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Oculus Rift

oculus.com

341–350 of 378 posts

Re: Oculus Rift

#341

Going to a page and the first thing I see is someone with their mouth gaping open and looking up. Horrible design.

That was my immediate thought as well. Their choice of a scruffy looking guy (nothing wrong with it in and of itself) says a lot about their intended audience. Hard to imagine Apple or Google marketing a product with that kind of imaging.

He just has a short beard. What's the problem?

Re: Oculus Rift

#342
post #78

Anyone else disappointed that they announced a new interface controller (Oculus Touch), but did not show any type of demo?

Yes. Also lackluster considering cooler possibilities like leap motion[1]. 1. https://www.leapmotion.com/product/vr

The LEAP is a really inexact input device. Used it for a project this winter and the only reliable input we found was the position and rotation of the whole hand.

Re: Oculus Rift

#343
post #200
post #181

Earlier quoted context omitted.

Not even close. The screens for each eye probably have about 1440 pixels of vertical resolution (I'm guessing they are Samsung OLED screens, similar to the display on the Galaxy S6). Imagine that resolution stretched out to fill your field of view and distorted by the lenses -- the perceptual resolution available for a virtual monitor would probably be less than VGA. VR environments that can do high-quality typograph…

> the perceptual resolution available for a virtual monitor would probably be less than VGA It's a shame we weren't able to program on VGA monitors. :(

I used to program on a BBC Micro and that was low resolution.

Re: Oculus Rift

#344
post #249
post #200

Earlier quoted context omitted.

> the perceptual resolution available for a virtual monitor would probably be less than VGA It's a shame we weren't able to program on VGA monitors. :(

VGA had 480 scanlines. When was the last time anyone seriously programmed on a display worse than that? My guess would be Commodore 64 with an NTSC TV for display. That's pretty close to the text fidelity you can reproduce on a "virtual monitor" in a current-generation VR environment. (I think a lot of people underestimate the amount of resolution lost due to lens correction -- the rendered screen image is heavily di…

Although I have much higher resolution, lately some occular migranes have forced me to up the font size on my monitor. Having really big type seems to stave off the migranes for some reason.

Anyway, I think I've been going for about a month and a half with 80x27 text displays (full screen with tmux). I'm doing web development and my browser is similarly scaled (thank god we're building something with a scalable UI).

I have not missed the screen real estate at all. Of course, I'm old and I used to always work on 80x25, so the extra 2 lines are luxury ;-)

Re: Oculus Rift

#345

I really want VR computer monitors so that I sit at a desk with no monitors so that I can run 4,5,6, any number I want or just 1 big monitor. Also it would give me a lot more privacy as no one else could see my monitors unless I shared the monitor to them which I imagine would be a little easier to do with virtual monitors than when physical ones (even considering screen sharing which is iffy sometimes).

> Also it would give me a lot more privacy

In the meantime, you can use the laptop sock [1] :)

[1] http://cdn.instructables.com/FTR/NFY0/FF78HWJO/FTRNFY0FF78HW...

Re: Oculus Rift

#346
post #266

I recently returned my Oculus Rift, not even two weeks after buying it. Dropping Linux support is not okay.

> Dropping Linux support is not okay. It's v1 of a product, if they waited to have every feature under the sun before initial launch then nothing would ever get released, ever.

Linux support isn't just any feature under the sun. But you're right, they can't wait for it, because gaming on Linux is an actual disaster.

Meanwhile, gaming on Android is working just fine.

Re: Oculus Rift

#347

I'm a bit of a sound nerd, but the on-ear headphones are really underwhelming. No noise isolation, most likely low quality drivers... this would make for a pretty terrible VR experience. Simply upgrading them to closed back, over the ear headphones would make a big difference - you'd be able to use lower volumes (at which point even cheap drivers aren't oto bad), and you'd be more isolated from the environment, simil…

Closed back headphones don't offer as much "soundstage" as open-back headphones. With open-back headphones things really sound like they're coming from outside of your head, which is critical for the 3d sound illusion.

Re: Oculus Rift

#348
post #307

Is this the reason they stopped Linux development? http://techcrunch.com/2015/06/11/oculus-rift-consumer/#.xwct... > The partnership with Microsoft will also see the Rift work “natively” with Windows 10, plus play Xbox One games in the headset.

> partnership with Microsoft

Ah, that explains why they call the Xbox controller "one of the best in the world" and shipping it with it, instead of just letting people decide for themselves or making it at least optional. This might actually stop me from getting one, I'm not sure how much a controller is normally but it will increase the price and I have a USB dualshock 2 controller right here which I prefer over the Xbox one.

Re: Oculus Rift

#349
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.

> I like that Oculus didn't feel the need to reinvent the wheel

Fair point, but instead of a custom controller you could use any old controller you have lying around. Bundling it just increases the price.

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