ED and the Oculus Rift DK1 Discussion Thread

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Hello Oculus Rift owners. Gaming in my house is now mostly with an audience. With this in mind I have a question - with the Oculus Rift, what does the main computer screen show? Does it move with the OR or stay fixed on a single point. I am especialy thinking of how it will behave with E: D. Thanks!

The current dev kit shows the image as it is sent to the Rift (i.e. stereo, distorted (for the lenses), side-by-side images) so you can easily see roughly what the wearer is seeing. The new Crystal Cove prototype seemed to be displaying a single full screen image, which makes more sense for external viewers.

Some games/demos don't seem to work properly with "duplicated" screens and require the Rift to be set as an extended screen. In these cases you cannot see what the wearer sees at all. ED is currently in this category (for most people) as it doesn't play well in duplicated mode.
 
Some games/demos don't seem to work properly with "duplicated" screens and require the Rift to be set as an extended screen. In these cases you cannot see what the wearer sees at all. ED is currently in this category (for most people) as it doesn't play well in duplicated mode.

Thanks ... my ideal (if/when I obtain a rift) would be for my "passengers" to see directly out of the cockpit. I think it would be a bit strange for other in the room to be seeing the screen move around with my head, especially in combat! Do you happen to know whether motion sickness is an issue when the main screen shows the OR view?

I see the potential for ED to be even more awesome with OR, which was confirmed after reading this article. Hence my interest.
 
The current dev kit shows the image as it is sent to the Rift (i.e. stereo, distorted (for the lenses), side-by-side images) so you can easily see roughly what the wearer is seeing. The new Crystal Cove prototype seemed to be displaying a single full screen image, which makes more sense for external viewers.

Some games/demos don't seem to work properly with "duplicated" screens and require the Rift to be set as an extended screen. In these cases you cannot see what the wearer sees at all. ED is currently in this category (for most people) as it doesn't play well in duplicated mode.
Just to say, the Crystal Cove prototypes (CES 2014) that were showing the single undistorted screen were using some special image processing boxes to display the undistorted image.

Palmer Luckey said as much in a post show interview (sorry can't find the link). I guess it was for more clarity for onlookers.

The consumer Rift is going to want a lot of processing and graphics grunt, so how much will be left over to display a "normal" screen is debatable.
 
The consumer Rift is going to want a lot of processing and graphics grunt, so how much will be left over to display a "normal" screen is debatable.

Do you know if there are any plans for multiple graphics cards - one for the main screen and the other for the Rift?
 
I think people can already do this with a suitable motherboard (and software that plays nice), but it's outside of my knowledge zone: I'm strictly a one GPU at a time kinda person. :)
 
Some new interesting OR-related bits & bobs:

Michael Abrash (Valve software). Valve is BIG on VR, and have been working very closely with Oculus - contributing innovations and ideas. Their own prototype's supposed to be truly awesome, and contributed to the Crystal Cove prototype.

His Steam Developers Day Talk

Slides/Script of the above. Highly recommended! (P32 of slides show what they're using for their demos...)

Hardware: you really want to be doing stereo rendering at 95Hz... :eek: On the plus side, GPU/CPU vendors seem to be building VR enabling tech into their hardware.

3delement's account of the Valve tech. Guy was blown away.

--------------------

Palmer luckey's comments on the Valve tech (from Reddit, clickable):
^^^This is a Very Good Thing!


So, it WILL be amazing, but we may have to wait until 2015.
 
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Thanks for compiling that Rog.

Looks like the cost of my VR rig just went up a notch - 95Hz! Combine that with higher resolutions and it's seriously pushing the PC requirements up. I wonder if they're speccing it out of mass market? I guess it has to be good, and I will spend what it takes (within some sort of reason) but it cannot be prohibitive. I guess we have another year of GPU advances and maybe Mantle unleashing lost graphics power... interesting times anyway.
 
No prob, I know there's a fair few here interested.

I'd be astounded if the GPU manufacturers weren't moving heaven and earth to make their next cards OR friendly. When the consumer Rift hits the market, everyone's going to want one, and upgrade fever will commence.

Palmer and OR seem very focused on making the thing mass-market though, which is why their first consumer version won't be super-high res etc. Good chance it'll be > 1080p though. :)

I'd like to get some indication from OR/Valve what kind of hardware we're going to need to shoot for though: i5/i7, GHz, GPU horsepower?

The take-away good news though is that a fantastic VR experience is achievable now, albeit at a high price. CPU/GPU grunt is getting cheaper and more efficient all the time though so although the cost of entry might be high for a year or so, 2-3 years should see it truly mainstream.

In a way I'm kinda glad I'm not in the E: D Alpha: it would force me to build my new machine now, and then be forced to upgrade it at the end of the year.
 
Possible delay into 2015, and for an excellent experience, you'll need the sort of hardware that can render >1080p at >95Hz.

That is, expensive now, but mainstream very very soon.

And the consumer Rift will be better than the Crystal Cove prototype. :D
 
Possible delay into 2015, and for an excellent experience, you'll need the sort of hardware that can render >1080p at >95Hz.

That is, expensive now, but mainstream very very soon.

And the consumer Rift will be better than the Crystal Cove prototype. :D

Aye, sure I'll be getting the consumer model also, of course! :D Saving the cash now...
 

filip

Banned
I do not know if ED support oculus rift. But I know that I not will wear something like that for hours on my face, especially with summer approaching (2014 of course).

LOL, this is so idiotic, if you don't have air conditioning by now you have bigger problems in life you need to sort out before even having a computer or internet.
 
Why is that idiotic? A lot of places I have lived have not had air conditioning, simply no need for it. Heating for the winter and open windows for the summer :)

If your only experience means you have to take air conditioning as granted, well, it's a much bigger world out there than you may realise :)
 
Some new interesting OR-related bits & bobs:
Michael Abrash (Valve software). Valve is BIG on VR, and have been working very closely with Oculus - contributing innovations and ideas. Their own prototype's supposed to be truly awesome, and contributed to the Crystal Cove prototype.
His Steam Developers Day Talk
Slides/Script of the above. Highly recommended! (P32 of slides show what they're using for their demos...)

Hardware: you really want to be doing stereo rendering at 95Hz... :eek: On the plus side, GPU/CPU vendors seem to be building VR enabling tech into their hardware.

3delement's account of the Valve tech. Guy was blown away.

Thanks for the links, really interesting. I love how he talks about the "Post VR syndrom" haha. It might be reasonable to personally reevaluate about approaching violence in video games in totally immersive VR tech.
I guess walking in a room could really freak you out more, than just sitting on a chair. Your brain is more engaged in moving your whole body around than just sitting and looking around, so you have kind of "body memories" of walking around in a VR room.

For first person activities in Elite Dangerous it might be cool to have a kind of jetpack, so you don't actually walk, but fly around. That might correlate better with you sitting in a chair. Not just for in zero g, but also for crossing larger distances on planets etc.
 
well this evening I set up my Oculus Rift dev kit and decided to try out the Alpha. It was a bit of a faff at first, I had the same problem where you have to extend the right desktop as the rift (otherwise you end up not being able to launch the darn thing).

and wow!..yeah this is the best game I've tried since getting the dev kit back in March last year. No exaggeration.. I've tried out a few games such as Half Life, TF2, War Thunder, Euro Truck Simulator and various demos. Elite Dangerous is the only game so far I've been able to play properly and actually, in many ways, play better using the head-set.

Firstly its the only game that doesn't make me feel sick, partly because the pilots head is in the right place, but also due to the great frame rate. I played it for a good 50 minutes non-stop and went through all the missions. Then I just hung around in the factions mission pretending I was escorting the Anacondas. I got up as close as I could and it was simply jaw dropping. I was basically in space, in the Elite universe, and I didn't feel queasy.

The classic Elite scanner makes perfect sense in 3D, I'd go as far as saying it actually works better than 2D. Hard to explain, but when contacts overlap each other in 2D your eye might not be able to determine quickly where they are in relation to you. In 3D this is no problem, its a 3D scanner...in 3D and it works great!

Watching targets fly past and being able to naturally look around and turn the ship towards them works beautifully. Especially since there is no dumbed down target head lock system when using a monitor, so this is the only game I've played so far (on the rift) where it actually gives you some advantages other than immersion.

With the alpha at least, it never seems to drop a frame. Even on my GTX 560Ti with everything on high. This is essential when using the rift.

Oh and the lighting. Its hard to describe but the sun (star) feels like its dazzling when using the rift. It actually makes me want to squint if I'm flying towards it.

Its only going to get better with the consumer versions of the rift. But if the game continues to work as well as the alpha, it could well be a killer app for VR.

The only downsides so far are:

- The side panels (fire groups, sub systems, targets etc.) don't seem to appear in rift mode.

- Projectile weapons are more difficult to aim with, not impossible though. This is probably due to the low resolution of the dev kit version.

- The help screen and the video of the spinning side-winder don't appear in 3D so you can't read them. The video bit was the only time I felt a bit sick.

so well done Frontier!
 
That sounds... So. Totally. Awesome. :eek:

Can't wait to try this meself...

honestly when it comes down to it, I think the 3D might be a little party trick that this game will do better than any other game on the market, and it should certainly be on anyone list if they pick up a rift.

I don't know if I'd want to use the head-set when docked for trading etc. So it might be nice to have a key-binding to switch between 3D/2D..... but I'll certainly be using it for the multi-player test next week. :D
 
.....Must.....keep......fingers.....away.....from....Devkit..... https://www.oculusvr.com/order/

Darn you guys are making it mighty hard to wait for the consumer release :mad:

Oh heck please do wait for the consumer version! I kind of thought about putting my dev kit on eBay, this is the first game that's really made me think about buying the real thing when it comes out. Everything else just makes me feel sick, the consumer version should be massively better with regard to latency and resolution.
 
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