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PostPosted: 15 Oct 2012, 23:20 
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The one from Kickstarter project fame etc?
As a big VR fan, I got in (though I think anyone can now) the Kickstarter project early on.. a $300 VR headset for Christmas sounds pretty sweet!
I'm old enough and lucky enough to have a VFX1 headset here beside me (actually in a closet) for a long long time, which cost more like $1400 when released in 1995 (with inflation thats even more by now). I got it for £100 back in the day, from the company I worked in. :D


Forte VFX1:


Oculus Rift


Video and Site:
http://oculusvr.com/

Taken a long time to get here! Im thinking WSGF would make a good home for enthusiasts for VR headgear, most likely they will need lots of community testing and hacks etc.

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PostPosted: 01 Nov 2012, 16:21 
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I actually did not get one since I have already invested far too much into my setup, haha. I really commend the idea though, gamers have been looking for something affordable like this for a long time.

The ONLY problem I have with this is that as a Sim Racer... you cannot use these without issue. As strange as it may sound, when your using a steering wheel, pedals, and shifter, these goggles feel really awkward since you cannot see your hands and any slight delay in the on screen steering wheel will drives a person mad. Otherwise, these are pretty cool for FPS users.

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PostPosted: 09 Nov 2012, 18:50 
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I almost preordered the developers set, but thought I'd wait until a commercial version is out. I have a feeling that this is going to be a game changer. I've always dreamed about virtual reality and this is the closest we can get for now I think.


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PostPosted: 09 Nov 2012, 21:51 
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I'm waiting on my developer kit and looking forward to it. The initial version will only have 2 640x480 screens but the retail versions will have higher resolution.
I really hope this work out, but i think you really need two 2.35 to 1 screens to make it perfect. But i dont know if you can get 2560x1080 panels that small.

1080p will be very good, but I dont think 1920x1080 is wide enough to be completely immersive as your eyes field of view would be wider. But it's still going to be good either way

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PostPosted: 10 Nov 2012, 00:41 
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I might be mistaken, but I seemed to remember that they were talking about making their kits with 110 degrees field of view. Don't know if that would be the consumer version. Please give feedback when you get it! 8-)


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PostPosted: 13 Nov 2012, 05:58 
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I am very keen to see how this runs. Very low hardware requirements. Seems cheap too.

Now if they can get it to work in FPSs with a TrackIR that'd be awesome!

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PostPosted: 13 Nov 2012, 06:45 
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Hello,

Been following the OR since I discovered it in early-to-mid-September... Ordered a dev kit as soon as they went up for sale on their site. I'm quite excited :rockout:

CoolMan=GCHQ= wrote:
I'm waiting on my developer kit and looking forward to it. The initial version will only have 2 640x480 screens but the retail versions will have higher resolution.


It's actually not two screens in the OR... It's one screen, which is 1280x800. There are two images displayed on the one screen, so essentially you have 640x800 per eye. There is some sort of divider down the middle of the screen so there is no bleedover from one side to the other, and the lenses take care of warping the image to the entire FoV.

But yea, this far out they have no idea what resolution they are going to end up using for the consumer version. I believe that there have been companies that have made very high resolution (something like 2k or 4k) screens in the correct size, but due to lack of demand they haven't mass produced them (yet). It'll be interesting to see how the display market is when it is time for them to make final decisions... My guess is that they'll put a minimum 2k in there... In a year or two I couldn't imagine them costing any more than the 1080 displays cost now. And since hardware will have advanced quite a bit, we shouldn't have a huge problem running such high-res displays.

Tamlin wrote:
I might be mistaken, but I seemed to remember that they were talking about making their kits with 110 degrees field of view. Don't know if that would be the consumer version. Please give feedback when you get it! 8-)


Yup, you are correct... According to their announcements the field of view will be 110 degrees (diagonally). However, there has been talk that they have been able to get some slightly larger screens, so the actual field of view in the dev kits might be higher. I don't know if this has been 100% confirmed, however.

Mach1.9pants wrote:
Now if they can get it to work in FPSs with a TrackIR that'd be awesome!


No need for TrackIR (that I can see, at least), since it has built-in head tracking.


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PostPosted: 13 Nov 2012, 20:57 
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ElectroPulse wrote:
Yup, you are correct... According to their announcements the field of view will be 110 degrees (diagonally). However, there has been talk that they have been able to get some slightly larger screens, so the actual field of view in the dev kits might be higher. I don't know if this has been 100% confirmed, however.


That would be sweet. I think many of us have dreamed about being able to "jack-in" to virtual reality, and Occulus Rift is a hope of mine to getting closer realizing that dream! :D


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