MSCoder610
Senior member
- Aug 17, 2004
- 831
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I have a Developer Kit 1 (and told myself I wouldn't order a Dev Kit 2, but did anyway).
If anyone is interested in following along with the development / what people are working on more closely, I can recommend the subreddit and the official Oculus forums, both are pretty good:
http://www.reddit.com/r/oculus
https://developer.oculusvr.com/forums/
I do use my dev kit more for trying other peoples' demos than development right now, but it's fun to see what other people are working on, and I'm considering playing around with Unreal Engine 4 (and I took a stab at getting Duke 3D to work with the Rift also).
As far as some of the points / questions raised in this thread:
- Head tracking is definitely 1:1 if the game developer implements it correctly. Some third-party solutions to play existing games in the Rift (Vireio / Tridef / VorpX) map the head tracking to mouse emulation, so if you've seen a YouTube video of someone playing a full game in the Rift, it might have used one of these third party programs, and that could explain the non-1:1 head tracking.
- It's definitely easier to use the Rift with gamepads than keyboard / mouse. A lot of the VR demos target the XBox 360 controller. I'm interested to see if Oculus announces anything about input devices before the consumer version - so far, they've mostly suggested gamepads. There's also various motion devices like the Razer Hydra (and the wireless version, Sixense STEM), and PrioVR, but it's unclear what the adoption of those will be in games.
- re: Roller Coaster Tycoon, there was a Kickstarter for Theme Park Studio which will allow designing rollercoasters:
http://store.steampowered.com/app/254590/
It's early access on Steam right now. The Kickstarter promised Rift support, but I don't think that's available yet.
- There's already some virtual cinema apps available, and desktop replacement apps (basically showing your Windows desktop in a 3D world). The resolution of the DK1 is a bit too low for those to be practical though - the DK2 should be a bit better, and the consumer version even more. But still, I doubt the Rift will completely replace monitors / TVs for a while.
Edit: And Half Life 2 is really promising in VR, but I haven't made it more than a chapter or two in so far. The DK1 definitely can hit you with motion sickness (due to the motion blurring on the display, and no positional tracking), and HL2 seems to be one of the games that can trigger it most easily.
If anyone is interested in following along with the development / what people are working on more closely, I can recommend the subreddit and the official Oculus forums, both are pretty good:
http://www.reddit.com/r/oculus
https://developer.oculusvr.com/forums/
I do use my dev kit more for trying other peoples' demos than development right now, but it's fun to see what other people are working on, and I'm considering playing around with Unreal Engine 4 (and I took a stab at getting Duke 3D to work with the Rift also).
As far as some of the points / questions raised in this thread:
- Head tracking is definitely 1:1 if the game developer implements it correctly. Some third-party solutions to play existing games in the Rift (Vireio / Tridef / VorpX) map the head tracking to mouse emulation, so if you've seen a YouTube video of someone playing a full game in the Rift, it might have used one of these third party programs, and that could explain the non-1:1 head tracking.
- It's definitely easier to use the Rift with gamepads than keyboard / mouse. A lot of the VR demos target the XBox 360 controller. I'm interested to see if Oculus announces anything about input devices before the consumer version - so far, they've mostly suggested gamepads. There's also various motion devices like the Razer Hydra (and the wireless version, Sixense STEM), and PrioVR, but it's unclear what the adoption of those will be in games.
- re: Roller Coaster Tycoon, there was a Kickstarter for Theme Park Studio which will allow designing rollercoasters:
http://store.steampowered.com/app/254590/
It's early access on Steam right now. The Kickstarter promised Rift support, but I don't think that's available yet.
- There's already some virtual cinema apps available, and desktop replacement apps (basically showing your Windows desktop in a 3D world). The resolution of the DK1 is a bit too low for those to be practical though - the DK2 should be a bit better, and the consumer version even more. But still, I doubt the Rift will completely replace monitors / TVs for a while.
Edit: And Half Life 2 is really promising in VR, but I haven't made it more than a chapter or two in so far. The DK1 definitely can hit you with motion sickness (due to the motion blurring on the display, and no positional tracking), and HL2 seems to be one of the games that can trigger it most easily.
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