Author Topic: Oculus Rift Dk2  (Read 7479 times)

Offline MrRiplEy[H]

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Re: Oculus Rift Dk2
« Reply #90 on: September 23, 2014, 12:38:59 AM »
Yet... I see nothing that solves the inability to see around you in meatspace by those pics.  Tango Foxtrot?  Unless they're figuring it's just as simple as having a cutout at the bottom and they'll just slap that into the final release.

I can live with it either way, but that's my single concern about the product.

Wiley.

Totem, the 'ripoff' according to Vulcan is equipped for both virtual and augmented reality so it's even more interesting than the rift IMO. The only problem is that rift has such a head start that we might end up with yet another VHS/Betamax battle.
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Offline Vulcan

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Re: Oculus Rift Dk2
« Reply #91 on: September 23, 2014, 01:10:33 AM »
Totem, the 'ripoff' according to Vulcan is equipped for both virtual and augmented reality so it's even more interesting than the rift IMO. The only problem is that rift has such a head start that we might end up with yet another VHS/Betamax battle.

The Rift DK2 has a USB connection on it so it wouldn't be hard to attach an AR camera.

Offline terrydew

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Re: Oculus Rift Dk2
« Reply #92 on: September 23, 2014, 09:03:54 AM »
Sorry forgot to mention that bit, I think I have mine set wider, but use my stick scroll wheel to change it as needed.

What command do you use to do that? Is there a Vorpx command that changes fov or do you use the AH zoom command? I think I must be missing some Vorpx documentation as to features and switches? Will look harder.


Offline terrydew

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Re: Oculus Rift Dk2
« Reply #93 on: September 23, 2014, 09:23:34 AM »
Yet... I see nothing that solves the inability to see around you in meatspace by those pics.  Tango Foxtrot?  Unless they're figuring it's just as simple as having a cutout at the bottom and they'll just slap that into the final release.

I can live with it either way, but that's my single concern about the product.

Wiley.

When this is fully implemented I think you will be surprised how little you will need the keyboard. With a good hotas and voice command setup I never need to use the keyboard. In VR the text buffer is actually very distracting. I would hope when HT implements the Rift he either puts the txt in the clipboard or in a separate pop up window. What I really would like is the ability to hear just the system txt directed at me like kills etc. I never pay any attention to the watermelon chat anyway. I am convinced that there will be a way to use your hands to control items in the virtual cockpit.

Terry

Offline hyzer

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Re: Oculus Rift Dk2
« Reply #94 on: September 23, 2014, 11:01:27 AM »
When this is fully implemented I think you will be surprised how little you will need the keyboard. With a good hotas and voice command setup I never need to use the keyboard.

Perhaps in the MA you don't need the keyboard as much, but in scenarios and FSO you may have 2 different text channels to follow and respond to, as well as having to change your voice channel on occasion.

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Offline Wiley

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Re: Oculus Rift Dk2
« Reply #95 on: September 23, 2014, 11:19:36 AM »
Totem, the 'ripoff' according to Vulcan is equipped for both virtual and augmented reality so it's even more interesting than the rift IMO. The only problem is that rift has such a head start that we might end up with yet another VHS/Betamax battle.

It looks neat, but Oculus got there first and has the marketing power of a fully operational Facebook behind it.  Unless they can make it work with the HMD support games will be putting in for Oculus, I just can't see it gaining much support.

Wiley.
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Offline terrydew

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Re: Oculus Rift Dk2
« Reply #96 on: September 23, 2014, 02:30:30 PM »
Perhaps in the MA you don't need the keyboard as much, but in scenarios and FSO you may have 2 different text channels to follow and respond to, as well as having to change your voice channel on occasion.



I have voice commands setup to change radio vox channels, but what I need and haven't figured out yet is a way to get the text to voice and voice to text working for the text channels.

Offline FLS

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Re: Oculus Rift Dk2
« Reply #97 on: September 26, 2014, 10:59:00 AM »
I wish OR had a camera and you could toggle the view and see what's in front of you.

Offline Rob52240

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Re: Oculus Rift Dk2
« Reply #98 on: October 05, 2014, 06:36:22 AM »
Any estimates on how long it will be before AH supports it and it's readily available?
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Offline MrRiplEy[H]

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Re: Oculus Rift Dk2
« Reply #99 on: October 05, 2014, 08:55:56 AM »
I wish OR had a camera and you could toggle the view and see what's in front of you.

You can ghetto mod one with a drill. Peek hole  :rock
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Offline Mister Fork

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Re: Oculus Rift Dk2
« Reply #100 on: October 08, 2014, 09:57:58 AM »
You can ghetto mod one with a drill. Peek hole  :rock
That is exactly what I plan to do with mine. Gotta see the keyboard! :P
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Offline Sol75

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Re: Oculus Rift Dk2
« Reply #101 on: October 08, 2014, 12:23:10 PM »
If I order one of these beasts (OR DK2) can one of you who have gotten it working help me through getting it up and running for me on aces?  I am oretty techie oriented, I am am VMware engineer as a job, but dont have a lot of experience with "solutioning" things for my gaming world.. I tend to click and play for games.. spend too much time "figuring stuff out" at work to do so at home lol


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Offline terrydew

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Re: Oculus Rift Dk2
« Reply #102 on: October 09, 2014, 08:57:55 AM »
I will help if I can. I was really easier than I thought.

Offline Sol75

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Re: Oculus Rift Dk2
« Reply #103 on: October 27, 2014, 02:56:47 PM »
Picking up an OR DK2 this evening from a guy here locally that is selling his.  Could use some advice on getting it setup and working in AH...
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Offline terrydew

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Re: Oculus Rift Dk2
« Reply #104 on: October 28, 2014, 06:04:03 PM »
Buy Vorpx and download Opentrack (not the railroad software. Do you already have trackir5?