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Thread: Oculus Rift: Step Into the Game

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    Default Oculus Rift: Step Into the Game

    Totally Insane

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    Step inside your favorite game.

    Oculus Rift is a new virtual reality (VR) headset designed specifically for video games that will change the way you think about gaming forever. With an incredibly wide field of view, high resolution display, and ultra-low latency head tracking, the Rift provides a truly immersive experience that allows you to step inside your favorite game and explore new worlds like never before.

    We're here raising money on Kickstarter to build development kits of the Rift, so we can get them into the hands of developers faster. Kickstarter has proven to be an amazing platform for accelerating big and small ideas alike. We hope you share our excitement about virtual reality, the Rift, and the future of gaming.

    Designed for gamers, by gamers.

    The Rift takes 3D gaming to the next level. There are a number of VR headsets out there, but none that deliver a truly immersive gaming experience. Most products either lack the technical features required for believable immersion or sit at a very high price-point ($20,000+) reserved for the military or scientific community.

    We set out to change all that with the Rift, which is designed to maximize immersion, comfort, and pure, uninhibited fun, at a price everyone can afford.
    really excited about it.

    lets see what happens
    Once more into the fray
    Into the last good fight I’ll ever know

    Live and die on this day
    Live and Die on this day

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    Oculus Rift headset Kickstarter lands $1.1M in funding, DOOM 4 will incorporate the tech

    The Oculus Rift virtual reality headset has surpassed its $250,000 goal with 4,581 backers pledging $1,121,315 and it still has 28 days to go.
    The Kickstarter was born on Wednesday, August 1, and in less than 24 hours met its funding and then some.During QuakeCon, long time supporter John Carmack told Polygon that Doom 4 would fully incorporate the tech, as a version of Doom 3: BFG Edition already does.“It’s going to be a fully supported feature on [DOOM4], because I think I could justify — based on the response that we got from our 8-year-old re-release title on here, when we finally do end up giving demos on DOOM 4, we’re gonna say, ‘Okay, here’s all this great stuff, run through all this stuff,’ everybody has a great time, and then at the end you can play it in virtual reality, and that’ll just put the stamp on everything.
    “So I think I have good justification for my continued involvement in it.”

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    Furthering the notion that developers just love the Oculus Rift, Minecraft maestro Markus "Notch" Persson has revealed his excitement for the device. Taking to Twitter, Notch stated he is "very excited" for the device and "can't wait to start playing with it."

    Furthermore, he's already promised that his upcoming project, 0x10c, will support the device so long as it works with Java. Finally, he's interested in seeing Minecraft feature Rift support, though the decision will come down to Minecraft's current lead designer, Jens Bergensten.

    For our part, we're hoping Minecraft never supports the device. Creepers are scary enough when they're not coming right at you.

    - - - Updated - - -

    "When people have sort of hacked together first-person demos with head mounts before, they usually have to wind up pretending they're a mouse, which gives you this very limited interface," master of the Doom franchise John Carmack told in a meeting during QuakeCon 2012. "It's like using it as a controller rather than really looking into the world."


    Carmack would like to fix that, and he is now working with Palmer Luckey and the highly talked about Oculus Rift in order to do so. By combining Luckey's hardware with Carmack's software, they hope to remove a lot of barriers gamers typically experience when trying to immerse themselves in a virtual world.


    Experience of Playing with Oculus Rift:

    When I put on the VR headset to look into the new and improved world of Doom 3 BFG Edition, I almost lost balance. My brain seemed to be fighting with itself in terms of where my body was, physically. I knew I was standing in a hotel room of the Hilton Anatole and that moving my feet wouldn't have any impact on my gameplay, while at the same time I felt like I was running through corridors on Mars, dodging fireballs from imps as I played Doom.
    I considered sitting down, but Carmack promised the experience was better standing. I could feel my body shifting as if it might fall over, and for a brief moment I worried that motion sickness would come next.

    It didn't. After a few minutes of play I was able to adjust to the sensation of looking around with my head while moving with the Xbox 360 controller in my hand. The right stick of the controller would turn left to right (so that I wouldn't need to physically turn in circles while playing, a feat that was technically possible but would have resulted in me tripping on wires), but moving up and down would only move the gun, not my view. If I wanted to look up I had to physically tilt my head, whether I was climbing a ladder, shooting a flying enemy or preparing to toss a grenade.

    Once I had all of this down, the experience was incredibly immersive. Playing Doom 3 BFG Edition with a controller alone doesn't feel like anything new. Playing it with this VR headset made it feel like a gaming revelation. Granted, I probably only spent 10 minutes at most with the device on my head, so it's hard to say how long the feeling would last over long periods of time, but it was still undeniably cool.
    Don't go rushing off to buy the $300 unit (available by backing the Kickstarter) unless you're a developer, though. While Carmack has said that Doom 4 will support the Oculus Rift, and Minecraft developer Notch has also expressed excitement over Twitter, for the time being there is only one game you can play with the headset: Doom 3 BFG Edition. On top of that, there are still a lot of tweaks and features that Carmack would like to see in a later, more consumer-friendly product.

    One thing brought up several times during our talk was accurate position tracking, which would mean that if you duck or lean in the real world, the VR headset would track that and the game could react accordingly. "We can do that with a different sensor setup," Carmack said, "if we integrate the Razer Hydra stuff in there. But that's one more cable and box and stuff."

    Perhaps looking further into the future, another thing Carmack would like to do "is to take something like this and put two cameras – basically cell phone cameras – on the front, so you can have pass-through Augmented Reality where you annotate the world through there," he told me. "That's all interesting, but my main purpose for it is to give the position tracking stuff with optics and then to be able to do inside-out Kinect-type stuff. What you want to be able to do is bring your hands up in front of it and see them rendered in the world, look down and have it recognize your skeleton and render that into the world." It sounds like the kind of stuff gamers have dreamed about since the early days of the industry

    According to Carmack these concepts are all doable. It's just going to take some cooperation with hardware-minded people like Palmer Luckey. Luckey, who showed up to the 'Virtual Insanity' QuakeCon panel in shorts, a t-shirt, and flip flops, almost looks too young to be tackling such huge problems. He looked a bit like a kid even next to Carmack, who will probably still look young when he's 120 on the heels of inventing some sort of fountain of youth in his free time. But once I heard the two talking on stage with Michael Abrash of Valve Software, I got the feeling that these are the right people for the job.

    "I think people will look back and say 2012 is when the ball really got rolling" for VR, Carmack said not long after I tried the prototype unit myself. If things go according to plan, it may not be too long until you can grab an Oculus Rift off a store shelf and see if he's right.

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    Rift is the VR headset from Oculus that’s been a big games success on Kickstarter. It’s the gadget that id Software's John Carmack - a discerning critic of tech - has been showing to the world with characteristic enthusiasm.Right now, a $300 donation on KickStarter gets a game developer - or anyone else who wants one - the dev kit with Doom 3 demo. The gadget offers low latency head-tracking, a 110 x 90 degree field of view and a resolution of 640x800 per eye.



    At some point, you’ll likely be offered a final consumer version of the VR headset. So what’s the big plan? How much will it cost? What games will we see? When will it arrive? And how big a success could this thing be?
    Plan:
    According to Oculus founder Palmer Luckey, it could be as big as Nintendo’s Wii, the games machine that gave us motion control.
    He said, “This could be Wii-sized, where it's a completely new way of playing games that really takes it to the next level. And nobody can call it a gimmick. Video games, especially first-person shooters, have always been about, basically, simulating reality. This lets us do it in the best way possible.”
    He added, “The Wii took motion control, and it was the first time that it actually worked pretty well. We've seen other motion control technologies before, going back to the '80s and '90s on our consoles, but the Wii was the point where the technology could finally do it."
    “We've seen a lot of other virtual reality attempts, attempts to make head-mounts for gaming, but it's only just now that we're getting to the point where we can make really amazing hardware that does the idea right.”
    Release:
    Luckey says that, ideally, he wants to see Rift launching within the next year. “What I would like, in a year's time, would be to have a really nice, polished, consumer head-mounted display that everybody knows about, with a lot of triple-A and indie game support.”He added, “I would like to see us launching with 15 or 20 titles. That would be a really amazing launch catalog, and I think we might even be able to do better than that.”
    Price:
    It’s too early to talk about pricing, but with the dev-kit at a surprisingly low $300, hopes are high that prices will be keen. Luckey said, “We know prices are going down on the hardware that we're using, but we don't know exactly where they're going to be. The whole point behind Oculus is to make really high-performance, immersive virtual reality that's affordable to any gamer. If that means we have to spend an extra $100 to make it really amazing, then we're going to do that. If price drops mean it can be even cheaper, that'd be amazing too.”

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    Oculus Rift-enabled horror game Montas looks for Indiegogo funding


    Indie horror games are all the rage these days, but the PC and Mac game Montas may just have a unique hook, in that its compatible with the upcoming Oculus Rift virtual reality headset. Developer Organic Humans is seeking $30,000 in funding on Indiegogo, though the studio makes it clear that the game will be made, and backer rewards given, whether it reaches its goal or not.

    Montas tells the story of one Joseph Walker, an accountant wracked by nightmares and driven to alcoholism. Throw in a string of unexplained murders and intrusive police, and things start looking pretty grim for Joseph. The trailer showcases first-person gameplay featuring some attractive environments, though we don't get too many hints at Montas' presumably horrifying elements. Montas also promises a unique persistent death mechanic, in that "death no longer forces the player to retrace progress after failure, instead changes the direction and story of the game."

    Another interesting feature: being the only remotely exciting thing related to accounting ever.

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    Oculus Rift distribution pushed back, shipping begins March 2013


    Oculus Rift developer kits aren't shipping until March 2013. Kickstarter backers can expect to get their hands on one by mid-April, while those with pre-orders must wait until late April. Oculus originally expected to complete backer and pre-order deliveries by January 2013, but it turns out finalizing design, testing, and mass production of a VR headset takes a lot of time. You can get an idea of just how extensive the task is on Oculus' Kickstarter page, which depicts the process in detail.

    As our friends at Engadget note, there are some signficant differences between the final dev kits and the prototypes first unveiled. There's now a 1280x800 7'' display as opposed to the original 5.6'' LCD, making the headset 30g heavier than it was before. Oculus says "the new display beats the old display in almost every key area including response time, switching time, contrast, and color quality," so an extra 30g is probably worth it.

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    Here Comes the Virtual Reality Porn for the Oculus Rift
    http://banglagamer.com/showthread.ph...795#post500795

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