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Oculus Rift Pre-Orders

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by Blame73, Jan 4, 2016.

  1. Blame73

    Blame73 Well-Known Member

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    Since I got the rift, it never came to mind the idea if needing motion cancellation till I red your post. Maybe I don't need it.
    Surely is not an issue for me.

    Edit: I'll try to make a video to show my pov
  2. Blame73

    Blame73 Well-Known Member

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    AC developer answered the question:
    https://twitter.com/KunosStefano/status/713607347072057344

    let's hope in a couple of months ...
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I have focused on fast accurate motion over a short axis movements for VR, so motion cancellation is not a big issue for me. The 6DOF guys are mounting the Rift camera to the rigs and seem to go OK.

    Notwithstanding I continue to raise the complexity of motion cancellation with the Rift (compile with game source) and the lack of access to a Vive to test motion cancellation all the time in Reddit discussions.

    At this stage my big hope is that with the Vive it should be trivial to mount the hand controllers to the rig and have instant very fast sub mm tracking. The unknown is if generically and simply you can offset the HMD view for motion cancellation. I am guessing the Vive is more likely to have an easy way to use a wrapper, but time will tell.
  4. f1iceman

    f1iceman Why So Serious ? ( The Joker )

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    you need to do a seperate thread when ypours arrives as you could be one of the first to review it on here, so a good ole set info and performace is going to be in your hands. lol
    i can not wait to read if you can do something like that you lucky monkey :)
    • Like Like x 1
  5. shannonb1

    shannonb1 Well-Known Member

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    Great point noor, my motion is short and sharp, might be why it doesn't affect me
    • Agree Agree x 1
  6. SeatTime

    SeatTime Well-Known Member

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  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  8. BlazinH

    BlazinH Well-Known Member

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    The consensus seems to be that motion cancellation is not necessary when not using an excessive amount of motion.

    But do you still appear to move around more than normal inside the cockpit while driving? If so, do you just get accustomed to it?
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Not on mine.

    My sim seat is a lot firmer than my Supa bucket, but the feeling of movement feels similar to how you do move in a car seat. Heave really helps and I use far more of it in my motion profile than anything else.

    Keep in mind I am aiming for more of the haptic sensation than G-force and do my motion profile accordingly. I find I need less axis movement being immersed with the Rift than when I am using the ultra short throw projector.
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  11. jangomoose

    jangomoose Member

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    Tried out all the Rift freebies from the Oculus store today. For those of you with a DK2 and children it's worth downloading Henry and Lucky's Tale, they work very well on the DK2, in fact they all do. Nothing that brings anything new to VR though, bit disappointing.
    Just reading @BlazinH 's post above the VR headsets don't fill your peripheral vision unfortunately, it is the major drawback of current VR headsets in my opinion.
    • Informative Informative x 1
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I installed Oculus Home @jangomoose, had a bit of a play and started downloading a bunch of stuff, including Henry and Lucky's Tale. But I then found the Unity live preview does not work. I will need to check if there is an update or ditch Oculus home on my dev computer :(
  13. Blame73

    Blame73 Well-Known Member

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    Does Oculus Home work with 0.5/0.6 SDK or just with the latest?
  14. jangomoose

    jangomoose Member

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    To get Oculus Home it will automatically update to 1.3. I've just learnt a lesson in updating too quickly. Going to uninstall and go back to 0.8 assuming it lets me.
    If your programs are still working with 0.5/6/8 etc I would stick with that till either you get a new Rift or the games don't work anymore.
    • Informative Informative x 1
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Just the latest.

    I have heard about some developer DLLs for backward comparability but have not actually been able to find them.
    • Informative Informative x 1
  16. Blame73

    Blame73 Well-Known Member

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    I've seen a pic with the list of the ddls used by oculus developer for the backward compatibility, but maybe they haven't already been leaked
  17. SilentChill

    SilentChill Problem Maker

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  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Easter long weekend for me...lost track of the new week. Though in fairness there is no guarantee pre-orders will ship Wednesday, Palmer said 'likely' and I treat that as similar to his ballpark price comment.

    Easy to tell I am a bit jaded by the endless Oculus spin.
  19. mariano68

    mariano68 Active Member

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    @BlazinH I used a 100 inches screen with the nvidia 3d glasses and also Optoma glasses for a pair of years, I also used the Wicked3d voodoo2 card that came bundle with stereo glasses to play Quake2 online in the 90's :p ( http://www.stereo3d.com/wicked3d.htm ) and I always loved the stereo 3d gaming (I keep my nvidia glassses), but VR is a far better experience, I mounted my DK2 camera in the wall in front of my sim and I didn't have much problems with motion.
  20. Blame73

    Blame73 Well-Known Member

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