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1027690 Posts in 41236 Topics- by 32853 Members - Latest Member: candlite

July 28, 2014, 08:37:39 PM
TIGSource ForumsDeveloperCreativeDesignOculus Rift: VR Developer Kit
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Author Topic: Oculus Rift: VR Developer Kit  (Read 6629 times)
sublinimal
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« Reply #15 on: April 02, 2013, 10:37:44 AM »

Ordered one a while back, pretty enthusiastic about this whole virtual reality thing. It's something I've wanted to become a thing ever since playing Wolfenstein 3D for the first time, and I want to believe Oculus Rift is finally the real deal.

My first thought was a dreamlike adventure game in the style of LSD Dream Emulator, but with more active gameplay. My devkit won't arrive until May in the earliest though, and I already have a few projects on my hands, so it's not taking much of my headspace yet.
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InfiniteStateMachine
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« Reply #16 on: April 03, 2013, 02:58:34 AM »



My first thought was a dreamlike adventure game in the style of LSD Dream Emulator, 

oh man that would be nuts :D
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Gimym JIMBERT
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« Reply #17 on: April 03, 2013, 12:21:55 PM »

I thought the occulus rift might become quickly the new motion control ... but I remembered that the thing who killed motion control was closed platform and clueless "tied by money" dev.
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ILLOGICAL, random guy on internet, do not trust (lelebæcülo dum borobürükiss)
unsilentwill
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« Reply #18 on: April 03, 2013, 12:40:47 PM »

Also if you check out even motion controls start to finally make sense in what they were trying to do. This is why I bought a Wii. Makes more sense when you don't see the controllers.
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Gimym JIMBERT
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« Reply #19 on: April 03, 2013, 01:35:28 PM »

Yep I hope it help "open" motion control becoming a standard.

But you forgot another trend!
http://www.youtube.com/watch?v=FxwknXZ_fR0

proto holodeck
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ILLOGICAL, random guy on internet, do not trust (lelebæcülo dum borobürükiss)
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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Sajextryus
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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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Gimym JIMBERT
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« Reply #22 on: April 07, 2013, 10:00:02 PM »

http://www.youtube.com/watch?feature=player_embedded&v=R0-dsbeasgA

I'm sorry the holodeck is now
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ILLOGICAL, random guy on internet, do not trust (lelebæcülo dum borobürükiss)
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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ham and brie
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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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Gimym JIMBERT
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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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ILLOGICAL, random guy on internet, do not trust (lelebæcülo dum borobürükiss)
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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unsilentwill
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« Reply #27 on: April 29, 2013, 04:11:03 PM »

Playing video games always looks ridiculous.

http://www.youtube.com/watch?v=29QdErw-7c4

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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Scary, isn't it?


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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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