Oculus Rift Excited Like Kids Thread (My rift arrived)

Soldato
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9 Mar 2010
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Yes, let's get started! Woop! :)

Ask me anything! Long time Oculus owner (as you can see) and already tried out most release games on the DK2 so interesting to see the direct difference.
 
Holding post for updates!

Brain dump!!!!!!!!!!

Nice box! Good weight for the whole package. Ah, the camera sensor unscrews and leaves a bit of the pole it's attached on the bottom with the thread. Headset feels good in the hand, like the fabric. Good balance. Hard strap is nice. Headphone look neat and tidy. Cable to headset is a bit thick but a nice bit longer than DK2. Flexibility you'll get from a longer cable with the Vive will make room stuff a littler easier (also eagerly awaiting my Vive).

Box is a work of art - Apple quality packaging in my opinion (not a massive Apple fan, just credit where credit is due)

- Cable for tracker is about 2.2m long
- Firmware update out the box took about 5 minutes on my super **** connection.
- The eye padding is hard now! But because of a relaxed fit works well
- The nose gap is larger... wonder if I can get that reduced somehow...
- Ok, nose gap is a god send when you start getting up and walking around! :D Needs chaperone like system badly. Because you CAN get up and move around, why wouldn't you - already hit my headset off the desk on the other side of the room :)
- Resolution is good, glare is bad. Shame that "henry" (made by Oculus Studios) shows this off so badly with bright writing against dark background for credits/intro
- Screen door is something you need to look for. Just spend 1 minute walking around the Henry's apartment and I only thought about it once I took the headset off then had to put it back on to check how good/bad it is. Long story short, it's "fine" when the experience is made for it. But I'm away to try a flight sim to push that to it's limit!
- Just noticed that the headphones are working and I didn't even change anything! My sound output is still set to my regular headphones...
- On headphones, they "pop" out of the way for easier taking on and off. Push then away from your head.
- Tried out FSX now. Works a treat. Cockpit "passable" if you know what you're looking for and made totally "usable" by the zoom function. Just a shame it's not QUITE there yet in terms of full resolution required to make it perfect. Oh.. in fact, wait, going to try oversampling!

SUPER IMPORTANT POINT!

To me it's reached tipping point. My biggest bugbear with the DK2 is that if you didn't know the game (Like Elite Dangerous) you couldn't play it with the DK2. Setup was obviously a bit of a pain but even ignoring that - menu items were hard to read, enemies were hard to follow, on screen instructions were next to impossible to follow unless you knew, or had experiance, what they were talking about.

To me, you can pick up an Oculus Rift CV1, buy Elite Dangerous then play from day 1. Everything is legible, setup is a breeze and the only problem then becomes the game itself - of which I find Elite to be pretty impenetrable even on a monitor :)

ANOTHER IMPORTANT POINT!

Super sampling works a frickin' treat if the game supports it! Flight Simulator X (FSX) is a classic game that runs well on the Rift but is hampered by the resolution required to read the cockpit instruments. The developer has included a neat wee zoom function that makes the game totally usable. If a game can be designed to work within the limitation of the resolution (like Elite Dangerous how it had larger and clearer fonts that aren't replicating a real world thing) then this is also fine.

However, another thing you can do in FSX is enable super sampling. By increasing the rendered resolution up to 4K (in stereo remember!) then then cockpit actually transitions from being "functional" to "pretty dam usable" (on the RoyMi6 scale of usability).

So while game developers design better VR games we'll also likely benefit from computer power increasing to the point where YES we'll likely still want better hardware, but your older devices might just hang around a while and become more usable at the same time.

Oculus Home is ****

For someone that has 5meg internet (after moving from my old home with 200meg cable! :'( ) having to beta test their ****** store is frustrating.

When I originally tried it with my DK2 it was annoying that 500megabtye "experiences" were failing to download and install, but now I've got my CV1 it's SUPER frustrating.

EVE Valkyrie has downloaded 5 times (5GB each time) and every time it has failed to install. Most annoying part is that I've actually had to restart the download itself about 3 times (from scratch) because pauseing downloads isn't super effective. Then when it does fail to install it wants to download the whole thing again anyway!

Ugh!

Considering you get **** like VR Karts on there it's hardly a "curated" store front and in my opinion you're better off just getting your games elsewhere rather than through the Oculus Store at this point.

I'm sure it will improve. Doesn't make the last week of using it any less annoying (you could use Oculus Home with the DK2)
 
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Posting this from Virtual Desktop! Woop! Works a treat.

Fine balance between the distance you need the screen the legibility of onscreen fonts but yeah, actually usable... if you can touch type! Lucky I can of course!
 
With the DK2, I can mount the tracking camera to the top of my monitor. It looks like the camera for CV1 just sits on a sucker thing. Not sure where I can fit that on my desk.
Can it be removed from the pole thing?

So the way it works is you can see on the stand that about 5cm from the camera there's a line. This is where it unscrews to reveal the standard camera mount. Obviously looking at it the stand does not support being attached directly to your monitor but could you detach the camera and use something like a gorilla mount.

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One thing that people don't seem to realise is the camera doesn't have to be front and centre. It can be anywhere. It could be behind you. It could be to the side. You could mount it on a shelf above you.

You define where the centre is when you calibrate it, and even then when you start any game they usually have a "recentre" button.

Check out my setup (taken when I was using my DK2)

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The steering wheel and joystick being off centre doesn't matter.

The camera on the tripod behind the monitor is in a nice high position to let me do "room scale" easier with it.

When I want to do flying games, I simply turn to the right and recentre. When I want to drive, I move my chair over and recentre. Job done.

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The camera doesn't NEED to go on your monitor, but I appreciate that some people want to put it there to get it out of the way.

You need to try Project Cars ;). You can do sorta super sampling in that too.

Waaaaaaaaaaaaaaay ahead of you :)

Project cars is officially a blast with the CV1. With the DK2 it was usable but this really makes the jump to perfection. With the lower resolution of the DK2 corners often became a bit of a blur. Now with the CV1 the sense of speed seems easier to judge and the distance to the corners (while being able to see them more clearly) SERIOUSLY improves my ability.
 
Thanks for the clarification, did you try the oversampling yet? If so did it help gauge readability at all?

Yup!

ANOTHER IMPORTANT POINT!

Super sampling works a frickin' treat if the game supports it! Flight Simulator X (FSX) is a classic game that runs well on the Rift but is hampered by the resolution required to read the cockpit instruments. The developer has included a neat wee zoom function that makes the game totally usable. If a game can be designed to work within the limitation of the resolution (like Elite Dangerous how it had larger and clearer fonts that aren't replicating a real world thing) then this is also fine.

However, another thing you can do in FSX is enable super sampling. By increasing the rendered resolution up to 4K (in stereo remember!) then then cockpit actually transitions from being "functional" to "pretty dam usable" (on the RoyMi6 scale of usability).

So while game developers design better VR games we'll also likely benefit from computer power increasing to the point where YES we'll likely still want better hardware, but your older devices might just hang around a while and become more usable at the same time.
 
So, here's an honest truth after playing with my Rift all day - I had the day off work as it required a signature.

Obviously a long time supporter of the Rift.

I ran hundreds of demos, and that's not exaggerating.

To family over Christmas's and an extended family reunion I've shown it to every family member I have, which totals about 60 people

To friends I've done about the same - if you include neighbours that got a wee shot when we had a house warming in August.

To the public I've demoed the DK1 twice, and then I demoed the DK2 three times - of which I had access to two DK2's at the time (I actually accidentally bought two so sold the other to a friend, at cost, who lent me it back for demos and such like)

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In all, I've shown the Oculus Rift in its various incarnations to around 600 people.

HOWEVER...

I don't think I'll be running another demo to people I've already shown until I get the HTC Vive.

The difference between the DK1 and DK2 was huge. The games and applications being developed were hitting their prime and most, if not all, DK2 demo's where several orders of magnitude more impressive than on the DK1

With the CV1 I highly doubt that anyone that's tried it before, that isn't interested in tech, would notice the difference.

Ok, yes, there's less screen door - but they didn't notice it before if I chose the right demo (which I obviously did)

Yes, the built in headphones make things super simple - but I helped them on the with the headset before so it was never an issue in the first place for them.

Yes, the cable is longer and the tracking volume is bigger so you can walk around - but nothing has been made that really exploits this. Combined with the lack of chaperone system you continually walk around with your arms out waiting to walk into something.

To me, the HTC Vive's use of controllers is just what it needs to make it awe inspiring again for someone that's tried it before.

Owning and using the Razer Hyder and Leap Motion (with the new Orion SDK) clearly shows how much better VR gets when you get hand tracking involved and it's SUCH a shame that Oculus missed this at launch.

Once my HTC Vive arrives I'll be arranging a public demo with both systems. For the Rift I'll probably setup Project Cars, the Vive I'm not sure, will need to try some things out when I get it.

If the Rift had launched with Touch I'd be arranging a demo as we speak, but as it stands the HTC Vive is going to be first to market to exploit this and I'll be waiting until then before I do any more demos.

Still love my Rift... Can't wait for Touch... Can't wait for my Vive :)
 
Ok, I take it all back - screw room scale! I got DCS working!

http://www.digitalcombatsimulator.com/en/ - free on Steam, wait for sales before buying any module, they're at least 50% off every 6 months.

YOU CAN READ THE COCKPIT PEOPLE! AHHHH!

P.S. Sorry, probably won't update this thread for around 107 hours as that's how long I think I can last without food / water while playing this. LATERS!
 
How are you getting on with installing stuff from the oculus store? I found I had to turn off my anti virus to get things to finish installing.

Aye, it's a ****ing pain in the backside.

My slow internet is getting hammered by virtue of the fact that each time an install fails it downloads from scratch.

Seriously hate it with a passion. I understand it's purpose, just hate Beta testing it.
 
Got tracking information for my Vive delivery!

I'll do a similar thread once it arrives! :D

Edit: lawls, it's coming tomorrow! Excite! :)
 
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