Given in a pre ordered a dev kit. Wont be with me for months yet, but when it arrives people in the North West will be welcome to give it a try. Could not help myself, I now there are loads of drawbacks, apparently you get used to the low res. Cannot wait!
I know that kickstarter is a good thing.... but one aspect annoys the fecky out of me... you see some great new hardware announced and then discover it doesn't exist. They want you to fund it. So then you have to wait nn years to see if it actually becomes reality. Lucky Palmer has done very well in getting Oculus this far but now I'm wondering how long we'll have to wait for a HD consumer version? I'm a big fan of maximising gaming experience in any way I can so for me the oculus would represent the ultimate in gaming if it delivers high res stereoscopic low latency head-tracking VR.
I want the second gen one (although if I get rich I'd pre order it now) and would play a load of FPS and racing games with this. heck I'd even get a gaming seat with wheel for this. And a lotta lotta porn.
No getting around that - its how long development takes, the only way you can speed this up is throwing more money at it. Outside of KS this problem isn't as obvious, but only because they don't show you this kind of tech until its much further along in development. Consumer version due out January 2014.
There are going to be lots of teenagers out there with literally no reactions left except fast twitch mouse movements. C.a.n.t w.a.i.t. t.o. u.s.e.
Well it's nice that we have Palmer to give consumer VR the kick it needs. Big corporations like Sony and Zeiss are out of touch with what I need for my perfect gaming... http://www.overclockers.co.uk/showproduct.php?prodid=MO-000-CZ
Anyway.... let's discuss the important issue of FOV... The PC3d from IO-Systems I had many years ago... 800x600 res... awful clarity... no contrast... small field of view... from what I've heard about Oculus... the large field of view is what distinguishes it from previous systems. I just find it odd that I don't recall anyone mentioning field of view in any of the dev kit test/review vids???? What's up with that? We know the weak point is the low res display and blurring with very fast motion... It's a shame no one seems to have mentioned field of view. If the view fills your peripheral vision then it would be spectacular when final HD version is released....
That will be great then. Nothing worse than tunnel vision VR. I used to play games with a fresnel lens in front of my screen years ago... that went some way to increasing FOV and pulling you into the game world.
From what little info I've read on forums... the oculus dev kit doesn't fill your peripheral vision but it gives a large field of view. Still much better than the designs we've seen from other companies. I wooden mind a dev kit even though it's like £257 + import tax but I think it's the long wait time that would put me off. No use in buying one and then waiting 6 months for delivery. Someone in ireland is trying to make a profit from one on eBay... http://www.ebay.co.uk/itm/Developer...ideo_Games_Video_Games_JS&hash=item2ec7cafb22
Have yet to see VR done correctly, and even this is still a long way from what id consider acceptable. a HD VR headset is what 2015 or something and it will be expensive id imagine.
Lucky Palm is here to save us. Apparently the dev kit equates to 640 x 480 per eye which is pretty crappy. So if the consumer has 1080... that's 960x540? Palmer would really have to go above 1080 for stereoscopic. Actually this begs the question: Dev kit has 1280 res screen/2 = 640 per eye for stereoscopic... Can the oculus dev kit be run in flato-vision 2d at full 1280? Dunt always need correct words to deliver important messages does we.
The res is 960×1080 per eye for 2D, and yes, half that for 3D. Of course, if you want more pixels, you'll be able to run it in 2D.
I'm appointing Parge Bit-Tech Oculusvr representative. What I need is for you to contact Luckey and obtain the following information: 1: Current stock level of the dev kit. 2: Production rate for the dev kit. 3: Number of orders in total. 4: Number of orders shipped. 5: Number of orders shipped per week. As a bonus if you could get him to give you some clue as to the resolution of the consumer VR unit that would be great.
Surely you don't need 3d anyway. As long as the VR unit tracks your head movement, the impression of 3d will be created. Like this guy: http://www.youtube.com/watch?v=Jd3-eiid-Uw
Being someone who loves shutter 3d.... I prefer 3d when I can get it. I play Shift 2 in 2d because it's badly coded for 3d. Dirt 3 looks great in 3d as does Race 07 and Lara Croft's baps in the new Tomb Raider are just incredible with 3d glasses. So I like that Palmer is aiming for stereoscopic 3d but the option for 2d needs to be there as well.
It would be nice not to need the brute force frame requirement of stereoscopic 3d. I think Chung Lee's demonstration looks as good if not better than 3d I've seen. But I haven't gamed in 3d myself so I'm not the best to comment on the subject.
Real ones are better, and you don't need a unwieldy headset or other expensive technology to make the most of them. Although it could be fun trying...