Oculus Rift HD prototype impressions
  1 / 3    
So here are some bullet points. I'm writing this before bed, so I'll be concise. I tried the HD dev kit at PAX Australia. I am certain it was the HD kit. It was an official demo from the oculus guys. I have not tried the first deb kit, so any comparisons are for my imagined version of the original kit The demo was a series of areas rendered in unreal 4 (yes, 4). It was very short, I got to ask some questions I was looking for a significant screen door effect, based on what I've heard of the original kit. The effect is there, but very minor. Motion blur was very significant, but I was told they are trying to move to an oled display with a much better response time to help with that They were using the same lenses as the original kit, which meant the border at the edges was closer than the original, thanks to different screen dimensions. I was told they are working on new lenses to correct this. I imagine this could slightly worsen the screen door effect, as it will be increasing the fov. The stereo effect is true stereoscopic rendering, not using the z buffer. At least in that demo. If devs choose to do so, they can adjust the strength, or allow the user to do so. I speculate this will be hackable with ini tweaks in some games. Head tracking was good, but there was a slight lag if I shook my head back and forth. They expect it to ship in "months, not years"
So here are some bullet points. I'm writing this before bed, so I'll be concise.

I tried the HD dev kit at PAX Australia. I am certain it was the HD kit. It was an official demo from the oculus guys.
I have not tried the first deb kit, so any comparisons are for my imagined version of the original kit
The demo was a series of areas rendered in unreal 4 (yes, 4).
It was very short, I got to ask some questions
I was looking for a significant screen door effect, based on what I've heard of the original kit. The effect is there, but very minor.
Motion blur was very significant, but I was told they are trying to move to an oled display with a much better response time to help with that
They were using the same lenses as the original kit, which meant the border at the edges was closer than the original, thanks to different screen dimensions. I was told they are working on new lenses to correct this. I imagine this could slightly worsen the screen door effect, as it will be increasing the fov.
The stereo effect is true stereoscopic rendering, not using the z buffer. At least in that demo. If devs choose to do so, they can adjust the strength, or allow the user to do so. I speculate this will be hackable with ini tweaks in some games.
Head tracking was good, but there was a slight lag if I shook my head back and forth.
They expect it to ship in "months, not years"

#1
Posted 07/20/2013 06:22 PM   
questions welcome, but I'm on holiday with limited internet access. May not reply for a few days.
questions welcome, but I'm on holiday with limited internet access. May not reply for a few days.

#2
Posted 07/20/2013 06:26 PM   
Have you tried the sony hmz-t1/t2? If yes, how is the screen door effect compared to that?
Have you tried the sony hmz-t1/t2? If yes, how is the screen door effect compared to that?

#3
Posted 07/20/2013 07:03 PM   
I missed this thread completely, maybe I thought it was eqzitara's or something lol, thanks for the info though, the "months" note makes me hopeful for a christmas release or early 2014. So what's your overall impressions about it? It really adds a lot to the immersion? If all the issues mentioned were fixed, would you prefer OR to 3dvision?
I missed this thread completely, maybe I thought it was eqzitara's or something lol, thanks for the info though, the "months" note makes me hopeful for a christmas release or early 2014.

So what's your overall impressions about it? It really adds a lot to the immersion? If all the issues mentioned were fixed, would you prefer OR to 3dvision?

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#4
Posted 07/23/2013 04:06 PM   
If Respown is considering to putt theirs Titanfall with this then it must be something going right way - quality wise. One question tho - since we all talking about picture quality nobody mentioned anything about control system. I remmember that was a big issue with Doom 3 when you had your gun on your face. I don`t want that in Titanfall. I would like to know a litte bit more about any future plans. Did someone read anything about it.
If Respown is considering to putt theirs Titanfall with this then it must be something going right way - quality wise.
One question tho - since we all talking about picture quality nobody mentioned anything about control system. I remmember that was a big issue with Doom 3 when you had your gun on your face. I don`t want that in Titanfall.
I would like to know a litte bit more about any future plans. Did someone read anything about it.
They just said they RECEIVED a dev kit. Not that they are doing rift support. [url]http://www.destructoid.com/oculus-rift-targeting-2014-release-next-gen-cellphones-258333.phtml[/url] Targetting 2014 they say.
They just said they RECEIVED a dev kit. Not that they are doing rift support.

http://www.destructoid.com/oculus-rift-targeting-2014-release-next-gen-cellphones-258333.phtml
Targetting 2014 they say.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#6
Posted 07/23/2013 06:03 PM   
I'm back. Sammy, this was the first HMD I've ever tried. Birthright, my overall impression was very positive. I went in with fairly high expectations, though tempered a great deal by what I've read here. Overall, I'm very optimistic. I would suggest that (consumer) V2 will be amazing, but V1 will definitely be worth a look. I heard people talking about an even newer prototype floating around PAX with a newer screen - one that takes care of the motion blur and eliminates that (already very minor) head tracking delay I mentioned. It's hard to be too thorough with my opinion as I didn't get to walk around, use it for an extended period, or attempt to read text. But looking up at the snow falling on my face was pretty special. As for how it compares to 3d vision, I can absolutely see myself moving to it. There's no technical reason why the 3d effect can't be just as strong on the rift as on 3d vision, and there's also no reason why it can't be made adjustable as well. Skaut, from my experience you'll probably want a controller of some kind for an optimal experience. Not only does that reduce the risk of losing the keyboard and having to take off the rift to find it again, it also allows for greater freedom of movement. The Hydra or 360 controller would be ideal, particularly the new wireless hydra on the way.
I'm back.

Sammy, this was the first HMD I've ever tried.

Birthright, my overall impression was very positive. I went in with fairly high expectations, though tempered a great deal by what I've read here. Overall, I'm very optimistic. I would suggest that (consumer) V2 will be amazing, but V1 will definitely be worth a look. I heard people talking about an even newer prototype floating around PAX with a newer screen - one that takes care of the motion blur and eliminates that (already very minor) head tracking delay I mentioned. It's hard to be too thorough with my opinion as I didn't get to walk around, use it for an extended period, or attempt to read text. But looking up at the snow falling on my face was pretty special. As for how it compares to 3d vision, I can absolutely see myself moving to it. There's no technical reason why the 3d effect can't be just as strong on the rift as on 3d vision, and there's also no reason why it can't be made adjustable as well.

Skaut, from my experience you'll probably want a controller of some kind for an optimal experience. Not only does that reduce the risk of losing the keyboard and having to take off the rift to find it again, it also allows for greater freedom of movement. The Hydra or 360 controller would be ideal, particularly the new wireless hydra on the way.

#7
Posted 07/24/2013 04:53 AM   
Nice impressions, thanks. Good to hear an estimation of the 3D effect counter to Bloody's, who said it wasnt quite as strong as a 3D vision setup. He reviewed it a long time ago though, perhaps before they added in all of the IPD adjustment options? I don't know, but i also see no technical reason why it can't have just as strong a 3D effect as 3D Vision.
Nice impressions, thanks. Good to hear an estimation of the 3D effect counter to Bloody's, who said it wasnt quite as strong as a 3D vision setup. He reviewed it a long time ago though, perhaps before they added in all of the IPD adjustment options? I don't know, but i also see no technical reason why it can't have just as strong a 3D effect as 3D Vision.

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#8
Posted 07/24/2013 05:15 AM   
Most demo's don't allow you to adjust strength. I've tried the "main" stuff and it doesn't so maybe there are some that do. Tuscany/Source do not. IPD may in part be stereo strength but its a low ball number. You can see people pick up rift put on and hand to someone else and put on without even adjusting IPD. Which kind of shows that. Cross eyed/ normal view still will take some adjusting, its just strain over a period of time that normal view has advantage. If someone goes to play at your max settings on 3D vision it will be way too high for him. Im running some tests through 3d vision reconverts at certain monitor sizes ["hacked"], and it can be as strong as/almost 3d vision. Im just not sure of discomfort yet. Tech. it should allow high convergence/depth due to less strain but I'm not sure if playing at "3D Vision settings" causes extreme strain. In the videos where I ramped up the settings it takes a period of time for your eyes to adjust. Its a real weird effect. You literally have to put it and wait to balance it out. I think the resolution is the main reason why high depth is a huge issue, things in the distance are extremely blurry. Combines with high depth can be very unpleasant. [url]http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=18303&p=138833#p138833[/url] Its kind of funny because Im starting to believe 3d vision is possible on Rift. Then I read today they are working on an HMD lol [prototype].
Most demo's don't allow you to adjust strength. I've tried the "main" stuff and it doesn't so maybe there are some that do. Tuscany/Source do not. IPD may in part be stereo strength but its a low ball number. You can see people pick up rift put on and hand to someone else and put on without even adjusting IPD. Which kind of shows that.

Cross eyed/ normal view still will take some adjusting, its just strain over a period of time that normal view has advantage. If someone goes to play at your max settings on 3D vision it will be way too high for him.

Im running some tests through 3d vision reconverts at certain monitor sizes ["hacked"], and it can be as strong as/almost 3d vision. Im just not sure of discomfort yet. Tech. it should allow high convergence/depth due to less strain but I'm not sure if playing at "3D Vision settings" causes extreme strain. In the videos where I ramped up the settings it takes a period of time for your eyes to adjust. Its a real weird effect. You literally have to put it and wait to balance it out. I think the resolution is the main reason why high depth is a huge issue, things in the distance are extremely blurry. Combines with high depth can be very unpleasant.
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=18303&p=138833#p138833

Its kind of funny because Im starting to believe 3d vision is possible on Rift. Then I read today they are working on an HMD lol [prototype].

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#9
Posted 07/24/2013 05:19 AM   
Im just throwing this out there. I use hmz-t1 almost daily, i always thought that i use much stronger 3d when im on my monitor or projector, but the reality was actually different. The 3d sony produces is just extremely life-like and flawless, that tricked me into thinking it wasnt as strong as my other displays. Also with the head mounted displays, you dont have any frame to compare the 3d effect to. Few weeks back i compared sony to my xl2411t lightboost screen, and the 3d effect was equally strong. Sony's picture was just much easier to look, which tricked me. After that i compared to a projector and i was using stronger 3d with sony. Maybe thats the case with oculus too? And from what i've heard and read, oculus actually produces life like environment which is the whole point of 3d. Too strong 3d doesnt look too nice either.
Im just throwing this out there. I use hmz-t1 almost daily, i always thought that i use much stronger 3d when im on my monitor or projector, but the reality was actually different. The 3d sony produces is just extremely life-like and flawless, that tricked me into thinking it wasnt as strong as my other displays. Also with the head mounted displays, you dont have any frame to compare the 3d effect to.

Few weeks back i compared sony to my xl2411t lightboost screen, and the 3d effect was equally strong. Sony's picture was just much easier to look, which tricked me. After that i compared to a projector and i was using stronger 3d with sony.

Maybe thats the case with oculus too? And from what i've heard and read, oculus actually produces life like environment which is the whole point of 3d. Too strong 3d doesnt look too nice either.

#10
Posted 07/24/2013 07:16 AM   
The reality is each game has a different convergence setting in rift. IPD may play into depth/convergence but its not going to give you a setting "just for you". Like I am playing a game called First Law right now, its a tech demo. Dont get me wrong, I think its one of the smartest ideas. But it has no adjustable settings/ipd. The "tip of the ship" and past is all max depth but your "ship" is in 3d [Includes weaponry and being attacked]. It really works well though and while it has less of a 3D effect then the other games I've tried, it actually feels perfect. So that goes to show that high 3D settings don't mean everything depending on the game. TF2/Tuscany are different though as "first person" games. Though they have more of a 3D effect it feels a bit stunted in depth. In the video I converted from 3D vision I prove its [u]possible[/u] to achieve high settings. In the converted Mirror's Edge video thats actually extremely close to how I play it. I actually go very high on depth/convergence[toyification], because the game looks amazing that way. I actually rarely go extremely high on convergence[depends on game]. Its not achievable on Rift games since dev's don't allow it. Its not ridiculously low, its just lower then I'd like. Its 50% of the depth Im used to. Which is not too bad, convergence actually seems good on rift games. If they offered 25% more depth I'd be dandy. MAYBE its possible through cheating IPD but I haven't crossed that bridge. And if you think Bloody[3d-visionblog], myself, bo3b are wrong/did IPD wrong -_-. @sammy123 Projector is MUCH stronger especially if large screen size, i've tried monitor, hmz-t1, projector as well. Screen size is what gives a strong 3D image, when combined with a proper "sitting-distance". The problem is Nvidia assigns a screen size to each display. Which it can do accurately for all NON-PROJECTORS. It assumes you are using like a 90" projected image. When its probably like 60-70". If you still have the projector pm me and Ill give you a screen size hack. If your using like a 60" projected image and set depth to 100% you are only getting like 60%.
The reality is each game has a different convergence setting in rift. IPD may play into depth/convergence but its not going to give you a setting "just for you". Like I am playing a game called First Law right now, its a tech demo. Dont get me wrong, I think its one of the smartest ideas. But it has no adjustable settings/ipd. The "tip of the ship" and past is all max depth but your "ship" is in 3d [Includes weaponry and being attacked]. It really works well though and while it has less of a 3D effect then the other games I've tried, it actually feels perfect. So that goes to show that high 3D settings don't mean everything depending on the game.
TF2/Tuscany are different though as "first person" games. Though they have more of a 3D effect it feels a bit stunted in depth.
In the video I converted from 3D vision I prove its possible to achieve high settings. In the converted Mirror's Edge video thats actually extremely close to how I play it. I actually go very high on depth/convergence[toyification], because the game looks amazing that way. I actually rarely go extremely high on convergence[depends on game]. Its not achievable on Rift games since dev's don't allow it. Its not ridiculously low, its just lower then I'd like. Its 50% of the depth Im used to. Which is not too bad, convergence actually seems good on rift games. If they offered 25% more depth I'd be dandy.
MAYBE its possible through cheating IPD but I haven't crossed that bridge. And if you think Bloody[3d-visionblog], myself, bo3b are wrong/did IPD wrong -_-.

@sammy123
Projector is MUCH stronger especially if large screen size, i've tried monitor, hmz-t1, projector as well. Screen size is what gives a strong 3D image, when combined with a proper "sitting-distance". The problem is Nvidia assigns a screen size to each display. Which it can do accurately for all NON-PROJECTORS. It assumes you are using like a 90" projected image. When its probably like 60-70". If you still have the projector pm me and Ill give you a screen size hack.
If your using like a 60" projected image and set depth to 100% you are only getting like 60%.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#11
Posted 07/24/2013 07:33 AM   
Yes im familiar with the depth hack. I just draw the depth/convergence line to the point where its comfortable to look at and produces "natural" image. With pj, depth is usually 150 or so compared to default range. With standard lcd screen the default slider is enough for me. In terms of 3d aspect, sony and dlp pj are pretty much equal. Sony is a little brighter though, but my hd67n produces pretty bright image too with da-lite hp screen. Just changed brand new bulb and noticed some hot spotting -.- In 2d the image is too bright now.
Yes im familiar with the depth hack. I just draw the depth/convergence line to the point where its comfortable to look at and produces "natural" image. With pj, depth is usually 150 or so compared to default range. With standard lcd screen the default slider is enough for me.

In terms of 3d aspect, sony and dlp pj are pretty much equal. Sony is a little brighter though, but my hd67n produces pretty bright image too with da-lite hp screen. Just changed brand new bulb and noticed some hot spotting -.- In 2d the image is too bright now.

#12
Posted 07/24/2013 08:48 AM   
Set to eco mode.
Set to eco mode.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#13
Posted 07/24/2013 08:51 AM   
Its always on eco mode. Maybe wrong choice of words, its really bright in 2d but definitely watchable without hotspotting.
Its always on eco mode. Maybe wrong choice of words, its really bright in 2d but definitely watchable without hotspotting.

#14
Posted 07/24/2013 08:56 AM   
Perhaps I should clarify. I didn't get the chance to wander around in the demos and investigate the 3d thoroughly. My point was there are no technical limitations I am aware of that would prevent 3d strength from being increased, and when I questioned the developers they said the strength could be user adjustable if the developer of the game being played allowed for it. There's a good chance Unreal 4 will become a new semi-standard for new games (similar to Unreal 3 today). Unreal 4 will have built-in rift support. It's quite possible that we'll be able to find a console command or ini tweak that will allow us to set the 3d settings in every Unreal 4 game, at least. I'm speculating, but I imagine it's likely.
Perhaps I should clarify. I didn't get the chance to wander around in the demos and investigate the 3d thoroughly. My point was there are no technical limitations I am aware of that would prevent 3d strength from being increased, and when I questioned the developers they said the strength could be user adjustable if the developer of the game being played allowed for it. There's a good chance Unreal 4 will become a new semi-standard for new games (similar to Unreal 3 today). Unreal 4 will have built-in rift support. It's quite possible that we'll be able to find a console command or ini tweak that will allow us to set the 3d settings in every Unreal 4 game, at least. I'm speculating, but I imagine it's likely.

#15
Posted 07/24/2013 09:15 AM   
  1 / 3    
Scroll To Top