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Any news on availability of Oculus Rift Support?
#1
Posted April 06 2013 - 10:44 PM
#2
Posted April 06 2013 - 11:21 PM
For some reason, I think people didn't understand that this device is meant to develop new applications, not a device to use on an already existing application. That will be for the final release version whenever that happens.
#3
Posted April 06 2013 - 11:27 PM
#4
Posted April 06 2013 - 11:35 PM
 Dracoslayer16, on April 06 2013 - 11:27 PM, said:
Dracoslayer16, on April 06 2013 - 11:27 PM, said:
#5
Posted April 07 2013 - 02:15 AM
TF2 is so far the only game that supports Oculus Rift. Hawken has only a technology demo.
Hawken did not even have ui/hud in game, in version presented at the PAX and GDC. Really a lot of time will pass before we can play with Oculus Rift on our heads.
Edited by KaszaWspraju, April 07 2013 - 02:27 AM.
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#6
Posted April 07 2013 - 09:22 AM
Hence 'Development Kits'; meant for game Devs to use to develop the support for their game.
I doubt more than 5000-6000 of these kits got sold to actual game Devs.
And boy will i be laughing hard once the consumer versions come out (IF they come out!) and games end up supporting only those specific devices and not the Dev versions
 
					
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#7
Posted April 10 2013 - 09:20 AM
 SS396, on April 06 2013 - 11:35 PM, said:
SS396, on April 06 2013 - 11:35 PM, said:
Its more like 13.000 Units. Ordernumbers are not equal to units sold.
 Dread_Lord_Pitr, on April 07 2013 - 09:22 AM, said:
Dread_Lord_Pitr, on April 07 2013 - 09:22 AM, said:

Why would you be laughing? I do not intend to develop software for the Rift, I just want to play with all the great hacks, and then I'll pre-order the consumer version when it's available. You have no idea how fun this device is
 
					
					Edited by Sartor, April 10 2013 - 09:21 AM.
#8
Posted April 10 2013 - 10:15 AM
According to that link hawken is supposed to support the Oculus Rift from 12-12-12 onward. There is even an interview with the Meteor CEO and Khang Le in which they confirm this. It all seems a marketing ruse, since the ingame support for the rift is nowhere to be seen.
#9
Posted April 11 2013 - 01:54 PM
 Dread_Lord_Pitr, on April 07 2013 - 09:22 AM, said:
Dread_Lord_Pitr, on April 07 2013 - 09:22 AM, said:
Hence 'Development Kits'; meant for game Devs to use to develop the support for their game.
I doubt more than 5000-6000 of these kits got sold to actual game Devs.
And boy will i be laughing hard once the consumer versions come out (IF they come out!) and games end up supporting only those specific devices and not the Dev versions

It's funny you're calling them 'dolts' when you apparently don't understand what drivers/firmware are (and yet brag about how you 'warned' people).
Both the drivers and firmware are handled by Oculus, and are in a good state at the moment. The only thing left is game integration (patches, so you're 1 for 3). Don't get me wrong - it will obviously take time before there's reasonable game support for the Rift, but you can hardly blame someone for asking about Hawken Rift support, especially when Meteor/Oculus have been working together with earlier prototypes to build support (and already have a VR demo).
Also, the SDK is designed such that the particular implementation of the HMD is factored out, so the old kits and any new HMDs should work.
#10
Posted April 11 2013 - 03:35 PM
 
#11
Posted April 11 2013 - 07:37 PM
 FR05TY, on April 11 2013 - 01:54 PM, said:
FR05TY, on April 11 2013 - 01:54 PM, said:
I've helped write bugfixes for Nvidia drivers for Linux, and i am no stranger to firmware tweaking.
But reading the rest of your post, you have a point; i had expected the Oculus Devs to leave a lot of this up to the end users; instead they properly support their product.
Very rare with this sort of niche hardware, especially considering previous projects of this nature.
If you've seen any of the 'VR' goggle projects from the 90's you probably know what i mean.
Hell, as i've stated before, ask John Carmack about it, he's been trying to get this sort of thing going since, what, the first Doom ?
Lack of support always killed it, either lack of proper drivers, or lack of a decent list of games to support it.
 FR05TY, on April 11 2013 - 01:54 PM, said:
FR05TY, on April 11 2013 - 01:54 PM, said:
And they will keep on handling the Drivers in a manner that makes it work with the Dev kit hardware. ?
Well kudo's for them for not leaving that to the people using the kits.
Most companies that put out these type of Dev kits left the Firmware tweaks and Drivers up to the user, kinda like how a few years ago, Nvidia would barely support the Linux community with decent Drivers, and we had to do the work ourselves.
On game integration; it's better than previous projects, but looking at the support dates for the Oculus on some of them, i can't help but wonder if people will still care enough by that time.
(Ever the sceptic, i shall be)
As for blaming people for asking for support, only thing i'm blaming them for is not at least ALSO working on it themselves, these are Dev kits, after all

 FR05TY, on April 11 2013 - 01:54 PM, said:
FR05TY, on April 11 2013 - 01:54 PM, said:
Now THAT is something you rarely see.
But won't that (potentially) cause some headaches with FOV/Resolution differences between the models ?
Not to mention some rather nasty hardware specific bugs ?
BEGIN Pitr's GEEK CODE BLOCK
GCS d? s: a- C++++ UL++++ P+++ L++++ E--- W+(++) N++ o+++ K+++ w--- !O M-- V-- PS+++ PE+++ Y(++) PGP+++ t* 5(-) X R- tv- b- DI-- D- G++ e++ h* r% y?
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#12
Posted June 02 2013 - 08:25 AM
 SS396, on April 06 2013 - 11:21 PM, said:
SS396, on April 06 2013 - 11:21 PM, said:
This is incorrect. Any application that has, or could have stereoscopic rendering (that is any game since about 2000 or earlier) can be compatible with the oculus rift with a few minior tweaks.
Split view rendering (most new video cards have this on the hardware. Used for all 3D screens)
View angle adjust (to allow for extra view in our peripheral vision)
Field of view (to adjust the periphery of our view to be rendered on the appropriate perspective)
HUD / UI scaling (so that the UI is in the center of the screen, not on the outside of our periphery)
That's it. It is actually an extremely low amount of work to add this to any game.
#13
Posted June 02 2013 - 08:31 AM
 Dread_Lord_Pitr, on April 11 2013 - 07:37 PM, said:
Dread_Lord_Pitr, on April 11 2013 - 07:37 PM, said:
The box between the rift and your PC automatically downscales (or upscales) whatever resolution you pump into it, permitting it is the correct aspect ratio. Since there is only one screen with a display for each eye on each half, there is no further adjusment required, assuming the aspect ratio is the same.
The rift really is just a regular screen just plastered onto your face with some lenses so your eyes don't have to focus 1 inch away, and so that it wraps the screen around your peripheral vision, and added rotational tracking
#14
Posted June 02 2013 - 10:35 AM
 
#15
Posted June 02 2013 - 03:40 PM
 Tug, on June 02 2013 - 08:25 AM, said:
Tug, on June 02 2013 - 08:25 AM, said:
Split view rendering (most new video cards have this on the hardware. Used for all 3D screens)
View angle adjust (to allow for extra view in our peripheral vision)
Field of view (to adjust the periphery of our view to be rendered on the appropriate perspective)
HUD / UI scaling (so that the UI is in the center of the screen, not on the outside of our periphery)
That's it. It is actually an extremely low amount of work to add this to any game.
Nope. I stand by my statement. The device you have is not a "CONSUMER" device it is for developing applications that will be compatible it in the future when they release the consumer version.
Please read the oculus FAQ
http://www.oculusvr.com/faq/
#16
Posted June 02 2013 - 09:19 PM
 
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