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Jakobsson87

Oculus Rift VR headset

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So as far as I understand it currently only has 3 axes (rotation) head tracking?

Are they working on a version with the full 6?

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So as far as I understand it currently only has 3 axes (rotation) head tracking?

Are they working on a version with the full 6?

That would be somewhat difficult without an external tracking device. Rotational movement can be measured absolutely (compared to Earth's gravitational pull) without much difficulty, but directional positioning needs a variable frame of reference.

I don't think it's possible for any object to accurately measure its position in space without some kind of external tracker.

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So as far as I understand it currently only has 3 axes (rotation) head tracking?

Are they working on a version with the full 6?

Yup, most probably it will be like the Hydra. The PCB has already the sonsor connection. It won't make sense to release the retail version without it (considering that adding those axis will have a very limited costs, of around $20-30 for a mass production product).

---------- Post added at 12:16 ---------- Previous post was at 12:14 ----------

That would be somewhat difficult without an external tracking device. Rotational movement can be measured absolutely (compared to Earth's gravitational pull) without much difficulty, but directional positioning needs a variable frame of reference.

I don't think it's possible for any object to accurately measure its position in space without some kind of external tracker.

The Oculus Rift has already a control box (where you connect the goggles), there you will have your transmitter (exactly like the razer hydra).

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That would be somewhat difficult without an external tracking device. Rotational movement can be measured absolutely (compared to Earth's gravitational pull) without much difficulty, but directional positioning needs a variable frame of reference.

I don't think it's possible for any object to accurately measure its position in space without some kind of external tracker.

accelerators are capable of this but i agree that external tracking is far more precise and quicker... the three rotational axis are the important ones for realism though... the ONLY one that i would actually end up using is a forward back axi in order to "look closer" at things such as in a cockpit or when trying to focus on something, its intuitive from that sense, i don't think the other 2 would be used near as much

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1080p HD Oculus Rift prototype will be in E3.

E3 is officially underway, and we’re here meeting with developers and media.

Last year, the Oculus Rift was officially nominated for Best Hardware of E3. This year, we wanted to do something special to celebrate the first anniversary of its public debut.

We generally develop features for the consumer Rift using top-secret prototypes that are kept under lock and key at Oculus HQ. But for the first time, we’ll be sharing one of these prototypes with the public: a 1080p HD Oculus Rift.

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If the Oculus Rift doesn't have the six degrees of tracking, why not combine it with the trackir for a better experience?

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Some nice Oculus titbits from Jay at E3.

The do have a dev version and are trying to get some more, they aren't planning on full support at release.

It seems like they are definitely toying with using it in a serious fashion and hopefully will support it in the future.

Lets face it, A3 was made for it with free head movement already.

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a 1080p HD Oculus Rift.

It's still not really Full HD though. It would be 960x1080 stereoscopic (with the screen split in the middle for two eyes). A Full HD 3D monitor would basically have twice the horizontal detail, which can be quite important in a game like Arma.

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Again, the thing about Oculus Rift support is that you will also need a complete redesign of the UI for a really enjoyable experience, and I don't think it will happen any time soon.

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I've never used any form of VR before, I would really love to test it out... but alas, I doubt I'll ever get a chance to do so at any brick and mortar store these days. I would imagine however, that Arma would be a perfect game to marry with the Oculus Rift.

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If the Oculus Rift doesn't have the six degrees of tracking, why not combine it with the trackir for a better experience?

Oculus Rift will have 6dof tracking in the retail version (and probably if there will be a v2 kit, you'll find the 6dof there already), it's a matter of $15 and the board is ready to have a 6dof sensor installed, there won't be any reason of not installing it.

TrackIR is crap if used with the rift because it will highly limit your head movement, if you want to have a 6dof experience with the current devkit I suggest you to use a razer hydra and the modded opentrack driver.

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It's June 22nd, we're moving to beta apparently, why there's no official words about the Oculus Rift native support?

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To answer WalkerDown:

Some nice Oculus titbits from Jay at E3.

They do have a dev version and are trying to get some more, they aren't planning on full support at release.

It seems like they are definitely toying with using it in a serious fashion and hopefully will support it in the future.

Lets face it, A3 was made for it with free head movement already.

I think that's as official as it can gets

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I've read that .. but I don't understand what it means, does it means that we wouldn't have *for sure* the OR support at release? If so .. this is a very sad news.

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Did anyone manage to get the game running with Oculus using latest Vireio 2.0? I know it used to work with some older version of Vireio but I have no idea which one, plus the new version brings some cool new features regarding rendering and tracking. So, if anyone has got it working or has some tips on it, I'd appreciate it...

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Looking forward to trying Arma 3 out on the OR DK2.

Only concerning thing is framerate since it can fluctuate for me personally between 60 and 30 in MP and OR needs a consistent frame rate to stop you blowing chunks.

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Don't worry. Facebook has it all in hand! *cries.

Actually, Dslyecxi gave it a pretty bad review in terms of the ArmA series. He said there was a little input lag, the resolution isn't good enough, etc. He said it has spaces between the pixels which makes everything a little dark and sort of like looking though a screen door. I think once it gets better resolution it will be a much better choice, but for a game like Arma I wouldn't sacrifice graphical precision for VR. Especially because vanilla 3d sound isn't so good

just my 2 cents.

And from what I've read, Facebook isn't going to just take it for themselves and ruin it (3D farmville D: ), they are just funding/supporting the program, which I think is just what Oculus needs to take the next step forward.

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Actually, Dslyecxi gave it a pretty bad review in terms of the ArmA series. He said there was a little input lag, the resolution isn't good enough, etc. He said it has spaces between the pixels which makes everything a little dark and sort of like looking though a screen door. I think once it gets better resolution it will be a much better choice, but for a game like Arma I wouldn't sacrifice graphical precision for VR. Especially because vanilla 3d sound isn't so good

just my 2 cents.

And from what I've read, Facebook isn't going to just take it for themselves and ruin it (3D farmville D: ), they are just funding/supporting the program, which I think is just what Oculus needs to take the next step forward.

That was with the DK1?

Having used a DK1 myself I can understand those concerns. The resolution was too low which makes things hard to see and has a distinct screen door effect and certain games made me feel a little queasy.

I can say though that until you actually try the thing you don't really appreciate how awesome it is and how you can immediately tell that this is the next big thing in gaming by a country mile.

The DK2 is higher resolution so things should be easier to make out, the screen door effect should be reduced (apparently you only notice it when looking for it according to hands on impressions) and the new low persistence and higher refresh rate (85hz) and lower input latency should make it less spew inducing.

My current concern is just with getting the game to run at a consistent high enough frame rate as lower frame rates have negative effects in VR beyond just not being as smooth as 60fps+.

Hopefully with enough tweaking, going on the right servers etc... I'll be able to run the game at a high enough frame rate that my lower frame rate (i.e. the frame rate the game drops to) will be high enough.

I currently run the game at 1440p with a lot of bells and whistles on so there is some hope that I'll be able to get it running well enough that it'll work OK on the rift.

Edited by KING5TON

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DK1, being first gen, is bound to be of lower quality. Crystal Cove and the newest gen kit looks much better, with persistence sorted and lag reduced. So I'm not bothered about early reviews, what bothers me in FB's interest in it. It is the age old problem of a big company taking over a small one 'with good intentions' then rapes the technology and leaves. Hence my *cry.

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That was with the DK1?

Having used a DK1 myself I can understand those concerns. The resolution was too low which makes things hard to see and has a distinct screen door effect and certain games made me feel a little queasy.

I can say though that until you actually try the thing you don't really appreciate how awesome it is and how you can immediately tell that this is the next big thing in gaming by a country mile.

The DK2 is higher resolution so things should be easier to make out, the screen door effect should be reduced (apparently you only notice it when looking for it according to hands on impressions) and the new low persistence and higher refresh rate (85hz) and lower input latency should make it less spew inducing.

My current concern is just with getting the game to run at a consistent high enough frame rate as lower frame rates have negative effects in VR beyond just not being as smooth as 60fps+.

Hopefully with enough tweaking, going on the right servers etc... I'll be able to run the game at a high enough frame rate that my lower frame rate (i.e. the frame rate the game drops to) will be high enough.

I currently run the game at 1440p with a lot of bells and whistles on so there is some hope that I'll be able to get it running well enough that it'll work OK on the rift.

@Kremator yes I certainly can understand your fears. But there's not much we can do about it now, just hope.

I would like to know what Dslyecxi has to say about the DK2. His review was pretty old (I assume before DK2), so perhaps it's made a big leap forward. Unfortunately I have no means of getting a chance to use one, so I just have to take other's word for it.

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There was an article about Oculus Rift in Time magazine and the author reported the same screen door effect with DK2.

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This thread.... anyone who thinks the OR isn't the future of gaming (including the Arma series) needs to unjam their head and start informing themselves. In fact, because it models head and body/gun movement separately, Arma 3 is well placed to become THE flagship FPS for the Rift...if the devs are willing.

For those with valid concerns over framerates (DK2 is confirmed @75hz, CV1 is rumoured @90hz), word is that Oculus will release proprietary software which interpolates frames for systems which can't keep up. Also, you can just turn the graphical quality down, as framerate is far more critical than pretty pictures to achieve presence.

Input will need some thought, but with a boatload of new haptic, motion tracked controllers in development, it's lazy logic to think we'll be stuck with mouse + WASD for much longer.

Edited by Mandrake

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