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Oculus Rift

oculus.com

121–130 of 378 posts

Re: Oculus Rift

#121
I am seeing a keynote mentioned in the comments, but I don't see anything about that on this website.

Could someone point me toward this keynote? I would very much like to watch it, thanks!

Re: Oculus Rift

#125
post #73

Earlier quoted context omitted.

The entire PC gaming industry would beg to differ, which is likely the initial target market. Of course that will change. Also I wouldn't exactly consider my desktop a beast. Form factors are pretty small these days.

Sure, this will be a hot product among PC gamers but they are not the mainstream consumers. I wanted to buy the device for my mom and have her use it. I think the vision should be to bring VR mainstream that is usable by all without technological friction.

The mainstream experience will be on high-end smartphones, not PCs. When Carmack and Facebook talk about getting a billion users into VR, this is how they plan to do it.

Re: Oculus Rift

#126
post #61

Does anyone know of a list of PCs that meet (or exceed) the recommended hardware specs for the Rift? Not that I'm going to run out and buy one of these machines in anticipation of the Rift's release next year, but I'm interested in knowing roughly what a premium VR experience costs today (excluding the headset, obviously) Edit: To rephrase my question, can anyone point me to a list of PCs manufactured by companies li…

> To rephrase my question, can anyone point me to a list of PCs manufactured by companies like Dell, HP, Lenovo, etc. that meet or exceed these requirements? Buying a prebuild is a bad idea. Apart from being overpriced, they often have strange custom motherboards and cases which make upgrades complicated. There's always those places where you select the parts and they assemble the machine for you, but I can't recomme…

Prebuilds do work for users that

a) Want something that physically looks good enough to have in their living room - modern prebuilds are sleek and small while making a small-form-factor custom is super-hard

b) Have more money than time. Who has time to track parts compatibility and figure out the upgrade path for your device, only to drop half of the cost of a new unit on your upgrade? There's a reason Apple has been so successful while ignoring upgradeability: the hardware market has never made upgrading easy-enough to be in-reach of the majority of users. While physically installing the parts is simple, compatibility is always frustrating.

Re: Oculus Rift

#127

Does anyone know if the issues people were reporting with simulator sickness have lessened with the version they plan to sell? see: https://forums.oculus.com/viewtopic.php?t=5127&start=20

I used the rift with the full head tracking this year at PAX East and felt no motion sickness at any point. A lot of the issues in 2013 were fixed when they started tracking full head movement instead of just rotation.

Of course I don't think I'm prone to motion sickness and the demo lasted only about 20 minutes max but I believe that I could wear it for over an hour or more with zero adverse effects.

Re: Oculus Rift

#128
post #92

Some observations and concerns: 1. Oculus is a display, therefore it should work with almost anything (aka modern devices that put out HDMI, etc). A 4k monitor doesn't require me to buy a whole new computer to use it. I don't understand why Oculus (or any other VR display) needs to be proprietary to the point that I may end up owing one device (Oculus) for PC and another (Morpheus) for PS4 gaming. This makes as much…

To react to all your points view with my points of view:

1. It's not a display, it's a device that contains a display. It has motion and tracking sensors. What the rift wants to achieve is the latency from input (moving your head) to photon to be really really low. This problem is hard. And to solve it you need to create your own solutions first. In an ideal world everyone would work together to make the best "Rift" that works on all devices, but that is not how capitalism works. This does not mean that we will not see this in the future. Some companies will win the VR battle, and they will probably be the ones to provide the best HMD for multiple devices. Hopefully we will go to a world where we have a HMD standard, but that is just not how new technologies evolve.

2. The Rift is lightweight, and people who have tried the Rift don't even notice the HMD on their head after a couple of minutes.

3. The technology isn't there yet (or too new/not mature) to do it with as low latency as with a cable, but like you said it will be eventually.

4. Agreed. Although they have a grasping button I'm not sure if it will mimick grasping convincingly enough. Playtesting with the actual device will tell us more I think.

5. I think we will see a lot of games that are not FPS oriented to be honest. I didn't see any FPS announcements (except for the dogfighting in space game but that's not really FPS to me). I'm personally not too worried about this.

Re: Oculus Rift

#129
post #28

The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.

That really doesn't bother me. Having used an Xbox One controller regularly, I think it is a fantastic controller, and I like that Oculus didn't feel the need to reinvent the wheel. I am excited about new interfaces other than a traditional controller though.

It could have been possible to rebrand or restyle the controller to actually match the headset. It's a bit strange to buy something from them which you could get on a store shelf in Walmart for years. Make it exclusive somehow.

Re: Oculus Rift

#130
post #28

The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.

I was equally surprised by the on-ear style headphones. I'm sure the design team thought about the choice in depth and has good reasons behind it, but I would have imagined over-ear to be better for immersion (personally I find them more comfortable as well).

Sounds quality isn't really dependent on circumaural vs supra-aural headphones. The major complaint I hear with supra-aural headphones is that they apply pressure on the ears, which can be unconfortable. Sound quality, however, is largely affected by the drivers.
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