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Oculus Rift VR Development Kit...

Posted by dgreen02, 19 August 2013 · 492 views

oculus oculus vr virtual reality nerdgasm
Oculus Rift VR Development Kit... Finally received it today! This thing is totally awesome, will include a write up with my next developer journal update, also will have full integration into my game engine. I've already got it half way integrated, at least the detection part...had that done before it got here :-p

Mmmmmm, the 720p screen is good, but 1080p will be a nice upgrade. ( divide by two to get total resolution for each eye ... 720p = (1280x720) /2 ... 1080p = (1920x1080) /2 ... ) but the effect is so cool it's not a big deal at all. Actually I think the native resolution for this version is 1280x800 so each eye lens gets 640x800 resolution.

The first time I put it on I had a nerdgasm after a few seconds LOL, had to take it off. Looking down and not seeing my legs blew my mind haha...

Check out some nudes ...

Carrying case = awesome.
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The contents...
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It's alive!!
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Wow...ok back to "work"... :-D

More coming soon..

- Dan




Mine arrived as well two weeks ago, really amazing piece of tech :)

Had to get used to it though, this thing can give you a serious case of motion sickness.

 

I've been able to integrate it into my engine project in about a day of work as the SDK is pretty easy to work with, so getting it up and running in your system shouldn't be too hard either ;)

Mine arrived as well two weeks ago, really amazing piece of tech smile.png

Had to get used to it though, this thing can give you a serious case of motion sickness.

 

I've been able to integrate it into my engine project in about a day of work as the SDK is pretty easy to work with, so getting it up and running in your system shouldn't be too hard either ;)

 

Yup, just edited that into the post - was so excited I integrated the SDK before I even had the Oculus itself lol... this thing really is awesome.  Suprised the demos don't have Y-mouse movement support and just additivly add the head-sensor input on top of it ??

 

 - Dan

I believe the right control scheme for working with traditional input methods (keyboard and mouse or gamepad) and the rift still hasn't been found yet. I think you'd need full body input to make it a completely natural experience, but achieving that is a big problem itself.

 

I had some serious issues with rotating the camera with a mouse or analog stick in the rift, really messed with my balance and made me feel disoriented for hours afterwards. I assume that's why the provided demos try to restrict mouse-based rotation, as a lot of people seem to have this problem based on the reactions on the oculus forums.

 

Strangely enough chewing gum while wearing the rift completely gets rid of the disorientation and motion sickness for me though.

Just watched a demo of the occulus on iracing -- man the immersion you can get with that is huge! I'm guessing that a situation where your avatar is essentially stationary but your view is free is where they are really going to shine. I think I would lose it in a ww1 spirefire dogfight game ;)

Yes jjd absoutely...I'm figuring that out now.  You're right Rad - the control scheme is going to be the hardest nut to crack, also the UI resolution right now in TF2 is almost unseeable.  Plus a big emphasis on anti-aliasing now the res is low again... Luckily I'm at the right point in this game's development to really center things around this tech in a way that would be hard or impossible to retrofit.

 

I'll have to try the gum! lol

 

 - Dan

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