The best VR available currently requires of the headset:
>2 displays at a high res for IPD adjustment and clarity >high pixel fill to eliminate SDE and augment clarity >high pixel consistency to eliminate mura and moiré >high pixel switching and illuminating times to diminish black smear and enable low persistence >global update, high refresh rate, and low persistence for a smooth, non-nauseating, non-flickering image
>hybrid fresnel lenses for big sweet spot, exit pupil, clarity across the whole lens, minimal chromatic aberration, spherical distortion, and light ray artifacts
>displays designed in parallel with optics for optimal tuning of FOV and clarity
>light weight and smart ergonomic mounting design that distributes weight so not only does is it not feel bad on your head and face, but that it disappears to the point where you don't notice that the VR you're being provided is artificially coming from something you're wearing, rather than that it just exists - or that you are never reminded that you're wearing something which would have distracted from the VR and decrease Presence
>enclosure that eliminates light from the outside to come in while at the same time breathable so humidity and heat are not trapped inside, causing lens fogging and discomfort
>integrated microphone on the headset so you have a reliable standard for where sound can act as an input and so that no one else has terrible sound like you usually see in multiplayer games
>integrated AMP+DAC+headphones so you have control over the whole audio stack and developers can target a standard and for once finally be sure that what they master is what people hear
>headphones mounted and integrated on the HMD so clamping seen on regular headphones is never a problem and the ergonomics can be at a point where it feels like you're not wearing headphones, thereby not decreasing Presence
Any one of those things missing when you're in a program that makes use of it will break Presence among a large set of the population. Any one of those things that is bad quality will break Presence among a large set of the population. Obviously if one thing is not being used in a program then it doesn't contribute a part to Presence that is created by the rest of the device.
Again, there is also the tracking system, the data transport, the input solutions, and the software, not covered by this list.
>>323492017 Semantics. They manufactured three products (not counting gear), each a refinement of the previous one.
The consumer model doesn't do anything fundamentally new, so there are very few unknowns. But if you add something like wireless into the mix, that's when you expect to see problems. If you really want it to be reliable, you should wait for the second model that has the wireless.
>>323492791 Considering he's only tried the Pre version of Vive he can always answer that his is better, but that they are still making changes and he has no idea how their consumer product will perform. It's a non-question. He can't know. Stop trying to reddit your way out of this and just admit you are wrong.
>>323492853 I'm expecting him to dodge it obviously, but I don't think he would be stupid enough to lie because that would bite him in the ass once people have both sets and perform extensive comparisons.
>>323493084 He can't just answer something without being accountable for it later, don't be stupid. Also he obviously knows about the competition and from what we know the Vive has the upper edge in several aspects.
People in this sub are making an awful amount of guesses and judgement when the devices aren't even released. I'm just gonna steer clear of VR until they are actually out and we can seriously compare them through real word experience.
>>323493470 That's not what testing shows, the Rift had some trouble with the Touch controllers at CES and from a 2015 demo the controllers don't track well near the ground, which might be a IR reflection problem rather than a FOV one. If they performed the same they wouldn't limit the demos to a tiny mat to being with.
>The initial hype around the Oculus was that it was meant to be this affordable and disruptive piece of VR technology that would put VR into the hands of a lot of people creating a cascade effect. At what point in the development process did the shift from being the "cheap, functional, and disruptive," VR headset that would change gaming, to "THE premium VR experience," occur? Why did it occur?
The goal never changed, but the timeline of achieving that goal did. I still want to make VR cheap, functional, and disruptive, but it takes a certain amount of quality to do that. Three years ago, I thought a good enough headset could be built for $300 and run on a decent gaming PC. Since then, we have learned a lot about what it takes to induce presence, and the landscape of the industry has changed a lot too - we are no longer the only players, and the burden of bringing good VR to everyone is no longer solely on us. The best way to make a technology mainstream is not always as simple as making a cheap product as quickly as possible, that is what lead to the last VR crash! Tesla is a good example - Elon Musk had to convince the public that electric cars could be awesome before he could build the technology that would actually make electric cars mainstream. If Tesla had tried to make a $35k mass-market electric car back in 2008, they would have accomplished little. Instead, they made the Roadster and Model S, proved that electric cars could be awesome, invested heavily in R&D, and now have a clear path towards their ever-present long term goal, making electric cars mainstream.
>>323494647 You may have to couch it as better than 6 meters. He's mentioned partners before, so he may not be able to give exact numbers or directly compare to a competitor, but he may be able to say can do this.
>>323494754 Virtual reality is actually in an even better scenario. GearVR is already an awesome headset for $99 if you already have a flagship Samsung phone (like tens of millions of other people), and there are other companies entering the VR scene in the near future. Eventually, VR is going to run on every computer sold, and there will be a wide range of hardware at various price and quality points, a lot like televisions or monitors. The Rift is the first headset capable of delivering presence, the sensation of feeling like you are inside a virtual scene on a subconscious level. As I have said before, VR needs to become something everyone wants before it can become something everyone can afford - I totally understand people who don’t want to spend that much on VR, but this is the current cost of making a really good headset. Much like smartphones, the cost of that quality is going to come down over time - you can buy unsubsidized phones for less than $100 that blow away the best $600 phones from just five years ago, that is what time does to the cost of technology. 3rd party applications: Will the OR take steps to block 3rd party applications? I ask this because there are a lot of people saying, "YOU CAN'T WATCH PORN ON OCULUS!" As I understood things, pornography would simply not be allowed on the Oculus app store, and that 3rd party apps would be fine. So, I suppose my real question is, "Will Oculus, or can it, block 3rd party content related to pornography and other adult related content?" No. You can download and run games from outside the Oculus store. Can you, or will you, stop developers of "unapproved" content from making something with oculus support? We won’t be selling adult content on the Oculus Store, but: http://variety.com/2015/digital/news/oculus-has-no-plans-to-block-virtual-reality-porn-1201499821/
>Not a fan of the PenTile pixel geometry. What's your opinion on other pixel geometries like striped or stacked for amoleds?
Palmer: Your experience with PenTile is probably based on non-VR devices, where lack of 1:1 pixel translation sucks for things like text. For VR, it is much closer to optimal - all movement being relative to your head combined with geometry correction means there is no such thing as 1:1 pixel mapping anyway. All things being equal, it would be better to have the same "spec" resolution in a stripe layout than PenTile, but the problem is not pixels, it is subpixels - we can only cram so many subpixels into a given size, and for custom VR displays, it makes sense to allocate those subpixels based on the varying sensitivity of the eye to different colors, as PenTile does, rather than equally to R/G/B as stripe does. Given infinite subpixels, the answer would be different.
>Any chance of better precision than byte per channel to address a HMD?
Palmer: Not in the first Rift, but I am familiar with the advantages of doing so.
>Does the Rift support G-Sync/FreeSync?
Palmer: No, it does not need to support either. We have been working with AMD and Nvidia to drive and sync our displays directly.
>Resolution per eye to expect on the next HMD after the Rift?
Palmer: Can't say, sorry!
>I live in Switzerland, when does my country to become shippable? I'm sure everybody in a non shippable country has the same question :)
Palmer: We are trying to expand our shipping list as fast as possible, Korea is one of the current top priorities. I wish we could ship everywhere, but 20 countries is already super hard.
>Are kickstarter backer rifts top of the queue in non shippable countries as well?
Palmer: Yes, but backers in non-supported countries should read the FAQ regarding their free Rift.
>>323492010 >How many games can we expect to have available to us by years end? >At least 100 - Over 20 Oculus Studios titles, many more 3rd party titles.
Asking to define what he thinks a "game" is should be the next question after that .. or he's just being a fucking fool. I don't see a fifth of these numbers within the year. And i really mean a true support for the Rift, not a basic shit stereo camera for every already released, old 3rd person shooters.
How many of these titles will have an actual necessity of VR ? I can already see the same type of shit coming from the 3D in theaters .. go pay more and watch a romance chick flick with stupid glasses on for no reason whatsoever.
The price is still unacceptable. I don't give a shit if the whole team made them by hand like they're watchmakers. This is a stupid production cost coming from stupid people. I don't buy shit from stupid people.
PSVR is VR's only hope of mainstream acceptance. 36 million homes already have the necessary hardware and that number is still rapidly rising. Enthusiast-tier PC gaming is already a niche, even though those of you who spend too much time online tend to think otherwise. Enthusiast-tier PC VR gaming will be a mere speck.
It will have the weakest tech and the least-impressive-looking games but it's VR's only hope, and the gameplay quality of the games themselves will be what pushes it. Ace Combat 7 will be its killer app.
>>323497505 This is true, but it's not as cheap as people think. They're using a single display for costs, but it's a really good screen and their optics are good too. Still much cheaper than Oculus+PC.
>>323497505 I disagree with the "only hope" statement. Facebook has both the resources and the commitment to sit out the enthusiast phase. And you're completely forgetting about mobile VR. The GearVR shows that this kind of thing can be pretty good.
That said, PSVR is absolutely going to be the one out of the "big three" that's going to move the most units in the near future.
I am the most excited for walking simulators on VR tbqh, they were always about immersion and "realistic" experiences and VR brings that to the next level. I think they will probably benefit from VR more than any other genre.
>When I'm buying a new VR device in two years, am I buying Oculus for superior hardware and features, or because the content I want isn't available for other devices?
Palmer: Superior hardware and features, but you might slightly misunderstand our business model. When we say "Oculus Exclusive", that means exclusive to the Oculus Store, not exclusive to the Rift. We don't make money off the Rift hardware, and don't really have an incentive to lock our software to Rift. That is why the Oculus Store is also on Samsung's Gear VR. Gear VR and the Rift are the first consumer VR devices coming out, but in the future, I expect there will be a wide range of hardware at a variety of price and quality points, much like the television and phone markets. Here is a good article from a couple years back talking about why we don't plan on selling a billion units alone: http://www.bloomberg.com/news/articles/2014-06-24/facebook-s-oculus-emulating-android-seeks-partners If that happens, we will be in a really good place, and will continue to invest in next-generation VR hardware that sets the bar for how good VR can be.
>You've repeatedly stated Oculus has "the best content", how big part does (exclusive) content play in your business model?
Palmer: Currently, a large one. Remember that a few years ago, we were the only players in the VR game. We had to make sure there was content for our device, and we have invested a lot of our resources into making that happen through both Oculus Studios and third parties. In the long run, though, I hope that the VR market is successful enough to not require huge content investment from us - if that happens, our risk goes down, and our profits go up. In the meanwhile, anything we make is going to go through our store. That way, the distribution cut also goes to us instead of someone else, which helps us pay our employees, give financial and development aid to game devs, and keep the price of our hardware as low as possible.
>>323497687 In a way it has me wondering why anyone will bother with Rift.
If you want cheap/accessible VR, you'll go for PSVR. If you want to go hardcore with it, you'll go for Vive, which is confirmed superior to Rift in its features and tech.
Rift is in a middle-tier that I think few people feel like compromising on. People who have a PS4 will want PSVR and people who already built a PC capable of VR performance won't want to settle for less than the best.
>Does publishing a game in Oculus marketplace involve some kind of an exclusivity contract, or are the studios free to sell them anywhere similar to Steam?
Palmer: Publishing a game in the Oculus Store does not require an exclusivity contract. Some VR developers will choose to be on one store, some will choose to be on all stores, some will choose to distribute themselves, but the vast majority are probably going to end up on our store.
>Can competing VR headsets run content from Oculus marketplace?
Palmer: Currently, the only headsets that run content from the Oculus Store are Samsung's GearVR and the Rift. If and when other headsets come out in the future, and if and when the companies making those headsets allow us to support them, you might see wider support, but we have to focus on launching our own products right now.
>Do you have any intention to open source the runtime/API of the consumer model, like you did for DK1?
Palmer: Not right now.
>What is your stance on future open VR standards? Do you see yourself collaborating on OpenVR and adopting it?
Palmer: I have talked about this a lot in the past, but the TL;DR is that I am supportive of open standards once we get further along, much like what happened with the early 3D graphics market - standardizing too early is a good way to limit rapid advancement in a new industry. When open standards do take off, they will be managed by an industry consortium, not a single company with a specific business interest. As an aside, OpenVR is not actually open source, the name is just a little confusing.
>Rift isn't profitable hardware and you said Oculus will make the money off software, what does this mean?
Palmer: It means we make money by creating and distributing content. We don't make money on the hardware because that would limit adoption of VR devices, leaving us and game developers with a smaller market in the short term and long run.
>>323497961 >which is confirmed superior to Rift in its features and tech. Yeah, I've been watching this stuff carefully and it's not confirmed to me at all. I mean if that's what you want to believe, ok. But Oculus is definitely better screen-wise and for sim gamers that's what's more important.
>I saw that you tweeted that you can add a second camera on the other side of a room to improve tracking. Is support for that built into the SDK or do developers have to code for that. In other words, can we just grab a second (or third or forth) camera as long as we have the usb 3.0 ports and they just plug and play? Thanks for all you have done for VR. I've been dreaming of this since I was a teen in the 90s.
Palmer: Our Touch controllers come with an additional sensor, and we will be selling them individually as well. We will be sharing more about the exact implementation soon, but the process should be transparent to game developers.
>Currently, a large one. Remember that a few years ago, we were the only players in the VR game. We had to make sure there was content for our device, and we have invested a lot of our resources into making that happen through both Oculus Studios and third parties. In the long run, though, I hope that the VR market is successful enough to not require huge content investment from us - if that happens, our risk goes down, and our profits go up. In the meanwhile, anything we make is going to go through our store. That way, the distribution cut also goes to us instead of someone else, which helps us pay our employees, give financial and development aid to game devs, and keep the price of our hardware as low as possible.
That almost really reminds me of Steam. Valve doesn't do a lot of game making these days, and rely mostly on third parties for store profits.
>>323497807 What the fuck are you talking about nigger, do you think we're discussing computer desktop monitors, sub 18ms is great for VR and I would be really impressed if those faggot japs managed to figure that out since the Rift is sitting on like 20ms right now.
>Two questions: Will Henry the Hedgehog be available when the Rift ships? I saw it at OC2 and I'd love to show it to my nephew, Henry. While at OC2, I had a chance to talk to you and show you what my company was working on. I was able to show you the need we have for Touch controllers. Can you say anything about when the Touch dev kits will be made available? We were using Razer Hydras (which aren't the greatest) and Perception Neurons (which are overkill and aren't the greatest) until we got a Vive dev kit (which works great). We're targeting Oculus and Vive for our B2B product and we could really use a Touch dev kit sooner, rather than later. Thanks man!
Palmer: Yes, it will! Touch dev kits are available in limited quantities to devs that are well along on the way to launch (they eat them up pretty fast once you add up a whole team), but we will be shipping more widely as soon as we can.
>could i have a clarification? when we say Oculus we often mean the Rift. in the case of exclusive content do you mean to the store or to the VR head set
>when we say Oculus we often mean the Rift.
Palmer: Yep, that is exactly the perception problem we are trying to deal with. That is one of the reasons my thread title specifies Oculus as the company I founded, and Rift as the device I designed. When we say "Oculus Exclusive", it means exclusive to our store.
>In the same way, Oculus is funding 1st and 2nd party content to make owning the Rift worthwhile. They're funding 24+ games at the moment, as well as other non-gaming content.
Palmer: Exactly. We are trying to jumpstart the chicken and the egg, hardware and games, at the same time.
>I had the experience with PenTile in the DK2 where it bothered me.
Palmer: The display in the DK2 was essentially a modified phone display meant to enable a development kit, not a made-for-VR panel. Even so, it was probably the low pixel density overall that bothered you, not the layout itself - if you took the same number of subpixels and put them in a stripe arrangement, it would have looked a lot worse.
>Stacked pixel geometry would alleviate the cramming problem though as it could layer subpixels atop each other and achieve true light mixing and better coverage.
Palmer: Potentially, but it is also one of many possible display architectures that don't currently exist in any meaningful form.
>Palmer: I wish we could ship everywhere, but 20 countries is already super hard. >guy: What seems to be the problem? >guy 2: Customs, import fees, regulations, etc. Even the DK1 way back when had problems with customs (manfactured in China, distributed out of US iirc) and a bunch of headsets were sitting on the pier in San Francisco until paperwork was straightened out. Getting stuff across borders can be a hassle.
>>323499037 That's because the other things aren't out. Stuff that works with OSVR will be on the Oculus store, I know. Some of their stuff will also be on PSVR as they have a good relationship with Sony.
>Will you provide a short demo experience that showcases the Rift in different settings?
>You probably have ideas on how to train retail salesmen on how to demo the Rift. Will you publish (parts of) that information so that private persons can demo the Rift as best as possible too?
Palmer: Not a bad idea. I will think about it and see what can be done.
>Will we be able to buy replacement face covers for the Rift? Are face covers easily washed?
Palmer: Yes, and sort of. You can't just throw them in the washer, but they are cleanable.
>Many USB 3.0 host controllers are reported as incompatible with Rift by the Oculus Compatibility Tool. Could you provide any details on what causes the problem with those controllers (e.g. latency?) Also, is there any way to know what will or won't be compatible when buying a motherboard or expansion card? Thanks. Cybereality suggested a PCI-E expansion card known to be compatible, but it would be good to have more information since that specific card may be difficult or expensive for people in some countries to source.
Palmer: We will be providing more details on this issue soon. It is not just us, lots of USB 3 devices making full use of the USB 3 standard have issues with some chipsets, especially ones from the early days of the standard.
>>323499408 >HTC has to make the Vive compatible with the Oculus Store, not the other way around. Nonsense. HTC doesn't have to do jack shit. HTC can't do jack shit, in fact. All that needs to happen is that people who make their games for Vive get offered to sell them on the Oculus Store and accept.
>Oculus were apparently surprised by how fast the preorders are coming in. Do you plan to scale up production in order to meet the demand?
>When can we reasonably expect the Rift to show up in major brick & mortar electronics chains in Western Europe? And when will it be available through e-tailers like Amazon?
Palmer: No announcements on retail availability beyond what we have said in our blog post yet, sorry!
>Is your developer relationship department actively reaching out to unaware, but crucial devs like those to provide them with the software and early CV1's?
Palmer: Always, but we are mostly focused on helping devs that are close to launch.
>Any news on the forward renderer for UE4 your software team was developing internally? Will you share it with other developers? Per Vognsen mentioned it in his OC2 talk.
Palmer: Better question for Epic, but we share basically anything that might help developers make better games as soon as we can.
>What is your opinion of FOVeated rendering? Specifically, in your opinion how far off is the technology to make this a realistic option, and how much of an impact will this be for the average VR consumer?
Palmer: Great, but not quite ready for prime-time. Eye-tracking for foveated rendering is much harder than eye-tracking for user interfaces.
>No doubt built-in headphones are good. But I wonder If using my own headphones (open back with wide soundstage) paired with my own DAC+AMP would influence in any negative way spatial 3D sound or any of the Audio SDK benefits?
Palmer: Most VR developers are tuning their audio for the including DAC+amp+driver system, and that is also what we optimize our Audio SDK around. You won't get the benefits of that if you use your own, but you can do it. The answer honestly depends on the coloring and soundstage of your exact setup, I can't give you a general answer on how well they will align.
>I love watching my own content on Oculus Video (previously Oculus Cinema) using my Gear VR. Will this app be avaible at launch of Rift?
Palmer: Yes. >What do you think about 360 videos?
Palmer: I like them, but many of them have technical implementation problems, and the medium as a whole has a long way to go before matching the standards of real-time rendered content like games (translation, high frame rate, etc). 360 videos are some of the most popular content on GearVR, people clearly like them even with current limitations! In the long run, technology will advance to the point where scene capture is nearly photorealistic in both capture and playback.
>>323498648 Maybe I'm not imaginative, but I can't think of any concepts that would actually take advantage of using a room. The concept sounds nice, but I don't see it working out to actually be useful. I hope I am proven wrong though.
>>323499580 From what I understood the OStore has a list of partnered VR sets and Oculus-exclusive games will only work with these sets, so a dev can't just sell a OStore-exclusive game that supports Vive.
>Some of the major high end video cards Oculus recommends, such as my GTX 980, only include one HDMI port, but several Displayports. For those of us who need our HDMI port for 4k60hz TVs, what adapter would Oculus recommend for HDMI to Displayport? Will an adapter be included with the Rift?
Palmer: No official suggestion yet on what adapter to use, but I will make sure we have a clear answer for people in your situation. Need to test on a lot of hardware to make sure people are being pointed in the right direction.
>>323500178 >Maybe I'm not imaginative, but I can't think of any concepts that would actually take advantage of using a room. Stuff like Tiltbrush or Fantastic Contraption, that let you work on large objects you can walk around. Or how about Hover Junkers, where physically taking cover behind virtual objects is a core mechanic?
>Hi Palmer. Apoligies for long question but you didn't seem to understand the issue in the last AMA. So the main issue for Australians is the shipping cost. Why the hell is shipping $130 USD (~$180 AUD)? Especially when it's shipping from Sydney!? It is cheaper to ship from U.S to Australia via a third party instead. So, why do you even have a warehouse in Australia? This is insane. There are also issues with taxation. It's shipping from within Aus so we pay GST of 10%. Yet the base price adds what I assume is U.S taxes, it goes from $599 to $685 or whatever. So we're somehow paying two taxes, plus the most expensive shipping costs the world has ever seen. If this issue is worked out, it would bring the cost down to around $900 and I would buy immediately. All you have to do is ship directly to Aus, instead of from within Aus.
Palmer: I can't throw anyone under the bus. Wish I had a better answer for you, I really do. If it helps, it should be clear from our international pricing choices overall that we are not trying to gouge anyone, I don't have anything out for Australia.
>Hey Palmer! Looking forward to my Rift. However, I'm nearsighted and will therefore have to wear glasses. I've heard numerous reports of the lenses in DK2 scratching, mostly when used with glasses. How easily do the lenses in CV1 scratch? Would you advise people wearing glasses to use a screen-protector for the lenses or should they be scratch-proof enough to prevent that from happening?
Palmer: I can’t get into detail yet, but we will have guidance on this. I am mildly nearsighted myself, making the hardware work well with people who have less than perfect vision has been a priority.
>>323501239 Room-scale is still better than tread mills. Those multi-directional tread-mills still don't feel like real walking, but they do allow you to walk infinitely without motion-sickness. The absolute best is a basketball court and redirected walking, but who has the room for that?
>>323500498 Tools like the first title you mentioned do seem useful, but it isn't really a game. I'm not sure I can get excited about the other two. It just doesn't really seem like something that would provide enough content for a full game. They really need to find a good way to mix controller motion with real walking so you aren't limited to such a small controlled game space.
>>323501763 He's talking about the kind of stuff you could at least conceivably put in your room. Virtuix Omni and whatnot. Those work by strapping you into a harness and having you do a sort of low friction shuffle.
>I don't know if this is still going on, but what are the specs of your pc?
Palmer: I have lived on the bleeding edge of PC hardware for as long as I could scrape the money together, but for VR, I am sticking to hardware that sticks to our recommended specs: https://www.oculus.com/en-us/oculus-ready-pcs/ That way, I get the same experience as most of my customers. I don’t want to become disconnected from the reality of how our hardware and software performs. As far as traditional gaming, though… I am currently working on a new PC that people might find pretty interesting. I have experimented with liquid nitrogen cooling in the past, but it is a huge pain to work with in any kind of daily use, and can also be dangerous. My new project is a very small super-powerful PC with no heatsinks and no fans - it is cooled by liquid propane, boiled into gaseous propane in an expansion block. From there, I can either compress back into a tank under high pressure, or vent out of a burner nozzle for supercooling to subzero temps. If I had more time, I would vent the propane to a small turbine generator hooked up to the PSU, but I can’t justify that kind of work right now.
>>323501806 >They really need to find a good way to mix controller motion with real walking so you aren't limited to such a small controlled game space. Yes they do. Hover Junkers does it by letting you walk around a small airship, and I'm looking forward to seeing what else people come up with. I remember seeing a demo that let you switch between first and third person. In first person mode, you could simply walk around, but in third person mode, the avatar was thumbstick controlled.
>How do you see the rise of proper virtual reality affecting the sales of higher-end PCs and GPUs in the future? Oculus' "Oculus-Ready PC" program is certainly a step in the right direction, imo.
Palmer: We have been working with Nvidia, AMD, and Intel since basically the start of Oculus - they know that virtual reality is going to demand better and better hardware, and drive demand for powerful GPUs and CPUs beyond the existing gaming and enterprise market. That extends to PC manufacturers using their components, obviously. Most people have not had a reason to own a high-end PC for a long time. VR will change that, much like video-related stuff drove high end CPU adoption.
>>323502482 It works well in VR. You'll see it's not a selling or anything and you obviously don't NEED VR, but it is better to see things in 3D with scaling and no need for camera controls. It's near painless to make a 3rd person screen game VR compatible also, just up the recommended specs for playing in VR.
>>323502862 Actually VR solves a main problem 3rd person games have been faced with for a long time: camera control. Take Lucky's Tale for example. The 3rd person camera follows the character, but you can look anywhere in the scene you want without having to use an extra stick or buttons. In addition, there's secret or unreachable things on the map without turning your head and moving yourself in space to find them.
Imagine you were standing in the middle of a huge complex diorama with things laid out all around you.
>how long until someone in my financial situation (not a lot of disposable income) would be able to get into VR ?
Palmer: If you have a Samsung phone, Gear VR is your current best bet. Your crappy PC is the biggest barrier to adoption, which is why we are working with all the major hardware vendors to optimize for VR - if "normal" PCs get good enough to run VR, then the majority of people will be able to buy a relatively cheap headset and just use whatever computer they already own to drive it.
>Any news on Nimble? does their tech still exist or were they just put to work on something else?
Palmer: We have acquired several of the best computer vision companies out there, including NimbleVR, Surreal Vision, Pebbles Interfaces, and 13th Lab. We showed off some hints of what we are working on at our developer conference last year, Oculus Connect, but I can’t talk too much about it except to say that all of these teams are working on things that are better than anything you have seen yet. Don’t expect to see much of their work in the Rift this year, though.
>>323503282 Indeed. Adding VR to almost any third person game almost instantly makes it either an easier game or at least easier to control. Then there are made-for-VR third person games that do even more.
>>323503510 Actually vision plays a big role in how you feel things, did you ever get an injury that you didn't notice until you looked at it? Anticipatory pain is a real thing too which depends on vision.
>>323504035 I wish that dev continued making VR content. I would have almost certainly been cooler. VR game iteration can do a lot. Hell, I'm surprised there isn't an up to date VR danmaku that really does some insane stuff. There's so much you could do with that game style.
>>323490505 still not bad. I was NEET 2 years ago at 22, now I am going to university and writing for a newspaper as well as speaking on the school's news podcast and they gave me my own show about videogames. Never ever would I have thought I could do all that, but the hard part is just getting started and it is the simplest step. You just have to fucking do it and it gets easier from there.
>>323504682 I think people are finding that to be more true now, and this trend will continue. Watching some of the newer game dev talks, you really get a sense that we're learning how to do things right even though traditionally they weren't great ideas for VR. Take The Climb for example. Who though that shit would be comfortable in VR, or even fun? Turns out it's not bad. I've played a similar demo to that before.
>>323504381 >I will buy an Oculus/Vive/PSVR when, and only when, there is a way to play Crazy Taxi with VR support. There are builds of Dolphin with solid VR support. The GameCube version of Crazy Taxi should work without issues, although I haven't tested it myself. There's a cheat code to enable a first-person view that should make it more immersive.
>so basically, the Oculus Store is going to basically be a VR version of Steam?
Palmer: The Oculus Store is built for virtual reality, we are not trying to make a general-purpose store for traditional games. I can’t talk about everything until we get closer to launch, but as one example: When you visit the store page for a game, we can load a 360 degree capture of a scene from the game, which gives you a much better sense of the game than a normal screenshot or video. Our store ratings system is also built around VR - most stores for any type of content are built around overall quality/fun, but some intense VR experiences are not comfortable for many or most people, especially ones with lots of vection-inducing artificial locomotion. We account for this with a comfort rating system that makes sure you can avoid games beyond your comfort zone while still making them available to the people who have no problems. Another benefit is knowing that everything in the store will run well on the recommended PC spec and continue to perform well through future updates.
>>323504337 I wouldn't be surprise if he's working on an unannounced Oculus-funded launch games. Palmer is a weeaboo and that was an excellent demo. It's hard to hype that up through a trailer though, so they probably won't announce just have a playable demo.
>>323504807 >It will be just too dangerous. People could get absorbed by it, and forget about the real world. by the time that happens we will probably be living in a post-scarcity utopia with robots doing all the work anyway so it won't matter.
>>323505396 He wouldn't. He actually likes regular people things and gaming shit. He's pretty honest about this. I mean, he basically called the Vive a high end benchmark VR system along with the Rift.
>>323506271 Well it would be pretty shocking and flattering that Steam would push their biggest store update ever all at once just to compete with him. Most likely Steam will push these things out eventually, but slowly, piece by piece like normal.
>Does Oculus have any plans to demo the rift with something similar to what HTC did with their 'world tour'?
Palmer: We have been showing our latest hardware at conventions all over the world since we launched our Kickstarter, and will continue to do so. We also announced retail partnerships a couple days ago that will let us show off the Rift to a lot more people.
>Simple question: what was the moment you realized that you could build something like this and that you actually were going to make it happeN?
Palmer: When I started making money as a teenager, I dumped basically all of it into gaming, trying to get closer to the Matrix with high end GPUs, multiple 3D monitors, haptic feedback hardware, modified lightguns, etc. I started going a little bit crazy when I felt like it was all for nothing, nowhere close to what I really wanted, which was total immersion. That is when I started collecting and modifying VR devices, and eventually realized I would have to start from scratch to get what I wanted - there was no single moment, it was more of a gradual realization as the hardware got better and better. When I showed my first prototypes to my friends, the reaction was along the lines of "This is some pretty stupid bullshit", it took a long time to make anything worthwhile. I am really glad I happened to grow up as a tinkerer and hardware hacker with the ability to act on my dreams, or I might have actually gone crazy.
>>323504381 >>323505108 Okay, I can confirm that Crazy Taxi works fine in DolphinVR. The shadow underneath you car has the wrong depth, but it's not a big deal. Direct-mode mirroring is broken in the latest version, so the best I can offer in terms of proof is a photo taken through the lens.
>>323506640 >So, this is what happened. My rift arrived yesterday and I pretty much went insane and pulled an all-nighter of diving into the rift, about 5 straight hours from the evening into late midnight. Just couldn't stop. So, it's about 3 in the morning and I'm inside Titans of Space. Floating through the universe, with that relaxing music they have playing in the background, made me start to drift off into sleep. I rested my eyes and I fell asleep with the rift still attached to my face.
>Hours and hours later, I finally woke up. My brain couldn't process shit; I just awoke sitting in a spaceship looking at Saturn and I didn't know what was going on. My body melted into the avatar in-game. I felt this weird feeling wash over me and everything in-game felt 10000x more real like a heightened reality. I felt like I could feel the cold space, or the heat of the sun, or the zero gravity lifting me up. My brain started to finally process and I began realizing I still had the rift attached to me and this was a game.
>The feeling lasted for another minute or so until I began realizing everything. Even without that "feeling" the game still felt amazing because of how good the rift is, but for that brief moment of waking up in the rift, I could feel the actual reality of the virtual world.
More something like pic related, except imagine if it was a bulky headset and the imagery was all virtual instead of a few virtual elements, and the rest of your vision toward the outside of the glasses' periphery is covered up.
>>323507346 >>323507346 >What did it feel like playing the game like that? Would you say it heightened your experience or is it just a novelty? Having the game immerse your whole field-of-view gives you a better sense of speed. It's not a mind-blowing experience compared to real, made-for-VR titles, but it is entirely playable, and I'd say it's more fun in VR than watching the game on a TV.
You're going to see a lot of VR demo stations in stores once headsets start to come out later this year. If you're skeptical about VR, try it for yourself.
>>323508017 Meh it's fine on the Vive and Rift modern versions. If you find wearing scuba goggles distracting, in terms of visuals, then sure, it'll be the same, but it's also the same, if you're engrossed in what you're doing.
>>323507924 But that was kind stupid since they just kept switching to crappy games and "experiences" and the guy was constantly talking to the girl there and even removed the headphones. I want to see a true VR isolation test.
>>323507538 If this story is true, it might just be part of the first time Rift experience. A lot of first-timers in my DK2 have said it feels weird coming out. Like they have to reassure themselves that reality is real.
>>323508313 It's around 190 degrees. We don't have that yet because there are various technical limitations such as optics, weight, clarity, resolution, processing power, and throughput deficiencies in majority consumer hardware.
>>323508356 There are other stories of people waking up with the set on and being confused for a minute or two, there was a guy that woke up in Dear Esther and thought he was in a real beach for a little while and he wasn't a first timer.
>>323508313 It varies. And the reason is resolution, price and size, comfort, and hardware. Resolution is already kind of crappy. Larger FOV, means a lot more pixels required to get the equivalent visual acuity. More pixels means better GPUs and VR already requires the highest tier of GPUs. Optics would be super expensive and heavy, the panels would be super expensive and heavy, especially if you actually want high refresh rates to get temporal AA to increase visual acuity. It's just not possible right now to do it in anything other than a gimmicky fashion.
>>323508313 >So why they didn'tmake it so it covered your entire FOV? Several reasons. It would force them to compromise on the lens quality, it would reduce the overall visible resolution, and it would massively increase the bulk of the headset.
There is an aftermarket lens called Wearality that has 180 FOV. It's a shitty-looking fresnel lens with artifacts everywhere, and you need at least a 7" display to get the most out of it. There's also a double-screen headset I forget the name of, which is the size and weight of two Rifts combined.
I don't like VR porn at the moment. I tried that shit out on my Gear VR and my body just started acting on its own. Like, the actresses weren't even very hot but my dick got hard against my will because my brain thought it was in a situation where I could biologically reproduce. I don't feel aroused by the content but for some reason my body just reacts to it. It's so fucking weird. I don't like it.
>>323508934 Those lenses are terrible. With the same display size, they get you less FOV than a DK2, and they give you this really annoying light scattering artifact that sort of conforms to the rings you see. I have a pair.
>>323509013 Not to mention the immense shame of having a headset on after busting dat nutt, not being able to see anything knowing your cum is literally everywhere and you have upwards of $700 of tech on your face.
>>323509332 Yes, as long as the content itself is the same. Imagine you were watching a slut with fake tits that killed your boner on a 2D monitor, and then you got a boner on the same video but in full 3D VR.
>>323509542 Well he is a retard so why take his word for it? But yeah, good content is required to have fun and I'm not sure a retard would be able to find and configure the more fun things to play all by himself.
>>323494754 >If Tesla had tried to make a $35k mass-market electric car back in 2008, they would have accomplished little. Instead, they made the Roadster and Model S, proved that electric cars could be awesome, invested heavily in R&D, and now have a clear path towards their ever-present long term goal, making electric cars mainstream. That was a good comparison, put it in perspective for me.
Palmer: Not really a VR device, IMO. No head tracking, low field of view, essentially a monochrome 3DTV. A real shame, too, because the association of the Virtual Boy with VR hurt the industry in the long run.
>What do you think the role social media sites (including, but not exclusively Facebook) will have in shaping the future of VR?
Palmer: In the future, people will share full captures of experiences, not just tiny captured snippets like current videos and photos. Some of those captures will be from the real world, some will be from the virtual world. People want to share their lives with others, VR is not going to change that.
>>323511720 >How the fuck do you prevent occasional stutters in VR? Asynchronous timewarp implemented in hardware can keep head-tracking stable between frames, even if the game is stuttering. NVIDIA and AMD have been working on it for the past year.
>Does the display that the Oculus has have accurate enough colors to compete with an IPS display?
Palmer: Yes. Our OLED displays and control over the viewing environment make it one of the most accurate displays you can get. In the near future, VR displays are going to surpass traditional displays in almost every way.
>Is there a way to color calibrate the Oculus's display?
Palmer: It is calibrated out of the box. Every user gets the same image, which is especially nice for game devs.
>Finally, is it possible to use the Oculus for normal desktop applications, such as Photoshop or Maya, even if it wouldn't have any benefit outside of just not needing to constantly switch between wearing it and not?
Palmer: There are several people building virtual desktop applications. The biggest limitation is resolution per degree and lack of 1:1 pixel mapping compared to traditional displays. You can do it, but applications like PS and Maya are better on a normal monitor for now.
>Do you foresee a time down the line where Oculus holds an on-stage show at E3 on an annual basis rubbing shoulders with Sony, Microsoft, EA and Ubisoft? I ask this as nobody owns the PC platform and thus, except for 2015, PC has never been involved in E3 in any meaningful way. Perhaps Oculus could change that with exclusive titles on display to bring that much needed light on PC gaming.
Palmer: Not really. More and more companies are addressing fans directly through things like Nintendo Direct. When we first showed the consumer Rift just before E3, we had a livestreamed event that did as well as many E3 keynotes.
>Have you (or anyone) tested the rift with glasses on? How comfortable was it?
Palmer: I have tried it with my glasses, it is great. We have a facial interface designed specifically for people with glasses.
Palmer: Yes, I have something like 70 headsets now. Pretty much everything that has ever existed, most of it pretty old.
>Given the explosion of headsets, what is 'good enough' for you to get, which out of the current lineup will you purchase?
Palmer: All of them.
>What's your adult drink of choice?
Palmer: I don't drink alcoholic drinks, actually. I usually get lemonade, nothing beats fresh squeezed lemonade - I was drinking a pink lemonade during the first interview I ever did, and similar drinks can be found in shots of our office. I also like Capri-Sun. Pouches are the ideal form factor for juice-like products.
>>323514681 >Resolution doesn't affect processing power required. Fill rate is literally the number one factor determining performance in UE4. There's an almost linear correlation between screen resolution and draw time. What gave you the idea that resolution doesn't matter?
>>323492243 >Wants to ask an appropriate tough question >Ends up sperging out and name-dropping Gaymer Gate for no reason >Tries to shitpost like he's on /v/ and gets banned immediately >Comes back and says he was downvoted for not being enough of a quirky normie for Reddit.
>>323518517 2016 is the year of vr and I'm waiting until the end of it to gauge what, if anything, has panned out. Really, even if the technology is good, what is there to play on vr? What's the vr killer app?
Vive vs Rift Standing, Room-Scale vs Seated VR Color vs Black&White TV The only reason not to go with the Vive may be pricing, if it really is over $1k (which is not even that implausible, as things stand right now). Even then, though, unless you're REALLY into some specific game or genre which is known to be improved by seated VR (ie. cockpit games), you're still almost surely better off just saving and waiting for prices to drop and/or for other manufacturers to catch up to the Vive.
>>323518517 I already pre-ordered an OR since I could not possibly care less about walking around a room for VR (which is ironic since I'm one of the relative few who has a perfect space for it). I really just want to play flying/driving/spaceship sims, and the OR has been proven thus far to be better in that regard. Besides the pre-orders don't charge until shipped, so I can always change my mind.
>>323520538 I really just want to play Elite: Dangerous so I can get gut wrenching reactions from dropping out of warp retardly close to the largest stars in the galaxy, all in visible scale.
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