I can imagine positional tracking is going to be pretty important for immersion in VR. Even though you don't really move your body much while driving, even the small movements will propably aid the perception of "being there" a lot.
So tempting to order the DK2. It would be like a completely new game for me, I think. If I ordered now is there anywhere that can tell me when the people at the bottom of the list will receive their unit?
Just remember the resolution is still going to be a bit low. This will be a problem in a racing simulator when you are looking far down the road. Maybe the consumer version (developed with facebook money) will have a higher resolution. Just reminding people, with all the hype, it's still just a developer kit and it might be disappointing if you expect too much.
The horizontal resolution in each eye will be 960 pixels, spread over move than 90 degrees, so you can easily see each pixel individually.
This and this should give some idea about the image quality. Obviously the individual subpixels will be sharper in real life, but it gives an idea how much each bump in resolution will help. You'd be surprised how much the brain compensates for the lack of resolution however. Yes, you will see the pixels, but they won't be AS annoying as you might first imagine by looking at photos.
The current (estimated) specs for the CV1 are 2560x1440 @ 90Hz and much lighter weight compared to the devkits. Nate said they have some very light weight consumer version prototypes in the lab already, but didn't mention the actual resolution. Samsung did release phones with 2560x1440 OLED panels recently and Oculus is now in a partnership with them, giving them access to prototype panels.
Disclaimer: Systems admin so therefore cynical about new tech.
http://www.rockpapershotgun.co ... 7/01/vr-news/#more-217063
The real name for this column is “Alec tries to justify eventually buying an Oculus Rift Development Kit 2 by convincing himself that all the neat things happening in VR at the moment are absolutely essential to his day-to-day life“. It’s too long for the headline box though, innit?
http://www.rockpapershotgun.co ... te-dangerous-oculus-rift/
He gave me the device–and in my head he whispered “you will believe” while he was swathed in a heavenly shaft of light, but really he just said “put this on”–and handed me an Xbox controller. I’ve tried the Rift one time before, and it wasn’t very smooth. It made me feel slightly nauseous, which was my final thought as I slipped the headset over my face. Though it arrived like this: “Don’t you dare puke on David Braben’s nice jumper.”
http://www.rockpapershotgun.co ... face-on-with-oculus-rift/
So what, exactly, has changed since the days when virtual reality plummeted from its pie-in-the-sky space realm back down to earth in the most blood-curdling of fashions? Raw hardware muscle, mainly. To hear Carmack tell it (and admittedly, he might not be the most representative sample for mere mortals like ourselves), the headset itself is a relatively simple piece of tech. It does, however, require a massive amount of resources to render stereoscopic 3D at a high level of graphical quality, and we’re finally hitting the point where that’s very feasible.
So, fun tech. Probably transform facebook. Seems to be a problem if your using a keyboard etc as well. Needs high end equip to use properly. Not in general use. First gen is always worth avoiding, wait till the drivers, hardware is refined. Usually gen 2.5.
So, apart from the "I Want !" crowd, why worry about it ?
If it actually works and matures, then it's not going away.
If it fails, who cares.
Is it needed ?, make your own mind up but given the choice of;
a: Dynamic weather, track, better tyre physics, extra tracks, multicore support etc......
b: Waste time on emerging tech that will take years to mature, then probably be replaced by something better. And even if not, no rush to get it working when the hardware to run it will take years to become available to all.
I really fail to see why the rush to be first onboard with tech which TBO isn't even truly in alpha. Especially as we're having conversations here regarding multicore support, and if that is too advanced for the client base.
It's not essential. The resolution is too low for a desktop monitor replacement. What it is, is a flippin' cool device to mess around with or demo to people, and you'd change your tone had you tried one or given it more than two seconds of thought.
Far from the truth. Thanks to smartphones, small high resolution displays suitable for VR are now easily available and more than anything, affordable. Advancements in graphical power has certainly helped due to the resolution and framerate requirements, but that is not the difference what makes future HMD's to succeed where the old ones failed. Comparing a god awful 90's HMD to the Rift is like comparing a 1920's Cadillac to a 2010 Corolla.
One takes hours (guesstimate from other people porting to DK2 SDK) to implement and is the biggest revolution in gaming since integrated circuits were invented and brings more new users and visibility for LFS, the other path takes months upon months of work and will propably happen regardless in the future.
No, the Rift is not perfect nor is it ready for the average gamers to purchase. For that to happen several things still need around a years worth of work in R&D. One thing I'm absolutely certain of already at this point, it will be a paradigm shift when the consumer model arrives.