Malevolent-Gaming

a sarcastic bas'tad's view on the scene
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 Post subject: Oculus Rift at e3?
PostPosted: Jan 24 2013 5:11 pm 
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I hope they have it. I want some way to support this tech but I'm a poor bum who likes expensive things.

Sooo my interest isnt for the porn capabilities, but for the MMO's. I'm thinking it must be really trippy the first time you put that thing on right? I can sit all day and think of all the possibilities...sigh.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Jan 24 2013 11:04 pm 
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I ordered a dev kit during the Kickstarter. Supposedly, they'll be shipping them near the end of March.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Jan 25 2013 9:39 am 
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Entroper wrote:
I ordered a dev kit during the Kickstarter. Supposedly, they'll be shipping them near the end of March.


So much awesome.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Feb 05 2013 9:41 pm 
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I am ready.


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Feb 27 2013 12:05 pm 
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I want


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Feb 27 2013 2:09 pm 
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THE FUTURE IS NOW

Entroper, when do you get you dev kit?


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Feb 27 2013 3:40 pm 
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MBB wrote:
THE FUTURE IS NOW

Entroper, when do you get you dev kit?


Kickstarter sent another update this morning. They're still on track to begin shipping in mid-March. I'm still not getting my hopes up of having it in my hands until sometime in April.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 18 2013 8:20 pm 
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WHERE IS THE OCULUS RIFT ENTEORPER!?!! WHER EIS IT!?!

I hear that they're not giving you guys Doom III with it. Which really sucks. Are you going to have any games at all to dink around in when you get it?


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 19 2013 12:10 am 
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MBB wrote:
WHERE IS THE OCULUS RIFT ENTEORPER!?!! WHER EIS IT!?!

I hear that they're not giving you guys Doom III with it. Which really sucks. Are you going to have any games at all to dink around in when you get it?


Just this one silly little game called TF2 from a lesser known company called Valve. :)

We get free Rift hats, too.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 19 2013 1:42 am 
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TF2 support out of the box? Nice.

Are you going to wear your hat to work and show off?


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 19 2013 11:48 am 
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It's a TF2 hat. Like, your character in the game wears a Rift on his head.

The Rift is being delivered to my office at work, so yeah, I'll be showing it off. :) I work for a video streaming company, people are pretty excited about the tech.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 19 2013 4:12 pm 
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Unboxing and office visit over at The Verge.


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 20 2013 9:29 am 
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Entroper wrote:
It's a TF2 hat. Like, your character in the game wears a Rift on his head.

The Rift is being delivered to my office at work, so yeah, I'll be showing it off. :) I work for a video streaming company, people are pretty excited about the tech.


This is weird but I'm excited for another human being having something I don't.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Mar 21 2013 6:28 pm 
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Entroper wrote:
I work for a video streaming company, people are pretty excited about the tech.


I told people at my office and they're geeked about it too (AV association). Unfortunately none of the staff computers have the graphics power to run it, so not sure if an in-office demo is possible.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 04 2013 4:49 pm 
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IT'S APRIL.

WHERE IS THE OCULULSSFUS RIFT!?!?!1111

WHERE IS IT!?!??!?!!!!!!!!!!?


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 04 2013 4:51 pm 
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Uh oh. He's gone Bale Batman.


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 04 2013 9:23 pm 
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They shipped one batch of a couple hundred units before GDC, then didn't resume shipments until Tuesday. Mine went out yesterday, and should be here next week.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 10 2013 3:43 am 
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Wow. So much to say.

I'm not going to go into the slick carrying case and all the included cables and power converters and shit, you guys can read that on a million blogs.

The first thing I tried was what's called the tuscany demo, which is downloadable from the developer site. You just walk around inside a small building with stairs, and you can go out on the balcony upstairs or out the front door downstairs, and look at a fountain and some mountains. Not a lot to see, just a place to walk around in and get a feel for the experience.

The first thing I thought was, those are some mighty big pixels, and a lot of fuzz when you move your head. And then the next thing I thought was, holy crap, looking around feels like nothing. I mean, it feels like looking around. It feels so MUCH like looking around that it doesn't even occur to your brain that you have this thing on your face that's pretending to be the world. So then I just started looking everywhere and marveling at the utter lack of feeling that anything out of the ordinary was happening.

So then I started moving. W goes forward, yup, and if I hold it down and turn my head, I still keep moving in the direction that I'm looking. I don't think I like that, but it's cool for now, let's see what HOLY SHIT. Okay, so S is a lot more interesting than W. S makes you go backwards, and going backwards gives me a severe feeling of vertigo. I try going forward a lot more, and I don't get any vertigo, and I try backwards again, and yep, really intense vertigo. Feels just like I'm falling. Very weird. I'm so used to WASD controls, that I keep accidentally backing up from things, and inducing the vertigo, but after a minute I've trained myself not to do it.

All of the ledges in the demo have railings. Cute. They don't want me to fall over the edge. This will become important later on.

I try clicking through a list of Oculus links, some are YouTube videos in the Rift format, some are WebGL apps, most of them don't work because the depth convergence is all wrong. Like they were recorded in the wrong aspect ratio or just don't have the right parameters set. Alright then, on to TF2.

You REALLY need to calibrate it. It's incredibly important to get the distance to the screen right, and then get your inter-pupillary distance (IPD) set in software. TF2 has a nice 8-way calibration to set the viewing frustum for each eye. I played for about 20 minutes before stopping and reading the wiki on how to calibrate, and then once I did, it was like night and day. The depth suddenly felt normal, and I wasn't having to try to process it at all. I felt a strange feeling of relaxation come over me, and I leaned back in my chair and played for an hour, completely relaxed and immersed. One thing you don't want to do is change the IPD during play, as this will cause intense, searing eye strain faster than you can blink. Luckily, I already knew that from my red/cyan glasses experiments ages ago. So when I went back to the demo, I would close my eyes, adjust a bit, and open them to check. The demo felt a lot better after the adjustment, too. Before, it felt like the depth was a little bit squashed, like the world wasn't actually deep enough. Kind of like looking through a zoom lens.

I played only MannCo (co-op vs bots) TF2, and since it was an actual game, I was back to pressing S a lot. The good news is, with the calibration right, the vertigo is a lot less intense, and actually after a while, I stopped getting it. I do get it every time I walk off a ledge, though, and boy do you do that a lot in TF2, you just never thought about it before. A few times I got rocket-blasted way in the sky... yeeeeeeesh. But I was prepared for the feeling, and this time it was actually exciting, like riding a roller coaster. Awesome. :)

I want to play other games with this. I really, REALLY want iRacing to support this (the devs have said that they ordered kits, so this will probably happen). And I absolutely can't wait for Star Citizen.

Also, I got laid off on Friday. So I have lots of time this week to tinker with the thing. I want to see what a flat-shaded polygon game looks like. Think something like Starfox. I've already signed on to writing a C# implementation of the SDK on github. I've gotten as far as successfully detecting the Rift display and the motion sensor.

They need a better screen. And they'll definitely have one on the consumer product, which isn't supposed to launch until next year. The resolution is 1280x800, which doesn't sound that bad (slightly more than 720p), but when you watch a 720p video, it's 2 feet away from you, it's not on your freaking face. Not only is the screen literally 3 inches from your eyeballs, but the optics actually expand the image. I can almost resolve subpixels. Once you have the thing dialed in and you play for a minute, you don't pay attention to it anymore, but you can definitely still see a need for more detail. It's a bit like you're wearing a ski mask, and the glass is a bit cloudy, making everything a bit fuzzy.

Most of the text in TF2 is unreadable. They just didn't work on adapting the interface for the Rift. It's kind of annoying when people are talking to you in chat and you have no clue what they're saying. But in the tuscany demo, you can hit spacebar to bring up a menu, and that's perfectly readable. You just have to render the text large enough.

The HUD in TF2 is pretty good, it just floats at a fixed distance in front of everything. It's a bit immersion-breaking when it isn't in front of something, like when you walk right up to an object and you see the HUD kind of "clip" into it, though it doesn't actually clip, so it's... visible... inside the opaque object. I'm having difficulty describing it, because it doesn't make physical sense. I really think that any game that puts the player into a cockpit is going to be a great experience, because then the range of motion that makes sense for the player is fairly small, and most of the motion comes from the car or plane or mech or whatever the player is driving.

The dev kit only has rotational tracking, not absolute positioning. As a result, the software has to estimate translations based on a predicted model of your neck. When I look down over a ledge, I can't really look OVER the ledge, even though my body is trying to lean way forward, the Rift just isn't able to tell anything other than I'm looking down. So it's currently like a Wiimote without Motion Plus. Again, another thing that's expected to be solved for the retail version.

Thus far with about 2 hours of use, I've had no eye strain, no motion sickness, only the brief bouts of vertigo that may or may not be unpleasant depending on your tolerance for such things. :)

I did have one unpleasant side effect after my first long session with TF2. I could not read text on my normal monitor or use a mouse. What I mean is, I would try to scan a line of text, and my eyes would be jumping all over the place, skipping ahead and then going back too far. And I kept overshooting and undershooting the mouse pointer when trying to click on things. I got up and walked around for about 10 minutes, and then I came back and was fine. And I think I know the problem: latency. I wasn't getting a sustained 60 fps in TF2, and there was just enough latency that my eyes started getting used to lagging slightly behind when I turned my head. My brain adjusted to the slight delay, and I wasn't noticing it after the first 15 seconds or so, but after taking the thing off, my brain wouldn't stop compensating while trying to read text on my stationary monitor. For my second long session, I turned down the graphics options, and was locked at 60 fps with vsync. Much better, no difficulty reading or using the mouse afterward, and obviously a smoother experience in the game.

60 fps is now the minimum necessary framerate. And it's only just enough to make looking around with your head feel smooth. When you flick the mouse to turn quickly, it doesn't feel smooth. You can tell that you're getting a series of disjoint steps. Of course, the display doesn't support anything higher than 60 Hz, so we're stuck with it for now. I'm hoping for 120 Hz at retail, but we'll see. I doubt that devs will want to try to make their games run that fast, anyway. Again, it won't be as much of an issue in games without mouselook.

That's all I've got for tonight. :) This is only the first step. I feel excited for hardware again, like when the term "GPU" had just been coined, and you could see what was coming a few years down the road. There will be iterations with higher resolutions, higher refresh rates, better sensors, hardware-adjustable IPDs, and lots of things nobody has even thought of yet. I'm looking forward to better games and a better Rift. :D

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 10 2013 7:19 pm 
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I got to try it out today after work. WOW.

I'm nearsighted, but not terribly so. The rift comes with different sets of lenses for us myopic folks, in varying strengths. I tried it with the standard "plano" lenses, and it was ok. Not as bad as real life without my glasses, but still a bit fuzzy. I really noticed it when the text menu came up and I couldn't read it :(

Swapping in the corrective lenses was like night and day. Everything was soo much clearer. I could still see pixels of course, but at least they were no longer fuzzy pixels. Also, my PD is a lot wider than Entroper's, so he had to adjust that for me as well.

I didn't get any vertigo from moving backwards, but I think I have all of my years of marching band to thank for that. I did get pretty severe vertigo when strafing though.

Also, we found something that you should never do to someone using the rift. I was sitting in my chair just looking around, and Entroper forgot I was connected and tried to use his mouse on his PC. This instantly started whipping my view around. Not pleasant at all!

Overall, this is a seriously cool piece of kit. I really wanted to try out a game with it, but unfortunately I suck at TF2, and getting killed repeatedly wouldn't give me a very good feel for what the experience is like.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 12 2013 11:36 pm 
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The sense of relaxation is really startling. I think it's actually more relaxing than playing a game on a normal screen. You never want to sit on the edge of your seat and lean forward, you just sit back, keep your arms relaxed, and look around.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 21 2013 7:26 am 
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Quote:
They need a better screen.


It's starting to hit me how important this is. I'm typing this looking at a 1920x1200 monitor from a distance of 2 feet. The Rift has a 1280x800 display sitting 41 millimeters away from your eyeballs. And it's magnified. The difference in effective resolution is just under an order of magnitude after you account for the size of the screens. To say that 1080p isn't going to be enough would be a severe understatement.

It's kind of like the graphics clock has been turned back about a decade. Even though there are 4x the pixels on this display compared to a PS2-era game, the graphics look and feel somewhere in between N64 and PS2 quality. Not only that, but the minimum framerate has now doubled, and some games are going to want more. So a GPU needs to render something like 2560x1600 at 60-120 fps, and it needs to render all the geometry twice, into a texture, and then barrel-distort that texture onto the screen. And did I mention, it helps if you oversample a bit in the render-to-texture stage, because the barrel distortion will stretch the pixels in the center of the image. Something like 25% in each dimension, so now you're rendering in ~2000p.

So if VR catches on, there will actually be a use for ultra-high-end graphics cards again. Which is exciting, since I kind of stopped caring about the latest GPUs during the 360/PS3 era.

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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 24 2013 6:09 pm 
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Cool.


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 Post subject: Re: Oculus Rift at e3?
PostPosted: Apr 25 2013 6:55 pm 
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You guys are AWESOME. :lol:

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 Post subject: Re: Oculus Rift at e3?
PostPosted: May 08 2013 4:45 pm 
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 Post subject: Re: Oculus Rift at e3?
PostPosted: May 09 2013 1:01 am 
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I got my poster and t-shirt today! Woo.

I did get to demo it for a few friends this evening. One got motion sick, and the other was totally blown away. I found a .torrent of like, 50 indie demos that people have thrown together, so I'll be playing around in VR some more tonight. :)

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