Oculus Dev Kit 2 Announced and Available for Preorder
  2 / 2    
I put my devkit v1 on ebay for $150 and it was snapped up about 15 minutes later. Obviously I could have put it up for higher. [quote="eqzitara"]Think ghostbusters.[/quote]lol. I can't believe that the OR team don't see wireslessness as a top priority. I think I read once that they thought the commercial kit "might" be wireless. Am I really the only one who thinks that being attached to a leash and still having to use a mouse/gamepad for camera movement, instead of your head, does not equate to particularly meaningful VR?
I put my devkit v1 on ebay for $150 and it was snapped up about 15 minutes later. Obviously I could have put it up for higher.

eqzitara said:Think ghostbusters.
lol.

I can't believe that the OR team don't see wireslessness as a top priority. I think I read once that they thought the commercial kit "might" be wireless.

Am I really the only one who thinks that being attached to a leash and still having to use a mouse/gamepad for camera movement, instead of your head, does not equate to particularly meaningful VR?

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#16
Posted 03/20/2014 03:16 AM   
[quote="Volnaiskra"] Am I really the only one who thinks that being attached to a leash and still having to use a mouse/gamepad for camera movement, instead of your head, does not equate to particularly meaningful VR?[/quote] I think you mean actual movement/full turning. Camera movement = head tracking. I agree, but on the other hand. You could be crashing into walls. Well there is the omni [url]https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game[/url] Though I am unconvinced of how many games it will actually have applicable at this time. TBH, I think all of the Rift "controllers/accessories/whatever" are going to be vaporware. They all require developers to commit to owning one, and implementing it. Ironically I think the PS4 VR's Move will be the only survivor in all these VR accessories.
Volnaiskra said:
Am I really the only one who thinks that being attached to a leash and still having to use a mouse/gamepad for camera movement, instead of your head, does not equate to particularly meaningful VR?

I think you mean actual movement/full turning. Camera movement = head tracking.
I agree, but on the other hand. You could be crashing into walls.

Well there is the omni
https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game
Though I am unconvinced of how many games it will actually have applicable at this time. TBH, I think all of the Rift "controllers/accessories/whatever" are going to be vaporware. They all require developers to commit to owning one, and implementing it.

Ironically I think the PS4 VR's Move will be the only survivor in all these VR accessories.

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

#17
Posted 03/20/2014 03:31 AM   
No, I mean camera movement! The leash forces you to sit at your desk facing forward, like in a normal gaming setup. So, if you want to change direction by 180 degrees (or even 90 for that matter), you pretty much have to do most of the movement with your controller.....unless you’re willing to get tangled up in cords and/or have your neck awkwardly craned behind you while your body faces forward. Sure, head tracking lets you look around a little bit, but since your body can’t really swivel much to match your head, your head will almost always have to return to where your body is pointing. Ultimately, all of your big camera movements need to be done with the mouse or right stick, while your head-tracking just does the fine-tuning. That's what I found the most infuriating about the devkit - more so than the abysmal picture quality, terrible software support, blur, or screen-door effect. To get a really good, genuine virtual reality experience, you’d need the Omni (which I eagerly helped kickstart, though I agree games for it will be very rare) and a motion controller of some sort. But even just a wireless headset, wireless gamepad, and swivel chair would be fine. And as long as you have clearance around you, there’d be no risk of crashing in to walls, since you won’t need to actually move the chair - just pivot.
No, I mean camera movement!

The leash forces you to sit at your desk facing forward, like in a normal gaming setup. So, if you want to change direction by 180 degrees (or even 90 for that matter), you pretty much have to do most of the movement with your controller.....unless you’re willing to get tangled up in cords and/or have your neck awkwardly craned behind you while your body faces forward.

Sure, head tracking lets you look around a little bit, but since your body can’t really swivel much to match your head, your head will almost always have to return to where your body is pointing. Ultimately, all of your big camera movements need to be done with the mouse or right stick, while your head-tracking just does the fine-tuning.

That's what I found the most infuriating about the devkit - more so than the abysmal picture quality, terrible software support, blur, or screen-door effect.




To get a really good, genuine virtual reality experience, you’d need the Omni (which I eagerly helped kickstart, though I agree games for it will be very rare) and a motion controller of some sort.

But even just a wireless headset, wireless gamepad, and swivel chair would be fine. And as long as you have clearance around you, there’d be no risk of crashing in to walls, since you won’t need to actually move the chair - just pivot.

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#18
Posted 03/20/2014 03:55 AM   
[quote="Volnaiskra"] To get a really good, genuine virtual reality experience, you’d need the Omni (which I helped kickstart) and a motion controller of some sort. But even just a wireless headset, wireless gamepad, and swivel chair would be fine. And as long as you have clearance around you, there’d be no risk of crashing in to walls, since you won’t need to actually move the chair - just pivot. [/quote] Well I've always thought about it and I bet its actually possible to have a huge ass wire and a good cable management "above your head" [attached to ceiling that feeds/retracts] + A good swivel chair could be pretty good. Its alot more practical then carrying a proton pack for wireless video[I have no idea how bad latency would be] + electicticity. It will happen... and I will say well.. shit. Aren't you at all worried about the omni? No offense but it needs an SDK for developers to use to implement. I mean I am not even sure any "real" games will implement using it.
Volnaiskra said:
To get a really good, genuine virtual reality experience, you’d need the Omni (which I helped kickstart) and a motion controller of some sort.

But even just a wireless headset, wireless gamepad, and swivel chair would be fine. And as long as you have clearance around you, there’d be no risk of crashing in to walls, since you won’t need to actually move the chair - just pivot.


Well I've always thought about it and I bet its actually possible to have a huge ass wire and a good cable management "above your head" [attached to ceiling that feeds/retracts] + A good swivel chair could be pretty good. Its alot more practical then carrying a proton pack for wireless video[I have no idea how bad latency would be] + electicticity. It will happen... and I will say well.. shit.

Aren't you at all worried about the omni? No offense but it needs an SDK for developers to use to implement. I mean I am not even sure any "real" games will implement using it.

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

#19
Posted 03/20/2014 04:02 AM   
I contributed to the the Omni while caught up in the Oculus Rift hype. But since being so disappointed by the Rift devkit, I’m kinda “meh” about the whole thing. I still think VR is the future, and that something like the Omni will be by far the most fun way to experience it, but like you, I think both are so many years away from actually happening properly. I’m glad I supported the Omni, but chances of it taking off will be very slim. Consumer take-up will be very low, even among Rift owners, because it’ll be expensive and huge. It’ll also be a very individualistic device, so it won’t have the mass appeal of the Wii, playstation Move which are very social-oriented peripherals. If it has any success at all, it might be in gyms. So yeah, I still dream of keeping fit by playing Elder Scrolls 6 on an Omni with wireless VR, but I’m not holding my breath. But hey, at least I've got this Omni t-shirt.....which I can't wear because the clown who designed it didn't realise he made it look like a bloke running with a hardon (and possibly a stick up his arse). It doesn't bode well for Omni quality control standards. [img]http://snag.gy/DCet6.jpg[/img]
I contributed to the the Omni while caught up in the Oculus Rift hype. But since being so disappointed by the Rift devkit, I’m kinda “meh” about the whole thing. I still think VR is the future, and that something like the Omni will be by far the most fun way to experience it, but like you, I think both are so many years away from actually happening properly.

I’m glad I supported the Omni, but chances of it taking off will be very slim. Consumer take-up will be very low, even among Rift owners, because it’ll be expensive and huge. It’ll also be a very individualistic device, so it won’t have the mass appeal of the Wii, playstation Move which are very social-oriented peripherals.

If it has any success at all, it might be in gyms.

So yeah, I still dream of keeping fit by playing Elder Scrolls 6 on an Omni with wireless VR, but I’m not holding my breath.



But hey, at least I've got this Omni t-shirt.....which I can't wear because the clown who designed it didn't realise he made it look like a bloke running with a hardon (and possibly a stick up his arse). It doesn't bode well for Omni quality control standards.

Image

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#20
Posted 03/20/2014 04:27 AM   
As of now the Dev-Kit 1 can easily be sold for around 350 EUR here in Germany (just check the "German bay") which is not less than 487$. Having that in mind placing my preorder for Dev-Kit 2 was a no brainer....really!
As of now the Dev-Kit 1 can easily be sold for around 350 EUR here in Germany (just check the "German bay") which is not less than 487$. Having that in mind placing my preorder for Dev-Kit 2 was a no brainer....really!

#21
Posted 03/20/2014 08:42 AM   
I bought DK1 for $320 after tax & shipping and sold it on craigslist for $270 totally worth it for the fun I got out of it
I bought DK1 for $320 after tax & shipping and sold it on craigslist for $270
totally worth it for the fun I got out of it

#22
Posted 03/20/2014 09:00 AM   
[quote="Volnaiskra"][img]http://snag.gy/DCet6.jpg[/img][/quote] Oh man, thanks for posting that. Got a great laugh out of me.
Volnaiskra said:Image


Oh man, thanks for posting that. Got a great laugh out of me.

#23
Posted 03/20/2014 04:31 PM   
Man, if they can get a plastic gun to match up with the VR in-game gun and hands, maybe even VR gloves for the none shooter FPP games ... [])~
Man, if they can get a plastic gun to match up with the VR in-game gun and hands, maybe even VR gloves for the none shooter FPP games ... [])~
#24
Posted 03/20/2014 05:00 PM   
[quote="TsaebehT"]Man, if they can get a plastic gun to match up with the VR in-game gun and hands, maybe even VR gloves for the none shooter FPP games ... [])~[/quote] Doesn't the Razer Hydra do all of that?
TsaebehT said:Man, if they can get a plastic gun to match up with the VR in-game gun and hands, maybe even VR gloves for the none shooter FPP games ... [])~


Doesn't the Razer Hydra do all of that?

#25
Posted 03/20/2014 05:36 PM   
I have the devkit 1 and ordered the devkit 2. No-brainer for me.
I have the devkit 1 and ordered the devkit 2. No-brainer for me.

#26
Posted 03/21/2014 06:25 PM   
I was on vacation at the beach all last week, but I eventually managed to snag one Wednesday afternoon. Skipped on DK1 because I knew it was going to have way too many flaws to be usable as a consumer. And I'll cancel this order in the unlikely event they announce the consumer version at E3. But iracing already has great support. And Assetto Corsa supposedly has good support with a few bugs (they're actively working on). If the can get that straightened out, it's worth it for me for those two games alone. It doesn't matter how creative someone gets with a VR only game, nothing will be able to surpass racing sims in VR for me.
I was on vacation at the beach all last week, but I eventually managed to snag one Wednesday afternoon. Skipped on DK1 because I knew it was going to have way too many flaws to be usable as a consumer. And I'll cancel this order in the unlikely event they announce the consumer version at E3. But iracing already has great support. And Assetto Corsa supposedly has good support with a few bugs (they're actively working on). If the can get that straightened out, it's worth it for me for those two games alone. It doesn't matter how creative someone gets with a VR only game, nothing will be able to surpass racing sims in VR for me.

#27
Posted 03/22/2014 04:27 PM   
  2 / 2    
Scroll To Top