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Oculus Rift (discussion)

Fri, 05 Apr 2013 14:15:00

BlazBro

Whenever they mention Occulus on 4chan I always post saying it's going to be a gigantic piece of shit, just to make them mad. I think it looks okay. The worrying things are: Price: Casual gamers will not want to buy something like this for $300 when they barely understand what it is. Function: Probably will lack any real support at first, also making the casuals think it's a waste of time gimmick. Novelty: Much like 3D does for some people, this is going to cause a lot of motion sickness. Also wearing goggle things for long periods hurts like fuck :( Difficulty: Casuals won't want to invest time in learning a new way to play video games. Look what happened when Harmonix released Pro instruments for Rock Band; no one but hardcore fans bought them. Maybe I'm wrong though, maybe casuals will buy it FOR the gimmick; casual gamers LOVED the Wii, remember? But I guess that had casual games like Wii Fit and Gay Dance Party Bump & Grind Edition. Porn however, would you pay $300 to watch really awesome porn? That seems a little bit of overkill just to jerk off. Escorts don't even cost that much :P
Mon, 01 Apr 2013 22:27:33

Dr.Bigbob

Hey, Oculus is getting a very important place in the history of gaming but it seems like, that the VR kit is also important for the porn companys. Sinful Robot will use this technologie to watch their virtual chicks at close range. But what does it mean for DE? Oculus can be used in source so we should be able to make our porn stuff with the kit either. Anyway, I want to use this thread to discuss about Oculus rift and about all the possiblitys which we can use in the future. So, just throw all your mind about oculus in this thread.
Tue, 02 Apr 2013 06:00:13

Dr.Bigbob

"The 'Strayan Snip3r" said ...
The only reason i'd get one is for the hat you get in TF2 XD
I realy had to fight with me that I wont buy the dev kit now because they are going to make a consumer version with better sensores and better screen. Some people said that the consumer kit will be available early 2014 :(
Mon, 01 Apr 2013 23:10:08

Ganonmaster

You might want to link to the actual device, so people know what you are talking about. ;) Oculus Rift Really excited about this. I pre-ordered a devkit some time ago and will probably be getting it in the mail at the end of this month. Much like the company you pointed out, I got it specifically for the purposes of developing VR porn. It's really something that could take porn games to the next level. Camera POV becomes your actual POV. It's more than just stereoscopic 3d or a virtual boy. The big hurdle at this point is that there are no proper teledildonics to back up the experience. I've done some research on the subject and the two big products on the market are the Vstroker and the RealTouch. The Vstroker is basically an accelerometer for your Fleshlight, and would probably not provide the needed feedback to detect motion or provide a proper VR experience.(you still have to move the fleshlight yourself) The RealTouch device is more advanced and would basically enable the game to jack you off. However, the closed nature of the device might make integration outside of their content store an issue. They also don't sell the device outside the US, so I've been unable to verify if it's any good and if integrating it into existing game engines is even possible. Other means of interaction might be the Leap Motion (for touch-like interaction), or the Ju-C air (for more traditional controller based gameplay). If you look at the Oculus rift device itself and the software libraries that they provide, it's very solid. They are pretty much opening up the device as much as they can so people are willing to try it out and develop apps and games for it. The licensing of the libraries also supports that. (Apache license, fuck yeah) The open nature of the project allows for the community to easily develop their own libraries and wrappers so you can access it in more languages than just C++. This device could also prove useful outside of gaming. Think about virtual building tours, controlling robotics, telepresence. I think we're about to take our first steps to the Star Trek holodeck, and I can't wait.
Mon, 01 Apr 2013 23:15:02

Rastifan

Never heard of Oculus. I realize I am festering in a revolting puddle of my own ignorance and the stench is great.
Tue, 02 Apr 2013 05:34:40

Goron_Ozzy

The only reason i'd get one is for the hat you get in TF2 XD Nah, but in all seriousness, this could be interesting. Virtually slapping Liara's tits, that sounds like fun :)
Fri, 05 Apr 2013 15:12:32

Ganonmaster

"BlazBro" said ...
Price: Casual gamers will not want to buy something like this for $300 when they barely understand what it is.
That's why it's not aimed at casuals.(yet)
"BlazBro" said ...
Function: Probably will lack any real support at first, also making the casuals think it's a waste of time gimmick.
That's the case with any new technology. The smart thing Oculus is doing, is getting a lot of developers into it before releasing this thing. (mostly indie, but also bigger studios) Oculus developed the basic hardware and API's and now it's up to the people who make the games to figure out how to best make games for it. The engine level inclusion in the Source engine, Unreal engine and Unity will cause a lot of future games to have native support out of the box. It is also doubtful that any developer would go for VR only. You'll probably be able to play these games without the Rift as well. In the first month of release, they already have two major games with support for this thing. And that's just the release of the devkits.
"BlazBro" said ...
Novelty: Much like 3D does for some people, this is going to cause a lot of motion sickness.
If you read the Valve slides from last GDC on supporting the Rift in TF2, it is clear that developers can work around this problem. No sudden horizon changes, etc. Read their slides for more info.
"BlazBro" said ...
Also wearing goggle things for long periods hurts like fuck :(
The guys at Oculus know this. That's why they are making the consumer version of this thing even lighter than the devkits. They also included a 'over-the-head' strap, so the other straps don't have to be tightened as much. Again, final product might be completely different.
"BlazBro" said ...
Difficulty: Casuals won't want to invest time in learning a new way to play video games. Look what happened when Harmonix released Pro instruments for Rock Band; no one but hardcore fans bought them.
Once again, this device is not for the casuals. The fact that they're only supporting PC at this point should be a big tell. The target audience at this point are nerds who want to take their first steps into the holodeck. All that said, there is a chance that this whole thing might not catch on when the consumer version comes out. That's the risk of bringing any product to market.
"BlazBro" said ...
Porn however, would you pay $300 to watch really awesome porn? That seems a little bit of overkill just to jerk off. Escorts don't even cost that much :P
I've spent more on porn related items than that over the last few years and I don't have any regrets about it. ;) Besides, the innovation I'm excited about is porn games. This device doesn't just give 3D vision, it gives 3d vision over your entire field of view. If I wanted to watch 3D porn videos I could just put on my red cyan glasses and watch right now.
Fri, 05 Apr 2013 17:43:46

Ganonmaster

[youtube:8rp73b4t]P50fvL_EWYY[/youtube:8rp73b4t]
Wed, 10 Apr 2013 09:54:40

BlazBro

"Ganonmaster" said ...
"BlazBro" said ...
Price: Casual gamers will not want to buy something like this for $300 when they barely understand what it is.
That's why it's not aimed at casuals.(yet)
"BlazBro" said ...
Function: Probably will lack any real support at first, also making the casuals think it's a waste of time gimmick.
That's the case with any new technology. The smart thing Oculus is doing, is getting a lot of developers into it before releasing this thing. (mostly indie, but also bigger studios) Oculus developed the basic hardware and API's and now it's up to the people who make the games to figure out how to best make games for it. The engine level inclusion in the Source engine, Unreal engine and Unity will cause a lot of future games to have native support out of the box. It is also doubtful that any developer would go for VR only. You'll probably be able to play these games without the Rift as well. In the first month of release, they already have two major games with support for this thing. And that's just the release of the devkits.
"BlazBro" said ...
Novelty: Much like 3D does for some people, this is going to cause a lot of motion sickness.
If you read the Valve slides from last GDC on supporting the Rift in TF2, it is clear that developers can work around this problem. No sudden horizon changes, etc. Read their slides for more info.
"BlazBro" said ...
Also wearing goggle things for long periods hurts like fuck :(
The guys at Oculus know this. That's why they are making the consumer version of this thing even lighter than the devkits. They also included a 'over-the-head' strap, so the other straps don't have to be tightened as much. Again, final product might be completely different.
"BlazBro" said ...
Difficulty: Casuals won't want to invest time in learning a new way to play video games. Look what happened when Harmonix released Pro instruments for Rock Band; no one but hardcore fans bought them.
Once again, this device is not for the casuals. The fact that they're only supporting PC at this point should be a big tell. The target audience at this point are nerds who want to take their first steps into the holodeck. All that said, there is a chance that this whole thing might not catch on when the consumer version comes out. That's the risk of bringing any product to market.
"BlazBro" said ...
Porn however, would you pay $300 to watch really awesome porn? That seems a little bit of overkill just to jerk off. Escorts don't even cost that much :P
I've spent more on porn related items than that over the last few years and I don't have any regrets about it. ;) Besides, the innovation I'm excited about is porn games. This device doesn't just give 3D vision, it gives 3d vision over your entire field of view. If I wanted to watch 3D porn videos I could just put on my red cyan glasses and watch right now.
There was a Cracked article about making the perfect porn game. Apparently we have the technology to do it already ;o Even the technology to be able to touch something in front of you that isn't really there but have feedback to make it feel like it is. Would you pay upwards of $100,000,000 for the perfect porn game? ;p
Wed, 10 Apr 2013 16:19:40

Ganonmaster

"BlazBro" said ...
There was a Cracked article about making the perfect porn game. Apparently we have the technology to do it already ;o Even the technology to be able to touch something in front of you that isn't really there but have feedback to make it feel like it is. Would you pay upwards of $100,000,000 for the perfect porn game? ;p
I'd kickstart the shit out of that.
Fri, 12 Apr 2013 13:27:07

BlazBro

"Ganonmaster" said ...
"BlazBro" said ...
There was a Cracked article about making the perfect porn game. Apparently we have the technology to do it already ;o Even the technology to be able to touch something in front of you that isn't really there but have feedback to make it feel like it is. Would you pay upwards of $100,000,000 for the perfect porn game? ;p
I'd kickstart the shit out of that.
I don't like Kickstarter because HURRR MUH FEMINISM, the whole Anita debacle, all that other bollocks with that RPG-camp shit, but I would Kickstart the shit out of a VR Porn game. Who wouldn't?
Fri, 12 Apr 2013 19:07:21

Ganonmaster

"BlazBro" said ...
I don't like Kickstarter because HURRR MUH FEMINISM, the whole Anita debacle, all that other bollocks with that RPG-camp shit
That's an awfully simplistic attitude. Not liking a crowdfunding site because two projects you don't agree with got their funding from there. That's like saying you don't like Google because they show search results for Feminist Frequency. The Oculus Rift was a Kickstarter project, just like the Ouya and 18.109 other projects. Don't be so quick to judge a site just because you didn't like two pieces of user created content.
Sat, 13 Apr 2013 10:30:00

BlazBro

"Ganonmaster" said ...
"BlazBro" said ...
I don't like Kickstarter because HURRR MUH FEMINISM, the whole Anita debacle, all that other bollocks with that RPG-camp shit
That's an awfully simplistic attitude. Not liking a crowdfunding site because two projects you don't agree with got their funding from there. That's like saying you don't like Google because they show search results for Feminist Frequency. The Oculus Rift was a Kickstarter project, just like the Ouya and 18.109 other projects. Don't be so quick to judge a site just because you didn't like two pieces of user created content.
I always like to hate things in the simplest terms possible. I'm from /v/, what did you expect? :P I don't like Kickstarter because they actively allow scams because they turn a profit from it. That RPG Camp thing is under every DEFINITION of a scam and yet they didn't shut it down, although it violates about 30 of their own fucking TOCs. Did you see that board game one that MtF made and got $7000 for it and never delivered because "the sun told me not to"? How the fuck do they allow this?
Sat, 13 Apr 2013 19:31:53

Ganonmaster

"BlazBro" said ...
I always like to hate things in the simplest terms possible. I'm from /v/, what did you expect? :P
I used to be from /v/ too, until it got flooded by newfags a couple of years ago. I wonder how you can still stand that cesspit.
"BlazBro" said ...
I don't like Kickstarter because they actively allow scams because they turn a profit from it. That RPG Camp thing is under every DEFINITION of a scam and yet they didn't shut it down, although it violates about 30 of their own fucking TOCs.
The girl's RPG camp is a tricky one. I think that Kickstarter should have acted on those violations, but that woman did change her project after a while in order to adhere to the Kickstarter terms. I don't think that it fixes anything, but then again, if people want to put money into a poorly defined project, that's their fault as well. Yes, Kickstarter turns a profit from it, but if they actively allow scams on their website, wouldn't they be an accomplice in those scams? That's not very beneficial at all. I think they'd be shut down before you can say "designer wallet project".
"BlazBro" said ...
Did you see that board game one that MtF made and got $7000 for it and never delivered because "the sun told me not to"? How the fuck do they allow this?
That's the thing. Kickstarter can't guarantee that any project will deliver. The Oculus Rift project might have failed as well, without anyone getting their money back or getting their rewards. When you back a project on Kickstarter, there is no guarentee that you will see anything back from it. Kickstarter is just like eBay. You risk getting scammed. That's why should always verify the background of a project. If you put money into a 9yo girl's game project and it turns out it to be not very good, part of the blame falls on yourself imho. That's why things like $20.000 custom made cape projects don't get funded; people tend to avoid scams. There have been a few scams on Kickstarter, and they do combat scams even though it may not always seems that way. There have been more good projects on Kickstarter than bad. No reason to hate.
Mon, 22 Apr 2013 17:20:09

Dr.Bigbob

Moar realistic with Omni =O [youtube:1jgscewj]qpHWJMytx5I[/youtube:1jgscewj] looks somehow strange when you run very fast but you wont get away from the place.
Mon, 22 Apr 2013 18:14:12

Ganonmaster

That's a great video Dr.Bigbob. Problem with omni-directional treadmills is that they take up a lot of space. Here's an example of a game that takes advantage of both the VR headset and a more manageable interaction device. I actually own a Razer Hydra, and it's a great example of motion control done right. [youtube:26gasgtw]ry3w3s_CXcM[/youtube:26gasgtw]
Mon, 22 Apr 2013 20:02:24

Dr.Bigbob

The Razer seems to be getting a very important "controler" for VR. I like how you can move and use the objects in the game. But I also think that devices like omni or wizdish makes the VR effect much more realistic. There are many devices on the market which can track the movements of the body and there will come alot more. For example, I've seen a belt which you can strap to you arm and it will record then your electrical pulses inside your muscles. With that, the system can find out how your hand is moving and what a pose it have. Matrix is getting closer =O Maybe I will buy the Omni pad too and some other tracking devices (if there arent so expensive) ;)
Sat, 27 Apr 2013 21:17:39

Ganonmaster

Here's a reason to like VR: http://vimeo.com/64769947
"Dr.Bigbob" said ...
The Razer seems to be getting a very important "controler" for VR. I like how you can move and use the objects in the game. But I also think that devices like omni or wizdish makes the VR effect much more realistic. There are many devices on the market which can track the movements of the body and there will come alot more. For example, I've seen a belt which you can strap to you arm and it will record then your electrical pulses inside your muscles. With that, the system can find out how your hand is moving and what a pose it have. Matrix is getting closer =O Maybe I will buy the Omni pad too and some other tracking devices (if there arent so expensive) ;)
The Omni pad Kickstarter will be hitting next month. They're shooting for a low price point, so I'm thinking about setting some money aside for that baby as well.
Wed, 05 Jun 2013 20:06:31

Ganonmaster

I just got a shipping notification from Oculus. Should be here real soon. :twisted:
Tue, 18 Jun 2013 18:39:43

Soraku Fett

I feel like Oculus is making the gaming peripheral of my dreams. Ever since I was the littlest of thinking babies, I've always loved the idea of Virtual Reality. That sense of going to a place not physically possible always fascinated me. The only question I have is one brought up by one Arin "Egoraptor" Hansen... "What kinds of games would Oculus Rift NOT be good for?" It was on an episode of Game Grumps. After he said that, I had to wonder. What would Oculus Rift do for any game that wasn't in first-person? Would it still work? Or would it fail?
Tue, 18 Jun 2013 19:19:01

giantkrill

That "Wicked Paradise" thing sounds intersting, but I'd prefer to see some actual gameplay. :twisted:
Tue, 18 Jun 2013 19:37:49

Ganonmaster

"Soraku Fett" said ...
"What kinds of games would Oculus Rift NOT be good for?" It was on an episode of Game Grumps. After he said that, I had to wonder. What would Oculus Rift do for any game that wasn't in first-person? Would it still work? Or would it fail?
Depending on the camera movement, it could still work, but first person is preferable. I only have limited understanding of the biology involved, but here's a basic rundown. Basically, when your brain receives conflicting information from different sensory systems (eyes, vestibular system) you get motion sickness. This is where the problem with VR headsets comes in. Sudden movement has to feel natural. A lot of games incorporate things like head bobbing for a more "realistic" experience. On screen this looks perfectly fine. You're looking at a 2D plane in front of you, and your brain perceives it as such. With VR headsets you get realistic stereoscopic 3D, with 1 on 1 head tracking. Head tracking works great, the 3D is convincing, but the head bobbing induces motion sickness as it feeds your brain with conflicting information. Your head is completely still, but still the images shakes up and down. I've heard from some people that bunny hopping for long periods of time has caused nausea for them. Having a fixed point of reference has been known to fix this for some people. (like the little dot in the center of the screen in Mirror's Edge) The way the camera moves is vital to providing a proper experience. Potentially, any game could work, regardless of the camera point of view. However, the point is immersion, and in my opinion, only the First Person camera can give you that.
"giantkrill" said ...
That "Wicked Paradise" thing sounds intersting, but I'd prefer to see some actual gameplay. :twisted:
In related news, my devkit arrived last friday and I've been having a lot of fun building my own demo. It's really quite hypnotic.
Thu, 27 Jun 2013 19:38:50

Agueli

"Ganonmaster" said ...
(Some really fascinating input that doesn't deserve to go without response.)
Hi everyone, I have been interested in this field (digital erotica, mainly VR as a whole) for a looong time, just recently discovered this awesome forum. I am currently downloading SFM and have watched a good amount of tutorials, but the main reason I registered so early is because I wanted to respond to you, Ganonmaster. I am so hyped about the potential Oculus presents it's ridiculous. In particular, the image you uploaded is the main reason I am struggling to learn 3D modeling, stuff like SFM and UDK, and also I have managed to convince myself not to order the HMD until the consumer version (or the rumored HD prototype dev kit) is released. And I really don't want this thread to die, so if anyone wants to carry on the discussion I'll be here. So please, Ganonmaster, enlighten me! I know Oculus now is easily integrated with everything that is Source, but exactly how do you approach this? In what software, so on and so forth? In theory, if I gave you a complete SFM project file, you should be able to watch it in VR (you lucky son of a bitch) but how practical is this? Furthermore, I bet the low resolution forces you to leave VR after a while, as the fidelity of your HD screen must be much more pleasing, is this an accurate assessment? Have you tried POV? These are the questions I can think of off the top of my head, I bet there's more coming. I would really appreciate if you wanted to discuss this with me. Oh, and lastly: is it as gut-wrenchingly awesome as I am convinced it must be? Thanks for bringing this to the table, I think it holds some real significance.
Thu, 27 Jun 2013 21:11:43

Ganonmaster

"Agueli" said ...
I know Oculus now is easily integrated with everything that is Source, but exactly how do you approach this? ... In theory, if I gave you a complete SFM project file, you should be able to watch it in VR (you lucky son of a bitch) but how practical is this?
Integration of the Oculus Rift with your own Source mods is easy enough if you're familiar with C++ and the inner workings of the engine. Support in Valve's games and tools is a little bit trickier. Only TF2 comes with a built in calibration menu while games like Portal and Half Life 2 need manual calibration through the console. From my experimentation up to this point, Source Filmmaker has no "good" Oculus Rift functionality at this time. You can render videos in stereo 3D, but for viewing the final result, you generally need to view it in a program like VR Player. Basically the VR Player applies the proper distortion to the image for comfortable VR viewing. Another caveat however: I've yet to to render a scene in SFM with a full 360° panoramic view.(Not even sure if that's possible in SFM) If you open a stereoscopic 3d movie of some sort, it's the same effect as watching a 3d movie, if you know what I mean. (this is with the 3d movie projected on a plane ) You're not seeing anything more of the image if you look to the left or right because you're looking at video with a limited FoV. You can also try projecting the image onto a sphere, cone or dome. This looks relatively OK if you're looking at it from the front, but because it's not rendered panoramic, the image doesn't line up properly when you look somewhere else. If anyone has some tips on panoramic rendering in Source Filmmaker, be sure to let me know.
"Agueli" said ...
In particular, the image you uploaded is the main reason I am struggling to learn 3D modeling, stuff like SFM and UDK...exactly how do you approach this? In what software, so on and so forth?
That screenshot I uploaded of the demo I made uses the standard UDK implementation. I know basic C++, understand the basic content pipeline, but the I'm not familiar with the inner workings of the engine and the tools are not very easy to work with at all, so the Source engine was pretty much off the table from the start. The other engine with Oculus Rift support is Unity, but it's only in the Pro version of that engine, which costs $75/month or a one time payment of $1,500. That's too much for me. I'm just trying to create some free experiments on my own, so all that leaves it the UDK.
"Agueli" said ...
Have you tried POV?
Not yet. Basically what I have right now in UDK is a small level with some Mass Effect models doing sexy dances. It's not even close to a "sex sim", but if you get really close to the skin of the models, it looks really convincing. It's a really tantalizing experience. Problem right now is that I have to make animations for these models and get them imported to UDK. I'm only a novice animator, so it's a pain to make it look good. So far, I've tossed 7 animations in the bin because they looked bad, had mistakes in them or got corrupted, so last week I took a break to clear my mind and do something else.
"Agueli" said ...
Furthermore, I bet the low resolution forces you to leave VR after a while, as the fidelity of your HD screen must be much more pleasing, is this an accurate assessment?
Pretty much. You do ease into it, so after a while you'll be able to play longer and longer sessions.
"Agueli" said ...
Oh, and lastly: is it as gut-wrenchingly awesome as I am convinced it must be?
Yes. Even with the low resolution display, it's very convincing. These certainly are exciting times for VR enthusiasts.
Fri, 28 Jun 2013 12:20:07

Agueli

"Ganonmaster" said ...
it's the same effect as watching a 3d movie
I fully understand what you mean. Sadly I do not yet have the basic C++ know-how you are talking about, but it's something I may look into. I've never been much for code but I see the advantages. Just as I suspected, VR implementation in a scenario like this is still problematic, and it's something I hope improves later this year. After all, is this not the exact thing you would expect Valve to drop on us some day in the near future? All that said, I really hope we won't have to settle with pre-rendered video much longer.
"Ganonmaster" said ...
A one time payment of $1,500. That's too much for me.
I am aware of this. It really sucks, and I can't for the life of me understand why they locked people out like that, seeing how Oculus wanted this platform to be as open as it is.
"Ganonmaster" said ...
UDK, small level, Mass Effect models doing sexy dances
Absolutely awesome. Not much more to say there, really. Wish you luck, and you are highly welcome to share your progress here. Have you been experimenting with lighting inside UDK?
"Ganonmaster" said ...
Pretty much. You do ease into it, so after a while you'll be able to play longer and longer sessions.
As has been said everywhere the Rift has left its mark. Really though, I think I will wait for at least the 1080p version. If you listen to the lucky few who were invited to watch UE4 in the HD prototype at E3, there seems to be an astounding improvement in visual fidelity. Curious question 1: what do you think the next step to VR bliss could/should be? Curious question 2: what other things have you been trying inside the Rift? If one of these things is Portal, which I suspect, how does the stereoscopic view affect the portals themselves? I mean, is there extra depth and space beyond the portal? This is something I have never heard a good answer to. All of this is really exciting!
Fri, 28 Jun 2013 17:19:24

Ganonmaster

"Agueli" said ...
"Ganonmaster" said ...
UDK, small level, Mass Effect models doing sexy dances
Absolutely awesome. Not much more to say there, really. Wish you luck, and you are highly welcome to share your progress here. Have you been experimenting with lighting inside UDK?
Yes, but not very much. I'm learning all sorts of things about the UDK as I go along.
"Ganonmaster" said ...
Pretty much. You do ease into it, so after a while you'll be able to play longer and longer sessions.
As has been said everywhere the Rift has left its mark. Really though, I think I will wait for at least the 1080p version. If you listen to the lucky few who were invited to watch UE4 in the HD prototype at E3, there seems to be an astounding improvement in visual fidelity.
"Agueli" said ...
Curious question 1: what do you think the next step to VR bliss could/should be?
For big games it's probably natural movement using omni-directional treadmills (like the Virtuix Omni) and motion controls with haptic feedback. (like the new Sixense prototype) These serve no significant purpose for the types of experiences I'm working on but it's the most realistic next step. Personally I would love some sort of full body suit that would simulate different types of touch on various places on the body. The haptic vests that are on the market right now just do big impacts and forced muscle contraction which is not the kind of touch I'm looking for. ;)
"Agueli" said ...
Curious question 2: what other things have you been trying inside the Rift?
Lots of other demos found on The Rift List. The best experiences were the SpaceWalk and Ocean Rift. Exploring the bottom of the ocean was really great and calming. Suddenly, you see this giant shark coming right at you, trying to eat your face. Nearly gave me a heart attack. I had a friend of mine play the same demo. When the shark appeared he immediately dropped the controller and started yelling at me to take the headset off his head.
"Agueli" said ...
If one of these things is Portal, which I suspect, how does the stereoscopic view affect the portals themselves? I mean, is there extra depth and space beyond the portal? This is something I have never heard a good answer to.
Ofcourse you would perceive depth beyond the portal. You're basically looking through a window. Both eyes look at the objects beyond the portal from a different point of view. The result is depth. I have only tried Valve's implementation which at time of writing has a silly bug. It only renders the portal for one eye and the conflicting images really fuck with your brain.
Wed, 03 Jul 2013 13:21:18

Agueli

"Ganonmaster" said ...
Virtuix Omni etc.
I see what you mean, and furthermore I really see the appeal of integrating VR into many forms of exercise. Maybe next year we'll be in the best physical shape of our lives :) however, my question was maybe a little diffuse. I was mainly wondering about the exact field you're experimenting with right now. Surely, for me, the ultimate VR experiences have to be ones I have crafted for myself. I, for one, really hope the workflow in software like SFM becomes a little more streamlined and enables us to create, well, errrr - nicer looking tits, for example.
"Ganonmaster" said ...
Valve needs to get their shit together
. This is what I was concerned about. For me, the coolest things VR can do are things like this, let us perceive things we could not possibly perceive in nature. I hope they can pull it off. So, have you made any further progress yet (fingers crossed!)? And do you know of other communities that are looking into this?
Wed, 03 Jul 2013 15:06:36

hornydevil

Hi. First of all forget all those gif animations. They are nothing to compare with Rift. As an owner i already have a good fapping experience with it. https://developer.oculusvr.com/forums/v ... =42&t=2157 I just die for having an Elizabeth sucking animation in Rift to be here with her. This is all other ballpark here. Those talented animators should concentrate of having all those animations run in Unity and UDK. Ok enough of talk. back to fapping.
Wed, 03 Jul 2013 21:05:11

Dr.Bigbob

I read somewhere, that the consumer version of the oculus will be released in the end of 2014!!! :evil: Uhhh I wanna have this thing right now! It have to teach me the view of 3D! But on the bright side, they plan to add alot of feature into the device. 2 cameras which let you see the realworld are included. The HD screen is in any case there.
Tue, 09 Jul 2013 18:17:14

Agueli

"Tydeus" said ...
But do we know if it includes peripheral view? Because it's good and all but it wouldn't really be that useful without having peripheral vision
"Wikipedia" said ...
The field of view is more than 90 degrees horizontal (110 degrees diagonal), which is more than double the FOV of most competing devices, and is the primary strength of the device. It is intended to almost fill the wearer's entire field of view, and the real world is completely blocked out, to create a strong sense of immersion.
Did this answer your question? It's a fantastic device, no doubt. Also uses headtracking :)
Mon, 08 Jul 2013 23:11:03

Tydeus

I just felt like jumping into the conversation without actually reading anything from this thread, I know, I know.. pretty stupid of me. But do we know if it includes peripheral view? Because it's good and all but it wouldn't really be that useful without having peripheral vision. You'd feel like a horse wearing blinds all the time lol! I think I'd buy one either way though, I used to have TrackIR with Star Wars Galaxies: Jump to Lightspeed and it was pretty much the same apart from having it on your face, you'd just move your head and the camera moved. :D All they'd need is some sort of device that allows you to feel everything in the game, and like some of you have said (I skimmed), you'd totally be able frak the shit out of the models for real! :D but yeah for right now, it'd be good fapping.