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TIGSource ForumsDeveloperDesignOculus Rift: VR Developer Kit
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Manuel Magalhães
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« Reply #20 on: April 03, 2013, 01:51:14 PM »

It'd be cool to have a game without menus/UI/text.
ROUTINE will be HUD-free. http://steamcommunity.com/sharedfiles/filedetails/?id=92985806
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ompuco
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« Reply #21 on: April 07, 2013, 09:14:02 PM »

I've got a lot of ideas and concepts for this. $300, while it might be a bit of a dip into my own funds, isn't entirely impossible for me to save up after a few months. Unfortunately, I don't really have any experience with designing 3D worlds or games, so I'm a bit worried I won't really be able to make something that'd be worth spending that kind of money and time to make. In the future, when I have much more time on my hands, I'll definitely be considering getting one, but right now, especially with a potentially higher end and more affordable model coming soon for consumers, I'm a bit uncertain.

Though I have heard phrases said about this like using this to put people into a reality or world they can get lost in rather than simply just present a challenge, and it really incites a lot of ideas into my head and gets me real excited about what I could do with this.
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gimymblert
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« Reply #22 on: April 07, 2013, 10:00:02 PM »





I'm sorry the holodeck is now
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Mittens
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« Reply #23 on: April 09, 2013, 06:15:41 AM »

I'm gonna admit I'm opting out of the abundant documentation here,
But does anyone know if this dev version of the headset will be / is the same specs as the one that will ship commercially?

If it's just cosmetically different I don't care, but if it's going to have significantly crappier framerate/resolution/latency etc. then i'm not sure I want
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« Reply #24 on: April 09, 2013, 06:27:09 AM »

Dev units are prototypes and the consumer version will be better. They say they plan to improve resolution.

http://www.oculusvr.com/faq/
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gimymblert
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« Reply #25 on: April 19, 2013, 06:30:39 PM »

http://kotaku.com/the-most-exhausting-way-to-play-team-fortress-2-476461866 holodeck is precising
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moi
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« Reply #26 on: April 19, 2013, 06:40:46 PM »

playing videogames never looked so ridiculous
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« Reply #27 on: April 29, 2013, 04:11:03 PM »

Playing video games always looks ridiculous.





Forgot to post this talk from GDC, a good look at how thinking about game design changes and improved with VR.
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Alex May
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« Reply #28 on: April 30, 2013, 02:40:11 AM »

I have one of these. So far I've tested it on a few Unity demos on a Macbook Pro. It's pretty easy to get motion sickness from it, but only in demos where you can turn the camera with a controller as well as your head. Strafing seems to bring it on for me too. Possibly these are things you just get used to over time, but jeez, this thing left me feeling gross for an entire evening and part way into the next day.

The positive side was that the rollercoaster demo someone made in UDK was absolutely fucking brilliant, and when you're not actually moving around as if you were playing Quake, looking around with the Rift on and moving only forwards is a super amazing experience and really fun.
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Impmaster
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« Reply #29 on: April 30, 2013, 03:17:15 AM »

@people with dev kits: Is the low resolution really visible?
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« Reply #30 on: April 30, 2013, 04:33:22 AM »

Very much so, yeah.
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Richard Kain
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« Reply #31 on: April 30, 2013, 08:14:28 AM »

Going for full-on VR might be the wrong approach for early Occulus Rift projects. Using the head tracking with a bit more restraint, and focusing on some really solid 3D visuals might be a better idea.

Another thing worth considering is the potential for asynchronous play. Is it possible to run the Occulus Rift in conjunction with another display?
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« Reply #32 on: May 03, 2013, 03:03:58 PM »

It seems like to get the full experience you'd have to have some type of super-expensive treadmill system so that you could walk around in place. Nobody would buy that because of cost and nobody would seriously invest in games for this hypothetical object.
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« Reply #33 on: May 03, 2013, 03:11:51 PM »

It seems like to get the full experience you'd have to have some type of super-expensive treadmill system so that you could walk around in place. Nobody would buy that because of cost and nobody would seriously invest in games for this hypothetical object.

Like this? http://www.virtuix.com/

"Nobody" is definitely an exaggeration. I'd buy one if the experience was good enough.
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gimymblert
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« Reply #34 on: May 07, 2013, 01:24:35 PM »

http://www.youtube.com/watch?v=rNkda14YPCA&feature=youtu.be
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« Reply #35 on: May 07, 2013, 03:30:56 PM »

It seems like to get the full experience you'd have to have some type of super-expensive treadmill system so that you could walk around in place. Nobody would buy that because of cost and nobody would seriously invest in games for this hypothetical object.

Like this? http://www.virtuix.com/

"Nobody" is definitely an exaggeration. I'd buy one if the experience was good enough.
i can see VR goggles becoming a mass market thing in the future, but tbh i don't think the treadmill is ever being more than a niche product. requires too much effort to use (both financially and space-wise).

but then again people buy huge clunky rock band drumkits so who knows.
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gimymblert
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« Reply #36 on: May 07, 2013, 07:01:54 PM »

People had also bought wii fit big pad.

They also need to bump the resolution, right now the rift is about 420*360 (7:6) of useable visible space for 640*800(4:5) of effective visible space. 1280*800 screen, expected 1920(990 per eyes)*1080(16/8:9) for final version. Retina display is 2048(1024eyes)*1536(4/2:3).

peripheral vision px (real >> visible > difference)
640>>420 > 220 (32:21)
800>>360 > 440 (20:9)

rough projections on higher rez
1280>>420 840 > 440
800 >>360 > 440

1920>>630 1260 > 660
1080>>486  > 594

2048>>672 1344 > 704
1536>>691  > 845

That mean that we could enhance graphics by downsampling peripheral vision graphics, but also that the visual are also very rough in resolution.

http://www.eurogamer.net/articles/digitalfoundry-hands-on-with-oculus-rift
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unsilentwill
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« Reply #37 on: May 09, 2013, 12:44:10 PM »


Who's this guy?

Quote from: Fumito Ueda
Oculus Riftを体験。
想像してたよりだいぶ凄かった。
("I personally experienced the Oculus Rift. It was quite a bit more amazing than I had imagined.")

The biggest problem with my design ideas is just massive feature creep, but I think with the sense of scale involved, using life size objects with accurate detail could make for smaller but denser games/experiences. But with a AAA budget...
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« Reply #38 on: May 16, 2013, 07:40:16 PM »

http://blogs.valvesoftware.com/abrash/why-virtual-isnt-real-to-your-brain/
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gimymblert
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« Reply #39 on: May 23, 2013, 09:29:41 AM »

http://www.gamasutra.com/view/feature/192810/creating_virtual_reality_games_.php?print=1

game history of vr
http://www.vrgeeks.org/wiki/vr-games

List of current occulus game
http://en.wikipedia.org/wiki/Oculus_Rift#Software

interesting thing to consider
http://cb.nowan.net/blog/2008/12/02/redirected-walking-playing-with-your-perceptions-limits/
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