#3720101 - 01/18/13 02:07 AM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Apr 2009
Posts: 273
Logan
Head Tater peeler
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Head Tater peeler
Member
Joined: Apr 2009
Posts: 273
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I heard that Jason was looking/thinking about this for the new BOS. It would be nice if it was supported!
Logan, Head Tater peeler,OIC of nothing
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#3720279 - 01/18/13 08:02 AM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Dec 2002
Posts: 4,024
Chivas
Senior Member
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Senior Member
Joined: Dec 2002
Posts: 4,024
B.C. Canada
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Even the bulky developer prototype has plenty of room for a headset and mic. The consumer version looks to be much smaller.
Intel core I7 4790K @ 4.4 Asus Maximus Hero VII Motherboard 16 gigs DDR3 2133 EVGA GTX980Ti Oculus Rift LG 37" LCD BLack Mamba III Joystick Cougar Throttle/X55 Throttle/Saitek Levers Saitek Pro Rudder pedals Voice Activation Controls
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#3720349 - 01/18/13 12:40 PM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Oct 2001
Posts: 2,148
Georgio
Member
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Member
Joined: Oct 2001
Posts: 2,148
Hockley, UK
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This looks like having the same impact to gaming this decade that Track IR made 20 years ago.
I first tried a VR headset in Hong kong back in the early 90's and was impressed by the potential especially as home computing was essentially still in it's infancy then as well. Unfortunately, the whole VR industry seemed to have stalled since those early sets, but now with Oculus it looks like we're back on track in a big way. Personally I can't wait for this, especially if they can debut with a 1080p HD version to really showcase the technology at it's best. I just hope that they can bring this to the market without any interference as I suspect some of the big players in the technology industry would love to snap this up and bury it.
Last edited by Georgio; 01/18/13 12:40 PM.
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#3720516 - 01/18/13 05:59 PM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Oct 2010
Posts: 2,231
HogDriver
Retired Flight Simmer
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Retired Flight Simmer
Member
Joined: Oct 2010
Posts: 2,231
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Looks great, but my biggest concern is can you wear it over your eye glasses?
I refuse to buy a flight sim that I have no interest in playing, on the off chance that MAYBE someday they'll make the one I really want to play.
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#3720592 - 01/18/13 07:50 PM
Re: More Oculus Rift goodness
[Re: HogDriver]
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Joined: Dec 2002
Posts: 4,024
Chivas
Senior Member
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Senior Member
Joined: Dec 2002
Posts: 4,024
B.C. Canada
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Looks great, but my biggest concern is can you wear it over your eye glasses? The developers are aware of this problem. I don't believe its possible to wear glasses with the prototype OR, as one user mentioned he found it disconcerting when he felt his eyelashes brushing the lense. Hopefully the developers will find a solution to this problem.
Intel core I7 4790K @ 4.4 Asus Maximus Hero VII Motherboard 16 gigs DDR3 2133 EVGA GTX980Ti Oculus Rift LG 37" LCD BLack Mamba III Joystick Cougar Throttle/X55 Throttle/Saitek Levers Saitek Pro Rudder pedals Voice Activation Controls
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#3720630 - 01/18/13 08:49 PM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Nov 2006
Posts: 1,080
kestrel79
Member
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Member
Joined: Nov 2006
Posts: 1,080
Wisconsin, USA
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Looks like I need some contacts.
Intel i5 2500k // Asus P8P67 // 16GB G.Skill RAM // RX480 8GB // 27" monitor // VKB Black Mamba Mk.III // Warthog Throttle // TFRP Pedals // W7
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#3720648 - 01/18/13 09:22 PM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: May 2010
Posts: 3,812
JAMF
Frugalite & P-38 fan
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Frugalite & P-38 fan
Senior Member
Joined: May 2010
Posts: 3,812
The Netherlands
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Looks great, but my biggest concern is can you wear it over your eye glasses? The developers are aware of this problem. I don't believe its possible to wear glasses with the prototype OR, as one user mentioned he found it disconcerting when he felt his eyelashes brushing the lense. Hopefully the developers will find a solution to this problem. Watch one of the clips. One reporter mentioned that, upon donning the Rift, he was surprised by having no trouble with his glasses.
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#3720718 - 01/18/13 11:54 PM
Re: More Oculus Rift goodness
[Re: Georgio]
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Joined: Apr 2008
Posts: 788
NattyIced
Member
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Member
Joined: Apr 2008
Posts: 788
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This looks like having the same impact to gaming this decade that Track IR made 20 years ago. TrackIR was commercially available in 2001, so not really 20 years ago. Even with being the market for 12 years, only 137 titles support it - which is sad considering how great it is and what it does for any first person game such as shooters, virtual flying, rpging, racing, etc. The current resolution is quite low for the current device, much like how TrackIr only supported 2 axis at release. I didn't purchase TrackIr until V5 simply because the trackball mouse mounted to my joystick worked just the same and was far cheaper. I see they are hoping for 1080i for consumer release, I certainly hope they achieve it. It'll be interesting to see how this device works out, and if the 3D is actually convincing and better than nVidia's current 3D vision which is great but only because that's all there is. It has many flaws and downsides, but is acceptable because there are no other alternatives. However, I'm not interested in spending money on so-so 3D so nVidia's offering is out. Hopefully the Oculus Rift developers can deliver on it all, and it costs less than a 57" LED TV.
Last edited by NattyIced; 01/18/13 11:55 PM.
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#3720734 - 01/19/13 12:40 AM
Re: More Oculus Rift goodness
[Re: NattyIced]
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Joined: Dec 2002
Posts: 4,024
Chivas
Senior Member
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Senior Member
Joined: Dec 2002
Posts: 4,024
B.C. Canada
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The Oculus Rift development kit is $300, and they're trying to keep the consumer version in the same price bracket. All the re-viewer's before and during CES have been blown away by the prototype. I think they currently have ten thousand prototypes shipping to developers etc in Mar/Apr 2013. I've seen very few printed or youtube reviews complaining about the prototype's poor resolution which is a good thing considering the consumer version's resolution should be much better. There has been a significant improvement in small screen resolutions recently, that include bendable screens, so it will be interesting to see what the consumer version will have.
Normally I could care less about 3D, and have only just recently seen a 3D movie {Life of Pi} but a prelim to the movie had a short 3D clip of an aircraft flying thru clouds and I was totally blown away by the effect. 3D, 6DOF, 110* view with no visible borders, and a high resolution would revolutionize the immersion in flight sims. They may even be able to increase the field of view with the new bendable screens. The sky's the limit. This will be very interesting to follow, and has put my search for a new monitor/s on hold.
Last edited by Chivas; 01/19/13 12:41 AM.
Intel core I7 4790K @ 4.4 Asus Maximus Hero VII Motherboard 16 gigs DDR3 2133 EVGA GTX980Ti Oculus Rift LG 37" LCD BLack Mamba III Joystick Cougar Throttle/X55 Throttle/Saitek Levers Saitek Pro Rudder pedals Voice Activation Controls
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#3720833 - 01/19/13 05:02 AM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Apr 2008
Posts: 788
NattyIced
Member
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Member
Joined: Apr 2008
Posts: 788
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*couldn't care less
The few times I've seen 3D that works, I have wanted it for air combat games. But it's very little it has worked and in only certain segments of the movie/game did it work properly/believably. Having depth perception in air combat sims/games would be awesome though if it could be achieved.
However, without having a 3D effect - Oculus Rift is just taking trackIr's use of the head to change your view and replicating it with a narrower FOV on a small screen that's burning out the user's retinas. I don't need to physically turn my head 160 degrees to feel like I'm looking behind me when I can turn my head 5 degrees to get the same effect. I'm still using my head to naturally look around, and I have a much larger viewing area with a 37" TV than the lenses. So without 3D, my interest in this device would be lessened since the same "using neck and head to look" can be achieved with a device I already own.
But, the product features state stereoscopic 3D - so I am hoping it pulls it off. Having depth perception would be amazing.
Last edited by NattyIced; 01/19/13 05:40 AM.
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#3720876 - 01/19/13 08:18 AM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Dec 2002
Posts: 4,024
Chivas
Senior Member
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Senior Member
Joined: Dec 2002
Posts: 4,024
B.C. Canada
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I believe the field of views of the original IL-2 was a low of 30* and high of 90* with some outside programs that expanded it but with alot of distortion. I don't think a larger tv expands the default 90*, so I'm thinking 110*, should be a little better. Match that with 6DOF, it should be a decent experience.
Intel core I7 4790K @ 4.4 Asus Maximus Hero VII Motherboard 16 gigs DDR3 2133 EVGA GTX980Ti Oculus Rift LG 37" LCD BLack Mamba III Joystick Cougar Throttle/X55 Throttle/Saitek Levers Saitek Pro Rudder pedals Voice Activation Controls
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#3720880 - 01/19/13 08:30 AM
Re: More Oculus Rift goodness
[Re: Chivas]
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Joined: Aug 2002
Posts: 4,010
PV1
sometime mudslinger
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sometime mudslinger
Senior Member
Joined: Aug 2002
Posts: 4,010
Ladner, Wet Coast, Canada
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The depth perception is nice for the distinction between the cockpit and the outside world, and so for general immersiveness, but it isn't particularly useful in any sense of increasing your perception of the action, as the world outside the cockpit is pretty much effectively at infinity most of the time, anyway. But I do like having a real turn of the head, and not having the totally disorienting regular TIR thing of turning your head while counter-rotating your eyes to keep looking at a stationary monitor.
I've been using VR for simming for about five years now; initially with TIR for head tracking, so with a sort of non-linear head mapping which starts out one-to-one and accelerates to compensate for TIR not being able to comprehend head motions over 90°. But, as I spend most of my hobby time building terrain, I don't do a lot of flying, and even less with the full headset system running. That just seems to be where my attention has been attracted. And, as I don't do a lot of flying, I'm a lousy pilot, so that decreases my enthusiasm. At some point I'll feel like I've modded enough, and other people are doing a decent job of taking up the slack, and I'll kick back and do some more flying...
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#3723871 - 01/24/13 08:33 AM
Re: More Oculus Rift goodness
[Re: NattyIced]
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Joined: Oct 2001
Posts: 2,148
Georgio
Member
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Member
Joined: Oct 2001
Posts: 2,148
Hockley, UK
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i beg to differ; i was using TIR in a much earlier guise when the very first tracking unit was used purely as a replacement to a standard mouse for those that had difficulties with co-ordination. I had to order direct from Naturalpoint and import into the UK where it was held up in customs for a month while they decided what the hell it was. Naturalpoint got involved and I had to state what I was going to use the unit for and they were amazed when I told them as a view controller for flight sims. This was around 1996 and I used that unit until the first commercial unit aimed at simmers came out in 1991. The first guy I knew who saw the potential for TIR was a guy on SimHQ called DMNE, he put me onto the unit and helped me with the early set up as it wasn't the piece of cake it is now. This looks like having the same impact to gaming this decade that Track IR made 20 years ago. TrackIR was commercially available in 2001, so not really 20 years ago. Even with being the market for 12 years, only 137 titles support it - which is sad considering how great it is and what it does for any first person game such as shooters, virtual flying, rpging, racing, etc.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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