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Old 16-Mar-2015, 11:49   #1
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Oculus Rift possibly delayed until 2016?

A recent comment by Palmer Luckey has sites wondering whether we'll see the Rift any time this year.

http://www.gamespot.com/articles/ocu.../1100-6425921/

I guess you can interpret Luckey's comments both ways... Yes to a a 2015 release or No, but can't quite help thinking that adding 300 hundred employees thanks to the Facebook buyout has probably just added more levels of management and change process/approval that will lead to delays.
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Old 16-Mar-2015, 13:34   #2
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Or they're just aiming to manufacture at a significantly larger volume than originally planned and it doesn't happen overnight.
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Old 16-Mar-2015, 13:43   #3
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Since the SteamVR is announced for Nov '15 they probably want to make sure they can leapfrog it in performance. The SteamVR reportedly is not quite as good image wise, but far superior in tracking and latency.
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Old 16-Mar-2015, 13:48   #4
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Eurogamer has a write-up from a hands-on:
http://www.eurogamer.net/articles/20...gger-questions

I like the idea of using floor space to move within.
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Old 16-Mar-2015, 13:52   #5
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Let's be honest, regardless of what space you're working in if your main competitor is Valve you've got to be shitting it.
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Old 16-Mar-2015, 15:18   #6
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Got my (friend's) Rift set up and working reasonably nicely with Assetto Corsa, so I'm happy for now. Better res screen would be much appreciated.

I'm surprised nobody has released their existing devices for the Sim crowd, it works really well for cockpit sims. Not a massive audience but allows you to build up all the tech support and stuff you need for commercial sales. Everyone seems to want to immediately sell 100,000 units+.

IMO the easiest way to make money from VR hardware is:
  1. Stick a note 4 screen into the DK2
  2. Go to RSI and partner up to offer the headset with the purchase of a new premium dogfighting ship for $1000
  3. Split the proceeds 50/50 with RSI
  4. Laugh all the way to the bank
  5. When you've spent all that money on private jets, repeat with Euro Truck Simulator

Surprised recent headsets feature lower res than the note 4 screen, I wonder if there is a shortage on that part?
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Old 16-Mar-2015, 16:24   #7
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GPU processing power is a big limitation, even with the relatively low res on the DK2 GPU's are still struggling to keep it above 75FPS which is what you need to get it to work in low persistence mode. Upping the res will just make this harder.
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Old 16-Mar-2015, 19:19   #8
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The CV is aiming for 90fps, too.
Oculus have also just adopted the two-screen approach, same as the Valve headset.
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Old 16-Mar-2015, 20:23   #9
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If it's just volume to compete again Valve that seems like a sensible approach. If it's more procrastinating then they better get their finger out or hope that SteamVR hits a big patch of Valve Time.
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Old 16-Mar-2015, 21:39   #10
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Quote:
Originally Posted by PiMuRho View Post
The CV is aiming for 90fps, too.
Oculus have also just adopted the two-screen approach, same as the Valve headset.
Source?
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Old 16-Mar-2015, 21:52   #11
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Not sure I'm on board with Valve big selling point of walking around a virtual space, since it's a wired headset. Couldn't you get quite easily wrapped up in the wiring? how big is the space (the length of cable) going to be?
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Old 17-Mar-2015, 09:34   #12
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Didn't an article say it's only wired now but will be wireless by the time it ships?

[edit] Answered my own question [/edit]

Quote:
http://www.pcgamer.com/steamvr-hands...rtakes-oculus/
One problem Valve hasn’t solved yet is cable management. The VR controllers will ultimately be wireless, but the demo model has a belt that you strap around your waist to help keep the various cables under control. It’s not enough to completely solve the problem, though. I walked around the room to explore the boundaries of each demo as much as I could, and ended up wrapping the cables around my feet a couple times.

Last edited by Blunteh; 17-Mar-2015 at 09:37.
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Old 17-Mar-2015, 09:52   #13
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Didn't an article say it's only wired now but will be wireless by the time it ships?

[edit] Answered my own question [/edit]
Ah

In that case, I'm on board
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Old 17-Mar-2015, 10:08   #14
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I've got the back part of my garage earmarked for a padded VR room Not that I have time for gaming these days
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Old 17-Mar-2015, 10:15   #15
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I knew there was a subliminal reason I was clearing out my garage!
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Old 17-Mar-2015, 12:43   #16
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As long as I can spin on my chair and pew pew I don't need any more space. In fact I think my space ship/plane/other pew pew related craft, will need a cupholder added to the ingame model for where my cocktails will be sitting IRL!
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Old 17-Mar-2015, 19:09   #17
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Source?
On the twin-screen thing? A legit employee of Facebook/Oculus on another forum. He says it's for IPD reasons, sensibly.
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Old 17-Mar-2015, 19:25   #18
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As soon as FB brought them out, the OR was lost to the gaming community who want things NOW. Not surprised one bit this has been delayed and it will no doubt be delayed further more.
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Old 17-Mar-2015, 19:36   #19
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I don't think the delays are down to FB. If anything, the FB purchase gave them more money and power to develop the hardware more quickly than they otherwise could. Their biggest issue at the moment is input, and they don't really seem to have decided what form that's going to take yet, whereas Valve integrated their input system early on.
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Old 06-May-2015, 12:55   #20
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Q1 2016 apparently: http://www.engadget.com/2015/05/06/e...-rift-consumer
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Old 06-May-2015, 14:32   #21
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https://www.oculus.com/blog/first-lo...pping-q1-2016/

Oculus blog announcing it. Still sounds a little vague but I guess Steam VR gave them a kick.
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Old 06-May-2015, 15:07   #22
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Still no word on what their input device is going to be.
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