Ralph 3D bluray a couple of weeks ago from the US :D
Surely its about value for money, not how much it cost. Wreck it Ralph was worth it for me cos it was/is still in the cinema here. I watched it 3 times in 10 days, my g/f watched it and my son with his g/f watched it. That would be the equivalent of 6 cinema tickets (approx £12 a time for 3D here) and I sold it on for £24 I think :)
I will get plenty of hours out of Oculus Rift and when the time comes I'll probably sell it on for £150 or something and get dev kit 2.
 
The Oculus Rift at $300 is a fairly cheap electronics purchase. $300 will barely buy you a 32" LCD TV. I think that's a pretty good deal. The estimated price of $250 for the consumer version is an even better deal.

I know several people that go out with some friends and spend way more than that on just alcohol and food in one night.

If the $300 is a significant sum to someone, they have every right to wait. But if someone has the money and feels it's worth it, even with the current drawbacks, I see no reason why they shouldn't buy it right now.
 
I don't recall ever saying anything about the price being an issue guys. I guess, personally I miss the reasons/excitment that some of you see regards the experience. Well I mean currently at this early "dev stage" that make it tempting enough to really want it but fair play to you guys.

It's no biggie.

Importing movies, yes done it plenty too Steve, since "Cut-Throat Island" spending approx £30 a movie for imported Laserdiscs just to experience dolby digital before it was in the UK too :)
 
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I don't recall ever saying anything about the price being an issue guys. I guess, personally I miss the reasons/excitment that some of you see regards the experience. Well I mean currently at this early "dev stage" that make it tempting enough to really want it but fair play to you guys.

It's no biggie.

Importing movies, yes done it plenty too Steve, since "Cut-Throat Island" spending approx £30 a movie for imported Laserdiscs just to experience dolby digital before it was in the UK too :)

My point was it's about value for money and this isn't a pricey bit of kit :)
 
I don't think racing games will suck at all. they seem pretty perfect for it. Cockpit environment and all. See Hawken. People that don't race to begin with or that are not accustomed to such things of course will be the ones that do most of the reviews since game journalists are a bunch of weenies. LOL

Well for one, I won't be able to see my button boxes, two, won't be able to see my wheel. Three, won't see my telemetry, none of my black boxes. You will see only what the developer of that racing game wants you to see. To me that's just lame. I would try getting 55" 3D TV's and see if that works in triples. In fact Shaun at ISR has done just that, although he used 24" monitors, he says it is awesome.

I have said this before and I will keep saying this and keep in mind, it is just my opinion. The Rift will be fun for 1st person shooters, the kind of game that requires A=shoot, B=walk, direction pad for direction, C=change gun.

Of course there will be the hardcore guys that will swear the Rift has knocked 2 or 3 seconds off there time, because it's the next best thing since spark plugs :D

I won't even try it for racing, old school racing here, don't give a crap about losing what I see in my cockpit now. Besides my dash, the only thing I want is movement as in Sim Experience and that is down the road a year or so.
 
Well for one, I won't be able to see my button boxes, two, won't be able to see my wheel. Three, won't see my telemetry, none of my black boxes. You will see only what the developer of that racing game wants you to see. To me that's just lame. I would try getting 55" 3D TV's and see if that works in triples. In fact Shaun at ISR has done just that, although he used 24" monitors, he says it is awesome.

I have said this before and I will keep saying this and keep in mind, it is just my opinion. The Rift will be fun for 1st person shooters, the kind of game that requires A=shoot, B=walk, direction pad for direction, C=change gun.

Of course there will be the hardcore guys that will swear the Rift has knocked 2 or 3 seconds off there time, because it's the next best thing since spark plugs :D

I won't even try it for racing, old school racing here, don't give a crap about losing what I see in my cockpit now. Besides my dash, the only thing I want is movement as in Sim Experience and that is down the road a year or so.

I agree about needing or wanting (whichever way you look at it) to see your equipment but I have a feeling it wont be far behind where we have either an augmented reality feature or even digital overlays.
Imagine taking a digital pic of your cockpit. Putting it in the game and having it as an integrated overlay in the cockpit on screen. Because you are holding your wheel and in the game you see that you are holding your wheel, everything will be exactly where it is in real life..and you will be able to reach out and touch your controls.
It may sound iffy but I can picture it in my head :)
 
I've got the CSW wheel with the DSD side panel button "boxes" and I spent a couple hours total training my muscle memory so I can get every button on the first try with my eyes closed. It's quite a few buttons too, roughly 45. During the race I've never used more than a few buttons anyways. Change black boxes, change selection, increase/decrease selection, push to talk, reset, quick pit options (Xpadder), etc. If you can't memorize where those buttons are on your wheel or button box without looking at them, try harder, it's EASY.

For me it's all about immersion, a racing driver doesn't see telemetry or "black boxes" (even though we will be able to see iRacing's black boxes perfectly fine), he see's his interior. With the Rift you will feel like you are in the car, you will feel like the driver's arms are your arms. You will see what the driver sees, that's REALISM which is the whole point of this. We are no longer looking at a game environment through monitors, televisions, or projection screens. We are being put into the game environment with the screen taking up our entire vision and low-latency head tracking following our movements.

THAT is immersion.

Also, Oculus is working on other VR-related peripherals. So in a few years (maybe sooner?) we should be able to have complete control of the driver's hands and be able to operate in-cockpit buttons/switches simply by moving our hands around.

I'm sure there are some groups of people who won't want to try it out, the elderly for example, but for everyone else, if the consumer version takes off, this will be a game changer.
 
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I agree about needing or wanting (whichever way you look at it) to see your equipment but I have a feeling it wont be far behind where we have either an augmented reality feature or even digital overlays.
Imagine taking a digital pic of your cockpit. Putting it in the game and having it as an integrated overlay in the cockpit on screen. Because you are holding your wheel and in the game you see that you are holding your wheel, everything will be exactly where it is in real life..and you will be able to reach out and touch your controls.
It may sound iffy but I can picture it in my head :)

Or you could just drive cars that have telemetry in the dash like the GTR or FXX.
 
When pCars has this working then yeah, I will show more interest and the true opinions from user experiences will appear specifically for simulation or racing games.

Look forward to this happening.
 
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The VorpX driver currently supports several racing games, including rFactor.

But yeah, first party support from the likes of pCARS, iRacing, Assetto Corsa, etc is going to take some time, I'm hoping we'll see it within a few months.
 
And they, not Oculus will be leading the forefront on how sim racers need to interact with vr. So hopefully the people at Oculus will work together with sim racing community developers to uncover radical new solutions to problems only true hardcore sim racers would know about, such as how to integrate the vitual world with custom button boxes.
 
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