[quote="Stryker_66"]The Occlus Rift can't get to market soon enough.[/quote]
Oh yes it can. If that thing comes out half-baked it could set the whole VR industry back.
I'm excited that y'awl are excited about it. That means you folks can stomp down the rough spots and I can enjoy my Oculus 1.1 all the more! ;)
Stryker_66 said:The Occlus Rift can't get to market soon enough.
Oh yes it can. If that thing comes out half-baked it could set the whole VR industry back.
I'm excited that y'awl are excited about it. That means you folks can stomp down the rough spots and I can enjoy my Oculus 1.1 all the more! ;)
The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.
[quote="ZlothX"]That means you folks can stomp down the rough spots and I can enjoy my Oculus 1.1 all
the more! ;)[/quote]
Someone has got to do it. VR seems to be a natural evolution in gaming. Based on the media hype and what the industry has brought forward, it appears they are finally on to something. I'm hoping we can finally reach a new plateau in gaming....keeping my fingers crossed....
ZlothX said:That means you folks can stomp down the rough spots and I can enjoy my Oculus 1.1 all
the more! ;)
Someone has got to do it. VR seems to be a natural evolution in gaming. Based on the media hype and what the industry has brought forward, it appears they are finally on to something. I'm hoping we can finally reach a new plateau in gaming....keeping my fingers crossed....
I pre-ordered the "developer kit".
It needs a lot of time and definetly shouldnt be rushed. Each game needs support implemented into it and it is MUCH harder to support the occulus rift then 3D vision. 3D vision just needs developers to fix what gets screwed up, ussually lights,shadows, crosshair or make its own renderer. While rift requires high FOV, its own renderer, and optional head tracking/head tilt feature. It is not like the hmz-t1 where everything 3D is supported. It literally requires Developers to go out of there way to support it. TBH a lot of people are very excited about it but I think its going to have more of a indie following then "big-name companies". Basically someone needs to be into VR, it really will require a passion to do it right/at all. If you look at games with renderers in 3D such as Hitman, Deus-Ex they are FAR from acceptable.
People are working on there own renderers but I kind of doubt it will be anything to replace 3d vision/ tridef since it will be so hard to support. Especially since you need high FOV, and hud elements will be a pain in the ass.
I am really interested in it but I really doubt its gonna be the I can play any game in 3d device.
The most interesting piece of new is they are refusing to tell who is making the new LCD screens. My theory is sony, which could mean just about anything.
It needs a lot of time and definetly shouldnt be rushed. Each game needs support implemented into it and it is MUCH harder to support the occulus rift then 3D vision. 3D vision just needs developers to fix what gets screwed up, ussually lights,shadows, crosshair or make its own renderer. While rift requires high FOV, its own renderer, and optional head tracking/head tilt feature. It is not like the hmz-t1 where everything 3D is supported. It literally requires Developers to go out of there way to support it. TBH a lot of people are very excited about it but I think its going to have more of a indie following then "big-name companies". Basically someone needs to be into VR, it really will require a passion to do it right/at all. If you look at games with renderers in 3D such as Hitman, Deus-Ex they are FAR from acceptable.
People are working on there own renderers but I kind of doubt it will be anything to replace 3d vision/ tridef since it will be so hard to support. Especially since you need high FOV, and hud elements will be a pain in the ass.
I am really interested in it but I really doubt its gonna be the I can play any game in 3d device.
The most interesting piece of new is they are refusing to tell who is making the new LCD screens. My theory is sony, which could mean just about anything.
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
[quote="eqzitara"]I pre-ordered the "developer kit". It needs a lot of time and definetly shouldnt be rushed. Each game needs support implemented into it and it is MUCH harder to support the occulus rift then 3D vision. It is not like the hmz-t1 where everything 3D is supported. It literally requires Developers to go out of there way to support it. TBH a lot of people are very excited about it but I think its going to have more of a indie following then "big-name companies". Basically someone needs to be into VR to bother. People are working on there own renderers but I kind of doubt it will be anything to replace 3d vision/ tridef.[/quote]
It will take time to evolve like any technology, but there some factors that will determine if it will evolve into a new era in gaming.
1.) Consumer acceptance - anything thus far in terms of VR have been lack luster.
2.) Developer support - the games
3.) Price point - what will a person willing to spend on VR
Game popularity is everything for this type of hardware. If it is marketed correctly unlike some other technologies we know..N *cough* Vidia.
I agree when you say the Indie market because of the opportunity it presents to Indie developers. What I like about the Oculus Rift business model is that they are pushing it out to developers and enthusiasts and let's see what can be done with it. Look at what the 3D Vision community has done, some pretty impressive stuff (i.e. Helix DLL fixes and the modding community) I just can't help but feel that the OR is going to be the gateway or springboard for mainstream VR gaming. The wrinkles will have to be ironed out, but with it's potential I hope it grows.
eqzitara said:I pre-ordered the "developer kit". It needs a lot of time and definetly shouldnt be rushed. Each game needs support implemented into it and it is MUCH harder to support the occulus rift then 3D vision. It is not like the hmz-t1 where everything 3D is supported. It literally requires Developers to go out of there way to support it. TBH a lot of people are very excited about it but I think its going to have more of a indie following then "big-name companies". Basically someone needs to be into VR to bother. People are working on there own renderers but I kind of doubt it will be anything to replace 3d vision/ tridef.
It will take time to evolve like any technology, but there some factors that will determine if it will evolve into a new era in gaming.
1.) Consumer acceptance - anything thus far in terms of VR have been lack luster.
2.) Developer support - the games
3.) Price point - what will a person willing to spend on VR
Game popularity is everything for this type of hardware. If it is marketed correctly unlike some other technologies we know..N *cough* Vidia.
I agree when you say the Indie market because of the opportunity it presents to Indie developers. What I like about the Oculus Rift business model is that they are pushing it out to developers and enthusiasts and let's see what can be done with it. Look at what the 3D Vision community has done, some pretty impressive stuff (i.e. Helix DLL fixes and the modding community) I just can't help but feel that the OR is going to be the gateway or springboard for mainstream VR gaming. The wrinkles will have to be ironed out, but with it's potential I hope it grows.
Agree 100%, i think they really need to get it right the first time.
Im a little worried that they are saying that vsync should be on for the Rift to avoid tearing. Im not at all bothered by it [and for the last 20 years] except when i played Rage, in 2D, and solved it by using a frame limiter in Dxtory. So many games i've played are unplayable with vsync on due to input lag. I hope they at least encourage it to be optional. The screen is going to be closer to you eyes, lessening the chance a vsync tear will occur where your looking, minus the effect of the warp anyway.
Plus, some developers don't value immersion so much as traditional gameplay and are just as happy playing a game like Rage with almost zero storyline or a 2d side scroller on their phones. Some of these types are going to be asked to expend resources to build support for the Rift, when immersion isn't their forte and are going to weigh the effort vs. reward. If message to them is essentially "vsync must be on" or "must be on for the best experience", they might well only test their games with it on and then decide its not worth it due to input lag.
Agree 100%, i think they really need to get it right the first time.
Im a little worried that they are saying that vsync should be on for the Rift to avoid tearing. Im not at all bothered by it [and for the last 20 years] except when i played Rage, in 2D, and solved it by using a frame limiter in Dxtory. So many games i've played are unplayable with vsync on due to input lag. I hope they at least encourage it to be optional. The screen is going to be closer to you eyes, lessening the chance a vsync tear will occur where your looking, minus the effect of the warp anyway.
Plus, some developers don't value immersion so much as traditional gameplay and are just as happy playing a game like Rage with almost zero storyline or a 2d side scroller on their phones. Some of these types are going to be asked to expend resources to build support for the Rift, when immersion isn't their forte and are going to weigh the effort vs. reward. If message to them is essentially "vsync must be on" or "must be on for the best experience", they might well only test their games with it on and then decide its not worth it due to input lag.
[quote="Libertine"]Im a little worried that they are saying that vsync should be on for the Rift to avoid tearing. Im not at all bothered by it [and for the last 20 years] except when i played Rage, in 2D, and solved it by using a frame limiter in Dxtory. So many games i've played are unplayable with vsync on due to input lag. I hope they at least encourage it to be optional. The screen is going to be closer to you eyes, lessening the chance a vsync tear will occur where your looking, minus the effect of the warp anyway.
[/quote]
I am not certain, but I think that screen tearing is a MUCH larger problem if you are viewing in stereoscopic like the Rift. You would be getting tearing in a single eye, which would make the stereo view out of sync.
Seems to me, if a tearing screen is only seen in one eye, that it would wreck the stereoscopic, by making normal solid looking items broken.
Libertine said:Im a little worried that they are saying that vsync should be on for the Rift to avoid tearing. Im not at all bothered by it [and for the last 20 years] except when i played Rage, in 2D, and solved it by using a frame limiter in Dxtory. So many games i've played are unplayable with vsync on due to input lag. I hope they at least encourage it to be optional. The screen is going to be closer to you eyes, lessening the chance a vsync tear will occur where your looking, minus the effect of the warp anyway.
I am not certain, but I think that screen tearing is a MUCH larger problem if you are viewing in stereoscopic like the Rift. You would be getting tearing in a single eye, which would make the stereo view out of sync.
Seems to me, if a tearing screen is only seen in one eye, that it would wreck the stereoscopic, by making normal solid looking items broken.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Stryker_66"]
It will take time to evolve like any technology, but there some factors that will determine if it will evolve into a new era in gaming.
1.) Consumer acceptance - anything thus far in terms of VR have been lack luster.
2.) Developer support - the games
3.) Price point - what will a person willing to spend on VR
Game popularity is everything for this type of hardware. If it is marketed correctly unlike some other technologies we know..N *cough* Vidia.
I agree when you say the Indie market because of the opportunity it presents to Indie developers. What I like about the Oculus Rift business model is that they are pushing it out to developers and enthusiasts and let's see what can be done with it. Look at what the 3D Vision community has done, some pretty impressive stuff (i.e. Helix DLL fixes and the modding community) I just can't help but feel that the OR is going to be the gateway or springboard for mainstream VR gaming. The wrinkles will have to be ironed out, but with it's potential I hope it grows.[/quote]
IMO, the most important thing about Oculus is it has an official support of some of the most respected guys in the game industry. We are far away from some marketing stratagems used by a powerful company to impose its last product; Oculus is definetely not a new Wiimote...
The fact that a guy like Gabe Newell officialy supports it could mean for example that, soon, he could integrate in Steam a specific space dedicated to Oculus Games. In the same way, Doom 4 will natively support Oculus, it will give to this device an incredible advertising.
So I'm not really worry about developpers support. The same for consumer acceptance: first tesmonies of lucky guys who have tried this thing confirm this technology IS effective and ready for a massive distribution. It just need some polish and marketing plan.
About money, 300$ seems to be a definitive price, which is quite acceptable by a majority of consumers.
So yeah, I'm really enthousiastic with the Oculus Rift and can't wait for a consumer version. 3Dvision is dying, but the next gen of 3D gaming is approaching.
Stryker_66 said:
It will take time to evolve like any technology, but there some factors that will determine if it will evolve into a new era in gaming.
1.) Consumer acceptance - anything thus far in terms of VR have been lack luster.
2.) Developer support - the games
3.) Price point - what will a person willing to spend on VR
Game popularity is everything for this type of hardware. If it is marketed correctly unlike some other technologies we know..N *cough* Vidia.
I agree when you say the Indie market because of the opportunity it presents to Indie developers. What I like about the Oculus Rift business model is that they are pushing it out to developers and enthusiasts and let's see what can be done with it. Look at what the 3D Vision community has done, some pretty impressive stuff (i.e. Helix DLL fixes and the modding community) I just can't help but feel that the OR is going to be the gateway or springboard for mainstream VR gaming. The wrinkles will have to be ironed out, but with it's potential I hope it grows.
IMO, the most important thing about Oculus is it has an official support of some of the most respected guys in the game industry. We are far away from some marketing stratagems used by a powerful company to impose its last product; Oculus is definetely not a new Wiimote...
The fact that a guy like Gabe Newell officialy supports it could mean for example that, soon, he could integrate in Steam a specific space dedicated to Oculus Games. In the same way, Doom 4 will natively support Oculus, it will give to this device an incredible advertising.
So I'm not really worry about developpers support. The same for consumer acceptance: first tesmonies of lucky guys who have tried this thing confirm this technology IS effective and ready for a massive distribution. It just need some polish and marketing plan.
About money, 300$ seems to be a definitive price, which is quite acceptable by a majority of consumers.
So yeah, I'm really enthousiastic with the Oculus Rift and can't wait for a consumer version. 3Dvision is dying, but the next gen of 3D gaming is approaching.
I paid for it and I think it will be worth it. I've been working on adding full head tracking and weapon tracking to Half-Life 2 in preparation for the dev kit launch. Once the official rift apis are available I'll integrate them, giving people ~70 hours of content (this also works for episode 1 & 2, the lost coast and tons of user generated maps, etc) that they can use to test out their Rift.
I'm using two hillcrest trackers (the same ones that John Carmack used for the Doom 3 BFG demos of the early oculus rift prototype). I've been playing with my modified HMZ-T1 but others have played it on DIY rifts with the vireio stereo/warp drivers.
I'm currently testing different controllers, in the video I'm using a "top shot elite" that is effectively a wireless xbox 360 controller, and used electrical tape to hold the hillcrest tracker on the top.
Check out my video for more info and a download link if your interested:
http://www.youtube.com/watch?v=5H2rL-lBxRs
I paid for it and I think it will be worth it. I've been working on adding full head tracking and weapon tracking to Half-Life 2 in preparation for the dev kit launch. Once the official rift apis are available I'll integrate them, giving people ~70 hours of content (this also works for episode 1 & 2, the lost coast and tons of user generated maps, etc) that they can use to test out their Rift.
I'm using two hillcrest trackers (the same ones that John Carmack used for the Doom 3 BFG demos of the early oculus rift prototype). I've been playing with my modified HMZ-T1 but others have played it on DIY rifts with the vireio stereo/warp drivers.
I'm currently testing different controllers, in the video I'm using a "top shot elite" that is effectively a wireless xbox 360 controller, and used electrical tape to hold the hillcrest tracker on the top.
Check out my video for more info and a download link if your interested:
Oh yes it can. If that thing comes out half-baked it could set the whole VR industry back.
I'm excited that y'awl are excited about it. That means you folks can stomp down the rough spots and I can enjoy my Oculus 1.1 all the more! ;)
The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.
-- Doctor Who, "Face of Evil"
Someone has got to do it. VR seems to be a natural evolution in gaming. Based on the media hype and what the industry has brought forward, it appears they are finally on to something. I'm hoping we can finally reach a new plateau in gaming....keeping my fingers crossed....
It needs a lot of time and definetly shouldnt be rushed. Each game needs support implemented into it and it is MUCH harder to support the occulus rift then 3D vision. 3D vision just needs developers to fix what gets screwed up, ussually lights,shadows, crosshair or make its own renderer. While rift requires high FOV, its own renderer, and optional head tracking/head tilt feature. It is not like the hmz-t1 where everything 3D is supported. It literally requires Developers to go out of there way to support it. TBH a lot of people are very excited about it but I think its going to have more of a indie following then "big-name companies". Basically someone needs to be into VR, it really will require a passion to do it right/at all. If you look at games with renderers in 3D such as Hitman, Deus-Ex they are FAR from acceptable.
People are working on there own renderers but I kind of doubt it will be anything to replace 3d vision/ tridef since it will be so hard to support. Especially since you need high FOV, and hud elements will be a pain in the ass.
I am really interested in it but I really doubt its gonna be the I can play any game in 3d device.
The most interesting piece of new is they are refusing to tell who is making the new LCD screens. My theory is sony, which could mean just about anything.
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
It will take time to evolve like any technology, but there some factors that will determine if it will evolve into a new era in gaming.
1.) Consumer acceptance - anything thus far in terms of VR have been lack luster.
2.) Developer support - the games
3.) Price point - what will a person willing to spend on VR
Game popularity is everything for this type of hardware. If it is marketed correctly unlike some other technologies we know..N *cough* Vidia.
I agree when you say the Indie market because of the opportunity it presents to Indie developers. What I like about the Oculus Rift business model is that they are pushing it out to developers and enthusiasts and let's see what can be done with it. Look at what the 3D Vision community has done, some pretty impressive stuff (i.e. Helix DLL fixes and the modding community) I just can't help but feel that the OR is going to be the gateway or springboard for mainstream VR gaming. The wrinkles will have to be ironed out, but with it's potential I hope it grows.
Im a little worried that they are saying that vsync should be on for the Rift to avoid tearing. Im not at all bothered by it [and for the last 20 years] except when i played Rage, in 2D, and solved it by using a frame limiter in Dxtory. So many games i've played are unplayable with vsync on due to input lag. I hope they at least encourage it to be optional. The screen is going to be closer to you eyes, lessening the chance a vsync tear will occur where your looking, minus the effect of the warp anyway.
Plus, some developers don't value immersion so much as traditional gameplay and are just as happy playing a game like Rage with almost zero storyline or a 2d side scroller on their phones. Some of these types are going to be asked to expend resources to build support for the Rift, when immersion isn't their forte and are going to weigh the effort vs. reward. If message to them is essentially "vsync must be on" or "must be on for the best experience", they might well only test their games with it on and then decide its not worth it due to input lag.
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
I am not certain, but I think that screen tearing is a MUCH larger problem if you are viewing in stereoscopic like the Rift. You would be getting tearing in a single eye, which would make the stereo view out of sync.
Seems to me, if a tearing screen is only seen in one eye, that it would wreck the stereoscopic, by making normal solid looking items broken.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
IMO, the most important thing about Oculus is it has an official support of some of the most respected guys in the game industry. We are far away from some marketing stratagems used by a powerful company to impose its last product; Oculus is definetely not a new Wiimote...
The fact that a guy like Gabe Newell officialy supports it could mean for example that, soon, he could integrate in Steam a specific space dedicated to Oculus Games. In the same way, Doom 4 will natively support Oculus, it will give to this device an incredible advertising.
So I'm not really worry about developpers support. The same for consumer acceptance: first tesmonies of lucky guys who have tried this thing confirm this technology IS effective and ready for a massive distribution. It just need some polish and marketing plan.
About money, 300$ seems to be a definitive price, which is quite acceptable by a majority of consumers.
So yeah, I'm really enthousiastic with the Oculus Rift and can't wait for a consumer version. 3Dvision is dying, but the next gen of 3D gaming is approaching.
I'm using two hillcrest trackers (the same ones that John Carmack used for the Doom 3 BFG demos of the early oculus rift prototype). I've been playing with my modified HMZ-T1 but others have played it on DIY rifts with the vireio stereo/warp drivers.
I'm currently testing different controllers, in the video I'm using a "top shot elite" that is effectively a wireless xbox 360 controller, and used electrical tape to hold the hillcrest tracker on the top.
Check out my video for more info and a download link if your interested: