Author Topic: Announced: Oculus Rift consumer version in first quarter of 2016  (Read 2488 times)

Offline Wraith_TMS

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #30 on: May 19, 2015, 05:44:28 PM »
Then it does not make sense it would be within spitting distance of the DK2 res ( 1920×1080 ), but all feedback says the CB is way better in res.

Also in your link: "No details on panel specifications of course, but it does mean that the prototype that is thought to bear close resemblance to the eventual consumer version of the Oculus Rift may well opt for this route."

and "Oculus founder Palmer Luckey chimed in as well, saying that it was "super obvious" that the prototype used two screens, but nobody had really looked closely enough before to notice it"

So a single panel would deliver res barely 5% better than the DK2, nobody has confirmed whether the cv1 will be single or dual panel, Palmer states dual panel was super obvious and we know he prefers the single panel option.

We still have at least 6 months before we see a CV1, I know what my money is on.

Vulcan, 2160x1200 for CV1 resolution is (see my prior post, where I linked Atman Binstock's--of Oculus--blog piece), unless my math is off, 25% greater overall resolution (across two screens) than the DK2's 1920x1080 resolution--not 5%. 

You're correct that Luckey has in the past stated that he preferred a single screen solution because of cost and simplicity; but things change, as is obvious from the Crescent Bay/CV1 specs which I posted--again, see Atman Binstock's blog post.  The links I posted from SxSW predate the OculusVR tech specs announcement that I've posted earlier in this thread.  I do believe most people did believe that even the Crescent Bay prototype was a single screen unit, since Luckey's previous comments to that effect were known.  Since the Oculus team continue to make strides in their optimizations of their SDK (yet again, see my prior posted links), it may have permitted a dual-display solution more readily than they first thought.  Additionally, the screens for DK1 and DK2 were, it's my understanding, used because of cost and accessibility.  Facebook's influx of cash may have given Oculus the clout to spec custom displays.  Bottom line: somewhere between DK2 and nailing down the CB/CV1 specs, they've opted for dual-displays. 

You're free to form your own opinion, of course, but I've posted links from reputable sources, most notably OculusVR executives themselves.   

In any case, it's possible we'll know more about the CV1 by E3 (mid-late June, I believe) or at Oculus Connect (sometime in September, I think).  FYI, just today, Oculus sent out invitations to the press for a sponsored event they will host a week prior to E3.  If I were a betting man--and I've been known to as well--that would be a likely time to do an introduction to the CV1, before all the hoopla at E3 drowns out a CV1 introduction.

Ultimately, I think we can both agree that the Rift and/or the Vive would enhance--as you already know from using your DK2 in AH--this game immensely if our HTC would support VR headsets.  One can only hope.   
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Offline Gman

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #31 on: June 06, 2015, 01:30:06 AM »
Vulcan, being the resident OR/VR guy, have you or are you planning on getting a Valve VR development kit?  From what I've been reading and based on what you've said, OR and Valve are probably going to be the front runners for noodle gear.  I'd be interested to hear what you think of it, and any details and comparison you could provide between the two.

Offline Vulcan

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #32 on: June 07, 2015, 04:19:46 PM »
Vulcan, being the resident OR/VR guy, have you or are you planning on getting a Valve VR development kit?  From what I've been reading and based on what you've said, OR and Valve are probably going to be the front runners for noodle gear.  I'd be interested to hear what you think of it, and any details and comparison you could provide between the two.

Dunno, Oculus have some decent smarts around the way they designed the rift. Things like like having a pair of displays can be bad (see my comments about CV1), and the low persistence stuff is important. I do like their tracking system. I suspect the Vive is going to be quite expensive.

What concerns me most though as all previous experience I've had with HTC has involved severe quality issues.

Offline Wraith_TMS

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #33 on: June 09, 2015, 11:50:18 AM »
...
In any case, it's possible we'll know more about the CV1 by E3 (mid-late June, I believe) or at Oculus Connect (sometime in September, I think).  FYI, just today, Oculus sent out invitations to the press for a sponsored event they will host a week prior to E3.  If I were a betting man--and I've been known to as well--that would be a likely time to do an introduction to the CV1, before all the hoopla at E3 drowns out a CV1 introduction.


Seems something is indeed up at OculusVR.  They have a new logo (well, it's a sideways "O", but from a public image perspective, it may be better than "The All Seeing Eye of Sauron" logo that was their previous one).  And a countdown counter to that 6/11/15 event I mentioned above. https://www.oculus.com/en-us/  All aboard the hype train.

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Offline Mister Fork

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #34 on: June 11, 2015, 10:32:37 AM »
OR has a special event today in around an hour and a half at 11am MST (or 1pm EST).  Probably announcing the design and features of the first production release of the rift.

I WILL be buying a OR when it comes out, then two more for both my boys who are now into PC gaming.  But they may want the Valve version as they play mostly STEAM games including Gary's Mod, Team Fortress 2, and Counter Strike.

Heck, I even offered to buy HTC a developers edition of the Rift - I suspect Dale and Doug will support VR headsets (if they haven't already bought a dev version).
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Offline Wraith_TMS

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #35 on: June 11, 2015, 12:35:47 PM »
OR has a special event today in around an hour and a half at 11am MST (or 1pm EST).  Probably announcing the design and features of the first production release of the rift.

I WILL be buying a OR when it comes out, then two more for both my boys who are now into PC gaming.  But they may want the Valve version as they play mostly STEAM games including Gary's Mod, Team Fortress 2, and Counter Strike.

Heck, I even offered to buy HTC a developers edition of the Rift - I suspect Dale and Doug will support VR headsets (if they haven't already bought a dev version).

Event is streaming live on Twitch as I type this: http://www.twitch.tv/oculus
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Offline Ack-Ack

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #36 on: June 11, 2015, 04:15:57 PM »
Dunno, Oculus have some decent smarts around the way they designed the rift. Things like like having a pair of displays can be bad (see my comments about CV1), and the low persistence stuff is important. I do like their tracking system. I suspect the Vive is going to be quite expensive.

What concerns me most though as all previous experience I've had with HTC has involved severe quality issues.

I think one of the things that is going to make the Valve VR set more expensive than the Oculus Rift is the laser tracking system Valve is intending to use.
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Offline Wraith_TMS

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #37 on: June 19, 2015, 03:57:05 PM »
From the "beating a dead horse" desk...  The guys from Tested.com review the consumer version of the Rift, the new Touch controllers and give general impressions (after interviews) at the E3 show.  (Warning: a long video, but it's probably about as much info about the Oculus Rift's consumer version as is currently available:



FWIW,
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Offline Vulcan

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #38 on: June 21, 2015, 06:41:03 PM »
It's disappointing they went to dual displays. I had dual OLEDs on the Vuzix, and they were nice, but I constantly struggled getting the same RGB/Brightness/Contrast levels across the 2. It will be interesting to see how that goes.

The other factor they need to work on and I'm surprised not to see on CV1 is some sort of air circulation/venting. Depending on the environment it can be a right pain when your screens start fogging up.

Offline Bizman

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #39 on: June 22, 2015, 03:00:54 AM »
I didn't view the entire video, but at some point I think they talked about fogging. I have a feeling it was where they talked about the fabric material. But I may be wrong here.
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Offline MrRiplEy[H]

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #40 on: June 22, 2015, 08:59:05 AM »
I didn't view the entire video, but at some point I think they talked about fogging. I have a feeling it was where they talked about the fabric material. But I may be wrong here.

They were discussing about virtual porn, then immediately the subject of fogging came up...  :noid
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Offline Wraith_TMS

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #41 on: June 22, 2015, 12:52:37 PM »
I didn't view the entire video, but at some point I think they talked about fogging. I have a feeling it was where they talked about the fabric material. But I may be wrong here.

They begin discussing the physical construction of the CV at timecode ~6:30 and they discuss the fabric covering and it's help in eliminating heat buildup/fogging around timecode 7:45-7:50.  The CV is encased in fabric, not hard plastic.  That fabric covering helps reduce the weight of the unit, lets heat radiate out without active cooling (i.e. fans) and it's also transparent to the array of infrared LEDs  used for 6 DOF headtracking that are all over the unit, under the fabric. 
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Offline Wraith_TMS

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Re: Announced: Oculus Rift consumer version in first quarter of 2016
« Reply #42 on: June 23, 2015, 01:42:43 PM »
... I do hope that AH does get onboard with this tech.  I read the VR boards on other sites and there are a lot-- a lot-- of simulation enthusiasts.  The ones who are into air combat games so far  think Wart Hunder is the only game supporting VR--they're right, so far--but most are not terribly impressed with how Gaijin has handled VR integration.  Now imagine if AH supported it as well as they do TrackIR.  There are over 40,000 registered users of Reddit's r/Oculus subreddit (and growing, btw), and AH managed to capture 5-10% of that crowd.  I think we'd end up with an embarrassment of targ...ehm... riches.  :airplane:

I was reading the Reddit/Oculus board earlier today and came across a thread that I thought I'd link here as it speaks to the point above in one of my earlier posts.   The Reddit thread was started by a flight simmer asking about the pros/cons of VR for flight games.   My quote above related to how that Oculus forum on Reddit has a lot of flight game enthusiasts who yearn for great VR flight experiences---the whole sub has more than 50K registered users, so...   Those VR/flight game enthusiasts are a natural demographic target that could be future Aces High players if HTC does eventually support VR hmds.  Yet, if you read the responses in the thread linked below, all they refer to are War Thunder, DCS and Prepar3D.  None of these companies have done especially good jobs of implementing VR into their games, and some like War Thunder don't compare in overall experience with or without VR, to AH. 

So, if VR headsets were supported by HTC, past precedent says they can probably do a killer job on integrating VR too.   We already know that our HTC has done a superb job of integrating TrackIR and 6DOF headtracking into the current game...  They can probably do it with VR hmds too, even if it takes a bit of effort. 

I think that if HTC would/could support these hmds, the Oculus subreddit alone, given the size of its registered redditor base, could become a major marketing target after our game update and VR support are added.  Right there in that one subreddit is a ready-made pool of probably hundreds, maybe even thousands of prospective players who are aching for a quality flying game experience because of their enthusiasm for VR.

Bottom line: Let's face it, our game beats War Thunder on practically every player experience aspect---except possibly the graphics, which is already being addressed with the update---so I hope that this opportunity isn't lost on HTC as a future development goal.  I know "other fish are being fried" right now with the update and all, but VR should be addressed after that.   I don't think it's unrealistic to imagine that, if properly integrated into the game, HTC's VR hmd support could make Aces High the DE FACTO "killer app" flying game for VR.  VR gamers would beat a path to HTC's door.  :old:

Here's the link to the discussion on Reddit:

http://www.reddit.com/r/oculus/comments/3ase70/question_for_people_who_immediately_started/

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o--[--Wraith----   
The Musketeers 
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"Never try to teach a pig to sing; it wastes your time and it annoys the pig." -- R. A. Heinlein