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Winjer
08-09-14, 15:05
http://blogs-images.forbes.com/antonyleather/files/2014/04/OculusRift.jpg

Site Oficial: http://www.oculusvr.com/

Faltava cá a thread para se falar do Oculus Rift.

Começo com a noticia de que o VR da Samsung vai usar tecnologia da Oculus.

Samsung and Oculus partner to create Gear VR, a virtual reality headset that uses the Note 4 (hands-on) (http://www.engadget.com/2014/09/03/samsung-virtual-reality/)

LPC
09-09-14, 18:15
Boas!
Sou sincero gostava de testar essa coisa para perceber se realmente a sensação de imersão é realmente boa...

Cumprimentos,

LPC

Winjer
28-09-14, 21:49
Cá fica a keynote do Carmack no Oculus Connect 2014


https://www.youtube.com/watch?v=nqzpAbK9qFk

Dape_1904
29-09-14, 00:56
Eu só não sei o bem que isso faz á vista...

Winjer
13-10-14, 12:27
Mais uma empresa a entrar na competição do VR.

Carl Zeiss unveils VR One headset, similar to Samsung's Gear VR but half the price (http://www.techspot.com/news/58403-carl-zeiss-unveils-vr-one-headset-similar-samsung.html)


We’re still waiting for a consumer version of the Oculus Rift, the device that reignited everyone’s interest in virtual reality. The first prototype surfaced more than two years ago and in the interim, we’ve seen a handful of other companies beat Facebook-owned Oculus VR to the punch.The latest virtual reality headset comes from Carl Zeiss, a company that knows a thing or two about optics. Their solution, the Carl Zeiss VR One, is similar to Samsung’s Gear VR headset in that it works in conjunction with a smartphone but unlike Sammy’s solution, it isn’t limited to a particular brand of phone.
http://static.techspot.com/images2/news/bigimage/2014-10-12-image-6.jpg


Instead, the VR One will work with Android and iOS phones featuring a minimum screen size of 4.7-inches up to 5.2-inches (Galaxy Note 4, iPhone 6 Plus and all Windows Phone devices need not apply). Your phone fits into a custom tray called a drawer which then slides into the front of the headset. At present, the VR One only supports the Galaxy S5 and the iPhone 6 although I suspect they’ll offer more options in due time.
The Carl Zeiss VR One is available for pre-order as of writing priced at just $99.90 while additional drawers sell for $9.90 each. At this price, the device is twice as cheap as the Gear VR which only works with the Galaxy Note 4, a handset that’ll set you back an additional $800+.


That’s the good news. The bad news is that, as Wired points out, the Zeiss team doesn’t really have any idea what to do with it. They’ve created two demo apps but aside from that, it looks like they’ll be relying on developers to build apps for the device.
It’ll no doubt be a tough sell without a ton of support but at least they seem to have the price and compatibility issues figured out.
The first units are expected to ship in time for the holidays.

Winjer
29-10-14, 13:41
Mark Zuckerberg speaks out on expectations for virtual reality (http://www.kitguru.net/channel/generaltech/matthew-wilson/mark-zuckerberg-speaks-out-on-expectations-for-virtual-reality/)


Facebook went ahead and acquired Oculus earlier this year, giving the company the funding it needed to continue perfecting its virtual reality headset. However, Zuckerberg isn’t looking to rush this new technology, in-fact, he’s pretty certain that the Oculus Rift will take a few cycles and “a bunch of years” to become truly mainstream.During a Facebook quarterly earnings call today, Zuckerberg talked a little bit about his long term plans for virtual reality, stating that it “needs to reach a very large scale, 50 to 100 million units, before it will really be a very meaningful thing as a computing platform”.
He went on to explain to investors that VR success is hard to predict but he thinks it will take “a bunch of years” to get there: “I don’t think it’s going to get to 50 or 100 million units in the next few years, right? That’ll take a few cycles of the device to get there.”
Earlier this month we found out that Oculus actually lost money developing its prototype after its Kickstarter (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-grossly-underestimated-resources-required-during-kickstarter-campaign/). The company clearly needed more money to continue development and Facebook stepped in to provide the funding. There has been concerns that Facebook will ruin Oculus but everything seems fine so far, Zuckerberg doesn’t seem to be in a rush to earn that $2 billion back:
“When you get to that scale, that’s when it starts to be interesting as a business, in terms of developing out of the ecosystem. So when I’m talking about it as a 10-year thing, I’m talking about building the first set of devices, and then building the audience and the ecosystem around that, until it eventually becomes a business.”

ziza
29-10-14, 22:34
Epa mesmo que a imersão seja mesmo boa, não me via a usar um trambolho destes...

Cumps,
ziza

tiran
30-10-14, 10:30
http://i.imgur.com/ITc0Bmu.jpg

Ziza e quando for assim?

Ps. Inventem uma versão sem fios, junta-se teclado e rato sem fios e era o sonho molhado do Turtolius e os seus setups minimalistas... :D

Winjer
31-10-14, 17:49
James Cameron believes the current state of virtual reality is rather boring (http://www.techspot.com/news/58643-james-cameron-believes-current-state-virtual-reality-rather.html)

Facebook was certainly sold on the current state of virtual reality when it agreed to acquire Oculus VR for $2 billion (http://www.techspot.com/news/56133-facebook-announces-2-billion-acquisition-of-virtual-reality-headset-maker-oculus-vr.html) earlier this year. The same can’t be said for others, however, like renowned film maker James Cameron.On the subject of virtual reality during a recent interview at a Wall Street Journal event in California, Cameron said (http://www.hollywoodreporter.com/news/james-cameron-talks-avatar-sequels-744806) there seems to be a lot of excitement around something that, is a yawn, frankly.
The question that has always occurred to him is when is it going to be mature, when is it going to be accepted by the public at large and when are people going to start authoring in virtual reality? Thus far, he (correctly) notes that there aren’t any VR applications that allow the user to do much more than look around at a virtual world.
If you want to move through a virtual reality, Cameron added, it’s called a video game and they’ve been around forever.
While it’s hard to argue with those points, it’s also a bit surprising that they’re coming from the man who took special effects to a whole new level in the 1991 hit film Terminator 2: Judgment Day. He spent more than 10 years working on Avatar, a film that was supposed to debut in 1999 but got postponed because the technology didn’t yet exist to create the movie how he’d envisioned.

Winjer
05-11-14, 10:13
Oculus to launch the Rift within 'months, not years away (http://www.tweaktown.com/news/40939/oculus-to-launch-the-rift-within-months-not-years-away-/index.html)



Everyone is wondering when Oculus VR will launch their consumer Rift headset, with its current broad ETA being 'sometime in 2015'. But after his speech at the Web Summit 2014 in Dublin, Oculus VR CEO Brendan Iribe said that the Rift is months away from a consumer launch, not years away.

He said: "We're all hungry for it to happen. We're getting very close. It's months, not years away, but many months. We've gone out there and set this bar and said, 'We want to get it right.' We don't want it to be four or five years. We're eager for this to happen". Many months could still see it being released late next year, and during an investors meeting last week, Mark Zuckerberg, the founder of Facebook and owner of Oculus VR said that the Oculus Rift could only be "meaningful" as a computing platform if it sold 50 million to 100 million units over the next 10 years.

Winjer
14-11-14, 23:42
Samsung’s phablet-powered Gear VR launches in December for $200 (http://www.extremetech.com/gaming/194290-samsungs-phablet-powered-gear-vr-launches-in-december-for-200)

Earlier this year, Samsung announced a brand new virtual reality headset, by the Gear VR (http://www.extremetech.com/gaming/189271-will-samsungs-gear-vr-trigger-the-virtual-reality-revolution-before-oculus-rift). Made in partnership with the team at Oculus VR, this clever headset uses a Galaxy Note 4 to power the virtual reality experience, and a bluetooth controller to navigate. The “Innovator Edition” is currently up for pre-registration, and you’ll be able to buy your very own in early December.First and foremost, you’re going to need a Galaxy Note 4 to use this device. That’s a $700 smartphone, and even with a 2-year contract, it still costs $300. It’s cheaper than buying a gaming PC, but not by much. Once you have the device, you’re still going to need to drop $200 on the Gear VR headset itself. Need a Bluetooth gamepad? That’ll be another $50. This isn’t a minor endeavor, but that’s the price of being an early adopter. There’s no promise that this platform will ever take off, so you need to know right now that buying this hardware is a risky gamble.
http://www.extremetech.com/wp-content/uploads/2014/11/Powered-by-Oculus.png (http://www.extremetech.com/wp-content/uploads/2014/11/Powered-by-Oculus.png)If you’re still interested in buying one of these headsets for yourself, you’ll need to head over to Samsung’s site, and pre-register (http://www.samsung.com/us/register/see-the-difference-samsung-gear-vr/). You won’t be able to buy right away, but you’ll be the first to know about any specific release and purchasing details.
If you’re interested in making your own VR games and apps for the Gear VR, Oculus has finally pushed out its mobile SDK on its developer site (https://developer.oculus.com/downloads/#Mobile%20SDK). This initial release comes with baked-in features like asynchronous time warping (http://www.extremetech.com/gaming/181093-oculus-rifts-time-warping-feature-will-make-vr-easier-on-your-stomach), direct front buffer rendering, and GPU context priorities. The Gear VR probably isn’t a wise investment for your typical consumer, but it’s a superb way for developers to get their hands on some reasonably priced portable VR hardware and a powerful toolset.
The future is looking bright for VR, and this headset is just one of many stepping stones to perfection. The Oculus Rift (http://www.extremetech.com/tag/oculus-rift) and Sony’s Project Morpheus (http://www.extremetech.com/gaming/178867-sonys-project-morpheus-prototype-is-a-hit-bodes-well-for-the-future-of-virtual-reality) are quickly propelling the medium forward, and smaller developers are constantly iterating (http://www.extremetech.com/extreme/191404-this-weird-exoskeleton-adds-the-sensation-of-touch-to-virtual-reality) on the concepts.
This generation of virtual reality is growing ever-closer, and it’s only a matter of time before it breaks into the mainstream in a major way. The tech sphere has been hearing about the Oculus Rift for years now, but now major companies like Facebook (http://www.extremetech.com/extreme/179213-facebook-for-your-face-i-have-seen-the-future-and-its-awesome-sorry-gamers), Sony, and Samsung are betting heavily on this tech. Everything is coming to a head, and it’s looking like 2015 might be the year that these devices finally hit store shelves. Are you getting in on the ground floor, or are you waiting to see if the VR fad passes? Sound off in the comment section below this post.

Quem quer um para o Natal?

tiran
15-11-14, 11:22
https://www.youtube.com/watch?v=A3nTxwMGClc

Ei pah ninguém viu o ultimo episódio do South Park?!? :D

Jorge-Vieira
04-12-14, 18:10
Oculus CEO explains why it wouldn’t partner with Microsoft or Google (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-ceo-explains-why-it-wouldnt-partner-with-microsoft-or-google/)


Oculus CEO, Brendan Irbe, has decided to once again explain why the company ended up joining Facebook rather than Microsoft , Sony or even Google. The main reason being to avoid the limitations of a closed platform, which Microsoft and Sony both offer with their consoles.
Speaking at the Business Insider (http://www.businessinsider.com/why-oculus-would-have-turned-down-a-deal-from-google-2014-12) Ignition conference, Brendan Irbe said: “If we were going to partner with somebody, because this is a long road ahead… We were thinking the whole time that we wouldn’t partner with Microsoft or Sony.”

Irbe went on to say that Oculus didn’t want to be strongly tied to an established operating system or platform because it would be too limiting. The Oculus CEO wouldn’t want to partner with Google either, as the company already has so many other large scale projects going on “We didn’t know how much time we’d get from the leadership team”.



Noticia completa:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-ceo-explains-why-it-wouldnt-partner-with-microsoft-or-google/

Jorge-Vieira
12-12-14, 16:27
Oculus acquisitions bring computer vision expertise

Oculus continues to acquire talent and technology. Yesterday, the firm announced three major additions (https://www.oculus.com/blog/nimble-vr-13th-lab-and-chris-bregler-join-oculus/) to its team.
The first is Nimble VR, which has been working on low-latency skeletal hand tracking for virtual reality applications. Nimble developed a depth sensor that snaps onto the front of the Oculus dev kit, and the associated Kickstarter page (https://www.kickstarter.com/projects/nimblevr/nimble-sense-bring-your-hands-into-virtual-reality) claims the tech delivers the best hand tracking in the world. Here's a demo showing off the system's low latency:


https://www.youtube.com/watch?v=BNiaFrVi9xM


Nimble's Kickstarter project was canceled yesterday, but the technology will presumably live on in Oculus products. A hand-tracking accessory for the eventual retail headset could be in the cards.
The other company added to Oculus' stable is 13th Lab (http://13thlab.com/), which specializes in computer vision. According to Oculus, 13th Lab has been working on "an efficient and accurate real-time 3D reconstruction framework" that creates virtual models from real-world objects

Jorge-Vieira
18-12-14, 18:13
Oculus Rift + Razer Hydra + Half-Life 2 = Gaming Nirvana


I've been gaming since I was a little kid, with very clear and fond memories of my Dad walking through the door one night with an Amiga 500 under his arm. I have absolutely joyous memories of the thousands of hours I pumped into that computer, with my addiction to technology starting at a very young age. From there, I went to a full-fledged PC with a 486, to 3DFX, right up to the ASUS ROG Swift PG278Q monitor that is powered by NVIDIA's G-SYNC technology today.


http://imagescdn.tweaktown.com/content/6/8/6888_50_oculus-rift-razer-hydra-half-life-2-gaming-nirvana.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/content/6/8/6888_50_oculus-rift-razer-hydra-half-life-2-gaming-nirvana_full.jpg)

When the Oculus Rift was announced, I jumped on the DK1 bandwagon as soon as I could. Once the DK2 was announced, I had one on my doorstep as quick as humanly possible. Between the DK1 and DK2, I played around with some Half-Life 2 with the Razer Hydra motion controllers, but I didn't spend that much time with them.

<center></center>At the time, my wife had just given birth to our second daughter, so time slipped away from me. Then I moved house, and completely forgot about it - until I saw a video of someone playing Half-Life 2 with the new Oculus Rift DK2 and Hydra - it was time for me to try it once again with the improved headset.

As of this sentence, I haven't set up my Razer Hydra yet - so we're going to walk you through what PC we're going to be gaming on, and everything else we'll be using to get it up and running. Let's get right into it!


What I'm Using
I'm using my custom PC build that I used for my NVIDIA G-SYNC article, and my other articles I write for TweakTown, with the specifications of this system being:

http://imagescdn.tweaktown.com/content/6/8/6888_09_oculus-rift-razer-hydra-half-life-2-gaming-nirvana.pnghttp://imagescdn.tweaktown.com/content/6/8/6888_10_oculus-rift-razer-hydra-half-life-2-gaming-nirvana.png



CPU: Intel Core i7 4930K processor w/Corsair H110 cooler (stock clocks)
Motherboard: ASUS Rampage IV Black Edition
RAM: 32GB Corsair Vengeance Pro (2 x 16GB kits) of 2400MHz DDR3
GPU: NVIDIA GeForce GTX 780 (reference) in SLI
Storage: 240GB SanDisk Extreme II and 480GB SanDisk Extreme II
Chassis: InWin X-Frame Limited Edition
PSU: Corsair AX1200i digital PSU
Software: Windows 7 Ultimate x64
Drivers: GeForce 340.43



http://imagescdn.tweaktown.com/content/6/8/6888_11_oculus-rift-razer-hydra-half-life-2-gaming-nirvana.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/content/6/8/6888_11_oculus-rift-razer-hydra-half-life-2-gaming-nirvana_full.png)

When it comes to the VR and control side of things, we're using the Oculus Rift DK2 unit and the Razer Hydra motion controller.

We'd like to thank all of our partners for their support, as this couldn't be possible without NVIDIA, ASUS, Corsair, SanDisk, or InWin. Without them, we wouldn't have the hardware here to test today, so I'd like to thank them all for providing us with the hardware here in my lab.




Ver toda a analise:
http://www.tweaktown.com/articles/6888/oculus-rift-razer-hydra-half-life-gaming-nirvana/index.html

Jorge-Vieira
02-01-15, 08:06
Oculus Rift DK2 VR Covers Review

http://cdn.eteknix.com/wp-content/uploads/2014/12/DSC_9427.jpg
While I love reviewing all the latest and greatest hardware, such as the Oculus Rift DK2, every now and then I like to stop and appreciate the smaller accessories that can improve my day-to-day desktop usage. The Oculus Rift is a fantastic bit of kit, but it does suffer from one seriously profound problem; it gets really dirty after a few hours of use!
When you strap on the Oculus Rift you have a thick foam padding pressed up against your face, this means that skin flakes, hairs and general dirt and sweat get worked into the material and to make matters worse, you can’t take the material off and clean it. Think about the exhibitions and gaming events where many people try on the headset all day, by the end of the day you’re pressing hundreds of people’s sweat into your face… no thank you!
VR Covers does exactly what they sound like, they provide you with a cover that will help keep your Oculus Rift nice and clean, but it has a few extra perks to it too. The covers are removable, washable and also aim to improve the overall comfort levels of wearing the headset. It may not sound like the coolest thing ever, but this is a big win for those who have, or plan to invest in a VR headset.
<center>
http://player.vimeo.com/video/107940800/</center>VR covers come in a neat little protective bag which has a velcro strap around the neck to keep them tucked away neat and tidy; perfect for traveling. http://cdn.eteknix.com/wp-content/uploads/2014/12/DSC_9423.jpg
In the bag you’ll find three sets of VR Covers, which are all the same, it’s just handy to have a few spares when the others gets dirty.
http://cdn.eteknix.com/wp-content/uploads/2014/12/DSC_9424.jpg
They’re fairly simple things, a sort of banana shape when folded out. They’re made from two layers of 100% cotton that is nicely stitched together.
http://cdn.eteknix.com/wp-content/uploads/2014/12/DSC_9425.jpg
There is a small VR Cover logo stitched onto one side.
http://cdn.eteknix.com/wp-content/uploads/2014/12/DSC_9426.jpg



Ver toda a review:
http://www.eteknix.com/oculus-rift-dk2-vr-covers-review/

Jorge-Vieira
09-01-15, 14:44
´We go hands-on with the Oculus Rift Crescent Bay prototype at CES 2015


<article>CES 2015 - Oculus VR had a gigantic setup at CES 2015 this year, but they were hosting private meetings for people to go in and check things out, so we set one up quite sometime ago to ensure we could get our hands, and eyes on the latest Rift prototype.


https://www.youtube.com/watch?feature=player_embedded&v=mgS7fb6Xnfk



We stopped in and had a chat with Oculus VR's VP of Product, Nate Mitchell, who is one of the best guys in the industry. He walked us over the new Rift prototype known as "Crescent Bay", something that was shown off at Oculus Connect a few months ago. This is the first time the new Rift headset has been open to the public to test out, which is why we wanted to get down there and check things out.


http://imagescdn.tweaktown.com/news/4/2/42668_10_go-hands-oculus-rift-crescent-bay-prototype-ces-2015.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/2/42668_10_go-hands-oculus-rift-crescent-bay-prototype-ces-2015_full.jpg)

The current DK2 unit has a 1920x1080 resolution, thanks to the Galaxy Note 3 panel it features inside of it. Oculus isn't stating what resolution the new Crescent Bay prototype is running at, but from my short time with it, I suspect we're seeing a 1440p panel, with some form of resolution scaling. Similar to NVIDIA's Dynamic Super Resolution (DSR) technology, where it renders a larger picture, and then scales it down to the resolution of the monitor, or in this case, the VR headset.


http://imagescdn.tweaktown.com/news/4/2/42668_12_go-hands-oculus-rift-crescent-bay-prototype-ces-2015.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/2/42668_12_go-hands-oculus-rift-crescent-bay-prototype-ces-2015_full.jpg)

The new Crescent Bay headset felt noticeably lighter than the DK2 unit, with a much better spot for your nose. Again, this was just some short time with it, but it definitely felt better on my head, and my nose, than the DK1 and DK2 do.

If you didn't know, Oculus VR have installed some headphones to the new Crescent Bay prototype, with some very impressive audio technology being used. This is one of the bigger changes of the DK2 to the Crescent Bay unit, with a more concentrated effort on audio, which is nearly as, if not just as important as the visual side of things for the 'presence' that Oculus is aiming for.


https://www.youtube.com/watch?feature=player_embedded&v=1dVAYmbIdfU



One of the demos that Oculus had playing on the Crescent Bay prototype was the Unreal Engine 4-powered "Car Flip" demo (http://www.tweaktown.com/news/40234/the-matrix-meets-fear-in-epic-games-vr-demo-car-flip-/index.html). We saw this at the NVIDIA Editor's Day 2014 in Monterey Bay last year, where the company unleashed its new Maxwell architecture, and the GeForce GTX 980 and GTX 970 GPUs.




</article>


Noticia:
http://www.tweaktown.com/news/42668/go-hands-oculus-rift-crescent-bay-prototype-ces-2015/index.html

Jorge-Vieira
09-01-15, 15:38
Cycling could be the best VR fitness application (http://www.kitguru.net/gaming/jon-martindale/cycling-could-be-the-best-vr-fitness-application/)


Some of the best demos in the world for virtual reality headsets like the Oculus Rift, are stationary ones like Sightline: The Chair. Why? Because when your body is immobile in both virtual and real… ugh, reality, it’s a much more immersive experience. Getting full body movement to work is much harder and that’s why we’ve seen elaborate pieces of hardware like the Omni which could give us the chance to walk and run in games and experiences, but it doesn’t look quite as natural as the ebove B01 bike, which could allow realistic cycling within virtual environments.
http://www.kitguru.net/wp-content/uploads/2015/01/cycling.jpg (http://www.kitguru.net/wp-content/uploads/2015/01/cycling.jpg)
Not quite sure why the gloves are necessary…
Developed by Activetainment, the B1 is a bike that is angled off of the floor, to give you some leeway for moving it around for different inclinations of hills and tracks your pedalling, translating it into the game. It also has a built in 14″ display for those without a VR headset.
According to the new trailer for the bike, released alongside its showing at CES, it works rather well.


https://www.youtube.com/watch?feature=player_embedded&v=nxSpWZjn3eg


This is just the start of things though, with the developers promising to put together a treadmill and a rowing machine for VR exercise too. All of them do (in the case of the bike) and will, keep track of your stats, much like a wearable or smartphone app, allowing you to compare yourself with friends, unlock tracks and watch your progression over time.
With the focus on workout machines rather than gaming, Ebove keeps things simple and doesn’t have to worry too much about multi-directional systems. However, as fun as it might be to go for a run around Skyrim’s plains and mountains, or cycle through some fantasy forest, how does sweating work in VR?



Noticia:
http://www.kitguru.net/gaming/jon-martindale/cycling-could-be-the-best-vr-fitness-application/

Jorge-Vieira
09-01-15, 16:13
Oculus Rift Amps Up Virtual Reality Experience Adding Spatial Audio To Crescent Bay Dev Kit


The Oculus Rift has been steadily moving towards production over the past few years as new breakthroughs and improvements allowed for further improvements to the much-discussed VR headset. Oculus VR brought their headset to CES 2015 this year, but they weren't demonstrating new visual technology this time around -- instead, it was 3D positional audio.

3D positional audio is a technology that simulates where sounds are coming from in direct relation to your head's location at the time. There have been a number of games and sound engines that incorporated these kinds of effects over the years, but most of these engines are primarily concerned with sound simulation on a 2D coordinate grid. This makes sense, given that most people own 2-5.1 speaker systems. There are games that do simulate 3D effects, but most of these implementations are fairly niche. Only a handful of gamers own headphones that can simulate surround sound effectively -- not enough to justify investing a great deal of cash in the experience.

Oculus VR wants to change that, and they've licensed the RealSpace 3D Audio engine by Visionics to do it. One of the limitations of conventional 3D audio simulation in gaming is that audio engine doesn't automatically know the location of the gamer's head relative to everything else on-screen. The audio engine depends on data passed from the game engine, and different game engines can pass such data with greater or lesser amounts of fidelity.


http://hothardware.com/ContentImages/NewsItem/32240/content/Crescent-Bay-Front-Pers-on-Light_1.jpg


Because the Oculus Rift (http://hothardware.com/tags/oculus-rift) tracks head motion through a 360 degree field of view, it can pass this information directly to the RealSpace 3D engine, thereby ensuring that the audio stream knows your precise location at all times. The demo shown off at CES (http://hothardware.com/tags/ces) incorporated headphones, but it's possible that the same approach would still work with an appropriately spaced set of speakers (albeit with less perceived spatial accuracy, for obvious reasons).

At least year's Connect conference, Oculus CEO Brendan Iribe made it clear that positional audio is vital to the project's long-term success. "We’re working on audio as aggressively as we’re working on the vision side. We have a whole team ramped up. As part of this (audio) initiative, we’ve licensed RealSpace 3D’s audio technology, a high fidelity VR audio system developed over 10 years."

Early feedback on the audio's quality and additional immersiveness has been excellent, with multiple reporters swearing that it's a huge leap forward over traditional 2D sound. I haven't personally been able to test the audio component, but playing games with the Rift is a huge jump beyond playing off a conventional display. The renewed focus on gaming audio is also welcome -- AMD (http://hothardware.com/tags/amd)'s TrueAudio (http://hothardware.com/tags/trueaudio) is another example of an area where the long-ignored science of superior sound is finally getting some attention.

There's still no word on when the Oculus Rift will be available for consumers to purchase. An unnamed leak from last year suggested that executives at the company would target 2015, but that information was never confirmed.




Noticia:
http://hothardware.com/news/occulus-rift-amps-up-virtual-reality-immersiveness-adding-spatial-audio-to-crescent-bay-dev-kit#HkKqIjl2FrXKjVcL.99

Winjer
09-01-15, 19:12
https://www.youtube.com/watch?v=hZ8Xj_I3aNU

Jorge-Vieira
12-01-15, 14:14
Oculus still trying to sort out what VR is best suited for


The virtual reality market is growing, and seems to have drawn the most attention by the gaming community, but still isn't ready for mainstream adoption. However, it's possible that the movie industry has the most to gain from virtual reality, with consumers interested in embracing the unique viewing experience.


http://imagescdn.tweaktown.com/news/4/2/42738_01_oculus-still-trying-sort-vr-best-suited.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/2/42738_01_oculus-still-trying-sort-vr-best-suited_full.jpg)

"We've said from the beginning we're big gamers, and we started Oculus to deliver consumer VR and revolutionize games," said Nate Mitchell, VP for product at Oculus, in an interview with the Los Angeles Times. "But it may well end up being that VR is more about film than games - [but] it's possible. We don't know what the killer app is."

Oculus is working with developers in the video game and movie industries, and it's possible Oculus VR headsets could also find their way into military simulation trainings. There is a tremendous amount of opportunities for virtual reality in the future, but consumers appear more interested in what can be done sooner rather than later.




Noticia:
http://www.tweaktown.com/news/42738/oculus-still-trying-sort-vr-best-suited/index.html

Jorge-Vieira
15-01-15, 20:18
Toyota using Oculus Rift to teach about distracted driving


Developers are finding a wide variety of different uses for the Oculus Rift virtual reality headset, and Toyota has demonstrated its TeenDrive365 distracted driving simulator. Participants sit down in a stationary car wearing an Oculus Rift headset, taking them through a simulation that involves multiple distracted driving scenarios.


image: http://imagescdn.tweaktown.com/news/4/2/42859_01_toyota-oculus-rift-teach-distracted-driving.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/2/42859_01_toyota-oculus-rift-teach-distracted-driving_full.jpg)
http://imagescdn.tweaktown.com/news/4/2/42859_01_toyota-oculus-rift-teach-distracted-driving.jpg

Scenarios include other vehicles on the road, in-vehicle passengers, radio, and text messages - with drivers suffering the "consequences of distracted driving within the virtual setting," providing a more realistic view of everyday distractions that drivers face.

"Oculus Rift provides a virtual reality driving experience that mirrors real life behind the wheel, giving us a powerful, one-of-a-kind way to show parents and teens how everyday distractions can affect their ability to drive safely," said Marjorie Schussel, corporate marketing manager of Toyota, in a statement to the media.




Noticia:
http://www.tweaktown.com/news/42859/toyota-oculus-rift-teach-distracted-driving/index.html

Jorge-Vieira
18-01-15, 16:12
Oculus Rift Could Make Music Software Way Easier to Use (http://www.hardocp.com/news/2015/01/18/oculus_rift_could_make_music_software_way_easier_t o_use/)

Oculus Rift: Not just for trying to simulate the Holodeck any longer. Bryon Mallett is a design student who turned his attention to mashing up the Oculus Rift with a customized pair of VR gloves (http://www.gizmodo.com.au/2015/01/oculus-rift-could-make-music-software-way-easier-to-use/) using the magnetic tracking sensors from Razer’s Hydra controller to make some beautiful music together. http://www.hardocp.com/images/smiley/cool.gif

https://www.youtube.com/watch?feature=player_embedded&v=tz79NmSt_Vo


Noticia:
http://www.hardocp.com/news/2015/01/18/oculus_rift_could_make_music_software_way_easier_t o_use#.VLvbQy6VfS4

Jorge-Vieira
27-01-15, 09:10
Oculus plans to create virtual reality movies for its headset


The Oculus VR Story Studio, an in-house laboratory, will be focused on creating movies and other content designed specifically for VR. Facebook opened up the checkbook to acquire Oculus, and while VR continues to impress many consumers, the company understands there must be an incentive for users to adopt the Oculus Rift.


image: http://imagescdn.tweaktown.com/news/4/3/43157_01_oculus-plans-create-virtual-reality-movies-headset.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/3/43157_01_oculus-plans-create-virtual-reality-movies-headset_full.jpg)
http://imagescdn.tweaktown.com/news/4/3/43157_01_oculus-plans-create-virtual-reality-movies-headset.jpg

"Oculus is getting focused on films," said Edward Saatchi, producer for Story Studio, in a statement to the Wall Street Journal. "Story Studio is designed to inspire and educate - inspire by making awesome movies and educate by sharing our information with the community."

Story Studio consists of about 10 people, and includes Pixar Animation Studios and Lucasfilm veterans, to help streamline film production.

Much of the appeal of VR has centered on video games, but watching movies using virtual reality can be a breathtaking experience - and if Facebook is able to use Story Studio to custom produce films, then it could be another reason why consumers should consider adopting VR.




Noticia:
http://www.tweaktown.com/news/43157/oculus-plans-create-virtual-reality-movies-headset/index.html

Jorge-Vieira
28-01-15, 14:05
Oculus launches Story Studio

http://www.fudzilla.com/media/k2/items/cache/d381e5ed86dc858a0ea33d058db093a5_L.jpg (http://www.fudzilla.com/media/k2/items/cache/d381e5ed86dc858a0ea33d058db093a5_XL.jpg)
Movies on VR glasses

Last year Facebook snapped up Oculus, the maker of the only Virtual Reality glasses that sort of work.

The last iteration VR glasses prototype is called Crescent Bay, with integrated headphones and improved latency. It still suffer from mediocre resolution and generally unpolished performance but, it got better from the previous VR glasses.
Since Facebook has money to burn, the company announced Oculus Story studio, its new film division. We heard from people close to our industry and some close to Hollywood that there is a huge interest in virtual reality movies and that this might become a primary use for these bulky headsets.
The Story Studio will debut its in-house movie called Lost and will be followed by Dear Angelica, Bullfighter and Henry, plus two other films that will be announced in the future.

http://www.fudzilla.com/images/stories/2015/January/Crescent-Bay-Front.jpg
Story Studio is employs former Pixar and Industrial Light and Magic people and they might have a chance to come up with some cool content. There is no doubt that there is a future in Virtual Reality but we don’t see the technology being ready in 2015, at least not for your living room. There is a lot to be done.
Engadget had a chance to see the Lost movie (http://www.engadget.com/2015/01/26/oculus-story-studio-vr-films-sundance/) on the Crescent Bay headset and they describe it as beautiful. It is all about the content, it always has been and it always will be. The company that comes up with cool content and Hollywood studio support will win the Virtual Reality battle. Just remember the HD-DVD versus Blu-ray battle, or if you are older the Betamax versus VHS standard war.



Noticia:
http://www.fudzilla.com/news/graphics/36856-oculus-launches-story-studio

Jorge-Vieira
30-01-15, 21:56
You can visit Sword Art Online in your Rift (http://www.kitguru.net/gaming/development/jon-martindale/you-can-visit-sword-art-online-in-your-rift/)


If you have an Oculus Rift DK2 headset, you can do something that thousands of digital characters never could: visit Sword Art Online and then leave, without dying. It might be a little nerve racking putting on your headset to watch the bootup sequence and character login portion of the experience, but I can assure, it’s safe.
In-fact, if anything it’s a little boring. There’s very little to this ‘experience,’ at the moment, but fans of the show may get a kick out of the handful of references in it. There’s also a small environment to explore, though if you’ve used the Rift before it isn’t anything that will blow you away.
http://www.kitguru.net/wp-content/uploads/2015/01/swordart.jpg (http://www.kitguru.net/wp-content/uploads/2015/01/swordart.jpg)
This is still a very early stages project and is made as more of a tribute to the game than anything else, but you can open up your inventory and the soundtrack will be familiar to anyone that’s watched the show.
Considering Oculus once stated that it wanted to create an MMO that over a billion players took part in (http://www.kitguru.net/gaming/matthew-wilson/oculus-wants-to-create-a-vr-mmo-with-1-billion-players/), the show itself isn’t’ actually that far fetched. Fortunately (or unfortunately, depending on your view) the technology to tap into our brains quite as much as the Nerve Gear is still a long way off, but still, we’re on the right track.
For those wanting to try this demo out, you can download it for free from Oculus Share (https://share.oculus.com/app/sword-art-online-vr-demo?platform=pc&kickDL=true).



Noticia:
http://www.kitguru.net/gaming/development/jon-martindale/you-can-visit-sword-art-online-in-your-rift/

Jorge-Vieira
05-02-15, 14:15
Palmer Luckey corrects us on Oculus Rift CV rumours (http://www.kitguru.net/channel/jon-martindale/palmer-luckey-corrects-us-on-oculus-rift-cv-rumours/)


For anyone that’s tried an Oculus Rift DK1, DK2 or better yet, a Crescent Bay prototype, one of the most common questions on their lips is: “when will the consumer version be released?” As if dangling a golden VR carrot in-front of our face, Oculus Story Studio’s supervision technical director, Max Planck, teased us (http://goo.gl/93V77C) with the idea earlier this month that May could see the device released, but Palmer Luckey, the Rift’s inventor, has now come forward to debunk that and some other rumours.
“There is a lot of incorrect information in this article – Max is a new hire,” Luckey said in a post on Reddit (http://www.reddit.com/r/oculus/comments/2ujuwb/max_planck_from_oculus_shares_details_about/). “He is not directly involved with Rift, nor is he an expert on many of the associated technologies like tracking or low-persistence,” Luckey continued, pointing out that Panck’s main focus at the company was helping to develop 360 degree video content for it, rather than having anything to do with hardware development.
http://www.kitguru.net/wp-content/uploads/2015/02/lost.jpg (http://www.kitguru.net/wp-content/uploads/2015/02/lost.jpg)
Oculus Story Studios recently released its first short film, Lost
He also suggested that while he couldn’t clarify with “concrete info,” May is nothing special for Oculus VR and that while Planck had suggested a $300-$400 price tag for the consumer version of the Rift, there was no nailed down pricing plan as of yet.
For those of you hoping for a CV Rift with wireless connectivity, keep dreaming too, as due to latency issues we’re a long way off of that according to Luckey. He did point out though that all internal demos, even the prettiest and most highest of high end experiences are run on a $2,000 gaming PC fitted with a GTX 980.
Luckey also said that alternative tracking technologies would not be used for the first consumer version of the Rift. “No one wants CV1 held up for tech that may never come!” he said.



Noticia:
http://www.kitguru.net/channel/jon-martindale/palmer-luckey-corrects-us-on-oculus-rift-cv-rumours/

Winjer
20-02-15, 13:24
Tim Sweeney: VR will look as good as real life 10 years from now (http://www.kitguru.net/peripherals/monitors/anton-shilov/tim-sweeney-vr-will-look-as-good-as-real-life-10-years-from-now/)


Tim Sweeney, the founder of Epic Games and one of the best experts in computer graphics and video games in the world, believes that virtual reality will have dramatic influence on gaming. Moreover, rapid development of VR will mean that 10 years from now it will be impossible to distinguish between reality and virtual reality.
Computer graphics in general is evolving pretty quickly thanks to development of graphics processing units and new game engines. Tim Sweeney, whose company Epic Games is behind Unreal Engine, one of the most advanced 3D engines for video games in the industry, believes that the same thing will happen to evolution of virtual reality computer graphics, which includes quick development of both software and hardware.
“It is going to change the world,” said Tim Sweeney in an interview with Engadget (http://www.engadget.com/2015/02/19/virtual-reality-2015-tim-sweeney/). “The hardware is going to double in quality every few years for another decade, to the point where, 10 years from now, it is going to be hard to tell the difference between virtual reality and the real world.”
http://www.kitguru.net/wp-content/uploads/2015/02/oculus_oculus_vr_oculus_dk2_oculus_rift_vr_helmt.j pg (http://www.kitguru.net/wp-content/uploads/2015/02/oculus_oculus_vr_oculus_dk2_oculus_rift_vr_helmt.j pg)
While there is a lot of hype regarding virtual reality on the market these days after Facebook acquired OculusVR for $2 billion last year, there are almost no actual VR headsets and virtual reality games on the market, except experimental hardware and software. In fact, the VR gear in general has not even entered the market of early adopters. However, software developers are working on multiple interesting virtual reality projects that will emerge in 2016 and onwards, according to the founder of Epic.
“There are some amazing things happening in VR right now, and a lot of them have not seen the light of day publicly at all,” said Mr. Sweeney. “But next year is going to just be a watershed time for VR.”
Sweeney predicts that this year will be crucial for virtual reality. OculusVR is expected to finally release its highly-anticipated commercial version of Oculus Rift VR headset and a number of other companies are working on their virtual reality gear too. Software makers are also projected to reveal their VR products.

Pessoalmente ainda não tenho a certeza sobre os óculos VR. Por enquanto parece-me mais uma moda tipo os filmes 3D.

Winjer
21-02-15, 14:15
FACEBOOK USERS WILL CREATE AND SHARE VIRTUAL REALITY CONTENT (http://megagames.com/news/facebook-users-will-create-and-share-virtual-reality-content)

Facebook acquired Oculus for $2 billion nearly a year ago and now we finally got the first hints regarding what it has in store for the virtual reality headset and why it felt VR was worth that much money for a social network.In his keynote at the Code/Media conference at The Ritz-Carlton in Laguna Niguel, Calif., Facebook Chief Product Officer Chris Cox revealed that they are working on first party applications that would allow users to view, create and share their own virtual reality content.
<cite>"Have you used some of the film demos inside of VR? You realize, when you’re in it, that you’re looking at the future, and it’s going to be awesome,"</cite> he said. <cite>"When you’re in Facebook, you’re just sending around these bits of experience — a photo, a video, a thought, [whereas VR allows you to send] a fuller picture."</cite>
When asked if users would be able to create their own virtual reality content Cox affirmed: <cite>"Totally. You’ll do it, Beyoncé will do it."</cite>

Jorge-Vieira
25-02-15, 19:58
Oculus Announces Mobile VR Jam In April In Effort To Foster More VR Content

http://media.bestofmicro.com/C/6/481254/gallery/Gear-VR_w_450.jpg (http://www.tomshardware.com/gallery/Gear-VR,0101-481254-0-2-9-1-jpg-.html)
With the popularity of VR on the rise, companies like Oculus, Razer, and most recently, Valve (http://www.tomshardware.com/news/valve-announces-steamvr-hardware-gdc,28617.html), are looking for VR developers to flood these new devices with tons of content to keep investors and consumers interested in the product. With the Oculus Rift looming large over the market, the company is now focusing on gaining developers and content for mobile, specifically the Samsung Gear VR (http://www.tomshardware.com/news/samsung-gear-vr-available,28178.html), by hosting the Mobile VR Jam (http://vrjam.challengepost.com/) in April.

The competition runs for a few weeks, from April 13 to May 11, with the company offering a prize pool of $1 million. The money is split between the two sections, or "tracks," of the competition – games, and what Oculus calls "VR experiences and apps." The four-week competition includes four milestones for each team. They must submit updates to the company every week, such as a description of the project, as well as screenshots, a video of the current build, and of course, the finished project.

After the development phase, there will be two rounds of judging wherein the company looks at videos, screenshots and descriptions to find unique and fun ideas. The top 20 percent from each track, with a minimum of 30 games and 20 apps or experiences, moves on to the second round, where a panel of judges will then test each game or app and give it a rating.
The winning development team of the game track will receive $200,000, while the winning "app or experience" developers will receive $100,000. The rest of the money is split between numerous teams in second, third and fourth place.

At press time, there are already 50 people registered for the competition, and with a little less than two months until it starts, it's safe to say that the list of competitors is only going to climb.



Noticia:http://www.tomshardware.com/news/oculus-announces-mobile-vr-jam,28631.html

Winjer
26-02-15, 16:03
Cá está uma demonstração impressionante para o Oculus Rift, utilizando o Unreal Engine 4, para simular uma visita à International Space Station.


https://www.youtube.com/watch?v=9bWz8fbkZXI

Jorge-Vieira
26-02-15, 16:25
Excelente demo :thumbsup:

Jorge-Vieira
27-02-15, 21:45
Report: AR and VR devices will surge, 3M units in 2015 to 55M in 2020

Augmented and virtual reality devices will drastically increase in popularity, rising from 3 million units in 2015 up to 55 million in 2020, according to ABI Research (https://www.abiresearch.com/). Head-mounted displays (HMDs) will lead the way, but mobile-reliant devices will see early success, with tethered solutions needing a bit more time to mature.


http://imagescdn.tweaktown.com/news/4/3/43817_01_report-ar-vr-devices-surge-3m-units-2015-55m-2020.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/3/43817_01_report-ar-vr-devices-surge-3m-units-2015-55m-2020_full.jpg)

"There is a lot of excitement and hype focused on getting consumers to try out virtual reality, including the LG G3 shipping with an HMD in some markets, and Mattel's View-Master AR toy," said Michael Inouye, senior analyst at ABI Research. "These early experiences will be like any new toy-novel for a while and then fall off in use, with new content potentially driving periodic re-engagement."

It's unknown if gaming and movies will help drive VR, even though hardware developments are being made. Meanwhile with AR, which is increasingly popular in the enterprise, consumers find a lack of apps difficult to help embrace the technology - and ABI Research thinks it may be a matter of time:

"For true breakthrough products to be embraced, technology, usability, and content must meet at the critical time. For AR & VR, the inflection isn't likely to occur until 2016."




Noticia:
http://www.tweaktown.com/news/43817/report-ar-vr-devices-surge-3m-units-2015-55m-2020/index.html

Jorge-Vieira
02-03-15, 17:02
Björk’s Next Music Video Made For Oculus Rift

http://cdn.eteknix.com/wp-content/uploads/2015/03/Bj%C3%B6rk-800x450.jpg
Icelandic music artist Björk is known for her pioneering use of technology, both in her songs and their accompanying videos (Chris Cunningham’s video for her song All is Full of Love, below, is a particular highlight), and now she has announced that her next music promo has been created especially for virtual reality headset Oculus Rift
Björk told innovations magazine Fast Company (http://www.fastcompany.com/3042429/creative-conversations/bjork-on-keeping-her-new-album-off-spotify-its-not-about-the-money-it) that she sees Oculus Rift as “almost more intimate than real life” and that she is wowed by its “crazy panoramic” abilities. The song, Stonemilker, along with its VR video, will be launched at the Museum of Modern Art in New York on 8th March as part of a retrospective on Björk’s career.


https://www.youtube.com/watch?feature=player_embedded&v=AjI2J2SQ528



Noticia:
http://www.eteknix.com/bjorks-next-music-video-made-oculus-rift/

Jorge-Vieira
03-03-15, 15:38
Google X display head joins Oculus VR (http://www.kitguru.net/channel/jon-martindale/google-x-display-head-joins-oculus-vr/)


Oculus VR is continuing to siphon up some of the world’s top tech talent with a rumoured new hire right from the heart of Google’s X facility. Mary Lou Jepsen, who for the past three years has headed up the display division there, is reported to have left to join the Facebook owned virtual reality developer.
Although not announced officially, ReCode has it (http://recode.net/2015/03/02/facebook-has-hired-mary-lou-jepsen-away-from-google-x/) that Facebook has confirmed the move, though it’s not clear in what capacity Jepsen is expected to operate at Oculus. Presumably it will be to help further development on the types of displays that the Rift headset will utilise as she has plenty of experience in that regard. Not only did she help Google push its own display technologies forward, but she was also one of the founding members of the One Laptop per Child program, where she invented the readable-in-sunlight display and co-pioneered its low power draw system.
http://www.kitguru.net/wp-content/uploads/2015/03/jepsen.jpg (http://www.kitguru.net/wp-content/uploads/2015/03/jepsen.jpg)
While viewing the Rift display in sunlight won’t be necessary, keeping its power usage low may well be important one day if Oculus were to make a headset that was capable of wireless streaming without all the inherent problems it would have with latency.
Jepsen is just one of many recent hirees at Oculus, which Facebook bolstered by as many as 50 new team members back in January (http://www.kitguru.net/peripherals/jon-martindale/facebook-in-big-vr-hiring-spree/).



Noticia:
http://www.kitguru.net/channel/jon-martindale/google-x-display-head-joins-oculus-vr/

Jorge-Vieira
03-03-15, 21:13
AMD LiquidVR – Technologies for Virtual Reality

AMD (NASDAQ: AMD), has announced today, at the Game Developers Conference, an initiative focused on delivering the best possible VR tools for developers and users, through new AMD technologies and partnerships. The first product of this initiative by AMD is LiquidVR, which essentially makes everything for developers much easier. One AMD rep stated during the presentation:

“You can plug an Oculus Rift into a computer and start 3D rendering directly to the headset, even without Oculus’ SDK.”

http://cdn4.wccftech.com/wp-content/uploads/2015/03/AMD-LiquidVR-4-635x324.jpg

http://cdn4.wccftech.com/wp-content/uploads/2015/03/AMD-LiquidVR-3-635x348.jpg

http://cdn4.wccftech.com/wp-content/uploads/2015/03/AMD-LiquidVR-5-635x329.jpg

http://cdn.wccftech.com/wp-content/uploads/2015/03/AMD-LiquidVR-1-635x364.jpg

http://cdn4.wccftech.com/wp-content/uploads/2015/03/AMD-LiquidVR-6-635x418.jpg


LiquidVR marks AMD’s first step toward VR support LiquidVR is a solution for making various VR headsets work easily on various devices, and it also optimizes the use of that headset for that particular computer, presumably powered by AMD chips. LiquidVR is AMD’s first step toward VR support, with upcoming partnerships and more in the coming future. Anuj Gosalia,Oculus VR director of engineering, reported that his company is extremely excited about the things AMD is doing in VR, and Oculus is working in implementing AMD’s work.
http://cdn2.wccftech.com/wp-content/uploads/2015/03/amd-steam-logo.jpg (http://cdn2.wccftech.com/wp-content/uploads/2015/03/amd-steam-logo.jpg)
These tools will result in the experience of VR being seemless to the end-user. The Alpha version of the SDK will be available to select developers today. When asked whether AMD is also working with Valve and HTC on the HTC Vive (http://wccftech.com/htc-vive-is-valves-steamvr/) headset, AMD reps, asked whether they could talk about that, so the answer would be yes.

“The number one rule [in AMD VR] is ‘do not break the presence, from the first moment the first photon hits your eye, the presence must be maintained. If your graphics card can’t keep up, you throw up.”
said Raja Koduri, Vice President of Visual and Perceptual Computing, and continued to explain:

“Content, comfort, and compatibility are the cornerstones of our focus on VR at AMD, and we’re taking a big step in all three areas with the introduction of LiquidVR today. With LiquidVR, we’re collaborating with the ecosystem to unlock solutions to some of the toughest challenges in VR and giving the keys to developers of VR content so that they can bring exceptional new experiences to life. AMD will continue to collaborate closely with the VR ecosystem to deliver new LiquidVR technologies that aim to make the virtual world every bit as accurate as the real world.



Noticia:
http://wccftech.com/amd-liquidvr-technologies-virtual-reality/

Jorge-Vieira
04-03-15, 10:07
AMD announce Liquid VR, with the goal of removing latency from VR


GDC 2015 - AMD has just jumped into the VR game with the announcement of Liquid VR, a new software development kit that wants to see the presence in VR improved.


image: http://imagescdn.tweaktown.com/news/4/3/43896_06_amd-announce-liquid-vr-goal-removing-latency.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/3/43896_06_amd-announce-liquid-vr-goal-removing-latency_full.jpg)
http://imagescdn.tweaktown.com/news/4/3/43896_06_amd-announce-liquid-vr-goal-removing-latency.jpg

One of the biggest problems with the future of VR gaming is the latency - the time in which moving your head, and seeing that movement happen in the virtual world, is measured. This needs to be as small as possible, with the hope of removing it completely. In order to achieve this, the software and GPU need to be tweaked to the max.

AMD has teased that multi-GPU, hardware-accelerated time warp, and direct-to-display technologies within its Liquid VR. Starting with hardware-accelerated time warp, which uses updated information to the user wearing the VR headset, and the position of their head after a frame has been rendered, and then it warps the image to reflect the new viewpoint as soon as it sends it to the headset.

The multi-GPU side of things will see each independant GPU in your system, which would end up being a Radeon R9 390X or so, with each card rendering a separate eye, and then into the single image that is blasted to your VR headset. The direct-to-display part of Liquid VR sees users with the ability to boot directly into the VR display.



Noticia:
http://www.tweaktown.com/news/43896/amd-announce-liquid-vr-goal-removing-latency/index.html

Jorge-Vieira
04-03-15, 10:32
Harmonix has been working on a VR music visualiser (http://www.kitguru.net/gaming/development/jon-martindale/harmonix-has-been-working-on-a-vr-music-visualiser/)


Harmonix might be most well known for kickstarting the rhythm game trend in the latter half of the ‘oos, but it’s been working on many other games since Rockband died off. Whether it’s the Dance Central series though or an interactive version of Fantasia, Harmonix is always working with music, so it’s not too surprising that its first VR project does the same. However it isn’t so much a game, but a virtual reality visualiser for your personal collection.
http://www.kitguru.net/wp-content/uploads/2015/03/harmonix.jpg (http://www.kitguru.net/wp-content/uploads/2015/03/harmonix.jpg)
Much like the standard visualisers that you get as part of Windows media player, or some of the fancier ones that you can pay a few pounds for, Harmonix’s will send you on a visual ride along with your music. However, being in virtual reality, Harmonix wanted to make it a little more interactive, with the player’s gaze sending them on a journey through the visuals being shown.


https://www.youtube.com/watch?feature=player_embedded&v=V85z2KmpaqI


For those wanting a quick demo of what they’re talking about, jump to 4:20 and 7:30
Explained in the somewhat lengthy video above, taken during a Boston VR meetup, Harmonix has created several scenarios that apply to different genres and can be changed on the fly depending on the intensity and pace of music being listened to. If the track is quiet and relaxing, a beach scenario with flying birds and rolling shores of colour might be shown, though if it’s something more aggressive the visualiser might opt for some harsher colours and thumping fractals instead.
As part of this development though, Harmonix explored a lot of the difficulties with developing VR. Certain movements were problematic for first time VR users, especially going backwards and any heavy acceleration. Funnily enough, jump cuts were the least jarring way to move around, but only if momentum was maintained. It also addresses issues with body dysmorphia in VR, whereby your avatar (or lack of one) doesn’t look like the real you. To counter that, Harmonix’s system just fades to black if you look down at yourself.



Noticia:
http://www.kitguru.net/gaming/development/jon-martindale/harmonix-has-been-working-on-a-vr-music-visualiser/

Jorge-Vieira
04-03-15, 10:43
AMD Takes Aim At Exceptional Content With New LiquidVR Technologies (http://www.hardocp.com/news/2015/03/03/amd_takes_aim_at_exceptional_content_new_liquidvr_ technologies/)

Today, at the Game Developer Conference in San Francisco, AMD announced an initiative (http://www.amd.com/en-us/press-releases/Pages/amd-takes-aim-2015mar03.aspx) to deliver the best possible VR experience for developers and users through new AMD technologies and partnerships. The first output of AMD’s initiative is LiquidVR™, a set of innovative technologies focused on enabling exceptional VR content development for AMD hardware, improved comfort in VR applications by facilitating performance, and plug-and-play compatibility with VR headsets. The upcoming LiquidVR SDK makes a number of technologies available which help address obstacles in content, comfort and compatibility that together take the industry a major step closer to true, life-like presence across all VR games, applications, and experiences.


https://www.youtube.com/watch?feature=player_embedded&v=nJLbv8LmDnE



In virtual reality, the concept of ‘presence’ is described as the perception of being physically present in a simulated, nonphysical world in a way that fully immerses the user. A key obstacle to achieving presence is addressing motion-to-photon latency, the time between when a user moves their head and when his or her eye sees an updated image reflecting that new position. Minimizing motion-to-photon latency is critical to achieving both presence and comfort, two key elements of great VR.



Noticia:
http://www.hardocp.com/news/2015/03/03/amd_takes_aim_at_exceptional_content_new_liquidvr_ technologies#.VPbhuuFv7P4

Jorge-Vieira
04-03-15, 21:22
Unreal Engine 4 – RISE Oculus DK2 Tech Demo

Nurulize has just revealed a 4K trailer for Rise Oculus DK2 tech demo, at GDC 2015. It is running on Unreal Engine 4. RISE is a fully immersive virtual reality experience that tells the story of a robot uprising from the perspective of a sentient robot agitator who’s been captured. The project explores the confluence of VR and science fiction cinema.


https://www.youtube.com/watch?feature=player_embedded&v=1LamAe-k9As




Director David Karlak teamed up with Nurulize to create a unique VR experience that captures every minute detail and allows participants to experience a cinematic moment frozen in time. Creating the VR experience for RISE came with its share of technical challenges, particularly for the more innovative elements. Scott Metzger and the VR start-up Nurulize, that he co-founded, spearheaded the enormous task of creating a hyper-realistic virtual experience. Starting with the environment captured with FARO LIDAR scans, HDR photography, and the XXArray character captures, Scott Metzger and Nurulize used these enormous data sets to reconstruct the scene in its entirety.
The Project was nominated for Best Art Direction and the first annual VR Proto Awards
The project was one of the Oculus/Tribeca Storyscapes curated selections to be featured along at the Tribeca Film Festival 2014 Storyscapes event and was nominated for best Art Direction and the first annual VR Proto Awards.

Philip Lunn, CEO of Nurulize, said:

“All of this technical work and the immense level of detail that we’ve added to the scene and characters in particular, create this truly amazing look that will just blow people away. The RISE VR experience is just one of the ways we are experimenting with this exciting technology as we work to build experiences and software solutions that will shape the way we interact and consume media in the future.”
The Tech demo uses Graphine’s advebced texture streaming middleware ‘Granite SDK’.
Nurulize’s tech demo also uses Graphine’s advanced texture streaming middleware ‘Granite SDK’. The Granite texture streaming library can is rock-solid and highly optimized for real-time rendering, and enables extremely detailed object surfaces needed to render in high definition.



Noticia:
http://wccftech.com/unreal-engine-4-rise-oculus-dk2-tech-demo/#ixzz3TSEJy8Yn

Jorge-Vieira
05-03-15, 21:31
RISE Oculus Tech Demo Gets 4K Trailer and More!


https://www.youtube.com/watch?feature=player_embedded&v=LayWfWaRuP4

Noticia:
http://www.eteknix.com/rise-oculus-tech-demo-gets-4k-trailer/

Jorge-Vieira
09-03-15, 15:17
Facebook hiring 1200+ people ramping up to the Oculus Rift launch


It looks like Facebook is ramping up to the hopefully absolutely gigantic launch of the Oculus Rift CV1 (Consumer Version 1), with the social network reportedly going on a huge hiring spree. Facebook is hiring over 1200 new employees, which would see its global workforce increase by a large 14%.


image: http://imagescdn.tweaktown.com/news/4/3/43967_19_facebook-hiring-1200-people-ramping-up-oculus-rift-launch.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/3/43967_19_facebook-hiring-1200-people-ramping-up-oculus-rift-launch_full.jpg)
http://imagescdn.tweaktown.com/news/4/3/43967_19_facebook-hiring-1200-people-ramping-up-oculus-rift-launch.jpg

Facebook acquired Oculus VR this time last year for $2 billion and has since collaborated with the company on its VR HMDs, but until now it hasn't made Oculus change anything at its core. Even to this day, Oculus still operates virtually separately to Facebook, but enjoying Facebook's deep pockets for acquiring talent, companies and I'm sure, getting contracts signed for displays, and other parts that will go into the first consumer version of the Rift.

This huge hiring spree is great news for the Oculus Rift, as Facebook is looking to secure logistics managers that will work their magic on the global supply chain. Facebook's Chief Operating Officer, Sheryl Sandberg, has said: "We are an ambitious company run by an ambitious CEO. Our users are growing and our business is growing and we want to support that".




Noticia:
http://www.tweaktown.com/news/43967/facebook-hiring-1200-people-ramping-up-oculus-rift-launch/index.html

Jorge-Vieira
11-03-15, 16:29
Rift add-on adds smell, heat and more to VR (http://www.kitguru.net/channel/generaltech/jon-martindale/rift-add-on-adds-smell-heat-and-more-to-vr/)


Since the Oculus Rift was initially announced and debuted, showing the earliest of adopters that the future of gaming could very well be virtual, companies have been coming out of the woodwork to release companion products. There was the Omni treadmill, the Leap Motion, Nimble VR (which Oculus bought out) and many more. Now there’s a new kid on the block though, called FeelReal, a device that is said to give users the ability to feel and smell the virtual world that they’re exploring.
http://www.kitguru.net/wp-content/uploads/2015/03/feelreal.jpg (http://www.kitguru.net/wp-content/uploads/2015/03/feelreal.jpg)
Although announced late last month, it was officially made available last week at the GDC and as those of you that have read Ready Player One might have expected, early reports of its effectiveness are not particularly great. It works by using a mix of heaters, fans, misters and a vibration engine to give you the feel of wetness, heat or air moving across your skin and there’s a cartridge full of seven unique smells – including fire, jungle, ocean, powder, flowers, metal and grass – which is replaceable as they run out.


https://www.youtube.com/watch?feature=player_embedded&v=lrzEgkwikL8



Unfortunately as varied as the company’s attempts are at making us smell our games as well as see them, most people that tried the FeelReal device were not impressed. As TechCrunch (http://www.theverge.com/2015/3/6/8159983/feelreal-smellovision-virtual-reality-mask) reports, the additional bit of kit hooks underneath the Rift headset, which can’t be great for balance, and delivers an experience that the writer describes as really scary. The problem as it turns out, is that when you put something underneath a headset mounted on your eye level, it covers your mouth and nose, so your breathing suddenly becomes dependant on some third party gear.
Although the cooling nature levels turned out to be quite pleasant for the writer, ultimately they claim that it was just as easy to stick an adjustable fan in-front of you for rollercoaster demos. The added bonus of that being that you didn’t need to smell horribly artificial scents while you did it.
When released, FeelReal will be compatible with the Oculus Rift, Samsung Gear VR, Project Morpheus and the Zeiss VR One. You can pre-order one today (https://feelreal.com/mask) for $250.



Noticia:
http://www.kitguru.net/channel/generaltech/jon-martindale/rift-add-on-adds-smell-heat-and-more-to-vr/


Elevar a realidade virtual a outro patamar com sensações e cheiros.

Winjer
13-03-15, 21:16
https://www.youtube.com/watch?v=pTL1Bdhb2zo

Jorge-Vieira
16-03-15, 17:04
Oculus falling behind the VR game, might not release the Rift in 2015


After being the only one talking the VR industry seriously, Oculus VR might not be the first to the market with a serious VR device with its Rift. Company founder and brainiac Palmer Luckey has talked about the launch of the consumer version of the Rift at SXSW 2015, where he had some interesting things to say.


image: http://imagescdn.tweaktown.com/news/4/4/44053_01_oculus-falling-behind-vr-game-release-rift-2015.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44053_01_oculus-falling-behind-vr-game-release-rift-2015_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44053_01_oculus-falling-behind-vr-game-release-rift-2015.jpg

He was asked if Oculus plan to launch their consumer VR headset this year, but he didn't reveal any dates. Luckey didn't state that anything had gone wrong with the Rift, but he did say that the Facebook-owned giant has changed its roadmap and that they're having to ramp up target quality for CV1.

Luckey said: "I did say that, before we made a lot of changes to our roadmap, including ramping up the target quality level of the consumer device and partnering with Facebook. I cannot comment on the date one way or the other, but I can say nothing is going horribly wrong. Everything is going horribly right".




Noticia:
http://www.tweaktown.com/news/44053/oculus-falling-behind-vr-game-release-rift-2015/index.html

Jorge-Vieira
19-03-15, 20:46
New Oculus Rift demo compares VR of the ’90s with today (http://www.kitguru.net/gaming/jon-martindale/new-oculus-rift-demo-compares-vr-of-the-90s-with-today/)


One of the things detractors of virtual reality love to say, is that today’s technology is no different from the last time VR was a thing, back in the ’90s. Remember Lawnmower man? And those big VR units at arcades like Dave and Busters? According to some, today’s tech is basically the same thing.
Oh how wrong they are. And now you can prove that to them as well – if you have a DK1 or 2 – with a new demo called A Taste of the New Millenium, by game developer Adam Nydahl, which gives you a simple office scene to look around, but lets you switch between ’90s mode and today.
http://www.kitguru.net/wp-content/uploads/2015/03/taste2-1024x570.jpg
Doesn’t look like much right?
Not only was old-school VR very low detail, but its viewing angle was awful, the screen door effect was horrific and it’s so juddery, that it can even make you feel a little sick even using the latest VR gear.
http://www.kitguru.net/wp-content/uploads/2015/03/taste1-1024x570.jpg (http://www.kitguru.net/wp-content/uploads/2015/03/taste1.jpg)
Compare it to the modern day scenario though, and it’s almost incomparable. Almost.
For those with an Oculus Rift headset, you can download the demo on the Oculus Share platform for free (https://share.oculus.com/app/a-taste-of-the-new-millennium). If you have a Razer Hydra, you can even fire off a couple of lasers if you feel like it.



Noticia:
http://www.kitguru.net/gaming/jon-martindale/new-oculus-rift-demo-compares-vr-of-the-90s-with-today/


A diferença é abismal.

Jorge-Vieira
27-03-15, 14:06
Facebook teases the Oculus Rift for later this year


We really don't know when to expect the Consumer Version 1 (CV1) of the Oculus Rift, but according to Facebook, we should expect the Facebook-owned company to release the first retail Oculus Rift headset later this year.


image: http://imagescdn.tweaktown.com/news/4/4/44251_11_facebook-teases-oculus-rift-later-year.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44251_11_facebook-teases-oculus-rift-later-year_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44251_11_facebook-teases-oculus-rift-later-year.jpg

The news is coming from Facebook's annual F8 developers conference, where Facebook CTO Mike Schroepfer said that the social network is working on VR, and showed off a space shooter game. He said: "You're going to be able to play incredible games in VR later this year". Schroepfer also added that Facebook wants to bring people together with VR, where he said that in around ten years you'll be able to join your friends and family in birthday celebration by "being there" in VR.






Noticia:
http://www.tweaktown.com/news/44251/facebook-teases-oculus-rift-later-year/index.html

Winjer
29-03-15, 11:18
VIRTUAL NOSE CAN MAKE VIRTUAL REALITY LESS NAUSEATING (http://megagames.com/news/virtual-nose-can-make-virtual-reality-less-nauseating)

Nausea experienced by most VR users is probably the main deterrent to the technology's adaption. Interestingly enough, the solution might be as simple as adding a virtual nose.Researchers at Purdue University found that adding a virtual nose to first person virtual reality games significantly extends the time users can stay in the virtual reality before feeling sick.
<cite>"Our suspicion is that you have this stable object that your body is accustomed to tuning out, but it's still there and your sensory system knows it,"</cite> said (http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html) Purdue Game Innovation Laboratory director Dr. David Whittinghill. In fact, our noses are always present in our fields of view but our brains have evolved to involuntarily ignore it. Apparently, our brains feel less nauseated when it is able to locate this familiar key point.
Understandably, VR nausea varies from person to person and from one scene to another. <cite>"The roller coaster demo is short, but it's very intense...so people can't do it very long under the best of circumstances. We had a reliable increase of 2 seconds, and it was a very clear trend,"</cite> said Dr. Whittinghill. On the other side, users are able to stay in a more relaxing demo where they explore a Tuscan villa for a considerably longer time. Adding a virtual nose to that demo extended users' stay by 94.2 seconds.

Jorge-Vieira
16-04-15, 13:50
Crytek’s “Back To Dinosaur Island” VR Demo Direct Feed Full Length Video Looks Ridiculously Amazing

Crytek’s Back to Dinosaur Island VR Demo used in their Oculus Rift demonstration at GDC 2015 has been made available. and it looks absolutely incredible. The tech demo uses the latest version of the CryEngine and the amount of detail found in both the environment as well as the dinosaur models is simply breathtaking.
http://cdn4.wccftech.com/wp-content/uploads/2015/04/Back-to-Dinosaur-Island-1-635x357.jpg (http://cdn4.wccftech.com/wp-content/uploads/2015/04/Back-to-Dinosaur-Island-1.jpg)
You can view the video below.


https://www.youtube.com/watch?feature=player_embedded&v=DCftdpZ9lIs








Crytek producer Fatih Özbayram described the contents of the demo via Twitter:

“Our demo has a variety of interactions. One of them is the interaction with a Hollywood feel T-Rex which mimics your head movements. The narrative [of] our demo is you being a baby dinosaur sitting in the middle of a nest of other dinosaur babies about to hatch. We’ve chosen dinosaurs as we wanted to nod to the origins of Crytek.”
A Game using Back to Dinosaur Island’s assets would be amazing We can only imagine how a game would look if Crytek ever decided to use these assets to create a title with a prehistoric setting. Exploring an environment like that and encountering these majestic creatures would be absolutely breathtaking.
We will bring you any news on Crytek (http://wccftech.com/amazon-helping-crytek-crysis/) and any future CryEngine projects as soon as they become available. You can check out our previous coverage on other CryEngine projects here (http://wccftech.com/everybodys-rapture-amazing-cryengine-ps4-exclusive-screenshots/) and here (http://wccftech.com/check-bioshock-cryengine/).







Noticia:
http://wccftech.com/cryteks-dinosaur-island-vr-demo-direct-feed-full-length-video-ridiculously-amazing/#ixzz3XTpBHMGx

Jorge-Vieira
17-04-15, 13:20
Facebook CEO Mark Zuckerberg expects fun times for virtual reality


Facebook decided to purchase Oculus VR and has shown a serious amount of dedication towards developing the virtual reality market. The company expects great things from VR, including its Oculus Rift headset (http://www.amazon.com/s/ref=nb_sb_ss_c_0_7?url=search-alias%3Delectronics&field-keywords=headset&sprefix=headset%2Celectronics%2C188&rh=n%3A172282%2Ck%3Aheadset), while promoting what users can expect from the surging market.


image: http://imagescdn.tweaktown.com/news/4/4/44614_01_facebook-ceo-mark-zuckerberg-expects-fun-times-virtual-reality.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44614_01_facebook-ceo-mark-zuckerberg-expects-fun-times-virtual-reality_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44614_01_facebook-ceo-mark-zuckerberg-expects-fun-times-virtual-reality.jpg

"It will be pretty wild," Zuckerberg recently said when asked by Facebook members. "Just like we capture photos and videos today and then share them on the Internet to let others experience them too, we'll be able to capture whole 3D scenes and create new environments and then share those with people as well."

VR was described as "potentially world-changing and incredibly cool" by Oculus chief scientist Michael Abrash during the F8 Facebook Developer Conference last month.

Consumers have a growing number of commercially available VR headsets (http://viglink.pgpartner.com/rd.php?r=814&m=601676&q=n&rdgt=1429118425&it=1429550425&et=1429723225&priceret=14.19&pg=%7E%7E3&k=bd4633866aaeb4fc366e8cdc9dfe9f22&source=feed&url=http%3A%2F%2Fc%2Eaffil%2Ewalmart%2Ecom%2Ft%2Fc sepg01%3Fl%3Dhttp%253A%252F%252Fwww%2Ewalmart%2Eco m%252Fip%252FPlantronics%2DPL%2D60966%2D01%2DDuopr o%2DHeadset%2DSpare%252F28540234%253Fwmlspartner%2 53Dpricegrabber%2Ecom%2526affcmpid%253D1476789905% 2526tmode%253D0000%2526bcfg%253D2a95af1552f72e7399 64dca99d2c823d%2526veh%253Dcse&st=feed&mt=%7E%7E%7E%7E%7E%7E%7E%7En%7E%7E%7E) - and developer kits - they can choose from, as more products are scheduled to hit the market soon.



Noticia:
http://www.tweaktown.com/news/44614/facebook-ceo-mark-zuckerberg-expects-fun-times-virtual-reality/index.html

Jorge-Vieira
20-04-15, 14:23
Oculus boss disturbed by Nvidia lawsuit

http://www.fudzilla.com/media/k2/items/cache/fc9e4d8ed490fe02cbfbf86f8982f9b9_L.jpg (http://www.fudzilla.com/media/k2/items/cache/fc9e4d8ed490fe02cbfbf86f8982f9b9_XL.jpg)

Will end in tears for more than just Samsung and Qualcomm
The CTO of Oculus has hit out at Nvidia's on-going patent infringement scrap against Samsung and Qualcomm.


John Carmack described the action as "disturbing."

"It disturbs me that Nvidia reports on their patent litigation as if we are supposed to be cheering for them," he tweeted.
This is a little worrying coming from the bloke who was a big fan of Nvidia and starred Nvidia's G-Sync launch event and took the stage with Nvidia's CEO Jen-Hsun Huang to promote the technology when it debuted.
Carmack publicly acknowledges his close relationship with Nvidia and has rarely worked to hide his fondness for the company.
For those who came in late, Nvidia claims the GPU used by Samsung or Qualcomm is its idea and that every single other graphics chip maker. Including ARM, AMD and Intel is infringing.
But Carmack seems to share the same general view that's being expressed across industry that Nvidia Tegra has not done as well the hyper-competitive mobile market.
This legal battle is viewed in the industry as a vehicle for Nvidia to undermine its mobile competitors and establish a foothold in the mobile market.
Something that Carmack was quick to point out.
"I want Nvidia to win the mobile market by virtue of engineers, not lawyers." he said.



Noticia:
http://www.fudzilla.com/news/37571-oculus-boss-disturbed-by-nvidia-lawsuit

Jorge-Vieira
24-04-15, 15:05
Facebook: "Oculus is very much in the development stage" still


<article>We're four months into 2015, and we still don't know when the Oculus Rift is coming out. But during Facebook's recent earnings call, where we found out 1.44 billion people use the social network each month (http://www.tweaktown.com/news/44717/facebooks-latest-data-1-44-billion-people-Facebook-each-month/index.html), the company said: "We have not announced any specific plans for shipment volumes in 2015 related to Oculus". The last time we had a play with the Oculus Rift, was the Crescent Bay prototype at CES 2015 earlier this year (http://www.tweaktown.com/news/42668/go-hands-oculus-rift-crescent-bay-prototype-ces-2015/index.html).


image: http://imagescdn.tweaktown.com/news/4/4/44734_01_facebook-oculus-very-much-development-stage-still.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44734_01_facebook-oculus-very-much-development-stage-still_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44734_01_facebook-oculus-very-much-development-stage-still.jpg

The statement came from Facebook CFO David Wehner, who added: "Oculus is very much in the development stage, so it's very early to be talking about large shipment volumes".

With competition heating up in the VR space thanks to the likes of Sony and its Project Morpheus headset (http://www.tweaktown.com/news/40268/sony-s-project-morpheus-vr-headset-is-85-finished-/index.html), but more so with HTC and Valve with their Vive headset (http://www.tweaktown.com/news/43844/htc-surprises-new-vr-headset-vive-partnering-valve/index.html), Oculus VR might not have the dominance in the VR industry that most thought they did previously. Things could change very quickly, and I think they will, which is why I'm hoping is the reason behind Oculus VR being so quiet about it all.

</article>

Noticia:
http://www.tweaktown.com/news/44734/facebook-oculus-very-much-development-stage-still/index.html

Jorge-Vieira
26-04-15, 08:09
Zuckerberg talks large-scale Oculus Rift shipments for 2015 (http://www.kitguru.net/channel/generaltech/matthew-wilson/zuckerberg-talks-large-scale-oculus-rift-shipments-for-2015/)


Once again, it looks like the Oculus Rift won’t meet its 2015 release window for the consumer version of the virtual reality headset. Facebook and Oculus have been back and forth on the release date for some time, with Zuckerberg often claiming that the Oculus has a long development road ahead, while Oculus has said that a consumer release could be “closer than you think”.
However, it once again looks like Facebook is not gearing up to release the Oculus Rift to consumers this year. The insight comes from a recent Facebook earnings call, during which CFO, David Wehner said: “We have not announced any specific plans for shipment volumes in 2015 related to Oculus. Oculus is very much in the development stage, so it’s very early to be talking about large shipment volumes”.
http://www.kitguru.net/wp-content/uploads/2015/04/oculus_oculusvr_oculus_rift_crescent_bay_vr-1024x6651-e1429911873786.jpg (http://www.kitguru.net/wp-content/uploads/2015/04/oculus_oculusvr_oculus_rift_crescent_bay_vr-1024x6651-e1429911873786.jpg)
In a prepared comment, Mark Zuckerberg added on that “we have not announced any specific plans for shipment volumes in 2015 related to Oculus. I just note that Oculus is very much in the development stage, so it’s early to be talking about large shipment volumes”.
Judging by these comments, it does not sound like Facebook is gearing up for a consumer release of the Oculus Rift in 2015. It is not preparing large volumes for shipment, which would be required in order to meet the demand for a consumer VR product.
Obviously this is still speculation though. It seems that plans for the Oculus Rift are constantly changing and nothing is quite nailed down yet.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/zuckerberg-talks-large-scale-oculus-rift-shipments-for-2015/

Jorge-Vieira
27-04-15, 13:45
Oculus Rift delayed

http://www.fudzilla.com/media/k2/items/cache/1a56106d99a1e187be20faeb6062bb5e_L.jpg (http://www.fudzilla.com/media/k2/items/cache/1a56106d99a1e187be20faeb6062bb5e_XL.jpg)

Not ready this year
It is starting to look like Oculus Rift peripheral will not be in the shops as promised this year.

When asked, inventor Palmer Luckey refused to comment on the date the Rift would emerge. This is a backtrack on his more confident claims that the peripheral would be ready by the end of the year.
According to ITPortal (http://www.itproportal.com/2015/04/27/oculus-rift-looking-less-likely-track-2015/)it is starting to look like the VR headset will be available in 2016.
Facebook's CFO, David Wehner, mentioned the VR peripheral in the social network's recent fiscal disclosure for Q1 2015.
He said that there were no specific plans for shipment volumes in 2015 for the Rift, and that: Oculus is "very much in the development stage, so it's very early to be talking about large shipment volumes."
This means that despite gathering most of the headlines for VR headware the Oculus Rift is going to be beaten to market by several of its rivals.
HTC HTC reckons its Vive VR gadget will definitely be here before Christmas and this hardware has already gained a number of positive impressions from those who have tried it out.
It would appear that the delay might even because the Vive has ironed out a lot of Oculus's kinks.



Noticia:
http://www.fudzilla.com/news/wearables/37629-oculus-rift-delayed

Jorge-Vieira
27-04-15, 13:56
Nate Mitchell from Oculus will speak at Disrupt NY about all things VR


The super-awesome, always-smiling co-founder and VP of Product for Oculus VR, Nate Mitchell, will be talking about all things virtual reality at TechCrunch Disrupt NY next month.


image: http://imagescdn.tweaktown.com/news/4/4/44761_01_nate-mitchell-oculus-speak-disrupt-ny-things-vr.jpg
http://imagescdn.tweaktown.com/news/4/4/44761_01_nate-mitchell-oculus-speak-disrupt-ny-things-vr.jpg

With unconfirmed reports that the Rift might not make it this year, or if it does it might be in very short supply, Mitchell might be able to give us a clearer picture of what Oculus VR has planned for the world. We should also expect Mitchell to hopefully tease possibly input methods for the Rift, such as controllers, gloves, joysticks and more.

I'm sure we won't see too much with E3 2015 right around the corner, but we can wish, right?






Noticia:
http://www.tweaktown.com/news/44761/nate-mitchell-oculus-speak-disrupt-ny-things-vr/index.html

Jorge-Vieira
28-04-15, 18:49
WorldViz Expands Virtual Reality Lineup With VizMove Headset

<article id="news-content" class="content innerB20 line vibrantContent KonaBody"> Virtual reality company WorldViz announced VizMove, a scalable and modular VR product that is capable of expanding its display from an Oculus Rift-based headset to multi-wall projectors.
http://media.bestofmicro.com/V/H/493613/gallery/Vmove_walkingvr-1024x836_w_600.pngThe VizMove headset design, "Walking VR," includes the immersive headset and then expands upon that concept with wall-mounted cameras for a full-body motion capture. Fully implemented, the motion detectors turn your empty room into a virtual reality laboratory, which looks somewhat like an empty studio. The multiple cameras used in VizMove are able to pinpoint and track the location of your body in the physical room and place your avatar into the virtual environment with "millimeter precision."
Expanding beyond the headset of VizMove is the "Projection VR" system, which adds multiple mounted projectors to a virtual lab environment. VizMove Projection VR transforms a corner of your room into a virtual reality environment capable of being displayed without shadows, even in crowds of up to 15 people.
http://media.bestofmicro.com/V/G/493612/gallery/ProjectionVRGraphic_w_600.pngThe scalable design of the VizMove system allows you to greatly expand the virtual showroom to allow for larger audiences by including additional projectors. And for applications where you expand your virtual reality to include people that aren't in the same room, the VizMove system can communicate with other VizMove systems, allowing collaborators from all over the world to join your session.
To complement this new hardware, WorldViz released an update to its Rapid Application Development software, Vizard 5.1, which is available for download (http://www.worldviz.com/support/download#Vizard). Version 5 of the Vizard software upgrades the graphics capabilities by including a 64-bit render engine. Vizard is available in multiple editions. A free edition of Vizard is available and has most of the functionality of the paid versions, save for the ability to load custom modules and share the items you create with others.
WorldViz is based in Santa Barbara, CA and has been creating virtual reality software and hardware since it was formed in 2002. Customers include Fortune 500 companies as well as government and academic institutions, with use cases that cover a wide range, from behavioral analysis and military training to theme park and product development.
</article>

Noticia:
http://www.tomsitpro.com/articles/worldviz-vizmove-virtual-reality-headset,1-2558.html

Jorge-Vieira
29-04-15, 07:46
Oculus secures 'one of the top display innovators' from Google


We still don't know if Oculus VR will be releasing the Oculus Rift this year, but the Facebook owned VR giant has just announced it has secured two very important people to join its growing team.


image: http://imagescdn.tweaktown.com/news/4/4/44812_02_oculus-secures-one-top-display-innovators-google.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44812_02_oculus-secures-one-top-display-innovators-google_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44812_02_oculus-secures-one-top-display-innovators-google.jpg

Mary Lou Jepsen, who is "one of the top display innovators in the world" has joined the Oculus team along with Anna Sweet from Valve. Jepsen has been honored as "one of the 100 most influential people in the world in Time Magazine, is the Pixel Qi founder, as well as as co-founder and former chief technology officer of non-profit One Laptop Per Child" reports Polygon (http://www.polygon.com/2015/4/28/8509373/oculus-hires-valves-anna-sweet-ex-Google-x-display-head-mary-lou). Before she joined the Oculus team, she was the heads of the display division of Google X, one of the most secretive parts of Google.

Under her new position at Oculus, Jepsen will be "developing displays that will make it possible to push the boundaries of virtual reality technology". In a statement, Jepsen said: "Virtual reality has been seen as a niche product for the wealthy. Like One Laptop Per Child's vision of computers for the poorest children, we imagine VR as an enabling technology, a platform for mass adoption, for women and men, adults and children, rich and poor, everywhere".

Oculus VR's hire from Valve, Anna Sweet, is now Oculus' Head of Developer Strategy. Sweet is coming in from her six-year journey in business development with Valve. Oculus has released a statement about Sweet, where they said: "Anna brings a wealth of industry experience from her time at Valve, where she led Steam software and hardware programs, working with partners around the world. At Oculus, she'll be focused on building an ecosystem that rewards developers for creating and delivering the world's best VR experiences".

Sweet has come out and said: "The ways in which VR can impact our lives is boundless, and I'm extremely excited to work with the world class team at Oculus to build the VR platforms and experiences that will shape the future of technology. I look forward to helping support and enable partners and developers across many industries to be a part of that".




Noticia:
http://www.tweaktown.com/news/44812/oculus-secures-one-top-display-innovators-google/index.html

Jorge-Vieira
29-04-15, 08:16
Facebook: Oculus is in development, too early for volume shipments (http://www.kitguru.net/gaming/anton-shilov/facebook-oculus-is-still-in-development-stage-too-early-for-volume-shipments/)


A high-ranking executive from Facebook, the owner of Oculus VR, implied last week that the highly-anticipated virtual reality headset from the company may not see the light of day this year. He indicated that Oculus VR was still working on its hardware and that it was too early to talk about high-volume manufacturing of the product.
“We have not announced any specific plans for shipment volumes in 2015 related to Oculus,” said David M. Wehner, chief financial officer of Facebook, during the company’s conference call with investors and financial analysts. “I just know that Oculus is very much in the development stage so it is early to talk about large shipment volumes, and our expense guidance reflects any volumes that we might do in 2015.”
This is not the first time (http://www.kitguru.net/peripherals/anton-shilov/consumer-oculus-rift-headset-may-not-be-available-this-year-oculus-vr-founder-implies/%20) when Oculus VR and Facebook employees decline to make any solid promises regarding volume shipments of consumer version of Oculus Rift this year. Earlier this year the virtual reality company clearly indicated that it wanted to release a product when it is ready, not to rush it to the market. For Oculus VR it is vitally important to ensure that virtual reality experience is good.
“With the Rift, our team wants to launch this as soon as we possibly can, but with no compromises,” said Nate Mitchell, vice president of products at Oculus VR.
http://www.kitguru.net/wp-content/uploads/2015/04/oculus_oculus_vr_oculus_dk2_oculus_rift_vr_helmet_ sq1.jpg (http://www.kitguru.net/wp-content/uploads/2015/04/oculus_oculus_vr_oculus_dk2_oculus_rift_vr_helmet_ sq1.jpg)
Sony Corp. intends to launch its highly anticipated project Morpheus virtual reality headset in the first half of next year. Therefore, it is unlikely that a potential delay of consumer-oriented Oculus Rift will significantly affect Oculus VR’s positions on the market.
There is a perfect rationale behind making the best possible first-generation virtual reality hardware. Both Oculus VR and Sony need to make sure that their VR headsets provide the best possible experience so to attract maximum amount of gamers to their virtual reality platforms. More gamers mean higher revenue for game developers. Successful sales of VR games will bring additional investments, which will result in better virtual reality games eventually.
Discuss on our Facebook page, HERE.
KitGuru Says: While many people will likely get disappointed, it looks like Oculus VR will not release its first consumer version of Oculus Rift this year. If you really want to dive into virtual reality worlds, you will have to get a version for software developers.



Noticia:
http://www.kitguru.net/gaming/anton-shilov/facebook-oculus-is-still-in-development-stage-too-early-for-volume-shipments/

Jorge-Vieira
30-04-15, 09:57
Oculus Rift CV1 will feature integrated DAC, headphone port, and more


We still don't know if the Oculus Rift will be launching this year (http://www.tweaktown.com/news/44734/Facebook-oculus-very-much-development-stage-still/index.html), or if it does launch we could face low units, but when CV1 (Consumer Version 1) launches, we should expect something magical.


Sean Halloran @Comic_Seans (https://twitter.com/Comic_Seans)
Reading the documentation on the Oculus Audio SDK, it notes that the Oculus CV1 will have an integrated DAC and headphone port!







According to Sean Halloran, or @Comic_Seans on Twitter, a game and software developer at Myomo, in Cambridge, MA - the Oculus Rift CV1 will feature an integrated DAC and built-in headphone port. He noticed the details in the documentation of the Oculus Audio SDK, which has now all but confirmed the use of the integrated DAC and headphone port.


image: http://imagescdn.tweaktown.com/news/4/4/44824_11_oculus-rift-cv1-feature-integrated-dac-headphone-port-more.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44824_11_oculus-rift-cv1-feature-integrated-dac-headphone-port-more_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44824_11_oculus-rift-cv1-feature-integrated-dac-headphone-port-more.jpg




Noticia:
http://www.tweaktown.com/news/44824/oculus-rift-cv1-feature-integrated-dac-headphone-port-more/index.html

Jorge-Vieira
06-05-15, 08:53
Consumer Oculus Rift may have facial tracking too (http://www.kitguru.net/laptops/accessories/jon-martindale/consumer-oculus-rift-may-have-facial-tracking-too/)



There’s a lot of speculation ongoing at the moment about just what Oculus is working on. While many believed the Crescent Bay prototype to be a pretty good indicator of what the consumer version of the Rift headset will be like, we’ve since heard rumours that Oculus has delayed things to implement additional technologies like hand tracking and possibly even eye tracking. Now there’s talk of the potential for facial tracking with a specialised camera rig too.
This information is unconfirmed, but comes from Dr. Martin Breidt, a research technician at the Max Plank Institute for Biological Cybernetics. He spoke to the VoicesofVR podcast (http://voicesofvr.com/136-martin-breidt-on-the-uncanny-valley-facial-tracking-within-a-vr-head-mounted-display-by-oculus-research/) about facial tracking in real time and how some researchers, several of whom work for Oculus Research, have been developing some interesting ways to achieve it in VR.
“Anyone’s face can be instantly tracked and the users can be switched without an extra calibration step,” Breidt said. “During tracking, we explicitly segment face regions from any occluding parts by detecting outliers in the shape and appearance input using an exponentially smoothed and user-adaptive tracking model as prior.”
The idea behind the technology is to allow those taking part in social interactions in-game, to not only have their own face put into the experience, but to track their mouth movements, so lip syncing with a recorded voice could be possible in real time, making the VR version of video conferencing feel far more lifelike. It could also be good for presence in single player experiences where a player can see themselves, or offer up new types of in-game interaction.

<iframe width="640" height="385" src="https://www.youtube.com/embed/QqXjVs6Tgm8" frameborder="0" allowfullscreen></iframe>


In the above video example, we get a good idea of what the technology is like and how it works. Most impressively though, it does so regardless of many actions taken by the wearer. They can put their hands over their face, flip their hair around, take a drink and impede the camera in many other ways. This would be key if the user was also wearing an Oculus Rift headset.
http://www.kitguru.net/wp-content/uploads/2015/05/hmd-1024x793.jpg (http://www.kitguru.net/wp-content/uploads/2015/05/hmd.jpg)
This is all being pushed forward by Hao Li, assistant professor at the University of Southern California Department of Computer Science. One of his students recently posted (http://www.cs.ubc.ca/%7Echyma/) a conceptual image of a Rift headset that utilises a built in facial tracking system. It’s not the most elegant and would potentially cause problems with leaning in certain directions, but its application would be very interesting, especially if combined with eye tracking.



Noticia:
http://www.kitguru.net/laptops/accessories/jon-martindale/consumer-oculus-rift-may-have-facial-tracking-too/

Jorge-Vieira
07-05-15, 07:49
Oculus Rift CV1 consumer comes in Q1 2016

http://www.fudzilla.com/media/k2/items/cache/ee58809912d75835ffd269a5aa945545_L.jpg (http://www.fudzilla.com/media/k2/items/cache/ee58809912d75835ffd269a5aa945545_XL.jpg)

Company sets the date

Facebook Oculus has finally set the date for its Oculus Rift Consumer Version 1. It will be shipping to retail/e-tail in Q1 2016.

This is an official update to a question that has been asked for quite a while.

We have tried every single prototype of the Oculus Rift virtual reality (VR) headset and the last one, codenamed Crescent Bay, looked promising but still not ready for retail. It looks like that HTC and Valve, and their hyped product, kind of put a deadline on the Oculus plans.

We still have to try the Re Vive, and while we hope to see it very soon, we also heard that the technology works really well. Sony has Project Morpheus coming and Microsoft has its HoloLens concept, but without a precise launch date. A lot of companies want to attack this market segment and Oculus Rift is the first one to have an official launch date set for Q1 2016 (https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/).

http://www.fudzilla.com/images/stories/2015/May/rift1.jpg
(https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/)
The picture above is an actual render of how the retail product should look like and we have no idea when we will have a chance to test them. We wonder what the dial switch actually does and it probably has something to do with the focus, but this is just our best guess. In order to run Oculus Rift, you will need still need a high-end graphics card in order to fully enjoy it, so Titan class, Fiji and Pascal sounds like a good GPU for this product.
The company hints that it plans to share more details in the coming weeks and probably has couple of demos ready for E3. The E3 will kick off on June 16th and we would be surprised if we didn't get a chance to see the consumer Oculus Rift there.



Noticia:
http://www.fudzilla.com/news/graphics/37711-oculus-rift-cv1-consumer-comes-in-q1-2016

Jorge-Vieira
07-05-15, 08:01
Oculus says don't shut the door of Oculus Rift on game consoles


If you thought the Oculus Rift was only for PCs and not consoles, then you should think again. During TechCrunch Disrupt, Oculus VR officials noted there have been discussions to one day bring VR to the Sony PlayStation 4 and Microsoft Xbox One game consoles.


image: http://imagescdn.tweaktown.com/news/4/4/44983_01_oculus-shut-door-rift-game-consoles.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/4/44983_01_oculus-shut-door-rift-game-consoles_full.jpg)
http://imagescdn.tweaktown.com/news/4/4/44983_01_oculus-shut-door-rift-game-consoles.jpg

"We've talked to everyone," said Nate Mitchell, VP of Oculus VR, when asked if his company has spoken with Microsoft or Sony regarding the VR headset for game consoles. "There's a lot of people right now interested in the VR space. And we've said many times that we're interested in bringing the Rift to as many consoles or platforms as possible. Ultimately, we haven't announced any sorts of partnerships to date. But it's something we're always exploring."

Microsoft is developing HoloLens and Sony has its Project Morpheus, so it's unknown how receptive either company would be to Oculus VR. However, the Oculus Rift remains the best known VR headset, so it may not be a wise decision to shut it out completely in the future.




Noticia:
http://www.tweaktown.com/news/44983/oculus-shut-door-rift-game-consoles/index.html

Jorge-Vieira
07-05-15, 09:12
Oculus Making Its Own Games For The Rift, Possible Gamepad Coming

http://media.bestofmicro.com/F/M/495634/gallery/oculus-nate-mitchell-disrupt_w_600.pngOculus' Nate Mitchell (http://www.tomshardware.com/gallery/oculus-nate-mitchell-disrupt,0101-495634-0-2-12-1-png-.html)
In addition to the exciting news that the Oculus Rift will be available Q1 2016 (http://www.tomshardware.com/news/oculus-sets-2016-release-date,29050.html), Oculus' Nate Mitchell took the stage at TechCrunch's Disrupt to drop some more juicy news nuggets about the company, its VR headset, and the various related experiences.
Homegrown Titles First, he said that Oculus is making its own titles for the Rift. This only makes sense; in the same way that Microsoft, Sony and Nintendo publish their own titles, Oculus is creating some content for its own device.
This helps in multiple ways. First, as Mitchell noted, it takes some of the risk off of developers. They know that there is other content for their titles to hang out with, and Oculus can generate some momentum for adoption that will help third-party devs get their games out into the hands of consumers. Oculus can also set the tone, as it were, for what great content on the Rift can and should be.
Homegrown content is also a must because content in general is a must. When we saw the Oculus Rift Crescent Bay demo back at CES in January, the Rift seemed consumer-ready to us. We asked Brendan Iribe why it wasn't for sale yet, and his response boiled down to the fact that there's just not enough content.
http://media.bestofmicro.com/F/L/495633/gallery/herobound_w_450.jpgHeroBound (http://www.tomshardware.com/gallery/herobound,0101-495633-0-2-9-1-jpg-.html)He made the point that if you're low on content, users may be blown away by what they see at first, but they'll soon put the Rift down and walk away if there aren't more adventures to experience.
The first title in Oculus' arsenal is HeroBound, a third-person dungeon crawler-type game. The mobile version has been around for a while for the Gear VR, but Mitchell hinted that this will soon be a "full" title for the Oculus Rift.
Input Methods Mitchell also talked about input for the Rift. While stating that Oculus will have more to say about input later this year, he noted that "No one has cracked the code in input yet."
He's right, but Oculus does seem to be behind in that regard. For example, you can't see your hands at all in the Rift, but you do get a facsimile of them in the Vive VR (http://www.tomshardware.com/reviews/htc-vive-virtualy-reality-hands-on,4102.html) thanks to physical controllers. Leap Motion is also working on technology (http://www.tomshardware.com/news/leap-motion-parnters-with-osvr,28822.html) that will let you see your actual hands using a faceplate mounted onto a VR headset and what amounts to a high-speed infrared camera.
We presume that the final consumer version of the Rift will ship with controllers of some kind. Mitchell said that many VR experiences under development at present are geared towards gamepads, so it stands to reason that Oculus will be making its own.
Mitchell said that third-party peripherals are also coming, but they may take a while to hit the market. He said there needs to be standardized input and tech specs for those to work, which seemed to indicate that said input and specs are still being finalized.
In terms of input, there's a longer-range plan, too. Oculus' Research Division, headed by Michael Abrash, is looking at how input will develop and evolve over a 4-10 year span. The group is asking, "What will VR input look like down the road?" and also "What do we want it to look like?" Mitchell described Oculus' approach as a "diverse input strategy."
But What Will It Cost? Although we now know approximately when the Rift will launch, we still don't know much of anything about the price. Mitchell dropped some hints, though. He said that Oculus wants the Rift to be "affordable," but of course it will still be a premium product -- in the "high-end range," he said.
Users will also need a gaming PC (the Oculus Rift is essentially a mega-peripheral), but it only needs to be able to run newer titles reasonably well. He said that users won't need an exceptionally high-end PC.
Finally, although the Rift will be available to buy directly from Oculus, Mitchell hinted that there will be a second retail experience, possibly in-store.
http://media.bestofmicro.com/E/P/495601/gallery/rift1_w_450.jpg (http://www.tomshardware.com/gallery/rift1,0101-495601-0-2-9-1-jpg-.html)The need for such a physical presence is patently obvious. We can only describe our closed-door VR experiences to you, our readers, so well. If a picture is worth a thousand words, a VR experience is worth a million. You simply have to experience these things for yourself.
We'll look forward to more news from Oculus throughout the year, particularly from E3 in June.



Noticia:
http://www.tomshardware.com/news/oculus-making-rift-games,29052.html

Jorge-Vieira
31-05-15, 20:28
Oculus Rift Price Bomb Dropped by CEO

http://cdn.eteknix.com/wp-content/uploads/2015/05/oculus-vs-ps-vr.jpg
The most anticipated gaming hardware of possibly the decade has been flaunted in front of consumers since early development. What hasn’t been so widely shared is the price; which is seemly odd considering how close the release is.
Oculus CEO Brendan Iribe dropped the biggest hint, stating that a Rift headset and a computer powerful enough to drive it would cost in the region of $1,500 (£1,000). “We are looking at an ‘all-in’ price, if you have to go out and actually need to buy a new computer and you’re going to buy the Rift … at most you should be in that $1,500 range,” Iribe stated at the Re/code conference.
We know what the specifications are, so what about prices. If we use OverclockersUK for current prices and work out the remaining cost for the headset.


NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
2x USB 3.0 ports
Windows 7 SP1 or newer

A quick price tot up, using the cheapest non-stated products such as the motherboard, comes in at around $900 (£600). This leaves a pretty healthy $600 (£400) for the rift itself. This may come as a shock considering the most recent price estimate in September 2014 was between $200 to $400; does this new price include possible inflation or possibly the hiring out to an external company for product? I guess we will find out in a few months.
I can’t wait for the Oculus Rift now, I recently tried the newest Crescent Bay unit and I was very impressed. What are your thoughts on the pricing? Let us know in the comments.
Thank you to ArsTechnica (http://arstechnica.co.uk/gaming/2015/05/oculus-ceo-consumer-rift-will-cost-about-1500-with-a-suitable-pc/) for providing us with this information.



Noticia:
http://www.eteknix.com/oculus-rift-price-bomb-dropped-ceo/

LPC
31-05-15, 20:38
Boas!
A guerra pelo 3D VR vai começar em muito breve e vamos ter vários a concorrer...

Oculus
Samsung
Sony
LG
Valve

Vai haver 2 API´s para VR um da Nvidia e outro da AMD, sendo que depois ainda existem outros... como o da Valve...

Vai ser interessante ver como é que isto se vai desenrolar...

Cumprimentos,

LPC

Jorge-Vieira
09-06-15, 21:07
Purported shots of the Oculus Rift CV1 see a controller teased


Update: We are now looking at some very real-looking images on the NeoGAF forums (http://www.neogaf.com/forum/showthread.php?t=1059641), which show the Oculus Rift CV1 off in great detail. This includes the confirmation of the touch-based gamepad, and its SID tracker (Simple Input Device).


image: http://imagescdn.tweaktown.com/news/4/5/45792_13_purported-shots-oculus-rift-cv1-see-controller-teased.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45792_13_purported-shots-oculus-rift-cv1-see-controller-teased_full.png)
http://imagescdn.tweaktown.com/news/4/5/45792_13_purported-shots-oculus-rift-cv1-see-controller-teased.png


image: http://imagescdn.tweaktown.com/news/4/5/45792_14_purported-shots-oculus-rift-cv1-see-controller-teased.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45792_14_purported-shots-oculus-rift-cv1-see-controller-teased_full.png)
http://imagescdn.tweaktown.com/news/4/5/45792_14_purported-shots-oculus-rift-cv1-see-controller-teased.png

According to a post on the /r/oculus subreddit (http://www.reddit.com/r/oculus/comments/3968y0/some_final_cv1_images_probably_buried_in_the_css/), we're seeing some rendered images of the Oculus Rift CV1, the first consumer bound version of the Oculus Rift.


image: http://imagescdn.tweaktown.com/news/4/5/45792_07_purported-shots-oculus-rift-cv1-see-controller-teased.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45792_07_purported-shots-oculus-rift-cv1-see-controller-teased_full.png)
http://imagescdn.tweaktown.com/news/4/5/45792_07_purported-shots-oculus-rift-cv1-see-controller-teased.png

In the leaked images, we can see a large stand for the tracking module, and a good look at the strap and headphones that will arrive with the Rift. To the right, we can see the tease of a touch-based controller, something we reported on last week (http://www.tweaktown.com/news/45758/oculus-vr-rumored-unveil-glove-based-input-rift-june-11/index.html). From the image we can't tell if it's a controller for one hand, or a dual touchpad controller. I would be putting my money on the latter.


image: http://imagescdn.tweaktown.com/news/4/5/45792_08_purported-shots-oculus-rift-cv1-see-controller-teased.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45792_08_purported-shots-oculus-rift-cv1-see-controller-teased_full.jpg)
http://imagescdn.tweaktown.com/news/4/5/45792_08_purported-shots-oculus-rift-cv1-see-controller-teased.jpg

In this photo, it looks like we can expect Oculus to install a passthrough camera on the Rift, which would allow users to see the real-world if they chose to, which would hopefully stop people from banging into things in the real-world. These are of course just purported images of the Oculus Rift CV1, but we do have the 'Step into the Rift' event on June 11 (http://www.tweaktown.com/news/45257/oculus-teases-step-rift-event-june-11-san-francisco/index.html), where Oculus should unveil CV1, until then, drool over these images.


image: http://imagescdn.tweaktown.com/news/4/5/45792_11_purported-shots-oculus-rift-cv1-see-controller-teased.jpg
http://imagescdn.tweaktown.com/news/4/5/45792_11_purported-shots-oculus-rift-cv1-see-controller-teased.jpg

I think this could be real, considering the image that Oculus VR posted on its website (https://www.oculus.com/en-us/blog/first-look-at-the-rift-shipping-q1-2016/) on May 6. As you can see from the shot above, the 'purported' shots look quite real indeed.


image: http://imagescdn.tweaktown.com/news/4/5/45792_10_purported-shots-oculus-rift-cv1-see-controller-teased.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45792_10_purported-shots-oculus-rift-cv1-see-controller-teased_full.png)
http://imagescdn.tweaktown.com/news/4/5/45792_10_purported-shots-oculus-rift-cv1-see-controller-teased.png

The company has also updated its website with a new look, with a countdown to the June 11 event.






Noticia:
http://www.tweaktown.com/news/45792/purported-shots-oculus-rift-cv1-see-controller-teased/index.html

Jorge-Vieira
09-06-15, 21:08
Oculus VR changes its logo, begins counting down to its June 11 event


Update: It looks like the Oculus Rift CV1 has been leaked in full (http://www.tweaktown.com/news/45792/purported-shots-oculus-rift-cv1-see-controller-teased/index.html), with a detailed look at every angle of the VR headset. We seem to have nearly confirmed a touch-based gamepad, built-in headphones, a passthrough camera and the final design of the Rift CV1 itself.

Oculus VR has just very quietly updated its website, showing off a new logo for the company, something you can see below. The company is also now counting down to its 'Step into the Rift' event on June 11, where we should see the CV1 of the Rift unveiled.


image: http://imagescdn.tweaktown.com/news/4/5/45793_10_oculus-vr-changes-logo-begins-counting-down-june-11-event.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45793_10_oculus-vr-changes-logo-begins-counting-down-june-11-event_full.png)
http://imagescdn.tweaktown.com/news/4/5/45793_10_oculus-vr-changes-logo-begins-counting-down-june-11-event.png

The Consumer Version 1 release of the Rift will be the first VR headset the company has released as a consumer-orientated product, with the release of the Developer Kit 1 (DK1) and DK2 being sold to developers, but open to the general public to buy, too. Oculus will be livestreaming the event, which is set to start on June 11.






Noticia:
http://www.tweaktown.com/news/45793/oculus-vr-changes-logo-begins-counting-down-june-11-event/index.html

Jorge-Vieira
11-06-15, 14:49
Unity 5.1 adds Native Oculus Rift Support

http://cdn.eteknix.com/wp-content/uploads/2015/06/unity3d.jpg
Unity is one of the largest game engines around. The platform already supports a wide range of target technology, Windows and Linux PC’s, Macs, Android phones and tablets and iOS devices.
Virtual reality will never get off the ground without the availability of tools to make things with. Unity realised this too and one of their offerings from the newly released Unity 5.1 is native Oculus Rift support with optimized pipeline for virtual reality and augmented reality.
To further embrace the future of VR they will also be adding native support for other platforms in the near future, these include Microsoft Hololens and Gear VR. If you are interested in developing anything for these headsets there are third-party SDKs (https://unity3d.com/unity/multiplatform/VR) out there to help you get started.
Many games have already been developed for the Oculus Rift with Unity, this native support should see a lot more being developed in the future.

<iframe width="560" height="315" src="https://www.youtube.com/embed/ECHnqMklU1A?list=PLX2vGYjWbI0S7YMIXT44gD4txxfA6F_n g" frameborder="0" allowfullscreen></iframe>




The improvements don’t just stop there though. Version 5.1 also adds the Unity Multiplayer Service. This makes building new multiplayer games a lot more simple. This new service adds Matchmaking and Relay servers which makes connection and firewall issues less common as the relay server sends traffic between the client and servers. These changes are only currently in the preview stage, but the full launch shouldn’t be too far off.
Personally I am expecting great things from Unity in the near future. They are only just getting their toes wet in the whole VR world at the moment, I expect they will be diving in much deeper over the next few updates.



Noticia:
http://www.eteknix.com/unity-5-1-adds-native-oculus-rift-support/

Jorge-Vieira
12-06-15, 12:55
Oculus finally shows off the consumer Oculus Rift (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-finally-shows-off-the-consumer-oculus-rift/)


Oculus took it upon themselves to kick off E3 a little early with its own virtual reality event today, where it formally revealed the final hardware for the long-awaited consumer version of the Oculus Rift. We now know exactly what VR fans will be buying when the headset lands early next year.
http://www.kitguru.net/wp-content/uploads/2015/06/riftcv1-01-e1434043752629.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/riftcv1-01-e1434043752629.jpg)
As you can see, the headset looks pretty similar to the leaks Reddit uncovered just a few days ago. There are headphones, although they will be detachable.
http://www.kitguru.net/wp-content/uploads/2015/06/riftcv1-10-e1434043847444.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/riftcv1-10-e1434043847444.jpg)
The lenses will be adjustable as everyone’s eyes are a little different. The headset has also been designed to be comfortable to wear even with glasses on as well, which will be a bonus for many.
http://www.kitguru.net/wp-content/uploads/2015/06/riftcv1-09-e1434043904821.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/riftcv1-09-e1434043904821.jpg)
The headband goes over the top of your head and joins with the neckband around the back. Apparently the device is light weight and should be pretty comfortable to wear.
While everything looks pretty solid, Brendan Iribe did admit that the screen may not be as high resolution as they would like. However, that is likely down to the fact that today’s graphics hardware can’t push 90 frames per second at such high resolutions, so some compromises has to be made for the gameplay experience.
Aside from the headset itself, some more announcements were made. Microsoft has teamed up with Oculus to ensure that Rift titles get Direct X 12 support, the headset will also be natively supported in Windows 10 for an easy set up experience. Xbox One controllers will be included with the headset, which is good news at it really is a great gamepad. Jon has more on that, HERE. (http://www.kitguru.net/peripherals/jon-martindale/oculus-vr-and-microsoft-partner-over-rift-cv1-headset/)
This post shall be updated if pricing and pre-orders are announced during the event. Jon and I are watching live so we shall be keeping you all up to date pretty swiftly.


Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-finally-shows-off-the-consumer-oculus-rift/

Jorge-Vieira
12-06-15, 12:56
Lots of upcoming Oculus Rift games are in third person (http://www.kitguru.net/gaming/jon-martindale/lots-of-upcoming-oculus-rift-games-are-in-third-person/)


Although many of the early games and experiences on the Oculus Rift have been in the first person, a lot of the ones shown off during today’s pre-E3 Oculus press event have shown us a far different perspective. Third person gaming does work well in VR – we can speak with personal experience on that – and that’s exactly what a number of developers are doing with their first official VR games.
http://www.kitguru.net/wp-content/uploads/2015/06/gunfire-300x180.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/gunfire.jpg) http://www.kitguru.net/wp-content/uploads/2015/06/3rdperson-300x178.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/3rdperson.jpg)
Gunfire games was first up, talking about its new, third person labyrinth exploration game. It’s called Chronos and features dungeon crawling throughout the protagonist’s entire life. As the player fails and restarts, the character must wait a year before diving into the bowls of the dungeon again, which means he’ll age. As he gets older, his stats and abilities will change, giving us that evolving gameplay experience that Molyneux once promised us with the first Fable.
http://www.kitguru.net/wp-content/uploads/2015/06/edgeofnowhere-1024x615.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/edgeofnowhere.jpg)
Spyro and Sunset Overdrive developer Insomniac Games, has a game of its own, which will be exclusive to Oculus Rift – another snub to Sony – and will feature… stuff, in a frozen world. Again it’s third person, but the content of the game wasn’t really explained. It has a nice art style and looks to mix in some Cthulu like tentacles with exploration in the frozen wastes.
http://www.kitguru.net/wp-content/uploads/2015/06/edgeofnowhere2-300x180.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/edgeofnowhere2.jpg) http://www.kitguru.net/wp-content/uploads/2015/06/edgeofnowhere3-300x180.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/edgeofnowhere3.jpg)
Along with these two big announcements, a few other experiences were shown off during a quick montage at the end of the game showcase, during which already shown off demos like Luckey’s quest made an appearance.
http://www.kitguru.net/wp-content/uploads/2015/06/luckey-1024x615.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/luckey.jpg)

Noticia:
http://www.kitguru.net/gaming/jon-martindale/lots-of-upcoming-oculus-rift-games-are-in-third-person/

Jorge-Vieira
12-06-15, 12:57
Oculus announces ‘Oculus Touch’ controllers for the Rift (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-announces-oculus-touch-controllers-for-the-rift/)


At the Oculus VR event this evening, Palmer Luckey pulled a Steve Jobs with a ‘one more thing…’ moment, wrapping up the show with the announcement of Oculus Touch, the dedicated virtual reality controller that will allow you to interact with objects in the virtual world.
Update: Palmer Luckey has tweeted that the Oculus Touch will be sold separately from the Rift and will have its own pre-order system, which will launch at the same time as the CV1.


Palmer Luckey @PalmerLuckey (https://twitter.com/PalmerLuckey)
Oculus Touch will be shipping H1 2016 - Preorders will open alongside the Rift.
<time class="dt-updated" datetime="2015-06-11T18:01:14+0000" pubdate="" title="Time posted: 11 Jun 2015, 18:01:14 (UTC)">7:01 PM - 11 Jun 2015</time> (https://twitter.com/PalmerLuckey/status/609057819942211585)





The project was codenamed ‘Half Moon’ throughout development. The controllers are designed to bring an authentic hand using experience in to virtual reality. Right now when you use a VR headset, it gets tempting to reach out in to the world around you, except you can’t interact with any of it, which is the exact problem Oculus Touch aims to fix.
http://www.kitguru.net/wp-content/uploads/2015/06/Oculus-Touch-e1434046355144.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/Oculus-Touch-e1434046355144.jpg)
There are two controllers, one for each hand, they are also wireless so you won’t have any cables getting in the way. Motion tracking is included, using the same tracking technology found in the Rift headset. Both hand controllers have a thumb stick, two buttons and a trigger, which will allow you to pick up items in the world. Palmer used a virtual gun as an example, which you could then fire .
The Xbox One controller will be included with every Rift headset as it gives developers a base to work with as they know every single Rift owner will have one. This likely means that the Oculus Touch will be sold separately and not necessarily supported in every single game.
http://www.kitguru.net/wp-content/uploads/2015/06/Oculus-Touch-Feature-Slide-e1434046380269.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/Oculus-Touch-Feature-Slide-e1434046380269.jpg)
The controllers both feature haptic feedback to allow you to feel that you are touching something when you interact with items in the virtual world. The controllers also come equipped with sensors to recognize hand gestures, such as waving.
Unfortunately, pricing was not announced, nor were pre-order dates for the Oculus Rift. However, we do know that people will be getting their first hands on experiences with these devices next week at E3 so I imagine we’ll be hearing some impressions fairly soon.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-announces-oculus-touch-controllers-for-the-rift/

Jorge-Vieira
12-06-15, 12:58
All Oculus Rift games will have VR demos (http://www.kitguru.net/gaming/jon-martindale/all-oculus-rift-games-will-have-vr-demos/)


The pre-E3 Oculus VR press event was huge, with news about everything from the hardware (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-finally-shows-off-the-consumer-oculus-rift/) to the games we’ll be playing (http://www.kitguru.net/gaming/jon-martindale/lots-of-upcoming-oculus-rift-games-are-in-third-person/). However one of the most monumental changes to the gaming landscape could come in the way that the experiences and games are delivered. As well as having their own digital distribution and purchasing platform, every Oculus Rift game will have a VR demo for people to experience before buying.
The lack of demos in the modern gaming space has been attributed to the fact that often, hyping a title is much more lucrative than showing a game, which is an unfortunate system that breeds little but contempt for publishers. Steam has also received a lot of flak over the years for its lack of enforcing demos, though its recent refund system may go some way to aiding that, even if it is imperfect (http://www.kitguru.net/gaming/jon-martindale/steam-refunds-make-things-difficult-for-smaller-developers/).
http://www.kitguru.net/wp-content/uploads/2015/06/oculushome2-1024x575.jpg
(http://www.kitguru.net/wp-content/uploads/2015/06/oculushome1.jpg)Each game will also have an rating for how comfortable the VR experience is
(http://www.kitguru.net/wp-content/uploads/2015/06/oculushome1.jpg)
Perhaps it may be forced to change its tune though, as Oculus Home was announced with the fact that every user will be able to not only navigate through the menus in VR, but will be able to buy, download and trial games within the same system. Like the look of some 3D screenshots? Try out the first few seconds of the game, or just look around its starting area in true virtual reality.
http://www.kitguru.net/wp-content/uploads/2015/06/oculushome1-1024x536.jpg
(http://www.kitguru.net/wp-content/uploads/2015/06/oculushome1.jpg)The VR store looks like an easily navigable environment, but it’s the demos which are the most exciting aspect for this writer
This could not only mean Steam has another worthy competitor (if you factor in GoG Galaxy) but it could also lead to a fundamental shift in the way games are marketed. If everything sold through Oculus Home has to include a demo, developers will be much more interested in producing exciting opening sequences for their games, rather than just making epic looking trailers.



Noticia:
http://www.kitguru.net/gaming/jon-martindale/all-oculus-rift-games-will-have-vr-demos/

Jorge-Vieira
12-06-15, 19:06
Oculus offers up $10 million to help independent game developers (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-offers-up-10-million-to-help-independent-game-developers/)


Last night was filled with Oculus news, we finally got our first look at the consumer version of the headset, we were introduced to the Oculus Touch controllers, we saw a couple of games but there is one thing Oculus announced that isn’t getting a huge amount of intention, the company offered up $10 million in order to help independent game studios.
On stage at the Oculus VR event last night, the company’s own Anna Sweet announced that Oculus would be putting up a fund to help indie devs create their games for the Rift.
http://www.kitguru.net/wp-content/uploads/2015/06/xboxrift-1024x5461-e1434134195930.jpg (http://www.kitguru.net/wp-content/uploads/2015/06/xboxrift-1024x5461-e1434134195930.jpg)
Unfortunately, there was only so much time for the event and it was already packed with announcements so aside from the initial promise of funding, nothing else is really known.
Oculus has yet to reveal how independent developers can apply for a chunk of the cash for their project or what terms and conditions would apply to such a deal. It is possible that Oculus would want exclusivity over the game for its platform, right now there are quite a few unanswered questions.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-offers-up-10-million-to-help-independent-game-developers/

Jorge-Vieira
13-06-15, 09:27
The Great Oculus Rift Hype Machine, Continued

When the Oculus Rift finally ships, after nearly three years of manipulated anticipation and "hurry up and take my money" buyer frustration, it is going to blow your ever-loving mind. The additional industrial design touches Oculus' put on the final headset hardware (http://www.tomshardware.com/news/oculus-rift-oculus-touch-revealed,29358.html), the use of XBox One controllers (http://www.tomshardware.com/news/oculus-xbox-partnership,29362.html), and the where-did-this-come-from Oculus Touch (the company's new sneaky-obvious wristwear controllers), will all only add to the allure.
Oculus has never shied away from explaining that it has taken this long because the company wanted to get it right -- apparently down to the fabric on the headset.
http://media.bestofmicro.com/M/J/503659/gallery/the-rift_w_600.jpg (http://www.tomshardware.com/gallery/the-rift,0101-503659-0-2-12-1-jpg-.html)
I have watched the Oculus crescendo, practically from the beginning, experiencing the many demonstrations along the way, and I'm not going to hide it: I am in the tank for VR and for any company that will accelerate the adoption of VR, and for now one of those companies is undoubtedly Oculus.
My disclosures: None. My benefits are the same as yours, as a fan of technology advancement, as someone anxious to be surprised by the next big thing, as someone skeptical about almost anything pretending to be that. But I am not at all skeptical about this.
(Wait. Scratch that. I got a coffee mug and a t-shirt at the grand unveiling on Thursday.)
http://media.bestofmicro.com/M/N/503663/gallery/Unveiling_w_600.jpg (http://www.tomshardware.com/gallery/Unveiling,0101-503663-0-2-12-1-jpg-.html)
I have pushed Tom's Hardware editors and myself to -- is there a more apt word for it? -- immerse ourselves in this technology because I believe it is, literally, a game changer in every sense. It will change the way games are conceived and played, the way we are entertained (and sure, read further into that as well, if it suits you), and the way interactive experiences and other human-oriented applications evolve.
I have tried every demo at every opportunity, as have many of our team. One of our editors bought DK2. We have Gear VR (http://www.tomshardware.com/news/gear-vr-innovator-edition-available,29072.html). We have tried Microsoft Hololens (http://www.tomshardware.com/news/microsoft-hololens-hands-on,29027.html), HTC/Valve Vive (http://www.tomshardware.com/reviews/htc-vive-virtualy-reality-hands-on,4102.html). We will try them again. These things don't get old.
In short, I cannot wait. But that's just the problem. In less than nine months, the Oculus Rift will ship. That's still almost a year away, which is ages in tech time.
Beyond that, the hardware requirements to fuel the Oculus Rift (http://www.tomshardware.com/news/oculus-reveals-system-requirements-rift,29111.html) are beyond the reach of too many. The typical consumer doesn't build PCs. Surely not even the majority of the Tom's Hardware crowd are packing the equivalent of an Intel Core i5 and an Nvidia GeForce GTX 970 and 8 GB of RAM.
Would you upgrade for high quality VR? Some undoubtedly will, others will wait, and still others probably should wait until there's more content. Despite all of the demonstrations we've seen, it is still hard to believe that enough content will be ready. Anna Sweet, head of development strategy for Oculus, announced on Thursday that Oculus is giving away $10 million (http://www.tomshardware.com/news/games-announced-for-oculus-rift,29359.html) to spur game development. On the one hand, that's a rounding error for Facebook, and on the other, it's also a cry for help -- Oculus needs content, and it needs it yesterday.
http://media.bestofmicro.com/H/G/503476/gallery/-Sweet_w_600.jpg (http://www.tomshardware.com/gallery/Sweet,0101-503476-0-2-12-1-jpg-.html)
Games like CCP Games' EVE:Valkyrie, Playful's Lucky's Tale, and many others are fun, but the demonstrations have been mostly of prototype games, snippets meant to excite interest. I'm told there will be more at E3, including a much-enhanced Lucky's Tale (http://www.tomshardware.com/news/oculus-rift-vr-games,27095.html), now one year past my first experience with it. Will people even play VR games for an hour or more? Will the big studios jump in, or leave the early work to independent studios?
http://media.bestofmicro.com/H/6/441258/gallery/LuckysTale_2_w_600.jpg (http://www.tomshardware.com/gallery/LuckysTale_2,0101-441258-0-2-12-1-jpg-.html)
Oculus CEO Brendan Iribe proclaimed on Thursday: "For the first time, we will finally be inside of the game. It will change everything. We've been dreaming of it. It's finally here." (If by "here" you mean next year.) The more sobering fact is that when it ships, there will still be far too much work to do.
If Thursday's presentation and discussions revealed anything, it's that high quality VR takes time. It takes attention to detail. Without that attention to detail, the Oculus Rift and the experiences it delivers would not stand out.
The Details Matter With each incremental dribble of news, there's a sense that Oculus is watching and learning and perfecting the first product it will ship. Did you catch, for example, that Oculus CEO Palmer Luckey said he had watched thousands of people using the early development kits? I've seen him, excited as a 12-year-old, hurrying a guest off to see a demo. I've seen him watch their reaction. (Don't tell him I was watching him watching them.)
http://media.bestofmicro.com/H/J/503479/gallery/Palmer-2_w_600.jpg (http://www.tomshardware.com/gallery/Palmer-2,0101-503479-0-2-12-1-jpg-.html)
(At the event yesterday, he practically ran me over to put the Touch controllers on a pedestal so all of us taking pictures could also see and capture them, too. I suggested he act as our head and hand model, and he gladly obliged, with gun gestures and various angles, talking about the nuances of the controllers like Willy Wonka describing the inner workings of his chocolate river.)
http://media.bestofmicro.com/H/Q/503486/gallery/Palmer-Touch_w_600.jpg (http://www.tomshardware.com/gallery/Palmer-Touch,0101-503486-0-2-12-1-jpg-.html)
Over the past couple of years, as each person tried on the headset over time, jostling it on their misshapen heads, squeezing the headset like an accordion to make the lenses closer together, moving it gingerly around the frames of their designer glasses, mouths open like mesmerized toddlers at the circus, sometimes puking or feeling nauseated, the Oculus team had apparently been taking notes. The company has accounted for and fixed each of these problems.
http://media.bestofmicro.com/H/I/503478/gallery/Palmer-Headset_w_600.jpg (http://www.tomshardware.com/gallery/Palmer-Headset,0101-503478-0-2-12-1-jpg-.html)
The attention to detail on the final Rift headset almost seems to steal a page from the Apple playbook. Executives talked on Thursday about the unit's "strap architecture" and even called it a "facial interface." (Mm, OK.)
But once we're past the theater of it, it's also important to understand that unless a company thinks this way, that something like the strap of a headset is so important as to have an "architecture," then perhaps it's not taking the details seriously enough. If you play video games for an hour or more at a time, then comfort matters. If you've tried the various VR demos, you'll know that these details are important, whatever fancy nomenclature Oculus invents.
http://media.bestofmicro.com/H/M/503482/gallery/Rift-up-close_w_600.jpg (http://www.tomshardware.com/gallery/Rift-up-close,0101-503482-0-2-12-1-jpg-.html)
Oculus said that the Rift, now covered in some sort of fabric (what, no thread count details? No zigzag stitch architecture mumbo jumbo? No hand-rubbed seamless contours?), is lightweight (I tried to find out exactly how lightweight, but unfortunately I don't keep a portable scale on me), doesn't pull on your face, doesn't move around, it goes on like the old familiar ballcap, it fits around glasses with ease, it adjusts to each of our ocular idiosyncrasies, and the company believes it achieved its primary goal of making it so that you don't even know it's there, that it "just disappears."
Apple: It just works. Oculus: It just disappears. Apple: It feels good in the hand. Oculus: "It feels great when you put it on."
Get it?
Not a stone is being left unturned. The Rift has an unmatched field of view and visual resolution. AMD (http://www.tomshardware.com/news/amd-liquidvr-virtual-reality,28682.html) and Nvidia (http://www.tomshardware.com/news/nvidia-gameworks-vr,29197.html) have created new rendering schemes and exposed GPU functions for VR developers. And so on. But Oculus recognizes that there's still more work to do. Iribe, talking about some of the visual achievements accomplished so far, also indicated that the resolution wasn't as high as it will be one day.
The new and final Sensor, which wirelessly syncs with the headset, is small and includes a constellation tracker for precise head tracking. Oculus didn't leave audio to chance either, promising that the latency needs to be nonexistent here, as well -- "Rift tricks your eyes, but it tricks your ears, too," Iribe said.
What of those images leaked (http://www.tomshardware.com/news/oculus-new-logo-countdown-leak,29347.html) from the Oculus website, the one that had a camera in the front of the headset? It was an old design concept. Oculus decided that the camera might overwhelm the processors with too much information right now.
The Xbox One controller came after what Oculus product VP Nate Mitchell described as years of work on the company's own controller. Those prototypes eventually became the Touch controller, Mitchell told me. Balance and ergonomics on a controller was difficult, Mitchell said, again pointing to the level of detail Oculus seems to put into everything it has created.
Iribe echoed those thoughts, pointing to how Sony "showed a consumer design earlier than anyone else, and yet they're really taking their time to get it right."
Iribe also said that both the Touch controllers and the final headset design came from the company's acquisition of the Carbon Design team last year -- that's the team, he said, that created the Xbox 360 controllers and various keyboards and mice for Microsoft. Iribe said that Oculus is a team of mostly hardware and software engineers, so the company saw fit to bring in the experts to get the industrial design right.
I tried to do a little social engineering on Oculus execs to ascertain how it worked. For instance, it's wireless -- what kind? Not saying. What does it connect to, the PC or the tracking system? Not saying. What sensors are being used? Not saying. How is latency being managed if it's wireless? Good question, more details will emerge on this, possibly even at E3. (And can it check my heart rate? My sobriety? Or remind me to check on the kids?)
http://media.bestofmicro.com/H/L/503481/gallery/Touch-up-close_w_600.jpg (http://www.tomshardware.com/gallery/Touch-up-close,0101-503481-0-2-12-1-jpg-.html)
Half Moon, the prototype name for the Touch, will be out in the first half of 2016, which is to say after Rift ships. It provides high precision, low latency, and six degrees of finger tracking. It uses inertial measurement to do all of that tracking, and the intent is to allow precise manipulation of virtual objects as you would in real life. But it also includes traditional inputs such as buttons, a trigger, and an analog stick, and there is haptic feedback, as well. http://media.bestofmicro.com/H/P/503485/gallery/Touch_w_600.jpg (http://www.tomshardware.com/gallery/Touch,0101-503485-0-2-12-1-jpg-.html)
Mitchell did say that the controllers use the same kind of constellation tracking as the Sensor and pointed out the IR LEDs on the rings, and he indicated that more details about Touch would emerge in time. We'll have a chance to try it out at E3.
Amid even more wordplay about things like "hand presence," and "low mental load," there's yet another message in here. While Oculus tried to create a controller, they decided not to reinvent the same old thing, instead inventing something entirely new that made sense with the Rift -- something that they could control as part of the entire system and ensure that it kept to its low latency demands.
http://media.bestofmicro.com/M/8/503648/gallery/Mental-Load_w_600.jpg
Remember that head tracking, audio synchronicity and hand tracking must be precise to feel real. Oculus' vision of VR is very much focused on the "R" part, and three years of engineering work is driven precisely by that. When Iribe talked about mobile, console and PC VR, he emphasized that PC VR, in the form of the Rift, is where you fully believe that you're "there," with a full sense of presence, because of the high fidelity the PC can muster.
In a land o' leaks, this was truly the first we had heard of Touch. In addition to the hardware, Luckey talked about the Toybox, a sandbox where Oculus has created robots to control, garden gnomes to punch, and tetherballs to smack. Again, these should be ready for us to try out at E3.
Content Above all, content is the final hurdle. Jason Rubin, the head of Oculus Studios, invited a few guests on stage, including the CEOs of CCP Games, Gunfire Games, and Insomniac. Once again, the content looked compelling, if brief. Rubin talked about some of what we'd see at E3, and he finally showed a list of developers working with Oculus.
http://media.bestofmicro.com/H/F/503475/gallery/Developers_w_600.jpg
It's an impressive list, but save for Square Enix, there's not a major game developer among them, and Rubin wouldn't say what the game developer was creating for the Rift. If this truly is the opportunity to re-create gaming, where are the big boys? Rubin insisted that "big studios will come and will play inside VR and they're extremely excited about it." He hinted that there would be much more prior to the official Rift launch next year.
I pushed further, asking what hurdles those developers saw, and he talked about how the independent developers started early and had a passion about VR from the get go. The bigger studios require more thought and more reasons to jump into VR, he said, and they are "not driven by the same immediate desire to fulfill the dream...of making worlds in VR."
When asked about the nascent nature of VR and the lack of an installed base, he countered that most of the developers realize that the learning curve for VR is steep, as it has been for other transitions in game development, and that those who "don't jump in early aren't fast followers, they're the ones who never catch up." In other words, the bigger players get it, and they know they must experiment, "even if an installed base isn't there on a spreadsheet."
Rubin did say that most studios typically have three-year plans for games, but he said he's encouraging them not to think that way, that so much is changing that three years is too long. (Yes, three years is too long. I think I've heard that somewhere before.)
Rubin said that most of the demonstrations and games we've seen so far are 15 minutes or less, and that this is a good way to figure out whether you have enough to make a full game out of the experience. He called 2014 the year of the demos, said 2015 will be about making what sells, and asserted that 2016 will be about making longer VR games.
Some day. Some day.
Meanwhile, I have the mug and the t-shirt.



Noticia:
http://www.tomshardware.com/news/oculus-rift-hype-machine,29365.html

Jorge-Vieira
14-06-15, 14:49
The Great Oculus Rift Hype Machine, Continued

When the Oculus Rift finally ships, after nearly three years of manipulated anticipation and "hurry up and take my money" buyer frustration, it is going to blow your ever-loving mind. The additional industrial design touches Oculus' put on the final headset hardware (http://www.tomshardware.com/news/oculus-rift-oculus-touch-revealed,29358.html), the use of XBox One controllers (http://www.tomshardware.com/news/oculus-xbox-partnership,29362.html), and the where-did-this-come-from Oculus Touch (the company's new sneaky-obvious wristwear controllers), will all only add to the allure.
Oculus has never shied away from explaining that it has taken this long because the company wanted to get it right -- apparently down to the fabric on the headset.
http://media.bestofmicro.com/M/J/503659/gallery/the-rift_w_600.jpg (http://www.tomshardware.com/gallery/the-rift,0101-503659-0-2-12-1-jpg-.html)
I have watched the Oculus crescendo, practically from the beginning, experiencing the many demonstrations along the way, and I'm not going to hide it: I am in the tank for VR and for any company that will accelerate the adoption of VR, and for now one of those companies is undoubtedly Oculus.
My disclosures: None. My benefits are the same as yours, as a fan of technology advancement, as someone anxious to be surprised by the next big thing, as someone skeptical about almost anything pretending to be that. But I am not at all skeptical about this.
(Wait. Scratch that. I got a coffee mug and a t-shirt at the grand unveiling on Thursday.)
http://media.bestofmicro.com/M/N/503663/gallery/Unveiling_w_600.jpg (http://www.tomshardware.com/gallery/Unveiling,0101-503663-0-2-12-1-jpg-.html)
I have pushed Tom's Hardware editors and myself to -- is there a more apt word for it? -- immerse ourselves in this technology because I believe it is, literally, a game changer in every sense. It will change the way games are conceived and played, the way we are entertained (and sure, read further into that as well, if it suits you), and the way interactive experiences and other human-oriented applications evolve.
I have tried every demo at every opportunity, as have many of our team. One of our editors bought DK2. We have Gear VR (http://www.tomshardware.com/news/gear-vr-innovator-edition-available,29072.html). We have tried Microsoft Hololens (http://www.tomshardware.com/news/microsoft-hololens-hands-on,29027.html), HTC/Valve Vive (http://www.tomshardware.com/reviews/htc-vive-virtualy-reality-hands-on,4102.html). We will try them again. These things don't get old.
In short, I cannot wait. But that's just the problem. In less than nine months, the Oculus Rift will ship. That's still almost a year away, which is ages in tech time.
Beyond that, the hardware requirements to fuel the Oculus Rift (http://www.tomshardware.com/news/oculus-reveals-system-requirements-rift,29111.html) are beyond the reach of too many. The typical consumer doesn't build PCs. Surely not even the majority of the Tom's Hardware crowd are packing the equivalent of an Intel Core i5 and an Nvidia GeForce GTX 970 and 8 GB of RAM.
Would you upgrade for high quality VR? Some undoubtedly will, others will wait, and still others probably should wait until there's more content. Despite all of the demonstrations we've seen, it is still hard to believe that enough content will be ready. Anna Sweet, head of development strategy for Oculus, announced on Thursday that Oculus is giving away $10 million (http://www.tomshardware.com/news/games-announced-for-oculus-rift,29359.html) to spur game development. On the one hand, that's a rounding error for Facebook, and on the other, it's also a cry for help -- Oculus needs content, and it needs it yesterday.
http://media.bestofmicro.com/H/G/503476/gallery/-Sweet_w_600.jpg
Games like CCP Games' EVE:Valkyrie, Playful's Lucky's Tale, and many others are fun, but the demonstrations have been mostly of prototype games, snippets meant to excite interest. I'm told there will be more at E3, including a much-enhanced Lucky's Tale (http://www.tomshardware.com/news/oculus-rift-vr-games,27095.html), now one year past my first experience with it. Will people even play VR games for an hour or more? Will the big studios jump in, or leave the early work to independent studios?
http://media.bestofmicro.com/H/6/441258/gallery/LuckysTale_2_w_600.jpg
Oculus CEO Brendan Iribe proclaimed on Thursday: "For the first time, we will finally be inside of the game. It will change everything. We've been dreaming of it. It's finally here." (If by "here" you mean next year.) The more sobering fact is that when it ships, there will still be far too much work to do.
If Thursday's presentation and discussions revealed anything, it's that high quality VR takes time. It takes attention to detail. Without that attention to detail, the Oculus Rift and the experiences it delivers would not stand out.
The Details Matter With each incremental dribble of news, there's a sense that Oculus is watching and learning and perfecting the first product it will ship. Did you catch, for example, that Oculus CEO Palmer Luckey said he had watched thousands of people using the early development kits? I've seen him, excited as a 12-year-old, hurrying a guest off to see a demo. I've seen him watch their reaction. (Don't tell him I was watching him watching them.)
http://media.bestofmicro.com/H/J/503479/gallery/Palmer-2_w_600.jpg
(At the event yesterday, he practically ran me over to put the Touch controllers on a pedestal so all of us taking pictures could also see and capture them, too. I suggested he act as our head and hand model, and he gladly obliged, with gun gestures and various angles, talking about the nuances of the controllers like Willy Wonka describing the inner workings of his chocolate river.)
http://media.bestofmicro.com/H/Q/503486/gallery/Palmer-Touch_w_600.jpg
Over the past couple of years, as each person tried on the headset over time, jostling it on their misshapen heads, squeezing the headset like an accordion to make the lenses closer together, moving it gingerly around the frames of their designer glasses, mouths open like mesmerized toddlers at the circus, sometimes puking or feeling nauseated, the Oculus team had apparently been taking notes. The company has accounted for and fixed each of these problems.
http://media.bestofmicro.com/H/I/503478/gallery/Palmer-Headset_w_600.jpg
The attention to detail on the final Rift headset almost seems to steal a page from the Apple playbook. Executives talked on Thursday about the unit's "strap architecture" and even called it a "facial interface." (Mm, OK.)
But once we're past the theater of it, it's also important to understand that unless a company thinks this way, that something like the strap of a headset is so important as to have an "architecture," then perhaps it's not taking the details seriously enough. If you play video games for an hour or more at a time, then comfort matters. If you've tried the various VR demos, you'll know that these details are important, whatever fancy nomenclature Oculus invents.
http://media.bestofmicro.com/H/M/503482/gallery/Rift-up-close_w_600.jpg (http://www.tomshardware.com/gallery/Rift-up-close,0101-503482-0-2-12-1-jpg-.html)
Oculus said that the Rift, now covered in some sort of fabric (what, no thread count details? No zigzag stitch architecture mumbo jumbo? No hand-rubbed seamless contours?), is lightweight (I tried to find out exactly how lightweight, but unfortunately I don't keep a portable scale on me), doesn't pull on your face, doesn't move around, it goes on like the old familiar ballcap, it fits around glasses with ease, it adjusts to each of our ocular idiosyncrasies, and the company believes it achieved its primary goal of making it so that you don't even know it's there, that it "just disappears."
Apple: It just works. Oculus: It just disappears. Apple: It feels good in the hand. Oculus: "It feels great when you put it on."
Get it?
Not a stone is being left unturned. The Rift has an unmatched field of view and visual resolution. AMD (http://www.tomshardware.com/news/amd-liquidvr-virtual-reality,28682.html) and Nvidia (http://www.tomshardware.com/news/nvidia-gameworks-vr,29197.html) have created new rendering schemes and exposed GPU functions for VR developers. And so on. But Oculus recognizes that there's still more work to do. Iribe, talking about some of the visual achievements accomplished so far, also indicated that the resolution wasn't as high as it will be one day.
The new and final Sensor, which wirelessly syncs with the headset, is small and includes a constellation tracker for precise head tracking. Oculus didn't leave audio to chance either, promising that the latency needs to be nonexistent here, as well -- "Rift tricks your eyes, but it tricks your ears, too," Iribe said.
What of those images leaked (http://www.tomshardware.com/news/oculus-new-logo-countdown-leak,29347.html) from the Oculus website, the one that had a camera in the front of the headset? It was an old design concept. Oculus decided that the camera might overwhelm the processors with too much information right now.
The Xbox One controller came after what Oculus product VP Nate Mitchell described as years of work on the company's own controller. Those prototypes eventually became the Touch controller, Mitchell told me. Balance and ergonomics on a controller was difficult, Mitchell said, again pointing to the level of detail Oculus seems to put into everything it has created.
Iribe echoed those thoughts, pointing to how Sony "showed a consumer design earlier than anyone else, and yet they're really taking their time to get it right."
Iribe also said that both the Touch controllers and the final headset design came from the company's acquisition of the Carbon Design team last year -- that's the team, he said, that created the Xbox 360 controllers and various keyboards and mice for Microsoft. Iribe said that Oculus is a team of mostly hardware and software engineers, so the company saw fit to bring in the experts to get the industrial design right.
I tried to do a little social engineering on Oculus execs to ascertain how it worked. For instance, it's wireless -- what kind? Not saying. What does it connect to, the PC or the tracking system? Not saying. What sensors are being used? Not saying. How is latency being managed if it's wireless? Good question, more details will emerge on this, possibly even at E3. (And can it check my heart rate? My sobriety? Or remind me to check on the kids?)
http://media.bestofmicro.com/H/L/503481/gallery/Touch-up-close_w_600.jpg
Half Moon, the prototype name for the Touch, will be out in the first half of 2016, which is to say after Rift ships. It provides high precision, low latency, and six degrees of finger tracking. It uses inertial measurement to do all of that tracking, and the intent is to allow precise manipulation of virtual objects as you would in real life. But it also includes traditional inputs such as buttons, a trigger, and an analog stick, and there is haptic feedback, as well. http://media.bestofmicro.com/H/P/503485/gallery/Touch_w_600.jpg
Mitchell did say that the controllers use the same kind of constellation tracking as the Sensor and pointed out the IR LEDs on the rings, and he indicated that more details about Touch would emerge in time. We'll have a chance to try it out at E3.
Amid even more wordplay about things like "hand presence," and "low mental load," there's yet another message in here. While Oculus tried to create a controller, they decided not to reinvent the same old thing, instead inventing something entirely new that made sense with the Rift -- something that they could control as part of the entire system and ensure that it kept to its low latency demands.
http://media.bestofmicro.com/M/8/503648/gallery/Mental-Load_w_600.jpg
Remember that head tracking, audio synchronicity and hand tracking must be precise to feel real. Oculus' vision of VR is very much focused on the "R" part, and three years of engineering work is driven precisely by that. When Iribe talked about mobile, console and PC VR, he emphasized that PC VR, in the form of the Rift, is where you fully believe that you're "there," with a full sense of presence, because of the high fidelity the PC can muster.
In a land o' leaks, this was truly the first we had heard of Touch. In addition to the hardware, Luckey talked about the Toybox, a sandbox where Oculus has created robots to control, garden gnomes to punch, and tetherballs to smack. Again, these should be ready for us to try out at E3.
Content Above all, content is the final hurdle. Jason Rubin, the head of Oculus Studios, invited a few guests on stage, including the CEOs of CCP Games, Gunfire Games, and Insomniac. Once again, the content looked compelling, if brief. Rubin talked about some of what we'd see at E3, and he finally showed a list of developers working with Oculus.
http://media.bestofmicro.com/H/F/503475/gallery/Developers_w_600.jpg (http://www.tomshardware.com/gallery/Developers,0101-503475-0-2-12-1-jpg-.html)
It's an impressive list, but save for Square Enix, there's not a major game developer among them, and Rubin wouldn't say what the game developer was creating for the Rift. If this truly is the opportunity to re-create gaming, where are the big boys? Rubin insisted that "big studios will come and will play inside VR and they're extremely excited about it." He hinted that there would be much more prior to the official Rift launch next year.
I pushed further, asking what hurdles those developers saw, and he talked about how the independent developers started early and had a passion about VR from the get go. The bigger studios require more thought and more reasons to jump into VR, he said, and they are "not driven by the same immediate desire to fulfill the dream...of making worlds in VR."
When asked about the nascent nature of VR and the lack of an installed base, he countered that most of the developers realize that the learning curve for VR is steep, as it has been for other transitions in game development, and that those who "don't jump in early aren't fast followers, they're the ones who never catch up." In other words, the bigger players get it, and they know they must experiment, "even if an installed base isn't there on a spreadsheet."
Rubin did say that most studios typically have three-year plans for games, but he said he's encouraging them not to think that way, that so much is changing that three years is too long. (Yes, three years is too long. I think I've heard that somewhere before.)
Rubin said that most of the demonstrations and games we've seen so far are 15 minutes or less, and that this is a good way to figure out whether you have enough to make a full game out of the experience. He called 2014 the year of the demos, said 2015 will be about making what sells, and asserted that 2016 will be about making longer VR games.
Some day. Some day.



Noticia:
http://www.tomshardware.com/news/oculus-rift-hype-machine,29365.html

Jorge-Vieira
17-06-15, 14:20
Oculus adds two new apps to the Samsung Gear VR app store


Oculus VR has just approved two new applications for the Samsung Gear VR store, with the two new apps seeing you visit VR-based real-world locations of colleges and restaurants in NYC.


image: http://imagescdn.tweaktown.com/news/4/5/45930_01_oculus-adds-two-new-apps-samsung-gear-vr-app-store.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45930_01_oculus-adds-two-new-apps-samsung-gear-vr-app-store_full.jpg)
http://imagescdn.tweaktown.com/news/4/5/45930_01_oculus-adds-two-new-apps-samsung-gear-vr-app-store.jpg

"YouVisit Colleges" lets you take a look through more than 1,000 colleges and universities around world, while "YouVisit Restaurants" lets you explore hundreds of restaurants in and around New York City. These two apps alone "feature more VR experiences than all other apps available in Oculus Store combined" which is quite huge.

Open up the Oculus Store in your Gear VR to check out these two new VR apps.




Noticia:
http://www.tweaktown.com/news/45930/oculus-adds-two-new-apps-samsung-gear-vr-app-store/index.html

Jorge-Vieira
18-06-15, 13:10
Oculus VR explains gaming experience we can expect with VR


<article>When it comes to virtual reality growing into a mainstream technology, it looks like video games will be one of the most important driving forces. Jason Rubin, head of studios at Oculus VR, is tasked with helping predict that types of apps, games, and other software VR adopters will use - and he's banking heavily on video games.


image: http://imagescdn.tweaktown.com/news/4/5/45938_01_oculus-vr-explains-gaming-experience-expect.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/5/45938_01_oculus-vr-explains-gaming-experience-expect_full.jpg)
http://imagescdn.tweaktown.com/news/4/5/45938_01_oculus-vr-explains-gaming-experience-expect.jpg

Oculus VR will invest at least $10 million in independent game development, and has studios such as Insomniac Games and Ready at Dawn onboard to help create VR-themed titles.

"My guess is, what's going to happen is we'll start with a lot of experiences that developers know how to make," said Rubin while speaking with GamesBeat. "They're going to be great experiences. But as time passes, and also with new input devices, we're going to branch out into new experiences. There are going to be old genres that don't translate, old genres that translate with a little work, old genres that are awesome and made even better, and then a ton of new genres that are called for in VR."

There are plenty of different opportunities ahead, as Oculus VR still isn't sure what the final control mechanism for its VR platform will be. Furthermore, game development will involve a lot of creativity and exploration, as VR could help drive a new adoption of different types of games in the future.

"I'd imagine we'll see an explosion of different types of games. After a bit more experimenting, people will start hiting with totally new things that we don't even know how to define for a few years."

</article>





Noticia:
http://www.tweaktown.com/news/45938/oculus-vr-explains-gaming-experience-expect/index.html

Jorge-Vieira
18-06-15, 13:45
Crytek Powers New VR Demo for Oculus Rift


image: http://www.legitreviews.com/wp-content/uploads/2015/06/crytek-logo1.jpg (http://www.legitreviews.com/wp-content/uploads/2015/06/crytek-logo1.jpg)
http://www.legitreviews.com/wp-content/uploads/2015/06/crytek-logo1.jpg
Following up on the showing of the Dinosaur Island VR tech demo earlier this year, Crytek showed off another tech demo called Back to Dinosaur Island. Both of these tech demos are actually part of an upcoming VR game called Robinson: The Journey. The game puts you in the shoes of a small boy who has crash landed on a planet filled with dinosaur like creatures. The game uses a prototype of the Oculus Rift headset called Crescent Bay. image: http://www.legitreviews.com/wp-content/uploads/2015/06/CE_Horizontal_Black-645x164.jpg (http://www.legitreviews.com/wp-content/uploads/2015/06/CE_Horizontal_Black.jpg)
http://www.legitreviews.com/wp-content/uploads/2015/06/CE_Horizontal_Black-645x164.jpg
The game is of course running on the CRYENGINE and looks absolutely amazing and has a great looking atmosphere, which is important for a VR title. image: http://www.legitreviews.com/wp-content/uploads/2015/06/Robinson_The_Journey_Key_Art-300x444.jpg (http://www.legitreviews.com/wp-content/uploads/2015/06/Robinson_The_Journey_Key_Art.jpg)
http://www.legitreviews.com/wp-content/uploads/2015/06/Robinson_The_Journey_Key_Art-300x444.jpg




Noticia:
http://www.legitreviews.com/crytek-powers-new-vr-demo-for-oculus-rift_166446#BB97q2I70oUsUmbq.99

Jorge-Vieira
20-06-15, 14:44
The Oculus Rift Touch Controller, Hands On

If you took a game controller and reshaped it to be an extension of your hand, and then mirrored it so that each hand had one, you'd have the feel and the shape and the action of the Oculus Touch controller prototype known as Half Moon.
Now make them wireless, give them sensors and infrared LEDs so that not only your hand movements can be tracked, but your fingers too, so that in addition to using the buttons and triggers and analog sticks, you can point to, punch, grab, poke, pick up, shoot at and throw objects. Then, as if to leave nary a stone unturned, add some haptic feedback.
The Touch controller is a year away, scheduled to ship a full quarter after the first Oculus Rift ships, and Oculus CEO Brendan Iribe told me repeatedly that this is just the first generation, but for anyone frothing at the mouth over the possibilities of the Oculus Rift, the ideas being explored with Touch just might make you rabid.
For now, there are no games that make use of Touch. There is an Oculus Toybox, and it's full of...well, it's full of toys, wouldn't you know.
http://media.bestofmicro.com/S/D/505165/gallery/DSC_0203_w_600.jpg (http://www.tomshardware.com/gallery/DSC_0203,0101-505165-0-2-12-1-jpg-.html)
[Note: We were not allowed to take any pictures of the images in the Toybox.]
The demonstration was completely interactive. An (actual, human) Oculus representative, in the form of an avatar, presented himself to me within the VR experience. I could see representations of his head and his hands, including their actual movement, and he walked me through a few basics. He could see me in the same way. But he was in an entirely different room, and in truth, physically, we had our backs to each other, even though I was interacting with him face to face. (I learned this later.)
The Touch controllers manage to fit quite naturally in your hands. The triggers nest themselves at your middle fingers and the base of your palm, and you'll find the joystick at the edge of your thumb. I word it that way on purpose because in a way, the Touch, from a gaming action standpoint, extends your hands.
http://media.bestofmicro.com/H/L/503481/gallery/Touch-up-close_w_600.jpg
You can see a representation of your hands, so when you point, the hand points. When you make a fist, you've got a fist. When you give a thumbs up -- you get the idea. Oculus executives believe that this will allow more in-game social interaction between players, or perhaps interaction in applications beyond gaming. There was a hint of this in the Toybox, and an Oculus representative told me that the demonstration does have the ability for two players to get right into the physical space of each other. Nevertheless, the avatar interaction felt genuine.
What's more, whether it was using the physical device, making the various gestures, or interacting, both with my Oculus host avatar or the objects in the Toybox, I innately just knew what to do. Oculus founder Palmer Luckey has talked about making hardware that "just disappears," and after wearing the final Rift hardware and using the Touch controller, I can affirm that Oculus is well on its way.
Back to the Toybox. I could pick up blocks and balls, and I could flick and punch big octagons. Hovering over an object to pick it up, I received a slight vibration that subtly told me that it was possible. Out came a tether ball, and we played like two schoolchildren on the playground. (My avatar host decided to pick up a ping pong paddle and hit the tether ball with that.)
The ping pong paddle came with ping pong balls. We picked them up and paddled them to ourselves and at each other.
http://media.bestofmicro.com/S/B/505163/gallery/DSC_0229_w_600.jpg
A shooting gallery appeared, along with a choice of weapons. We started with a slingshot and knocked down ducks. Next we used guns. My avatar host tossed some rabbits into the air for me to shoot, and then threw boomerangs, and I shot them too.
He picked up a special laser gun and fired it, and made himself gigantic. Then he put huge, cartoonish characters in front of me, and I shot and punched them. Later, when my host was back to normal size, I shot him with the special laser gun and made him teeny tiny.
Suddenly there was a butane lighter in front of us and some roman candles and an M80. He lit a candle and -- here's where a piece of social interaction comes in -- he offered to light one of mine. We lit sparklers and the dynamite.
Once I punched a big blob, and it took us through a portal and into space; to another level, if you will.
Is The Touch Controller The Future Of VR Input? Describing virtual reality is an impossible affair. I can talk about immersion, and what it means, and what it looks and feels like. I played at least a dozen new VR games this week, and I'd be hard-pressed to mesmerize you here with my words the way the experience enraptured me. It's my job to use words to make you see what I see and feel what I feel, but every time I attempt to do so with VR, I feel as if I utterly fail. Toybox and the Oculus Touch is probably another level of that. I'd like to tell you to just trust me, even though I know you won't, but -- trust me.
If virtual reality, especially in the form of technology like Oculus Rift, immerses you inside of a game, Touch may just let you reach out and grab it and control it.
It has the opportunity to make you not just a first person shooter or a third party observer traversing a game, but a more active participant in it. What if you could grab those gold coins, or shed off an attacker with a gut punch, or squash a bug, or pick up and toss a grenade.
If Oculus can make this device easy for developers to incorporate into a game experience, it will accelerate the pace at which players lose themselves in a game, causing the "virtual" part of VR to fade quietly into the background. (But I'm gushing now, aren't I. Virtual reality truly does have a tendency to sweep away your objectivity.)
Oculus representatives, including the company's CEO, keep saying it's a prototype, that it's version one, that there's a great deal more to do. We talked to Dan Hurd, the design lead of Lucky's Tale, which is one of the many delightful games that will be available for the Oculus Rift upon launch, and while his head is already churning through the possibilities with Touch, his team is focused only on getting its first game ready for launch. I suspect most of the developers creating games for the Rift are in the same boat.
In the demo room, the Touch controllers were tracked with two infrared sensors positioned on the back wall of the room, about three feet or so apart. That's more hardware, and the controllers are one more thing to track.
The Touch controllers use some form of Wi-Fi, but Oculus isn't saying much about it. The unspoken challenge is to keep input latency down while also keeping audio and head tracking latency at close to zero. That's a tall task. In the controlled demo, there wasn't much visible latency, but there was a little. For example, I was able to pick up an object, but the action wasn't precise, and this isn't Leap Motion-like skeletal finger tracking.
The haptics were there but were subtle, and I'm sure there's more to do, or at least more than can be done. When I punched or flicked objects, they reacted, but I didn't get any physical feedback (and thus, joy) out of my violence. More haptics, more feedback from my actions, more immersion, more joy.
Give it a year and let's see what Touch can become. I like its chances.



Noticia:
http://www.tomshardware.com/news/oculus-rift-vr-touch-controller,29408.html

Jorge-Vieira
22-06-15, 13:17
Oculus CV1 doesn't feel polished

http://www.fudzilla.com/media/k2/items/cache/04ba722784007f1ed1f79bfd58e35b74_L.jpg (http://www.fudzilla.com/media/k2/items/cache/04ba722784007f1ed1f79bfd58e35b74_XL.jpg)

We got to tried it at E3

One of the emerging players in the industry is definitely Oculus Rift, a potential leader of the whole Virtual Reality niche.

The Electronic Entertainment Expo or E3 is definitely a good place to show off new tech, and visitors get to see the multi-billion dollar gaming industry jewels at their best. A veritable who is who of the gaming and publishing industry is competing for visitors' attention and some 50,000 people get to see some of the latest and greatest gaming achievements.
Since Oculus got picked up by Facebook for $2 billion, everyone started to believe that VR is the place to be. Nvidia and AMD, the undisputed leaders of the gaming hardware industry, are investing huge amounts of money and effort to make Virtual Reality a reality, pardon the pun. Oculus needs a lot of GPU performance, the sort of performance you can get from the latest graphics hardware. It will spend every texel that your graphics engine can compute and it will need even more. Oculus needs at least a Radeon R9 290 or Geforce GTX 970 graphics card in order to get you a decent gaming expirience (http://www.fudzilla.com/news/graphics/37780-oculus-needs-radeon-r9-290-geforce-gtx-970-or-higher).
This VR need for performance, coupled with demand for 4K panels and gaming rigs, will push graphics hardware development to the next level and there is no doubt that 2016 GPUs will pass the 10 billion transistor barrier.
We got a chance to try the Oculus CV1 Consumer Version that is set to launch in Q1 2016 and we had a whole 7 minutes to play with it. We have to admit that Oculus has a virtually nonexistent public relations department and that we can be happy that we got these seven minutes with the Edge of Nowhere game. You get to chose from a few titles including EVE Valkyrie, Edge of Nowhere, Chronos, AirMech VR, Lucky's Tale, Herobound: Spirit Champion, VR Sports: Challanage, Esper or Damadged Core. We did tried EVE Valkyrie on both AMD and Nvidia hardware at Crescent Bay demo.
The resolution didn't change from Crescent Bay last beta Oculus that we got to try so many times. You can see individual pixels and despite the fact that you can look around and see 360 degrees, you would want to get somewhat better resolution.
The second problem was that the Edge of Nowhere game is really hard to play. The Xbox 360 controller is not the greatest tool that will keep you from falling trough the void. It is hard and no, we didn't get to try the new controller.
My biggest concern is the fact that Virtual Reality glasses are making your slightly dizzy. There are more than a few people who feel really bad after minutes of using Oculus. If 3D glasses at movie theater make you dizzy and uncomfortable, Oculus VR will be your cryptonite. This is going to be a tough nut to crack. Getting into Virtual Reality world and coming out might be a troublesome expirience, too. Every single Oculus demo we got to try since the first one was a few minutes long. We want to see what happens after one or more hours of gameplay. This will be the key thing for the future of Oculus VR (and other VR solutions).

On a less critical note, the glasses get to mess up your hair as you can clearly see from the picture above.
Have in mind that virtual reality is the way to get you to Star Trek holodeck and we hope that this will happen sooner rather than later, but there is a lot of room for improvement. Mark Zuckerberg was very smart to buy Oculus, as the company wants you to move to a VR space and make time consuming stuff such as chat more personal. Millennials will be able to chat more on a much more personal level than older generations, who got used to MIRC, ICQ and Skype.
The fact that HTC and Valve are already making Oculus run for its money is great, as every industry needs competition. Some other players are trying to get to this market but we saw a few other smaller players that are trying their best, but they are still not at the level where these big boys are.
Every new technology just needs time to mature, and Virtual reality is no exception. Just give it some time and please don't expect it to be the best thing since sliced bread.

Noticia:
http://www.fudzilla.com/news/graphics/38042-oculus-cv1-doesn-t-feel-polished

Jorge-Vieira
26-06-15, 19:15
Oculus: Use Oculus Rift in moderation for the best experience


Ready or not, a wave of virtual reality hardware is right around the corner. As gamers learn more about the choices we have in front of us, trying to figure out how long to wear the VR headsets during each session.


image: http://imagescdn.tweaktown.com/news/4/6/46152_01_oculus-use-rift-moderation-best-experience.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46152_01_oculus-use-rift-moderation-best-experience_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46152_01_oculus-use-rift-moderation-best-experience.jpg

Some people will only be able to use it for a few minutes at a time, while others will be good to go for a few hours.

"We're not recommending 20 straight hours of gameplay in the Rift. We're looking at 30, 60, 90 minutes," said Brendan Iribe, head of the Facebook Oculus VR division, in a statement to GamesBeat. "Maybe an hour or two. Then you should be able to enjoy it every day. When you come out of it, if you don't feel good, you're not going to want to do it the next day. We want you to come out of the experience like you want to get right back in."

Iribe also discussed his own experience using the headset: "I had a lot of fun for two and a half hours, with no discomfort. I'm a pretty good threshold. I'm not the only one, but out of everyone in the company, I'm in the top five most sensitive. When I can do something and it passes the Brendan test for sensitive, it's a good sign."

Motion sickness is still a concern among VR hardware developers, but there are noticeable differences in the Oculus Rift Development Kit 1 and Development Kit 2. The better latency and higher refresh rate, along with better screen resolution, make it a significantly more enjoyable experience.

I was able to use DK2 for about 90 minutes with no discomfort, though I also don't get motion easily.




Noticia:
http://www.tweaktown.com/news/46152/oculus-use-rift-moderation-best-experience/index.html

Jorge-Vieira
27-06-15, 21:22
Oculus Rift Inventor: VR will be for hardcore gamers... at first


It's impossible to tell when virtual reality will go mainstream - if it does - but the companies pushing VR hardware hope its sooner rather than later.


image: http://imagescdn.tweaktown.com/news/4/6/46156_01_oculus-rift-inventor-vr-hardcore-gamers-first.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46156_01_oculus-rift-inventor-vr-hardcore-gamers-first_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46156_01_oculus-rift-inventor-vr-hardcore-gamers-first.jpg

Re/code recently caught up with Palmer Luckey, Oculus co-founder, to see what he thought about the future of VR.

"In these early days, probably for at least two years, VR is going to be primarily for gamers and enthusiasts that are willing to invest in high-end machines," Luckey said while speaking with Re/code. "VR is going to become something mainstream, but it's not going to happen right away. You just don't have the horsepower to make it happen on a device, much less a cheap enough and comfortable enough device that a normal consumer is going to want to have."

It would make sense that VR is destined to be something for enthusiasts and gamers, but there are other real-world applications for it. However, it's going to take additional support from software developers, working to find ways to create apps that can be used by casual consumers and workers in the office.

Until then, expect VR hardware to still be relatively pricey, but costs could drop as additional breakthroughs take place.






Noticia:
http://www.tweaktown.com/news/46156/oculus-rift-inventor-vr-hardcore-gamers-first/index.html

Jorge-Vieira
03-07-15, 14:34
Oculus founder says preorders are 'a joke' in the industry


For the last few years, I haven't preordered a game. This is mostly because 95% or more of games are not ready on launch, and after spending $60-$100 (living in Australia sucks for gamers), this is not how you should be treated as a consumer.


image: http://imagescdn.tweaktown.com/news/4/6/46287_03_oculus-founder-preorders-a-joke-industry.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46287_03_oculus-founder-preorders-a-joke-industry_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46287_03_oculus-founder-preorders-a-joke-industry.jpg

Well, it looks like the founder of Oculus has the same feeling about preorders as I do. Palmer Luckey, founder of Oculus, said that preorders are "a balance", he continued, saying: "you don't want to be holding onto people's money". He then attacked the entire industry and their preorders, saying: "we all know preorders are often a joke in this in this industry. We don't want to be a part of that and be taking people's money nine, ten months before we ship anything".

It's great to see Luckey taking that stance, especially with developers having no issues taking consumers' money months, sometimes a year in advance and then delaying the game, or having the game half-baked and not ready at launch.




Noticia:
http://www.tweaktown.com/news/46287/oculus-founder-preorders-a-joke-industry/index.html


E tem toda a razão!!!

Jorge-Vieira
04-07-15, 17:09
Use Google Street View on Your Oculus Rift






http://cdn.eteknix.com/wp-content/uploads/2015/07/oculus-rift.jpg
The most revolutionary piece of gaming technology in the past decade has to be the Oculus Rift, or at least it is for me. Virtual Reality has come a very long way, can you remember back to the mid 90’s when you could pick up a very cheap gaming kit that resembled an N64 controller and a cheaply made headset that you could play a small array of games on? Well, now the world has moved on from pixelated games and into the real world.
In the past, users have used their VR headsets to view the huge amount of 360° pictures available through Google Street View to varying degrees of success. Now it seems a keen coder has produced a small application with a huge amount of functionality for direct use for the Oculus Rift. If you are lucky enough to own a Rift, why not try out the feature through the download links below. This is currently in Beta stages, so if you happen to find a bug, why not add your feedback in the source link at the bottom of the page.
Windows Download (http://www.youtopiavr.com/sv/StreetViewVR.zip)
Mac Download (http://www.youtopiavr.com/sv/StreetViewVRMac.zip)
If you have tried this, let us know your thoughts in the comments.
Thank you to reddit (https://www.reddit.com/r/oculus/comments/3bx2bp/streetview_for_the_dk2_is_here/) for providing us with this information.



Noticia:
http://www.eteknix.com/use-google-street-view-oculus-rift/

Jorge-Vieira
07-07-15, 19:50
Oculus Already Working on Second Consumer Version

http://cdn.eteknix.com/wp-content/uploads/2015/07/Oculus-Rift-CV2.jpg
Since Oculus announced their consumer version of the Oculus Rift there has been much conversation on what is to come next in Oculus Rift’s lineup, so the question is Oculus rift already working on the second version of the Rift?
”Of course” says the Oculus’s founder, Palmer Luckey. ”There certain things you have to,” he paused, “there are components with long lead times, years even, or custom optimizations that aren’t going to fit into their roadmap for a few years. Those are the kind of things you have to start doing some work on if you want to ship a product on time.” What those things are specifically, Palmer wouldn’t elaborate, but there is plenty of room for speculation.

<iframe width="640" height="390" src="https://www.youtube.com/embed/tmrAh1CqCRo" frameborder="0" allowfullscreen></iframe>




Oculus has been investing a large amount of its resources into computer vision technology, purchasing companies like Surreal Vision, The 13th Lab and Nimble. additionally Oculus’ newest running partner Microsoft is investing into the computer vision scene with its Hololens and has some of the most advanced projects in the field.
The idea of AR in a VR headset is quite far from new but is has never been truly perfected. Early concepts of the Rift have shown a forward-facing camera at the front of the face, a feature which seems to have been removed for the first customer edition.
http://cdn.eteknix.com/wp-content/uploads/2015/07/Oculus-Rift-AR.jpg
An image (see above) from Will Steptoe’s “AR Rift” project that used two cameras at the front of the Rift to create mixed reality experiences. Will now works for Oculus…
One of the images leaked earlier this year showing an early concept image for the CV1 – note the camera
It seems very obvious that Oculus would like to evantually enable inside-out tracking within its own headset-meaning that it would no longer require and external sensor for positional tracking. this will eliminate any issues with occlusion as well as enabling positional tracking.
It’s good to see that Oculus are continuing to push the Rift even further even when the first consumer version isn’t available yet
Will you get the Oculus rift or wait till the second consumer version?
Thank you UPLOAD (http://www.eteknix.com/hacker-dev-kit-offers-affordable-open-source-vr/) for providing us with this information



Noticia:
http://www.eteknix.com/oculus-already-working-second-consumer-version/

Jorge-Vieira
08-07-15, 10:14
Plans For Oculus Rift Demo Stations In Retail Stores





http://cdn.eteknix.com/wp-content/uploads/2015/07/dthlwnjos5v6y8ctsygj.jpg
Virtual reality gaming has slowly been getting more and more popular among gamers and is considered to be the next big step in gaming adding more immersion and reality, The Oculus Rift has sold over 175,000 development kits and has proved to be a successful and popular device for gamers. However, the vast majority of the world has not had the awesome chance to try this tech out as to use the Oculus Rift.
A person needs a decent gaming rig and of course an Oculus Rift, which don’t come cheap. However, for the not so fortunate ones the Rift will be coming to Retail stores for buyers to demo and try it out as you can’t experience the Rift from watching YouTuber’s try it out but by using the device. Oculus plans to put Rift demo stations in retail locations when the consumer version of the Rift goes on sale in Q1 2016. The company plans to sell the VR headset both online and in brick and mortar stores, Oculus Rift founder Palmer Luckey tells us that the in store Rift station demo’s will accompany units on shelves so customers can take the VR for a ride.
Featuring Oculus Rift in stores is needed, as you really need to experience the Rift in order to sell it to a wider audience. Have you experience the Oculus Rift yet?
Thank you Roadtovr (http://www.roadtovr.com/oculus-plans-to-have-rift-demo-stations-in-retail-stores-for-consumer-launch/) for providing us with this information



Noticia:
http://www.eteknix.com/plans-oculus-rift-demo-stations-retail-stores/

Jorge-Vieira
08-07-15, 19:22
Oculus is currently funding ‘about two dozen’ Rift exclusives (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-is-currently-funding-about-two-dozen-rift-exclusives/)


The Oculus Rift headset is finally on its way next year and we have already seen some of the games that are going to launch alongside of it. However, Oculus VR still has plenty of other projects in the works for its headset, in-fact the company is currently funding around two dozen games, which will be exclusive to the Oculus Rift.
One of these games is coming from Insomniac, in the form of an adventure title known as Edge of Nowhere. This news comes from Gamasutra (http://www.gamasutra.com/view/news/247979/Oculus_VR_is_funding_about_two_dozen_Riftexclusive _games.php), which had a chance to catch up with Oculus CEO, Brendan Irbe at E3.
http://www.kitguru.net/wp-content/uploads/2015/07/riftcv1-01-e1434043752629.jpg (http://www.kitguru.net/wp-content/uploads/2015/07/riftcv1-01-e1434043752629.jpg)
It seems Oculus is turning in to a full on platform holder, rather than just a gaming peripheral. It now has its own store, apps and exclusive games. The money made from the Facebook acquisition has undoubtedly helped Oculus reach this level, which may have been unachievable with past funds.
Oculus has also set aside $10 million to help indie developers get started with games for the Oculus Rift. Unfortunately, this does mean that if some end up liking Valve’s upcoming virtual reality headset, they will be locked out of certain games, which will be Oculus only. The fear is that we will end up seeing a platform war of sorts between VR companies, which nobody necessarily wants.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-is-currently-funding-about-two-dozen-rift-exclusives/

Jorge-Vieira
14-07-15, 20:39
Palmer Luckey claims Oculus won’t resort to ‘console tactics’ (http://www.kitguru.net/channel/generaltech/matthew-wilson/palmer-luckey-claims-oculus-wont-resort-to-console-tactics/)


There has been some concern recently surrounding the Oculus Rift. Last month, the consumer version of the highly anticipated virtual reality headset was shown off for the first time but we also got wind of exclusive games, giving many the impression that the VR gaming market would end up just like the console market, with games being made exclusively for specific hardware.
This has potential to fracture the PC gaming market, so many voiced their concerns on a Reddit thread (https://www.reddit.com/r/pcmasterrace/comments/3cxitg/discussion_psa_dont_buy_oculus_rift_if_you_dont/). However, Oculus founder, Palmer Luckey, appeared to try to clear things up, stating that Oculus will be an open platform: “The Rift is an open platform, not a closed one. You don’t need any kind of approval to make games for the Rift, and you can distribute those games wherever you want without paying us a penny.”
http://www.kitguru.net/wp-content/uploads/2015/07/rift_1.0-e1430913540281.jpg (http://www.kitguru.net/wp-content/uploads/2015/07/rift_1.0-e1430913540281.jpg)
“We are not trying to lock the Oculus ecosystem to our own hardware, either – we already support Samsung’s GearVR headset, in addition to our own hardware. What we are doing is working with external devs to make VR games. These are games that have been 100 per cent funded by Oculus from the start, co-designed and co-developed by our own internal game dev teams.”
“The majority of these games would not even exist were we not funding them, it is not like we just paid for exclusivity on existing games – making high quality VR content is hard enough to do when targeting a single headset, trying to support every single headset on the market with our own content is just not a priority for launch. Most companies would have done this as a first party software development effort, but we decided it would be better to work with existing developers who wanted to get past the bean counters and make sweet VR games.”
It is true that making virtual reality games is expensive. However, while Oculus may be funding the release of several titles, it doesn’t change the fact that they are being touted as ‘exclusive to Oculus’, which is exactly what many are concerned about.



NOticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/palmer-luckey-claims-oculus-wont-resort-to-console-tactics/

Jorge-Vieira
16-07-15, 15:54
Oculus Acquires Pebbles Interfaces (Not Pebble), Better VR Controllers Coming Soon?

Oculus has announced that they just acquired a company known as Pebbles Interfaces. They specialize on digital sensing technology. In other words, stuff that enables better human-computer interaction.
http://cdn4.wccftech.com/wp-content/uploads/2015/07/zXp9PQ1lGOgm8kn3SYttfGEkQ4mnBC5R6p08QNi1nYg-635x357.jpg
Oculus very well could be developing even more natural input methods with Pebbles Interfaces. The Oculus Touch looks to be a fairly great (http://wccftech.com/oculus-touch-moon-oculus-controller-prototype-detailed/) method of control, though it isn’t necessarily completely ‘natural’ by any means. Pebbles Interfaces has been working on hand tracking technology that currently use their own custom sensors and programming to make for more natural VR interactions. It wouldn’t be a stretch to see this fully integrated into the Oculus Rift at some point. It already has a plethora of IR sensors placed evenly throughout.
I think someone noticed that using your hands naturally, almost as with the Kinect (http://wccftech.com/earthlight-unreal-4-space-exploration-game-oculus-rift-kinect-2/), could make for a better experience. The half-moon controllers work, and aren’t terribly awkward, but being able to have your hands be the controllers would be far better.

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Pebbles Interfaces is one of the foremost computer vision teams focused on depth sensing technology. This technology, based on the structured light approach, can detect and segment hands and human skin. Great depth sensing will enable the next level of simple and intuitive interaction in VR. Pebbles Interfaces was founded in 2010 in Israel. They’ll be joining the team at Oculus to help us on our mission to create an even more immersive virtual reality experience.
Check out the great video of what Pebble Interfaces has been working on. It seems to be coming along quite nicely.

<iframe width="635" height="388" src="https://www.youtube.com/embed/WkddF7F0zvs" frameborder="0" allowfullscreen></iframe>









Noticia:
http://wccftech.com/oculus-acquires-pebbles-interfaces/#ixzz3g4Q3qqzv

Jorge-Vieira
25-07-15, 17:33
Virtual reality will receive boost from movies, entertainment industry


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<article id="main-content"><header>Virtual reality will receive boost from movies, entertainment industryWould you watch a virtual reality movie? (NASDAQ:FB, KRX:005930)
By: Michael Hatamoto (http://www.tweaktown.com/author/Michael-Hatamoto/index.html) | Wearable Computing News (http://www.tweaktown.com/news/wearable_computing/index.html) | Posted: 22 hours, 6 mins ago
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</header><article><center style="clear:both;margin:30px 0"></center>Virtual reality has potential well beyond just video games, and it looks like movies providing a more interactive experience could help the market surge even higher. Oculus recently signed a "multi-project, multi-experience virtual reality production deal" with Felix & Paul Studios to create custom content for the Oculus Rift.


image: http://imagescdn.tweaktown.com/news/4/6/46598_01_virtual-reality-receive-boost-movies-entertainment-industry.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46598_01_virtual-reality-receive-boost-movies-entertainment-industry_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46598_01_virtual-reality-receive-boost-movies-entertainment-industry.jpg

If you're not familiar with Felix & Paul Studios, the company created Jurassic World and Wild VR experiences for the Samsung Gear VR headset. Working directly with VR headset manufacturers gives Felix & Paul Studios the ability to provide polished VR experiences directly to consumers - and will hopefully create interest for the VR industry overall.

"We believe in virtual reality's profound potential as an art form and storytelling medium," said Felix Lajeunesse, co-founder of Felix & Paul Studios. "Our studio's objective is to create content of the highest quality - both artistically and technologically - and to expand the boundaries of what can be expressed through the medium."

Gaming seems like a no-brainer for VR, but movies and other immersive creations must be presented to users.

</article></article>




Noticia:
http://www.tweaktown.com/news/46598/virtual-reality-receive-boost-movies-entertainment-industry/index.html

Jorge-Vieira
28-07-15, 15:24
Top Rift game goes free on Oculus Share, dev. announces new title (http://www.kitguru.net/gaming/development/jon-martindale/top-rift-game-goes-free-on-oculus-share-dev-announces-new-title/)


Aldin Dynamics, one of the premier early developers of Oculus Rift VR experiences, has announced that along with its original title Asunder, going free on Oculus Share, it will be releasing a new game for the Gear VR, called Twisted Realms in the near future. To celebrate that fact, there’s a launch trailer and new details that it partnered up with Oculus itself to develop it.
http://www.kitguru.net/wp-content/uploads/2015/07/asunder.jpg
(http://www.kitguru.net/wp-content/uploads/2015/07/asunder.jpg)“You hear that boy? That’s change in the air”
Although today, just months out from the commercial release of the Oculus Rift CV1 headset, the landscape for VR titles and hardware is vast and broad, that wasn’t so back in the days of the DK1 headset. Just shortly after the successful Kickstarter campaign for the hardware, getting anything to work wasn’t easy and there were very few complete experiences, with a beginning, end and interactivity beyond some basic inputs.

<iframe width="640" height="385" src="https://www.youtube.com/embed/nyuTh-2crEk" frameborder="0" allowfullscreen></iframe>


In stepped Aldin Dynamics, a company that had worked on a few basic test experiences for the DK1, before eventually releasing Asunder: Earthbound, a short horror game that put players on a plane in the 1940s only to have it attacked by a mysterious creature. Players had to interact with passengers through natural head movements, whilst solving simple puzzles. It was a very immersive experience and was much improved when a DK2 version was released.
Since then though Aldin Dynamics has been rather quite, and now we know why: because it’s been working with Oculus on a Gear VR title called Twisted Realms, offering a new take on the Tower Defence formula.

<iframe width="640" height="385" src="https://www.youtube.com/embed/1Qll8nu2paE" frameborder="0" allowfullscreen></iframe>



Noticia:
http://www.kitguru.net/gaming/development/jon-martindale/top-rift-game-goes-free-on-oculus-share-dev-announces-new-title/

Jorge-Vieira
29-07-15, 21:15
Oculus attempts to lure Hollywood with Henry the hedgehog


http://www.techspot.com/images2/news/bigimage/2015/07/2015-07-29-image-6.jpg


Oculus has shown off a 12-minute virtual reality movie in the hopes it will convince filmmakers to use the technology and produce content that attracts consumers for the Rift VR headset. The animated tale of Henry (https://www1.oculus.com/storystudio/henry/#video-section), a hedgehog who loves hugs, debuted at an invitation-only event at a Beverly Hills mansion.
Henry is the second title from Oculus’ virtual reality storytelling division, Story Studios (https://www1.oculus.com/storystudio/), which employs both video game engineers and former Pixar animators. The studio's first title, Lost, debuted at the Sundance Film Festival earlier this year.
The movies use virtual reality to immerse viewers in the story. In Henry, the viewer dons the Rift headset (http://www.techspot.com/news/60964-oculus-reveals-consumer-rift-virtual-reality-headset-prototype.html) to virtually enter the hedgehog's home in which they can look around the 360-degree environment and sit at a table as Henry celebrates his birthday. Viewers can’t touch Henry, but Oculus' hand-tracking technology (http://www.techspot.com/news/61413-oculus-acquires-hand-tracking-firm-pebbles-interfaces-60.html) may allow for future Story Studio titles having additional interactivity.
"The goal with Henry and these short films isn't to be an introduction to virtual reality", said Oculus founder Palmer Luckey. "We're trying to build things with Oculus Story Studio that other people can learn from and build better content from as a result."
It remains to be seen whether Hollywood will embrace virtual reality as a viable storytelling medium, although Award-winning directors such as Guillermo del Toro, as well as Walt Disney Company's LucasFilm (http://www.techspot.com/news/50660-disney-buys-lucasfilm-for-405-billion-new-star-wars-movie-in-2015.html), are testing out the platform.
Oculus plans to bundle Henry and other movies and games for free with the Oculus Rift. The company has not said how much the system will cost when it launches early next year.


https://vimeo.com/129497938




Noticia:
http://www.techspot.com/news/61556-oculus-attempts-lure-hollywood-henry-hedgehog.html

Jorge-Vieira
31-07-15, 12:43
Oculus Rift DK2 Not Ready For Windows 10 Yet

http://media.bestofmicro.com/5/5/433049/gallery/OculusDevKit2_w_600.jpg (http://www.tomshardware.com/gallery/OculusDevKit2,0101-433049-0-2-12-1-jpg-.html)Excited to make the switch to Windows 10? If you have an Oculus Rift Developer kit, you'll want to hold off on the upgrade.
Oculus has made an official announcement (https://support.oculus.com/hc/en-us/articles/207129707-Windows-10-Compatibility-with-the-Oculus-Rift-Development-Kit-2-PLEASE-READ) regarding Windows 10 support. The official stance is the new operating system is not yet supported. This may come as a surprise to many, considering the partnership between Microsoft and Oculus that was revealed in June (http://www.tomshardware.com/news/oculus-xbox-partnership,29362.html). Many people, myself included, were expecting to see day one support of the VR headset on Microsoft's newest operating system.
Oculus (http://www.tomshardware.com/news/oculus-rift-hype-machine,29365.html)is apparently not quite ready. It's possible that the company focused its attention on the retail version of the Rift HMD, rather than get the existing hardware working for launch. With the retail version still half a year away, it's somewhat curious why the developer kit wasn't prepared for Windows 10's launch. http://media.bestofmicro.com/S/7/515527/gallery/oculus-win10_w_600.png (http://www.tomshardware.com/gallery/oculus-win10,0101-515527-0-2-12-1-png-.html)
For now, the official word from Oculus is that the DK2 does not yet support Windows 10 (http://www.tomshardware.com/news/windows-10-upgrade-availability,29696.html), but the company's software engineers are working as fast as they can to get it up and running. Until then, Oculus strongly suggests sticking with your existing operating system.



Noticia:
http://www.tomshardware.com/news/rift-doesnt-support-win10-yet,29717.html

Jorge-Vieira
03-08-15, 13:54
Oculus Premiers 'Henry' And Signs Of Things To Come

http://media.bestofmicro.com/W/L/515685/gallery/henry_master_lighting_w_600.jpg (http://www.tomshardware.com/gallery/henry_master_lighting,0101-515685-0-2-12-1-jpg-.html)
Oculus recently hosted a small, private event in a spectacular mansion in Beverly Hills, where the company screened Henry, a short animated film made by Oculus Story Studio using Epic's Unreal Engine 4, exclusively for viewing on a VR headset (which is to say, the Oculus Rift VR headset).
The film was fine. Delightful, even. Youngsters will love the story and the Henry character. He is a hedgehog who loves to hug, which is problematic, as you can imagine. And if you can’t, Henry’s animators oblige in humorous fashion. The film takes place on Henry’s birthday, where he proceeds to frolic with dancing animal balloons in celebration. Balloons and a prickly, hugging hedgehog are no match, so the party comes to a predictable, disappointing conclusion. In the finest tradition of furry creature animation, Henry has a heartwarming ending, but I won’t be the one to spoil it for you.
http://media.bestofmicro.com/W/O/515688/gallery/henry_website_slide1_w_600.jpg (http://www.tomshardware.com/gallery/henry_website_slide1,0101-515688-0-2-12-1-jpg-.html)
A New Chapter In VR But for us at Tom’s Hardware, the story of Henry is really more a chapter in the early story of VR's future. Almost anyone who has tried a full VR demonstration becomes quite easily convinced that the technology is serious, and seriously capable of altering the landscape of -- well that’s just it: Of what?
The VR focus so far has been mostly on gaming, where both immersion and interaction take on new and evolutionary meaning. That much is clear, and finally there are some exciting games emerging that we hope will be ready by the time the Oculus Rift ships. But outside of Square Enix, there aren't any major studios demonstrating VR games yet.
With Henry, which is the second film from Oculus Story Studio, the company is demonstrating VR’s potential in cinematic story telling.
http://media.bestofmicro.com/W/R/515691/gallery/Hollywood1_w_600.jpg (http://www.tomshardware.com/gallery/Hollywood1,0101-515691-0-2-12-1-jpg-.html)
Oculus Story Studio is less than a year old. Its first short animated film was Lost, launched in January at the Sundance Film Festival. Oculus premiered Henry to a mixture of entertainment industry journalists and technology writers like me, but in high Hollywood fashion (or so I imagine), with the location of the event kept secret until the last moment for security purposes.
http://media.bestofmicro.com/W/P/515689/gallery/Palmer-Luckey1_w_600.jpgPalmer Luckey, Oculus Founder (http://www.tomshardware.com/gallery/Palmer-Luckey1,0101-515689-0-2-12-1-jpg-.html)
Although Oculus founder Palmer Luckey kicked things off, it was the Story Studio team’s event, led by Saschka Unseld, the division’s creative director. Unseld, like many of the Story Studio team, is steeped in Hollywood, not technology. This crew consists of animators and directors, some of whom come from Pixar, others from Dreamworks, and all with films like Brave and Toy Story 3 and Cars 2 to their credits.
http://media.bestofmicro.com/W/Q/515690/gallery/Unseld1_w_600.jpgSaschka Unseld, Creative Director of Oculus Story Studio (http://www.tomshardware.com/gallery/Unseld1,0101-515690-0-2-12-1-jpg-.html)
In other words, Oculus isn’t just dabbling here. You don’t hire away Pixar and Dreamworks employees as a publicity stunt, even with Facebook dollars.
A New Story Still, VR film making is nascent. Unseld talked about building a team from the ground up to experience working with the strengths and weaknesses of a medium like VR for the first time. Unseld sees VR as a chance to recapture the wonder of a memorable film character, but to do so by creating a sense of interaction with the character. Indeed, Henry looks right at you when he’s elated and excited, as well as when he’s sad. The team used music for Henry, but the characters didn’t talk, save for the voice of the narrator (the voice of Elijah Wood).
Often, you’re alone with Henry; at first, I felt it was odd that he was celebrating his birthday alone, but I did feel a little bit as if I were at the party with him, that he was celebrating it with me. Just a little.
http://media.bestofmicro.com/W/K/515684/gallery/Photo-Jul-16-10-28-06-AM_w_600.jpg
And I think that’s precisely the point. Unseld said that VR allows creators to remove the separation of the audience and the story, to remove the “fourth wall.” I’m not sure that Henry completely succeeds in this endeavor, but it doesn’t fail, either. I could see the possibility, including an easy way to transition Henry the VR movie into Henry the VR video game; and either way, I felt closer to the story, if not completely connected.
Even Unseld talked about Henry as a “glimpse of what the future holds,” and I think that’s the point, too.
http://media.bestofmicro.com/W/S/515692/gallery/Oculus-Room_w_600.jpg
Remaking The Movie-Going Experience Although many of us watch movies at home, or on a tablet or computer with a headset plugged in, and many of us play games alone and immersed, movie going has always been a community activity, or a family event, or a date night. I experienced Henry alone, in a small room with a tracking sensor and a PC; just me and the Oculus Rift HMD.
It was entertaining, to be sure, but I wasn't really going to the movies. Years from now, maybe those words will seem silly. But for now, they represent a cultural and temporal barrier. The leap from solo immersive PC gaming to solo immersive VR gaming isn't a far one. An animated VR film is a leap beyond, and it could well be up to Oculus to help us have faith.
Many of the Hollywood journalists at the Henry premier were talking about the headset, whether it would be affordable when it finally shipped. When I pointed out to one of them that the PC to power it would probably cost three times as much, he was surprised. But at least those parts — the headset and the PC — exist, even if they will limit the available market at first.
The content is the question, and Oculus is doing everything in its power to foster the development of it, with its gaming studio (Worldwide Studios) and its Story Studio. By showing glimpses of possibilities, by being its own guinea pig (note to Oculus: feel free to make that a character; less prickly, just as cute), by taking the bumps and bruises, by employing some of Hollywood’s brightest animators and directors, by throwing money at independent game developers, it is trying to jump start multiple content ecosystems.



Noticia:
http://www.tomshardware.com/news/oculus-vr-studios-henry,29730.html

Jorge-Vieira
04-08-15, 20:54
TrendForce: 14M virtual reality units in 2016, mainly used for gaming


The Apple Watch didn't give the wearables market a significant boost like some analysts hoped for, but there is plenty of great growth opportunity thanks to virtual reality. Even though there have been very few VR product launches this year, shipment volumes will reach 14 million units in 2016, according to TrendForce's Topology Research Institute (TRI).


image: http://imagescdn.tweaktown.com/news/4/6/46871_01_trendforce-14m-virtual-reality-units-2016-mainly-used-gaming.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46871_01_trendforce-14m-virtual-reality-units-2016-mainly-used-gaming_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46871_01_trendforce-14m-virtual-reality-units-2016-mainly-used-gaming.jpg

VR video games cost less to create than VR movies, and with the appeal of audiovisual in regards to VR, there is huge sales potential. Game developers have plenty of incentives, such as low cost and minimal time investment, to create VR game titles - and it seems like only a matter of time before VR-centric games hit the market.

"VR hardware's market positioning is clearer than smartwatches," said Jason Tsai, wearable device analyst at TrendForce. "Since VR device's strongest feature is providing users with an immersive audiovisual experience, its early application will be related to gaming."

For those of us waiting, it looks like plenty of options will be available: TrendForce points out products from Disney, HTC, NVIDIA, Oculus, Samsung and Sony - all major companies with deep pockets, actively engaged in VR.






Noticia:
http://www.tweaktown.com/news/46871/trendforce-14m-virtual-reality-units-2016-mainly-used-gaming/index.html

Jorge-Vieira
07-08-15, 13:32
Oculus wants you to watch movies with friends on your VR headset


Oculus is teasing a new 'multiplayer' mode for its VR application Oculus Cinema, an app that pits users into a virtual cinema so that they can watch movies and TV episodes on a massive, virtual screen.


image: http://imagescdn.tweaktown.com/news/4/6/46924_02_oculus-watch-movies-friends-vr-headset.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46924_02_oculus-watch-movies-friends-vr-headset_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46924_02_oculus-watch-movies-friends-vr-headset.jpg

During a talk with Road to VR, Oculus founder Palmer Luckey said that the idea behind Oculus Cinema was to always have VR users experiencing the movie together, just like you do when you go to the cinema. Luckey continued, saying that the app will continue to receive more social features in the coming months, such as avatars and a remote multiplayer function, so that users won't need to be in the same room.

The new social VR cinema experience will be pushed onto the Gear VR, which you'll need a Samsung Galaxy smartphone to use, but it will eventually reach the retail Oculus Rift headset when it launches in early 2016.




Noticia:
http://www.tweaktown.com/news/46924/oculus-watch-movies-friends-vr-headset/index.html

Jorge-Vieira
07-08-15, 13:33
Oculus founder Palmer Luckey graces the cover of Time Magazine


Oculus founder Palmer Luckey is on cover of Time Magazine, in a pose that has the Internet going crazy. Polygon has grabbed a bunch of tweets and comments from various people in the industry, which we've got below. But the image of Palmer... priceless.


image: http://imagescdn.tweaktown.com/news/4/6/46934_04_oculus-founder-palmer-luckey-graces-cover-time-magazine.jpg
http://imagescdn.tweaktown.com/news/4/6/46934_04_oculus-founder-palmer-luckey-graces-cover-time-magazine.jpg

The cover itself.


image: http://imagescdn.tweaktown.com/news/4/6/46934_05_oculus-founder-palmer-luckey-graces-cover-time-magazine.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46934_05_oculus-founder-palmer-luckey-graces-cover-time-magazine_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46934_05_oculus-founder-palmer-luckey-graces-cover-time-magazine.jpg

George Broussard of 3D Realms and his reaction, saying that the Time cover is the "worst PR that virtual reality could ever have", and I have to agree.


image: http://imagescdn.tweaktown.com/news/4/6/46934_06_oculus-founder-palmer-luckey-graces-cover-time-magazine.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/6/46934_06_oculus-founder-palmer-luckey-graces-cover-time-magazine_full.jpg)
http://imagescdn.tweaktown.com/news/4/6/46934_06_oculus-founder-palmer-luckey-graces-cover-time-magazine.jpg






Noticia:
http://www.tweaktown.com/news/46934/oculus-founder-palmer-luckey-graces-cover-time-magazine/index.html

Jorge-Vieira
07-08-15, 17:38
Upcoming Oculus SDK 0.7 Integrates Direct Driver Mode from AMD and NVIDIA

In an email sent out by Oculus this morning, the company has revealed some interesting details about the upcoming release of the Oculus SDK 0.7 on August 20th. The most interesting change is the introduction of Direct Driver Mode, developed in tandem with both AMD and NVIDIA.
http://www.pcper.com/files/imagecache/article_max_width/news/2015-08-07/sdk0.7.jpg (http://www.pcper.com/image/view/60219?return=node%2F63567)
This new version of the SDK will remove the simplistic "Extended Mode" that many users and developers implemented for a quick and dirty way of getting the Rift development kits up and running. However, that implementation had the downside of additional latency, something that Oculus is trying to eliminate completely.
Here is what Oculus wrote about the "Direct Driver Mode" in its email to developers:
Direct Driver Mode is the most robust and reliable solution for interfacing with the Rift to date. Rather than inserting VR functionality between the OS and the graphics driver, headset awareness is added directly to the driver. As a result, Direct Driver Mode avoids many of the latency challenges of Extended Mode and also significantly reduces the number of conflicts between the Oculus SDK and third party applications. Note that Direct Driver Mode requires new drivers from NVIDIA and AMD, particularly for Kepler (GTX 645 or better) and GCN (HD 7730 or better) architectures, respectively.
We have heard NVIDIA and AMD talk about the benefits of direct driver implementations for VR headsets for along time. NVIDIA calls its software implementation GameWorks VR (http://www.pcper.com/reviews/Graphics-Cards/NVIDIA-GeForce-GTX-980-Ti-6GB-Review-Matching-TITAN-X-650/DX12-Support-GameWo) and AMD calls its software support LiquidVR (http://www.pcper.com/reviews/Graphics-Cards/AMD-LiquidVR-SDK-Aims-Silky-Smooth-VR-all-Headsets). Both aim to do the same thing - give more direct access to the headset hardware to the developer while offering new ways for faster and lower latency rendering to games.
http://www.pcper.com/files/imagecache/article_max_width/news/2015-08-07/rift.jpg (http://www.pcper.com/image/view/60220?return=node%2F63567)
Both companies have unique features to offer as well, including NVIDIA and it's multi-res shading technology. Check out our interview with NVIDIA on the topic below:


https://www.youtube.com/watch?t=1703&v=2Fi1QHhdqV4


NVIDIA's Tom Petersen came to our offices to talk about GameWorks VR
Other notes in the email include a tentative scheduled release of November for the 1.0 version of the Oculus SDK. But until that version releases, Oculus is only guaranteeing that each new runtime will support the previous version of the SDK. So, when SDK 0.8 is released, you can only guarantee support for it and 0.7. When 0.9 comes out, game developers will need make sure they are at least on SDK 0.8 otherwise they risk incompatibility. Things will be tough for developers in this short window of time, but Oculus claims its necessary to "allow them to more rapidly evolve the software architecture and API." After SDK 1.0 hits, future SDK releases will continue to support 1.0.



Noticia:
http://www.pcper.com/news/Graphics-Cards/Upcoming-Oculus-SDK-07-Integrates-Direct-Driver-Mode-AMD-and-NVIDIA

Jorge-Vieira
12-08-15, 08:58
The Zenimax VS Oculus lawsuit is still going ahead (http://www.kitguru.net/channel/generaltech/matthew-wilson/the-zenimax-vs-oculus-lawsuit-is-still-going-ahead/)


Last year it was revealed (http://www.kitguru.net/channel/generaltech/matthew-wilson/zenimax-claims-it-owns-vr-wants-to-sue-oculus/) that Zenimax would be launching a lawsuit at Oculus VR, which had recently been acquired by Facebook at the time. The lawsuit seemed to be based around the accusation that Oculus stole trade secrets from Zenimax. As you would imagine, Oculus immediately appealed to have the lawsuit dismissed.
However, things did not go in favour of Oculus as a judge this month decided that the lawsuit should not be dismissed. According to the lawsuit, the Oculus Rift is being built using trade secrets that Oculus founder, Palmer Luckey, along with several former Zenimax employees should not have.
http://www.kitguru.net/wp-content/uploads/2015/08/Oculus-Leak-e1433876466596.jpg (http://www.kitguru.net/wp-content/uploads/2015/08/Oculus-Leak-e1433876466596.jpg)
According to Zenimax, Oculus is now benefiting from the company’s own investments in to research. Zenimax initially asked for a 2 percent equity stake in Oculus VR in exchange for use of technology developed by employees on Zenimax’s payroll. However, Oculus apparently began poaching Zenimax employees instead. It is worth pointing out that this all kicked off when John Carmack left id Software for Oculus.
The three counts that Oculus was hoping to have dismissed included the misappropriation of trade secrets, breach of NDA and unjust enrichment. Unfortunately the company could not make decent enough arguments as to why these counts should be dismissed. The preliminary trial is now set to take place on the 1st of August 2016.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/the-zenimax-vs-oculus-lawsuit-is-still-going-ahead/

Jorge-Vieira
12-08-15, 20:21
Interview: Oculus VR Founder Palmer Luckey On The State And Future Of VR

We got the chance to interview Palmer Luckey, the founder of Oculus VR. He shared his anti-FUD thoughts on a Matrix-ish future and imagined a future with VR hardware on board an HMD. (Among other things.)
http://media.bestofmicro.com/G/8/517688/gallery/_NUyEYzZ0nhol0YUy_IYaxVd7auCuXtwu7aHZSsuT1o_w_300. jpg
At Gamescom 2015, we had the chance to speak to Palmer Luckey, the founder of Oculus VR. In a brief conversation, we gathered some of his thoughts on the current state of VR, and where he sees it headed going in the future. So, without further ado, here are our questions, and his answers.
Tom's Hardware: If there was one challenge in VR that you had to overcome that you really wish wasn't an issue, which would it be?
Palmer Luckey: Probably unlimited GPU horsepower. It is one of the issues in VR that cannot be solved at this time. We can make our hardware as good as we want, our optics as sharp as we can, but at the end of the day we are reliant on how many flops the GPU can push, how high a framerate can it push? Right now, to get 90 frames per second [the minimum target framerate for Oculus VR] and very low latencies we need heaps of power, and we need to bump the quality of the graphics way down.
If we had unlimited GPU horsepower in everybody's computer, that will make our lives very much easier. Of course, that's not something we can control, and it's a problem that will be solved in due time.
TH: Isn't it okay to deal with the limited power we have today, because we're still in the stepping stones of VR technology?
PL: It's not just about the graphics being simple. You can have lots of objects in the virtual environment, and it can still cripple the experience. Yes, we are able to make immersive games on VR with simpler graphics on this limited power, but the reality is that our ability to create what we are imagining is being limited by the limited GPU horsepower.
TH: What is the most fun challenge that you've overcome in creating a VR experience?
PL: I'm a hardware guy, so for me it's all about building hardware that functions really well.
Many people think that the limiting factor for virtual reality is going to be the price. The reality of it is, we're trying to make the hardware as affordable as possible, and the money will be made on software. The one thing people forget, however, is that the PC that it will take to run a VR experience will be the defining factor in the total cost. Even if we sell our hardware for as little as $100, or even $50, the PC that it will take to run VR will take the total cost up much further, and that isn't something we can control.
TH: So far, I've only had good VR experiences, but I only saw my first demos recently. What is the worst VR experience that you've been through?
PL: I won't say, but it wasn't with our hardware. I'm pretty picky.
TH: Where do you see VR going in 10 years' time?
PL: It's hard to say. Ten years is a long way to shoot out, but it's all the obvious places. It will get more comfortable, more affordable, much higher resolution, the form factor will be brought down to a point where the device will look much more like an ordinary pair of sunglasses instead of a big bulky headset.
TH: Any fears of a Matrix-like future -- say, do we reach a point in development where we have a "perfect" headset?
PL: The thing to remember about science fiction is that it's looking to create a conflict to make an interesting story. Sci-fi is not a good indicator of where our technology will actually lead society. Nobody would want to watch the Matrix if the story was just about VR being really popular, and if it was a story telling how the world was a better place with it. I'm not concerned. I think that in the long run it will be a net positive to society.
TH: So, you don't fear that there will be a point when we need to say to ourselves: "We should tone it down a little, this is getting dangerous?"
PL: It is up to individuals to do that. My place is not to tell people when they've been using VR too much, or to try to control their usage. Anything that's fun to do gets abused by some people. You have to rely on people to use their own judgement.
I'd be very upset if someone were to put hardened controls on how much I could play a game, or be on the Internet or such.
TH: But you'll at least have usage terms written somewhere, indicating that you cannot be held accountable if people forget to eat [or such]?
PL: Maybe. [long pause] I don't think we will have to do that.
TH: If people do not have adequate hardware, will you be doing something to protect them against a bad experience [i.e., becoming sick]?
PL: Probably not. Trying to control that would be very difficult. What we could do is warn the user that what they are seeing is a very low frame rate, rather than just blocking it entirely. Also, we're just not going to support it. If someone is having very low framerate issues, and they have hardware that's far below our recommended spec, it's very easy to just say, "Look, we can't support it. None of our hardware was designed to work with your low-end PC."
TH: By what time do you expect VR to trickle down to a more mainstream audience, say consoles?
PL: It's hard to say. It's only a matter of time. It's all about tradeoffs between quality and costs. As the quality goes up, and the costs go down, and as the content available becomes more diverse, more people will become interested. However, you don't necessarily need to sell to everyone who has a game console to be successful in the short term.
The goal in the long run is not only to sell to people who buy game consoles, but also to people who buy mobile phones. You need to expand so that you can connect hundreds of millions of people to VR. It may not necessarily exist in the form of a phone dropping into a headset, but it will be mobile technologies -- mobile CPUs, mobile graphics cards, etc.
In the future, VR headsets are going to have all the render hardware on board, no longer being hardwired to a PC. A self-contained set of glasses is a whole other level of mainstream.



Noticia:
http://www.tomshardware.com/news/palmer-luckey-interview-gamescom-2015,29803.html

Jorge-Vieira
13-08-15, 13:23
Now there’s a VR experience for garlic cheese spread (http://www.kitguru.net/gaming/jon-martindale/now-theres-a-vr-experience-for-garlic-cheese-spread/)


As much as there is plenty going for virtual reality at the moment, there are many key experiences that the communities of fans have been clamouring for since the Oculus Rift DK1 was first unveiled: a fly through of a fridge, focused on garlic cheese spread isn’t one of them. Still, that hasn’t stopped multi-national French cheese marketer, Bel Group from releasing a rollercoaster-like fridge experience, focused on some of its cheeses and their ingredients.
“Enjoy the Boursin Sensorium virtual reality experience as you journey through a decadent fridge packed full of delicious foods and Boursin ingredients,” reads the experience’s Oculus Share page (https://share.oculus.com/app/boursin-sensorium-virtual-reality-experience). “Sweep through the herb forest, duck beneath the towering vegetables, wind around giant bottles of bubbly, and dive into the cheese – we promise this is a journey like no other!”
http://www.kitguru.net/wp-content/uploads/2015/08/boursin.jpg (http://www.kitguru.net/wp-content/uploads/2015/08/boursin.jpg)
Although published by the Boursin brand, this experience was actually developed by Hammerhead VR, which was previously known for its early Undercurrent VR demo, which showed the potential for exciting exploration and mild horror in an underwater environment.
NB. This video is 360 degrees, so feel free to look around with your phone or the mouse.


https://www.youtube.com/watch?v=ti9JbdPKRDM


From personal experience on my Oculus Rift DK2, I can say that the demo is surprisingly pretty. A lot of effort has gone into its creation, but beauty seems to be par for the course for most demos made with the use of the Unreal Engine 4. It’s also not nausea inducing at all, so kudos to the developers.
The high texture quality does make this quite a hefty demo though, weighing in at just over 800MBs, despite being quite a short flyby.



Noticia:
http://www.kitguru.net/gaming/jon-martindale/now-theres-a-vr-experience-for-garlic-cheese-spread/

Jorge-Vieira
15-08-15, 13:36
Oculus VR founder thinks James Cameron is 'incorrect' about VR


Palmer Luckey, the original founder and inventor of the Oculus Rift, believes famed director James Cameron is not correct about the long-term potential of virtual reality for movies and entertainment.


image: http://imagescdn.tweaktown.com/news/4/7/47029_01_oculus-vr-founder-thinks-james-cameron-incorrect.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/7/47029_01_oculus-vr-founder-thinks-james-cameron-incorrect_full.jpg)
http://imagescdn.tweaktown.com/news/4/7/47029_01_oculus-vr-founder-thinks-james-cameron-incorrect.jpg

In late October, Cameron described the excitement around VR as "a yawn," and questioned content creation and interactivity of the format.

"He is incorrect. All you have to do is try virtual reality to understand that it goes beyond anything you can do, even on a 3D television or a 3D movie screen," Luckey said in a statement to IGN. "Being surrounded, feeling like you're actually present in a virtual world, it gives you a much more compelling canvas to tell stories with than having to frame everything into a small rectangle you just watch it. I think that speaks for itself."

For the sake of VR, I hope Cameron's initial observations in 2014 are proven wrong - besides gaming, entertainment, such as movies, should help boost the overall virtual reality market. There will be plenty of other opportunities looking ahead, but there needs to be some driving force besides gaming to capture consumer attention.






Noticia:
http://www.tweaktown.com/news/47029/oculus-vr-founder-thinks-james-cameron-incorrect/index.html

Jorge-Vieira
22-08-15, 14:32
Performance-Enhancing Oculus PC SDK 0.7 Delayed Until Next Week

Oculus has delayed its PC SDK 0.7. We all must wait until next week for the performance boost.
http://media.bestofmicro.com/T/R/516879/gallery/sdk07-530_w_450.jpg (http://www.tomshardware.com/gallery/sdk07-530,0101-516879-0-2-9-1-jpg-.html)
If you were waiting anxiously for the new Oculus PC SDK 0.7 to come out for the PC, keep waiting. Its release has been postponed to next week. The VR headset maker tweeted this yesterday:
http://media.bestofmicro.com/A/F/521367/original/tweet.PNG (https://twitter.com/oculus/status/634414049648705536)
The SDK was supposed to be available yesterday, but for unannounced reasons it had to be postponed. The tweet doesn't clearly indicate on which day next week it will come out.
SDK 0.7 will come with a heap of new changes, including a new runtime to improve stability and reduce latency, as well as a new Direct Driver mode.
The reason why Direct Driver mode is particularly interesting is because it allows the headset to communicate directly with the GPU, rather than require the runtime software. The end result should be lower latency, leading to snappier performance and plug and play operation.
The new SDK isn't backwards-compatible with games built on older versions, so for developers it is of particular interest to switch over to the new SDK as soon as possible. Users will also need to install new Nvidia and AMD drivers to make use of the new SDK, although it should be a habit to keep those updated anyway.
You can read more about the new SDK here (http://www.tomshardware.com/news/oculus-sdk-07-coming-soon,29784.html).
While we wait, sit tight. Oculus promised to keep us updated on the progress, so if you want the quickest updates you can subscribe to the company's Twitter handle (https://twitter.com/oculus). If you haven't read it yet, you can also read our interview with Oculus's founder, Palmer Luckey (http://www.tomshardware.com/news/palmer-luckey-interview-gamescom-2015,29803.html), which sheds some light on why we need every ounce of performance we can get.



Noticia:
http://www.tomshardware.com/news/oculus-sdk-07-delayed,29899.html

Jorge-Vieira
25-08-15, 08:28
Every Type Of VR Headset (So Far), Explained

http://media.bestofmicro.com/G/E/521582/gallery/STEREOSCOPIC_INNER_w_600.jpg (http://www.tomshardware.com/gallery/STEREOSCOPIC_INNER,0101-521582-0-2-12-1-jpg-.html)
Virtual Reality is being hyped up everywhere you look. Hardware companies, software developers and consumers alike are excited for what the future holds with VR technologies. The problem with excitement from hardware companies this early in the market is that consumers get confused, and the market becomes fractured. There are more than a dozen virtual reality headsets either in development or soon to be released, along with many already available for purchase today. How do you know which one to choose?
The currently known HMD solutions can be grouped into three distinct segments of virtual reality: the premium PC-connected full-immersion experience; the premium smartphone headsets that you wear; and the entry-level, cost-efficient handheld VR solutions. Each of these approaches offers the user a very different experience, despite carrying the blanket description of "virtual reality display."
It's important to know the distinctions before jumping into VR. There's a lot of hype around virtual reality, for good reason, but you shouldn't expect that a $20 smartphone attachment is going to give you the same experience as you would get from a dedicated head mounted display connected to a PC.
Handheld VR KitsTo truly understand what virtual reality has to offer, you really do need to try it for yourself. No matter how many times you read about it, you'll never fully understand until you've experienced it. To get the world excited about virtual reality, people need a way to experience it at an affordable cost. This is where the entry level solutions come in handy.
http://media.bestofmicro.com/G/G/521584/gallery/iamcardboard_w_600.png (http://www.tomshardware.com/gallery/iamcardboard,0101-521584-0-2-12-1-png-.html)Google launched Cardboard over a year ago and has since refined it and launched a second edition. Google's solution is an open source platform that allows other companies or individuals to design their own rendition of Cardboard using specifications available from Google. As a result, there are over a dozen different certified Google Cardboard (https://www.google.com/get/cardboard/get-cardboard/) goggle sets available from companies such as Dodocase (http://www.dodocase.com/collections/virtual-reality). Most of these options are actually made of cardboard, but some, like the C1-Glass, are made of more rugged materials such as plastic and aluminum. http://media.bestofmicro.com/G/H/521585/gallery/Capture_w_600.png (http://www.tomshardware.com/gallery/Capture,0101-521585-0-2-12-1-png-.html)
The Cardboard specification does not take into account a head mounting mechanism of any kind. This limits the games being developed for Cardboard to simple gyro controls, and a single click option provided by a magnet inside the headset. This button can be used for basic functions such as a trigger for guns, or to select menu options. Experiences for this style of VR are best suited for shorter experiences such as watching a music video or casual gaming. Holding your hands up for long periods of time can be tiring, so you likely wouldn't want to watch a full length movie like this.
Google isn't the only company making handheld VR sets for smartphones. Hasbro has the MY3D Viewer (http://www.hasbro.com/en-us/product/my-3-d-viewer-black:C41649BA-5056-900B-1022-42455B216D86). This kit is made of plastic, similar to what you would expect on a child's toy. MY3D Viewer is designed specifically for use with iPhone or iPod touch devices from Apple. There is no support for Android with this handset.
Premium Smartphone VR HMDThe next category of virtual reality headsets is what I call the premium smartphone HMDs. Although this is not an official distinction, these devices offer a few key advantages over the cheaper Cardboard-like devices.
http://media.bestofmicro.com/5/7/452491/gallery/gearVR_w_600.pngVR sets in this category include straps to keep the headset securely on your head, and the freedom to use a game controller, or even an accessory like the Leap Motion (http://www.tomshardware.com/news/leap-motion-hands-on-again,29675.html). These products are generally made of plastic with a secure compartment for your smart device. Many are available for various smartphones, and some will even support large form factor phones such as Galaxy's Note line and Apple's iPhone 6+.
These higher-quality headsets range in price from slightly less than $100 to over $200, but they offer the option to use a Bluetooth gamepad to control more complex games, and the comfort to sit back and relax while watching passive content, without having to hold your phone to your eyes.
Samsung's GearVR (http://www.samsung.com/global/microsite/gearvr/gearvr_features.html) is easily the most recognizable and well known name in this category, but it is also the most expensive at $199. Samsung enlisted the help of Oculus (http://www.tomshardware.com/news/oculus-samsung-gear-vr-nate-mitchell-virtual-reality,27601.html) to design GearVR. The company then followed Oculus's lead by releasing the Gear VR Innovator Edition as a developer kit first. The final retail product has yet to be announced, but it has been promised before the end of this year. Gear VR is designed to work with the Galaxy Note 4, while the Gear VR innovator edition works with the Galaxy S6 and S6 edge.
http://media.bestofmicro.com/G/J/521587/gallery/zeiss_w_600.png (http://www.tomshardware.com/gallery/zeiss,0101-521587-0-2-12-1-png-.html)The Zeiss VR One (http://zeissvrone.tumblr.com/#vr-for-everyone) uses Zeiss precision lenses that can be used with smartphones from 4.7 to 5.2 inches, and it's available for $99. This headset has a unique cartridge design to hold your smartphone. These cartridges can be 3D printed to fit a number of popular smartphones perfectly, using files freely available (http://zeissvrone.tumblr.com/post/116542505887/3d-print-your-zeiss-vr-one-tray-for-samsung-galaxy) on the company website. http://media.bestofmicro.com/G/L/521589/gallery/freeflyvr-hmd_w_600.jpg
Freefly (http://www.freeflyvr.com/product/mobile-virtual-reality-headset/) VR has a headset available with a 120-degree field of view, which is larger than most companies offer. The headset is designed to accommodate 4.7- to 6.1-inch smartphones, and it's compatible with both Android and iPhone devices. There is a list of compatible devices (http://freeflyvr.com/is-my-phone-virtual-reality-compatible/) listed on Freefly's website. The FreeFly VR headset was first launched at $110, but the company is now selling it for $69. For that price you get the headset, which has a soft facemask and headstrap, along with a protective carrying case.
We recently reported (http://www.tomshardware.com/news/noonvr-headset-and-application-launched,29735.html) the launch of NextCore's Noon VR (http://www.noonvr.com/en/view/main) mobile HMD priced at $89. NoonVR isn't just a headset, though; NextCore has partnered with Koom VR, which is a VR content delivery system. It features a 3-way harness to keep it secure, as well as an IPD adjustment dial. Noon VR's headset offers 95 degree views. http://media.bestofmicro.com/G/M/521590/gallery/anim-homido-1_w_600.png
The Homido (http://www.homido.com/en) smartphone virtual reality headset is another option available for Android and iOS devices. It features interchangeable soft contact surfaces and a 100-degree viewing angle from custom lenses that have IPD adjustment. Homido has designed this headset to accommodate people who wear glasses, and it included settings for near- and far-sighted individuals, on top of those with normal vision. Homido also includes "Homido Center," which contains a curated list of all compatible applications and experiences. There is no American price listed on the website (it sells for 69.99 euro), but it will ship worldwide.
Archos (http://www.archos.com/us/products/objects/cself/avr/index.html), which makes its own line of tablets and smartphones, offers its own VR headset. This headset is one of the few that is compatible with Windows Phone devices, though there are limited software options for this platform. Archos recommends using a device with a 5-inch screen and 1080p or higher screen resolution, but it will work with 720p and even 480x800 displays. The viewing angle for this device is unknown.
There a few other options in this space that are not available in the United States, and there may be a headset or more that were missed in this roundup -- it seems like a new VR company pops up every few weeks these days.
Premium PC-Connected HeadsetsAlthough the experience you get from smartphone-based VR can be very compelling and is certainly a very impressive experience when you've never tried virtual reality before, the truly immersive VR experiences come from PC-connected headsets. These devices offer a far more robust experience, with different input devices and higher fidelity graphics. This is not to mention that full length gaming experiences are being developed for these devices, and support will only pick up from here.
The most famous and obvious entry in this list is the Oculus Rift. Oculus first launched its Kickstarter campaign (https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/updates) back in August of 2012, which at the time generated world-wide buzz for the company. Oculus's co-founder and device inventor, Palmer Luckey, is largely credited with the revival of virtual reality.
Oculus Dev Kitshttp://media.bestofmicro.com/J/0/407628/gallery/rift_shot-cropped_w_600.jpgOut of that Kickstarter project came the first edition of the Rift Developer kit, or "DK1." This early device offered developers a glimpse at what VR would later become, and many early adopting tech and gaming aficionados quickly snapped them up to get a feel for VR. The DK1 was never intended for consumer release, and it is a far cry from what the second edition provided.
http://media.bestofmicro.com/Z/7/443203/gallery/dk2_w_600.pngOculus DK2 (http://www.tomshardware.com/news/oculus-rift-dk2-gaming-vr,26399.html) was released in the summer of 2014. This kit offered a higher-resolution display to counter the glaring problem of "screen-door" effect with the lower-res DK1 display. Along with the higher resolution, the Rift DK2 included an IR camera that was used to track your position in space. The combination of gyros and IR camera resulted in a much better experience, yet obviously it was still not ready for consumer release. Many gamers have since snatched them up, and a DK2 does offer one of the best experience you can get today for home-based VR PC gaming.
The company has since gone through a number of internal prototypes that were never released to developers, or the public. These were shown at various press and tradeshow events, and met with much fanfare. Those lucky enough to have tried the various versions have praised the improvements from generation to generation.
Retail Rifthttp://media.bestofmicro.com/T/S/516880/gallery/rift_w_600.pngEarlier this year, Oculus showed the world a nearly finalized (http://www.tomshardware.com/news/oculus-rift-oculus-touch-revealed,29358.html) iteration of the Rift and said that the device will be shipping in early 2016, with pre-orders opening up later this year. The retail version features a higher-resolution display and a pedestal-based tracking device. Oculus has also partnered with Microsoft to provide an Xbox One controller with every Oculus sold.
The company has yet to say what the cost will be, but it has previously stated that it was shooting for an affordable price point, though you will need a fairly powerful gaming rig to operate the device. The minimum graphic requirements for the Rift start with a GTX 970, or an R9 290, and Oculus stated that you'll need at least a Core i5-4590.
HTC ViveMuch less is known about the technical specs of HTC's Vive headset (http://www.tomshardware.com/reviews/htc-vive-virtualy-reality-hands-on,4102.html), despite the fact that the company has vowed to ship this calendar year. The Vive has been developed with the help of Valve Corporation, and promises a full room experience.
http://media.bestofmicro.com/R/X/481821/gallery/HTC-Vive_White_w_600.jpgHTC has developed what it calls Lightroom, which is a set of sensors that can track your movement within a 15 x 15-foot virtual space. The Vive is also going to include its own proprietary controller system, which looks like a hybrid between a Playstation Move wand and a Steam controller. Experiences for this system will allow you to wander around within the tracked grid, and your hand and arm actions are tracked with the controllers.
FOVEThe other big player in the consumer based PC connected VR HMD industry is FOVE (http://www.tomshardware.com/news/fove-updated-headset-design,29512.html). Earlier this year the company successfully completed (https://www.kickstarter.com/projects/fove/fove-the-worlds-first-eye-tracking-virtual-reality?ref=nav_search) a Kickstarter campaign to bring its own VR HMD developer kit to fruition, and Samsung made a sizable investment into the firm. With the funds that FOVE received from Samsung, it vowed to include Lighthouse tracking, which was a stretch goal that was not achieved.
http://media.bestofmicro.com/G/I/521586/gallery/fove_w_600.png (http://www.tomshardware.com/gallery/fove,0101-521586-0-2-12-1-png-.html)FOVE's big selling point is a feature that no one else in VR is doing right now: The company has claimed to have developed the first eye-tracking VR headset. FOVE said that games will be even more immersive than ever when NPC's will be able to make eye contact.
Developer kits for FOVE backers are expected in May of 2016, so we'll be waiting some time before these are available at retail.
OSVROpen Source VR (http://www.razerzone.com/osvr), OSVR for short, is a set of open source guidelines for creating VR content and hardware. The project was initiated by Razer and is meant to facilitate progress in VR development. OSVR is comprised of over 100 different partners, and many have contributed in creating the OSVR Developer kit.
http://media.bestofmicro.com/R/O/472740/gallery/hacker-front-3_w_600.jpgThis HMD is both a PC-connected device and a smartphone headset all in one. There are a number of different faceplates that are in development for it, including a smartphone attachment faceplate that replaced the internal display, and a Leap Motion integrated faceplate. (http://www.tomshardware.com/news/leap-motion-parnters-with-osvr,28822.html)
OSVR has started shipping to developers (http://www.tomshardware.com/news/osvr-hmd-hacker-kits-shipping,29530.html) who signed up early, but it is not intended to become a retail product. It is simply being touted as an alternative to using separate developer kits to work on all these different technologies and platforms.
OutliersNow that we've gone through the majority of the headsets that can be easily classed, you should know about the few that don't really fit into the aforementioned categories.
http://media.bestofmicro.com/G/F/521583/gallery/visusvr_w_600.jpgVisus VR (http://www.visusvr.com/) is one of those companies. Its take on the VR HMD is somewhat of a hybrid design between the premium smartphone and PC experiences. Visus VR is a headset designed for use with smartphones, but not to play mobile games and experiences. Visus makes use of the phone as a wireless display for your PC.
The company has creatively made use of Nvidia's GameStream technology to use your smartphone as a wireless display using the phone's Wi-Fi. Telemetry information is tracked by sensors built into the headset and communicated wirelessly back to your PC through a USB dongle. The result is a completely tether-free VR HDM for your PC.
Visus VR is available for pre-order for $149 and will ship internationally.
http://media.bestofmicro.com/C/H/482561/gallery/SonyProjectMorpheus2016_w_600.jpg (http://www.tomshardware.com/gallery/SonyProjectMorpheus2016,0101-482561-0-2-12-1-jpg-.html)Sony's Project Morpheus (http://www.tomshardware.com/news/playstation-project-morpheus-yoshida-hmd,27735.html) is technically a premium experience product, but it is not going to be available for the PC. Instead, the company is developing its headset to work in conjunction with its Playstation 4 console. Sony plans to release the hardware sometime in 2016 (http://blog.us.playstation.com/2015/03/03/project-morpheus-ps4-vr-upgraded-coming-in-2016/), and it is expected to offer a similar experience to the PC counterparts, with some games already announced as multi-platform releases.
Not Really VRMicrosoft's Hololens (http://www.tomshardware.com/news/what-we-know-microsoft-hololens,29030.html), while not technically virtual reality, deserves to be mentioned in this list, as augmented reality is making similar waves and is poised to be just as groundbreaking.
http://media.bestofmicro.com/T/W/475412/gallery/HoloLensDesign_w_600.jpgHololens is a standalone computing device running Windows 10 that does not rely on a PC to operate. It is another wearable headset, but unlike VR, with AR you are not cut off from the surrounding world. Instead, the headset will project a hologram-like visual projection over real-world spaces. The use cases for this type of device range from casual computing to gaming, and even professional research.
Microsoft has not yet said when Hololens will be made available, but the company has demonstrated the technology's capabilities (http://www.tomshardware.com/news/microsoft-hololens-hands-on,29027.html) several times this year, and the future looks exciting for the headset.
Just The BeginningWe are just at the very beginning of consumer-based virtual reality, and there are bound to be many advancements and changes in the near future. Interest in the medium is only going to skyrocket from here, as more and more people get a chance to try out the experience for themselves.


Noticia:
http://www.tomshardware.com/news/virtual-reality-headset-comprehensive-list,29907.html


Para não estar a criar um topico novo, cá fica a explicação de todos os equipamentos de VR num dos topicos de equipamentos VR que saem mais noticias.

Jorge-Vieira
25-08-15, 08:34
First Public Demos Of Final Oculus Rift HMD Happening At PAX

http://media.bestofmicro.com/T/S/516880/gallery/rift_w_600.png (http://www.tomshardware.com/gallery/rift,0101-516880-0-2-12-1-png-.html)
Penny Arcade Expo (PAX) is happening this week, and Oculus will be there to show of its wares to the masses. For the first time since revealing the final design (http://www.tomshardware.com/news/oculus-rift-oculus-touch-revealed,29358.html) of the Rift, the company will be letting the general public try out its forthcoming virtual reality headset. Thus far, the only public trials of Oculus's product have been with the Rift DK2 in unofficial capacities. Only members of the press (and industry insiders) have had the privilege to try out the VR headset in its final form.
http://media.bestofmicro.com/C/K/503300/gallery/oculus_rift_main_w_600.jpg (http://www.tomshardware.com/gallery/oculus_rift_main,0101-503300-0-2-12-1-jpg-.html)This weekend at PAX, Oculus (http://www.tomshardware.com/news/oculus-rift-hype-machine,29365.html) will be holding continuous demo sessions throughout the event, but you will have to schedule your slot in order to try it out. To do so, download the Oculus Live application (https://guidebook.com/app/OculusLive/) to your mobile device. Once inside the app, select "Rift Demo" from the menu, and you'll be met with a calendar of time slots. Oculus has a generous number of spaces available, with 10 slots per half hour, but spaces are filling up fast, so don't delay.
Demos for the Rift will take place at Oculus's booth at PAX and will start at 10am PT and will run until 6pm PT on Friday, Saturday, Sunday and Monday. Those lucky 640 people will undoubtedly come away from the experience with a whole new perspective on VR. If you're fast enough, maybe that will be you.



Noticia:
http://www.tomshardware.com/news/oculus-rift-public-pax-demo,29918.html

Jorge-Vieira
30-08-15, 13:52
VR will slowly trickle to mainstream market, says Oculus founder


With its near-limitless potential, virtual reality remains one of the most exciting new tech innovations in recent memory--but Oculus Rift creator Palmer Luckey concedes that the transition to VR will be a very slow-going process.


image: http://imagescdn.tweaktown.com/news/4/7/47328_1_vr-slowly-trickle-mainstream-market-oculusvr-founder.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/7/47328_1_vr-slowly-trickle-mainstream-market-oculusvr-founder_full.jpg)
http://imagescdn.tweaktown.com/news/4/7/47328_1_vr-slowly-trickle-mainstream-market-oculusvr-founder.jpg

Accessibility remains one of VR's principal hurdles, as higher-end hardware is required to generate the illusion of total immersion. Headsets like the Oculus Rift pretty much act like advanced peripherals with the computer shouldering the brunt of the workload, and most everyday consumers just aren't ready to shell out for a beefier rig--ontop of the HMD's cost.

"I mean the question is: how fast can virtual reality really take off? Right now, it requires a fairly significant investment in computing hardware, a pretty high-end PC," Oculus founder Palmer Luckey said in an interview with TrustedReviews (http://www.trustedreviews.com/opinions/palmer-luckey-gaming-has-spent-20-years-getting-ready-for-vr). "Virtual reality is going to take a long time to become something that's truly mainstream."

Another roadblock is convincing everyday people they should buy into VR. Right now it's not easy to get a hands-on demo of the Oculus Rift or HTC Vive--sure you can buy the DK2 kits for $350 (https://www1.oculus.com/order/), but that doesn't help when you want to test it out. Most people have heard about it and read about it but seeing and experiencing are two different things--and this disparity gap will take some time to fill.

"Plus, there's not a lot of people who have tried virtual reality. Whether or not they think it's great, or they think it's not good enough yet, many people just haven't even been able to make that judgment because they've never tried VR."


image: http://imagescdn.tweaktown.com/news/4/7/47328_2_vr-slowly-trickle-mainstream-market-oculus-founder.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/7/47328_2_vr-slowly-trickle-mainstream-market-oculus-founder_full.jpg)
http://imagescdn.tweaktown.com/news/4/7/47328_2_vr-slowly-trickle-mainstream-market-oculus-founder.jpg

VR offers a tremendous boon to the world of gaming, and Luckey goes on to explain the natural synergy and how the video game industry has been inadvertently gearing itself up towards virtual reality for the past two decades. "In a way, what the games industry has been doing for the last 10 or 20 years is building the foundations for virtual reality. Games are going to drive virtual reality for the foreseeable future because they are the most natural fit for the technology."

Back in June Luckey expressed similar sentiments when he told Re/Code (http://www.tweaktown.com/news/46156/oculus-rift-inventor-vr-hardcore-gamers-first/index.html) that for the first two years VR will be "primarily for gamers and enthusiasts" who aren't afraid of making investments in new high-grade hardware.

The future is bright for VR
While VR isn't going to change everyone's personal world overnight, the new facet of tech is instead all about the long-term game. Developers are flocking in droves to build experiences on the HTC Vive (http://www.tweaktown.com/news/46474/wireless-controllers-htc-vive-look-incredible/index.html), Oculus Rift and Sony's PS4-ready Project Morpheus (http://www.tweaktown.com/news/46066/sony-schedule-launch-project-morpheus-during-first-half-2016/index.html) and firms are busily churning out sensory peripherals like the Manus VR glove (http://www.manusmachina.com/) and even the omnidirectional tradmill the Virtuix Omni (http://www.virtuix.com/).

As time goes by the market will become saturated with finalized HMD's, haptic gloves, controllers, sensors and tons of VR paraphanelia--not to mention next-gen hardware innovations like NVIDIA's new Pascal GPU line (http://www.tweaktown.com/news/46620/nvidias-pascal-gpu-feature-over-100-more-transistors-titan/index.html), stackable High-Memory Bandwidth VRAM (http://www.tweaktown.com/articles/7152/hbm-revolutionize-video-cards-starting-amds-Radeon-r9-390x/index.html) and 4GHz DDR4 RAM to power them.

One of my personal favorites is Australia's Zero Latency VR arena (http://www.tweaktown.com/news/47068/new-vr-game-suite-merges-laser-tag-immersive-fps-chaos/index.html) which effectively puts you and a team of friends in a hectic FPS battle against zombies. Then we have the amazing MM One Trackmania project (https://www.youtube.com/watch?v=HOr4T-I5Zds), which brings a whole new dimension to theme park interactions.

<iframe width="781" height="469" src="https://www.youtube.com/embed/HOr4T-I5Zds" frameborder="0" allowfullscreen></iframe>





Noticia:
http://www.tweaktown.com/news/47328/vr-slowly-trickle-mainstream-market-oculus-founder/index.html

Jorge-Vieira
31-08-15, 13:23
VR headsets can improve vision

http://www.fudzilla.com/media/k2/items/cache/90e66e2262374efc01417a7a9676a324_L.jpg (http://www.fudzilla.com/media/k2/items/cache/90e66e2262374efc01417a7a9676a324_XL.jpg)

Uncrossing your eyes

A US businessman has found a medical use for VR headsets like occulus.

James Blaha, who's has a vision condition more commonly known as crossed eye, has built a venture-backed company based using the headsets to get better.
Blaha tried using two projectors to send different images to each eye to help strengthen the weaker one, however when the Oculus Rift development kit came out, he realized the headset could do the same thing better.
Two years ago, when he started experimenting, he didn't have any stereo vision and the vision in his weak eye was 20/70 while wearing glasses. In July, he reported gaining about 80 per cent of his stereo vision and near 20/20 vision with his glasses.
The traditional cure for lazy eye is to cover up the stronger eye with an eyepatch to train the weaker eye. But that only works in young children. Adults are harder to train.
Blaha ultimately envisions distributing See Vividly's software directly to patients, but is testing it in some US vision therapy clinics equipped with Oculus Rift development kits.
When Oculus ships its first consumer headset in early 2016 he will have a product ready.



Noticia:
http://www.fudzilla.com/news/wearables/38591-vr-headsets-can-improve-vision

Jorge-Vieira
01-12-15, 14:55
An Oculus Rift "special announcement" will be made at the Game Awards this Thursday


http://www.techspot.com/images2/news/bigimage/2015/12/2015-12-01-image-2.jpg

This Thursday will see the annual Game Awards (http://thegameawards.com/) show taking place in Los Angeles. In addition to highlighting some of the best titles 2015 has brought us, there will be a “special announcement” from Oculus Rift (http://www.techspot.com/tag/oculus+rift/) founder Palmer Luckey (https://en.wikipedia.org/wiki/Palmer_Luckey).
It’s highly likely that Luckey will announce a solid release date and price for the VR device; showing off more titles or functionality for the Rift probably wouldn’t warrant a “special announcement,” although he may reveal some launch titles along with a release date/price. So far, Oculus hasn’t expanded beyond giving “Q1 2016” for when we might get to buy the Rift.
If we do find out more launch information for the device, then Oculus will be the first of the ‘big-three’ VR headsets to confirm its sales details. Both the HTC Vive (http://www.techspot.com/news/59901-valve-helped-htc-build-vive-vr-first-serious.html) and PlayStation VR (http://www.techspot.com/news/62114-sony-project-morpheus-becomes-playstation-vr.html) have given vague ‘early-to-mid 2016’ windows for their release dates.
The Game Awards will be streamed live across a number of sites and apps, including YouTube and Twitch. The event will feature performances from CHVRCHES and deadmau5, with “other surprises” in store for viewers. Those who tune in will see the world premiers of Far Cry Primal, Quantum Break and Mortal Kombat X.
Some of the titles up for the coveted ‘Game of the Year’ award include Metal Gear Solid V: The Phantom Pain, The Witcher 3: Wild Hunt, and Fallout 4. Make sure you tune in this Thursday to see who wins.


<iframe width="669" height="376" src="https://www.youtube.com/embed/58L2Ov5rnwg" frameborder="0" allowfullscreen></iframe>




Noticia:
http://www.techspot.com/news/62976-oculus-rift-special-announcement-made-game-awards-thursday.html

Jorge-Vieira
10-12-15, 18:40
Zuckerberg must testify in Zenimax VS Oculus lawsuit (http://www.kitguru.net/channel/generaltech/matthew-wilson/zuckerberg-must-testify-in-zenimax-vs-oculus-lawsuit/)


The Zenimax VS Oculus lawsuit is still going on and things appear to be heating up a bit, as Mark Zuckerberg, the CEO of Facebook which bought Oculus for $2 billion a while back, has been ordered to testify for the case.
A court in Texas gave the order for Zuckerberg to provide testimony, outside of court to provide information that could be used in the case. The idea is to learn a little more about the circumstances surrounding Facebook’s acquisition of Oculus as Zuckerberg will likely have some “unique knowledge” of the deal.
http://www.kitguru.net/wp-content/uploads/2015/12/sO0A4nYag-NN.878x0.Z-Z96KYq-e1445010130326.jpg (http://www.kitguru.net/wp-content/uploads/2015/12/sO0A4nYag-NN.878x0.Z-Z96KYq-e1445010130326.jpg)
Obviously Facebook’s legal team tried to fight against the order, with lawyers saying: “Litigants often demand Mr. Zuckerberg’s deposition, not to uncover discoverable information, but as a tactic to put pressure on Facebook and harass its most senior executive.”
A lot of the lawsuit hinges on the fact that John Carmack left id Software (owned by Zenimax) to work at Oculus on virtual reality. Zenimax is accusing Carmack of taking its own intellectual property over to Oculus, as technology he developed at id Software would belong to the company. Palmer Luckey has also been accused of stealing trade secrets.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/zuckerberg-must-testify-in-zenimax-vs-oculus-lawsuit/

Jorge-Vieira
12-12-15, 14:46
Oculus Audio SDK Exits Beta

http://media.bestofmicro.com/T/Q/516878/gallery/ovr-epic-unity-530_w_600.jpg (http://www.tomshardware.com/gallery/ovr-epic-unity-530,0101-516878-0-2-12-1-jpg-.html)
Oculus has been feverishly working on new updates to its various software development kits. The Oculus SDK has seen three major updates since August, and version 1.0 is due out (http://www.tomshardware.com/news/oculus-redies-software-devkits-1,30178.html) some time this month. The company has also been working on updates to the Audio SDK, which has just moved out of beta and into version 1.0.1.
MORE:Audio, Audio, Audio: The Key To Virtual Reality Immersion Is The Audio (http://www.tomshardware.com/news/object-based-audio-key-to-vr-immsersion,30351.html)
The Oculus Audio SDK is a set of audio plugins for game engines such as Unity and Unreal, and audio middleware such as FMOD and Wwise. The SDK also consists of an AAX plugin for Avid’s Pro Tools, as well as a VST plugin for both Windows and Mac. In describing these plugins, Oculus said, "The Audio SDK accurately reproduces the cues we instinctively use to track the location of sound sources in space by simulating the effect that a listener’s environment and body have on sounds."
http://media.bestofmicro.com/T/S/516880/gallery/rift_w_600.png (http://www.tomshardware.com/gallery/rift,0101-516880-0-2-12-1-png-.html)The Audio SKD v1.0.1 supports spacialization and environment modeling for the Oculus Rift DK2 and upcoming retail hardware, as well as the already available Samsung Gear VR HMDs (http://www.tomshardware.com/news/new-samsung-gear-vr-preorder,30536.html). Oculus said the SDK supports a large number of sound sources and strong directional cues. It also compensates for early reflections and late reverberations.
Oculus said the plugins are easy to install and use, but to make the process of getting started even easier, the company has released a free library of over 500 high-quality sounds effects (http://static.oculus.com/sdk-downloads/AudioSDK/Oculus_Audio_Pack_01.zip) uniquely created for virtual reality.
The Oculus Audio SDK is a free download, and it's available now for anyone to use. You can find it at the Oculus developer download page (https://developer.oculus.com/downloads/).



Noticia:
http://www.tomshardware.com/news/oculus-audio-sdk-v101-released,30741.html

Jorge-Vieira
17-12-15, 20:36
Oculus Rift CV1 will require four USB ports, 64bit Windows (http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-cv1-will-require-four-usb-ports-64bit-windows/)


It was way back in May 2015 that we were given a sneak peak (http://goo.gl/ybAXhc) at what the recommended specifications for the Oculus Rift CV1 headset would be and they weren’t insubstantial: a GTX 970, i5-4590 and 8GB of RAM. You also needed two USB 3.0 ports, but that’s now been updated to say you need three of those and another USB 2.0 port.
Spotted by the ever vigilant members of the Oculus Subreddit (https://www.reddit.com/r/oculus/comments/3x7c0v/the_rift_official_recommended_specs_have_been/), the addition of extra USB port requirements has many speculating about what they could be for. The DK2, the most current Oculus headset available to end users and developers, required two USB ports: one for the headset and a second for the camera. So what are the others for?
http://www.kitguru.net/wp-content/uploads/2015/12/usbrift.jpg (http://www.kitguru.net/wp-content/uploads/2015/12/usbrift.jpg)
Some suggestions have been that two of the ports will be for the Oculus camera sensors, two of which will come with the base set up. The third could be for audio power and possibly tracking data from the headset itself, while the fourth may be for the Xbox One wireless adaptor, as we know that controller is coming part and parcel with the Rift.
The other change made to the specifications is the requirement for 64bit Windows 7 or newer. That seems likely just to be a correction, as there’s zero point in having more than 3.2GB of RAM while running a 32bit OS.
This is an interesting development considering how close we are supposed to be to the pre-order and eventual release of the first commercial virtual reality headset from Oculus. Initially pre-orders were slated to be this year, but Oculus founder Palmer Luckey claimed he may need a “rain check,” on that. At the very least though, we know CV1 is launching towards the end of Q1 next year, so this is an addition made in the 11th hour of its development.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-cv1-will-require-four-usb-ports-64bit-windows/

Jorge-Vieira
22-12-15, 20:19
Oculus begins shipping the final Rift hardware to some developers (http://www.tweaktown.com/news/49149/oculus-begins-shipping-final-rift-hardware-developers/index.html)

With all of the VR attention firmly sitting with HTC and the Vive right now, with headlines like HTC and Valve have made a "very, very big technological breakthrough" with the Vive (http://www.tweaktown.com/news/49080/valve-htc-made-very-big-technological-breakthrough-vive/index.html) - Oculus has been sitting the corner, until now.


http://imagescdn.tweaktown.com/news/4/9/49149_11_oculus-begins-shipping-final-rift-hardware-developers.jpg

Oculus has announced that it is shipping final Rift hardware to some developers, with the Rift SDK 1.0 and runtime features "tied to the consumer product". Oculus also notes that it's shipping "more Rift hardware out to developers every week in the run up to launch. In the meantime, DK2 and SDK 0.8 continue to be the right platform for early Rift development -- you only need SDK 1.0 if you're imminently shipping".




Noticia:
http://www.tweaktown.com/news/49149/oculus-begins-shipping-final-rift-hardware-developers/index.html

Jorge-Vieira
23-12-15, 14:45
Oculus says the Rift is still on target for Q1 2016 launch (http://www.tweaktown.com/news/49162/oculus-rift-still-target-q1-2016-launch/index.html)

We know that the Oculus Rift would be released in early 2016, with pre-orders opening up "soon after New Year", but now the Oculus founder himself, Palmer Luckey, is providing more concrete details on the VR headset.


http://imagescdn.tweaktown.com/news/4/9/49162_03_oculus-rift-still-target-q1-2016-launch.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49162_03_oculus-rift-still-target-q1-2016-launch_full.jpg)

Luckey took to Twitter, where he said that preorders "are coming soon after new year. Enjoy a stress-free holiday, we won't launch preorders without warning!" Luckey said in another tweet "thrilled to share some news: Manufacturing continues to go well, and we are still on-target for an awesome Rift launch in Q1!"


http://imagescdn.tweaktown.com/news/4/9/49162_02_oculus-rift-still-target-q1-2016-launch.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49162_02_oculus-rift-still-target-q1-2016-launch_full.jpg)

The first Oculus Rift rolled off of the production line earlier this year during the Oculus Connect developer conference in September, which you can see in the above image. Oculus Hardware Project Manager, Stephanie Lue, said on stage at Oculus Connect: "We set a date out for ourselves for when we wanted to build the first product and we hit that date on the nose. Our hardware teams are pouring our hearts and souls to get it just right for the experience and for manufacturability so that we can get this out to as many people as possible. It's definitely worth the wait".




Noticia:
http://www.tweaktown.com/news/49162/oculus-rift-still-target-q1-2016-launch/index.html

Jorge-Vieira
24-12-15, 13:59
Oculus Rift CV1 System Requirements Updated; Now Requires 4 USB Ports, 64-Bit Windows

With the final consumer version of Oculus Rift all set to roll out in the first quarter of 2016, Oculus is busy adding final touches to the virtual reality headset. The tech company announced the recommended PC specifications for the headset back in May, however, it looks like requirements are still being ironed out. Users will now need to free up even more USB ports on their high-end PCs to get the most out of Oculus Rift CV1 virtual reality headset.
http://cdn.wccftech.com/wp-content/uploads/2015/12/Oculus-RIft-635x358.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/12/Oculus-RIft.jpg)
Oculus Now Suggests 4 USB Ports for its Virtual Reality Headset The recommended system requirements for Oculus Rift CV1 that were released earlier this year made it clear that those who wish to be on the cutting edge of gaming tech and yearn to game on the highly anticipated virtual reality headset will need to beef up their PCs with high-end hardware. However, it seems like the official requirements weren’t final, as they have recently been updated. In addition to a robust graphics card, powerful CPU and at least 8GB of RAM, users will now need three USB 3.0 and one USB 2.0 port instead of only two 3.0 ports.
The change in recommended system requirements was spotted by eagle-eyed Reddit user Kontis, who posted his discovery (https://www.reddit.com/r/oculus/comments/3x7c0v/the_rift_official_recommended_specs_have_been/) on the Oculus subreddit. Oculus founder Palmer Luckey replied to (https://www.reddit.com/r/oculus/comments/3x7c0v/the_rift_official_recommended_specs_have_been/cy2kimi) the thread, saying that the additional USB ports assumes that the Oculus Rift CV1 user will be “using Touch and an Xbox One gamepad at the same time.” If you didn’t already know, the consumer version of the virtual reality headset will ship with an Xbox One controller (http://wccftech.com/oculus-touch-moon-oculus-controller-prototype-detailed/).
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Luckey added (https://www.reddit.com/r/oculus/comments/3x7c0v/the_rift_official_recommended_specs_have_been/cy2kimi): “Many people will be able to reduce port utilization with hubs, but your experience will vary by computer and hub. We want to be totally honest with the maximum-use scenario so people can prepare and not have to swap ports around depending on the game they play.” The rest of the recommended PC specifications for Oculus Rift CV1 remain unchanged, except the 64-bit Windows, which likely seems to be a correction, as VR gaming on a 32-bit won’t be smooth. You can check out the previous system requirements here (http://wccftech.com/oculus-rift-recommended-requirements-revealed/#), and the updated ones have shared below.


NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
3x USB 3.0 ports plus 1x USB 2.0 port
Windows 7 SP1 64-bit or newer

The consumer version of the Oculus Rift virtual reality headset is set to launch in the first quarter of 2016, which could be any time from January 1 to March 31. A specific retail cost for the headset has not been revealed yet, but Luckey has already admitted that it will cost more than $350 (£230)







Noticia:
http://wccftech.com/oculus-rift-system-requirements-updated/#ixzz3vFM0P1pW

Jorge-Vieira
24-12-15, 15:00
Palmer Luckey hints that Oculus Rift CV1 may be quite expensive (http://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-hints-that-oculus-rift-cv1-may-be-quite-expensive/)


While we won’t be getting an Oculus Rift pre-order option this side of Christmas, we’re not far away from being able to put money down on a first-generation, commercial VR solution. That stack of cash may be a bit taller than we initially thought though. In a number of tweets over the past few hours, Oculus VR founder Palmer Luckey seems to have been easing us into the idea that the first generation of the Rift is going to be quite expensive.
http://www.kitguru.net/wp-content/uploads/2015/12/oculuscv11.jpg (http://www.kitguru.net/wp-content/uploads/2015/12/oculuscv11.jpg)
Initially the plan was to have the Rift cost around the same as the developer headsets ($350), but it became clear earlier this year that that wouldn’t be the case (http://www.kitguru.net/channel/generaltech/matthew-wilson/palmer-luckey-explains-why-the-oculus-rift-will-be-fairly-expensive/). On top of spending extra to pre-order the Touch motion controls which will launch later on in 2016, Luckey said that with the Rift CV1 being the first real consumer VR product, it needed to provide a premium experience that everyone wanted, before everyone could have it.
That sentiment was backed up by today’s tweets.



https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey @PalmerLuckey (https://twitter.com/PalmerLuckey)
Reminder of something I have talked about before: VR will become something everyone wants before it becomes something everyone can afford.

Follow (https://twitter.com/PalmerLuckey)
https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey @PalmerLuckey (https://twitter.com/PalmerLuckey)

@PalmerLuckey (https://twitter.com/PalmerLuckey) Future advancements and high volume will make VR available to everyone eventually, but 1st gen will be mostly early adopters.







When some suggested that the Facebook backed Oculus merely sell the Rift CV1 at cost to keep the price down, Luckey responded that even then the “cost and desired priced,” would not align. The problem, he said, was all of the custom hardware, something that wasn’t used in the creation of the devkits.



https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey @PalmerLuckey (https://twitter.com/PalmerLuckey)
@PalmerLuckey (https://twitter.com/PalmerLuckey) Extreme means like selling at-cost to ensure maximum market growth are not enough to align cost and desired price.

Follow (https://twitter.com/PalmerLuckey)
https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey @PalmerLuckey (https://twitter.com/PalmerLuckey)

@PalmerLuckey (https://twitter.com/PalmerLuckey) Multiple custom VR panels, high end optics, and an endless list of specialized hardware and manufacturing techniques add up.
<time class="dt-updated" datetime="2015-12-24T06:17:58+0000" pubdate="" title="Time posted: 24 Dec 2015, 06:17:58 (UTC)">6:17 AM - 24 Dec 2015</time> (https://twitter.com/PalmerLuckey/status/679908859012501506)






However it’s not necessarily the Rift itself that will be the big expense for commercial grade virtual reality, but the whole package. People will need a decent PC to run it all, with a recommendation for at least GTX 970 or R9 290, over 8GB of RAM and an Intel Core i5 4690 or better.
If you don’t meet those specifications now, that’s another £250+ on top of the price of the headset itself that you’ll need to factor in.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-hints-that-oculus-rift-cv1-may-be-quite-expensive/

Jorge-Vieira
30-12-15, 14:20
Oculus Rift Consumer Beta (ECV7) tested, receives nothing but praise

With two Development Kits under their belt, Oculus is close to the Consumer Version of the Oculus Rift - coming in early 2016. Well, 'Chaoss86' has posted on the Oculus reddit, saying that he has tried out the Oculus Rift Consumer Beta (ECV7) headset - and had lots of positive things to say in his analysis of the headset.


http://imagescdn.tweaktown.com/news/4/9/49293_33_oculus-rift-consumer-beta-ecv7-tested-receives-nothing-praise.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49293_33_oculus-rift-consumer-beta-ecv7-tested-receives-nothing-praise_full.jpg)

When it comes to the screen inside of the Rift, the DK1 and DK2 had a very visible 'screen door' effect - but with the Consumer Beta (ECV7) headset "there is no pixel pattern of 'screen door' effect", according to Chaoss86. He added that the field of view is "considerably wider than the DK2" headset, adding that while the vertical field of view is "shorter at the top edge", it's "significantly wider horizontally".

Chaoss86 noted that the headset "rests very comfortably" on the head, with the front faceplate capable of moving away, and it's replaceable. This is a big deal, as Chaoss86 notes that "there was no issue with lenses fogging up", and that the Rift is "very light and feels very well built, the "material" seems to be made of some sort of dirt/water retardent and does not get dirty and it does NOT collect dandruff or other dirt".

One of the big notes on the Consumer Beta of the Rift is that it has a "working IPD slider", with Chaoss86 adding "OMG it is an absolute godsend, even if your IPD 'fits' with a standard, some games and experiences do not and this allows a quick 'scale' adjustment so you can get things to feel the right scale for each demo. You honestly don't know what your missing until you try it!"

An issue with the Oculus Rift DK2 unit is that the tracking unit is useless as soon as the camera can't pick the headset up, so you could get clipping issues. Thankfully, it seems this is fixed, with Chaoss86 adding "The field of view of the camera is very wide, (greater than 90 degrees!) and has a good range of movement. It did not loose tracking and the camera itself felt well built and solid (the base was quite heavy so it won't tip over if knocked) It works which ever way your facing so standing experiences are now possible. I could get on the floor and duck under desks etc in VR and never lost tracking, this was amazing!"

Now remember, the Consumer Version of the Oculus Rift will feature headphones, with the notes on the Consumer Beta of the Rift having Chaoss86 "surprised by the built-in cans. They go loud and if you think you will be able to hear your friends laughing at you think again, when 'off' you can hear everything but when on and in a demo they seem to block out sound. I don't know what sort of whichcraft was invoked to make that happen but it works very well. The sound quality is far better than expected and they cover a good range". A note from here, is that Chaoss86 adds that they "put my Corsair overhear gaming headset to shame. You will most likely not need to (or be able to afford) a better set of cans that cover such a large range, Voices really come out naturally which is something many speakers or cans don't do well".

Wrapping up, Chaoss86 said: "there are no more issues, the headset is better in almost every way! We have a great year coming for VR and if this is the quality of the "first gen" headsets then we have nothing to worry about in terms of quality!"

This has me excited, as it looks like Oculus has done countless improvements to the Rift - where I'm hoping to test it out and get some hands- and eyes-on with the new Rift at the 2016 Consumer Electronics Show next week.




Noticia:
http://www.tweaktown.com/news/49293/oculus-rift-consumer-beta-ecv7-tested-receives-nothing-praise/index.html

Jorge-Vieira
30-12-15, 14:41
Consumer Oculus Rift will have built-in DAC and headphone amp (http://www.kitguru.net/components/vr/jon-martindale/consumer-oculus-rift-will-have-built-in-dac-and-headphone-amp/)


One of the more noticeable (read: exterior) changes from the Oculus Rift DK2 virtual reality headset, to the CV1 launch model, is the inclusion of built-in headphones. Provided earcups don’t have much of a reputation for strong sound reproduction with other products, but Oculus assures us the Rift will do, thanks to its built in DAC and headphone amplifier.
This was admitted by Oculus VR founder Palmer Luckey on Reddit (https://www.reddit.com/r/oculus/comments/3ynsim/i_got_to_try_the_consumer_beta_ecv7_and_here_is/cyfcp6q), where he countered someone’s point about the company’s own influence on audio quality with the Rift. He said it was heavy:
“We control the entire pipeline. The Rift has a built in DAC and amp. Everything is high quality, from the Audio SDK to DAC to amp to the driver modules themselves.”
This will be good news for audiophiles and those hoping for the Rift to achieve a high-level of audio immersion. Binaural audio has been a big development for virtual reality game and experience makers, adding a new level to the realistic feel of the demonstrations.
http://www.kitguru.net/wp-content/uploads/2015/12/riftface-1024x733.jpg (http://www.kitguru.net/wp-content/uploads/2015/12/riftface.jpg)
Palmer Luckey should know what he’s talking about too, as he is a self professed audiophile, so likely will have made sure that the Rift sports high-quality headphones and audio-internals at launch. However, the concern at the other end of that spectrum is one related to cost. If Oculus VR is putting higher-end audio hardware in its head mounted display (HMD), then will that mean a big price hike?
We heard previously that the Rift CV1 will likely end up more expensive (http://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-hints-that-oculus-rift-cv1-may-be-quite-expensive/) than the projected $350 (£235) price tag, but how much more at this point is anyone’s guess.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/consumer-oculus-rift-will-have-built-in-dac-and-headphone-amp/

Jorge-Vieira
01-01-16, 10:25
Oculus is delaying the launch date for its Touch controllers (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-is-delaying-the-launch-date-for-its-touch-controllers/)


Earlier this year, Oculus officially announced the consumer version of the Oculus Rift, though that wasn’t all it had to show off. Oculus has also been working on a pair of handheld controllers known as the Oculus Touch, which would allow for users to interact with virtual worlds a bit more naturally than a standard gamepad.
These Touch controllers were originally slated to release in the first half of 2016, shortly after the Rift headset, which is still due out in the first quarter of next year. However, in order to perfect the controller, which will carry over to future generations of the headset, it has decided to push back its expected release date a little bit.
http://www.kitguru.net/wp-content/uploads/2015/12/touchcontrollers1.jpg (http://www.kitguru.net/wp-content/uploads/2015/12/touchcontrollers1.jpg)
The announcement was made on the official Oculus website (https://www.oculus.com/en-us/blog/update-on-oculus-touch-ship-date/), which says: “Rift remains on schedule to ship in Q1 with pre-orders launching very soon. On Touch hardware, we’ve made significant advances in ergonomics, and we’re implementing many changes that make Touch even more comfortable, reliable, and natural. We’re also implementing changes that improve hand pose recognition.”
“The feedback on Touch has been incredibly positive, and we know this new timeline will produce an even better product, one that will set the bar for VR input. We appreciate your patience and promise Touch will be worth the wait.”
The Oculus Touch controllers were always set to be sold separately to the Oculus Rift headset, which will launch with a standard Xbox One gamepad included in the box.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-is-delaying-the-launch-date-for-its-touch-controllers/

Enzo
01-01-16, 17:32
Não era mais facil inventarem um capacete logo com o som, visor e sensores, altamente respiravel e confortavel mesmo no Verão...?

Jorge-Vieira
04-01-16, 14:39
Very few PCs will be capable of powering the Oculus Rift, Nvidia says


http://www.techspot.com/images2/news/bigimage/2016/01/2016-01-03-image-5.jpg


2016 is expected to be the year of virtual reality (although in actuality, it'll likely be a few more years before the technology really takes root among general consumers). Regardless, some VR systems will arrive this year including the granddaddy of them all, the Oculus Rift (http://www.techspot.com/news/63227-oculus-vr-now-shipping-final-rift-hardware-sdk.html).
That's great news for enthusiasts, assuming of course that you have a system powerful enough to run the rig. According to Nvidia, most machines won't be up to the task.
The graphics chip maker estimates that only 13 million PCs worldwide will be powerful enough to push the Rift and other serious VR headsets. Research firm Gartner notes that Rift-capable machines will account for less than one percent of the 1.43 billion computers expected to be in use this year.
http://www.techspot.com/images2/news/bigimage/2016/01/2016-01-03-image-6.jpg
Last May, the Facebook-owned company revealed recommended hardware specifications (http://www.techspot.com/news/60688-high-end-pc-needed-best-oculus-rift-experience.html) needed for the best experience with its VR headset. Those specs included an Intel Core i5-4590 or better, an AMD 290 / Nvidia GTX 970 or equivalent and at least 8GB of RAM in addition to an HDMI 3.1 video output, two USB 3.0 ports and Windows 7 SP1 or newer.
We'll likely learn a lot more about the Rift and other products later this week at CES. As Bloomberg (http://www.bloomberg.com/news/articles/2015-12-30/few-computers-are-powerful-enough-to-support-virtual-reality) points out, there will be more than 40 exhibitors demonstrating virtual reality products across 2.4 million square feet of show floor. That may not sound like many considering over 3,600 companies are expected to showcase their products but it represents a 77 percent increase compared to 2015 (the figure also doesn't account for companies that won't have a presence on the show floor but rather host meetings in private hotel suites).



Noticia:
http://www.techspot.com/news/63325-few-pcs-capable-powering-oculus-rift-nvidia.html

Jorge-Vieira
04-01-16, 20:05
You will be able to pre-order the Oculus Rift in two days (http://www.kitguru.net/channel/generaltech/matthew-wilson/you-will-be-able-to-pre-order-the-oculus-rift-in-two-days/)


It has been a long journey but the wait is finally coming to an end as Oculus has announced that pre-orders for its finished Oculus Rift headset will go live in just two days time on the 6th of January. Oculus founder, Palmer Luckey will also be hosting a Reddit AMA at the time of launch in order to answer any questions people might have about the Rift, its price or future plans.
Pre-orders go live directly on Oculus.com at 8 AM Pacific Time, which works out as 4 PM here in the UK. Oculus made the announcement in a blog post today (https://www.oculus.com/en-us/blog/oculus-rift-pre-orders-to-open-on-jan-6/), where it also promises to share everything you need to know in order to order a Rift when pre-orders go live.
http://www.kitguru.net/wp-content/uploads/2016/01/Oculus-Rift-e1451926365635.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/Oculus-Rift-e1451926365635.jpg)
This also served as a last minute reminder that Eve: Valkyrie and Lucky’s Tale will be free for everyone that pre-orders the long-awaited virtual reality headset. Now a pre-order announcement doesn’t necessarily guarantee us a release date but hopefully, Oculus will share its timeframe for shipping the first units out on Wednesday.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/you-will-be-able-to-pre-order-the-oculus-rift-in-two-days/

LPC
04-01-16, 20:27
Boas!
Já existe preços para esse sistema?

Vamos a apostas? 200€?

Cumprimentos,

LPC

Jorge-Vieira
04-01-16, 20:29
200€... parece-me barato de mais para esta novidade, vou apostar no dobro, 400€.

LPC
04-01-16, 20:35
200€... parece-me barato de mais para esta novidade, vou apostar no dobro, 400€.

Aquilo não é mais que dois pequenos ecrans com duas lentes (uma para cada olho) e um giroscópio!
Tudo o que é heavy lifting é feito novamente pelas gráficas que terão que debitar para o VR...

Poderás pagar agora pela novidade, mas acredito que para vencer e ter sucesso qualquer VR terá que vir até aos 200€...

Mas isto sou eu a pensar...

Cumprimentos,

LPC

Jorge-Vieira
04-01-16, 20:38
Além do factor novidade, temos também de contar com a concorrencia.
Por isso acho que preço inicial deste tipo de aparelhos vai ter sempre em conta esses factores e nós sabemos como as "novidades" na tecnologia ao inicio são pagas a peso de ouro!!!!

Jorge-Vieira
05-01-16, 14:10
Oculus Rift to come with DK1-style carry case (http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-to-come-with-dk1-style-carry-case/)


The commercial release of virtual reality hardware is closer than ever before and with the announcement of Oculus Rift CV1 pre-orders opening up on 6th January, the hype train is hitting maximum speed. To help fan the flames of its boiler, Oculus founder Palmer Luckey announced that much like the original DK1 developer model, the commercial Rift would come with a hard-plastic carry case.http://www.kitguru.net/wp-content/uploads/2016/01/oculuskits.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/oculuskits.jpg)
DK1 and DK2 case comparison. Source: In2GPU (http://in2gpu.com/2014/08/10/oculus-rift-dk1-vs-dk2/)
The original DK1 was released off-of the back of a very successful Kickstarter campaign and when sent out, came with a solid plastic case to carry it around in. In comparison, the DK2 shipped in a still sturdy, but likely far-cheaper cardboard carry-case. With the CV1 though, we’re going back to the original design-ish.



https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey @PalmerLuckey (https://twitter.com/PalmerLuckey)
People really loved the carrying case we included with DK1 and skipped for DK2, so good news: It is coming back, and doper than ever!
<time class="dt-updated" datetime="2016-01-05T06:46:43+0000" pubdate="" title="Time posted: 05 Jan 2016, 06:46:43 (UTC)">6:46 AM - 5 Jan 2016</time> (https://twitter.com/PalmerLuckey/status/684264746120384512)





Although no image of the case has yet materialised, it will likely look something like the original. However without the full accessories list, we don’t know what the interior or overall size will be like. Additional lenses, cabling, power supplies and potentially a compartment for Oculus Touch controls (for when they are released in the second half of 2016) will all take up extra space, so it will be interesting to see what design is settled on.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-to-come-with-dk1-style-carry-case/

Jorge-Vieira
05-01-16, 14:27
Oculus Founder Discusses Adoption Challenges For VR Headsets

http://cdn.eteknix.com/wp-content/uploads/2016/01/jpg-3-800x450.
The potential of Virtual Reality is rather exciting and is tipped to be one of the biggest attractions of this week’s CES (Consumer Electronic Show 2016), this is also where the gang of eTeknix (http://www.eteknix.com/) are currently stationed in Las Vegas and are ready to bring you the very latest news. VR and the accompanying headsets do bring its own challenges, from adoption to market interest; there are many things to consider, so much so that Palmer Luckey, who is the founder of Oculus VR has discussed (http://www.ft.com/cms/s/2/dae861ee-b275-11e5-b147-e5e5bba42e51.html) such issues and it’s very interesting.
On the subject of Virtual reality headsets replacing smartphones, Palmer Luckey stated that “the technology required many years of further development before it could replace smartphone’s for mainstream users” Mr Luckey also stated that VR headsets would need to be more powerful, cheaper and also slim enough for it to be considered to be both a viable alternative and also an appealing product for a wider adoption.
Asked how long it would take before we would see a ubiquitous use of VR, Mr Luckey stated that it could be anything from “five years – ten years”. The price point is also crucial and analysis by “Touchstone Research” have found that US Internet consumers would be willing to spend the following amounts on a VR device. As you can see, 31% would be willing to spend between $200 – $399 dollars, but if you go to the other end of the spectrum then it conveys that 6% would not be happy to spend a single dollar.
http://i2.wp.com/www.eteknix.com/wp-content/uploads/2016/01/Untitled-2.jpg?resize=800%2C458
Palmer Luckey also recognises that “the current headset design is “obviously not the ideal form factor” as it is too bulky and needs to be slimmer. Further details include the recent announcement (https://www.oculus.com/en-us/blog/oculus-rift-pre-orders-to-open-on-jan-6/) by Oculus concerning the finalization that it will be taking pre – orders for the Rift on January 6,th 2016 and shipping would be in the first quarter of 2016.
It will be interesting to note how this product performs and also how quickly this new tech is adopted by the market.
Image courtesy of fastcompany (https://www.fastcompany.com/3047354/oculus-rift-unveils-its-virtual-reality-headset)



Noticia:
http://www.eteknix.com/oculus-founder-discusses-adoption-challenges-for-vr-headsets/


Penso que a adoção deste tipo de equipamentos vai depender sempre do preço e depois de existirem PCs com capacidades para alimentar estes equipamentos com resoluções/framerates em condições.

LPC
05-01-16, 15:03
Volto a apontar...

200€ para este gadget é o máximo que o ppl irá dar...

Isto não substitui o monitor, nem é para ser usado 8 horas por dia...
Tem limitações técnicas e depois de passar o factor "wow" o que é que fica?

Cumprimentos,

LPC

Jorge-Vieira
05-01-16, 20:07
Original Oculus Backers to Receive Final Rift for Free

http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/01/Oculus-Rift-2i.jpg?resize=800%2C450
On the eve of making pre-orders of its hardware available (http://www.eteknix.com/oculus-rift-preorder-date-finally-announced/), Oculus has announced that backers of the original Rift VR headset on Kickstarter will receive the final retail version of the hardware for free. Early backers were previously rewarded with the early Rift prototype kit and SDK but, as a show of gratitude, will also be presented with a free Kickstarter Edition of the retail Oculus Rift model, which includes two free games.
“Tomorrow, we’ll be opening Rift pre-orders on Oculus.com. This is a major milestone on the path to putting great VR in the hands of millions,” the new update on the Rift Kickstarter page reads (https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/1458224). “As a small token of our appreciation for your support, all Kickstarter backers who pledged for a Rift development kit will get a free Kickstarter Edition Oculus Rift! And like all Rift pre-order purchasers, you’ll receive a bundled copy of Lucky’s Tale and EVE: Valkyrie.”




<iframe width="640" height="390" src="https://www.youtube.com/embed/f79zdVmF-dM" frameborder="0" allowfullscreen></iframe>


“To claim your free Rift,” the post adds, “fill out the survey you’ll receive from Kickstarter before February 1, 2016 and provide a shipping address that is located in one of the 20 countries Rift is launching in. For those who don’t live in one of those 20 countries, we’re working on an alternative, and you can let us know your preference in the form.”



Noticia:
http://www.eteknix.com/original-oculus-backers-receive-final-rift-free/

Jorge-Vieira
06-01-16, 15:05
You won’t be charged for your Oculus Rift pre-order until it ships (http://www.kitguru.net/channel/generaltech/matthew-wilson/you-wont-be-charged-for-your-oculus-rift-pre-order-until-it-ships/)


Today is the day that we finally learn how much the final version of the Oculus Rift will cost, with pre-orders set to go live in just a couple of hours time. While some may have prepared their bank accounts for the purchase already, Oculus won’t actually be charging for Rift pre-orders until the final release day comes along, which means those who pre-order aren’t ‘locked in’.
On top of that, those that pre-order the Oculus Rift will also get the first opportunity to pre-order the Oculus Touch controller when that is ready to launch in the second half of this year.
http://www.kitguru.net/wp-content/uploads/2016/01/oculuscv111.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/oculuscv111.jpg)
This was all explained last night by Oculus founder, Palmer Luckey on Twitter, where he said: “Good news, everyone: When you preorder Rift, you also reserve your spot for Touch preorders. First in line for Rift=First in line for Touch. People ask about Touch+Rift discount – Everyone with Touch needs a Rift, consider discount built into price of the subsidized Rift hardware.”
“Rift preorders are different from most of the games industry. You don’t get charged until we ship – no deposit lock-in, no bonus pressure. We won’t lock people into preorders months before reviews come out using our awesome preorder bonuses. We have confidence in our product!”
Oculus also dropped the news yesterday (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-is-giving-dev-kit-kickstarter-backers-a-finished-rift-for-free/) that it will be giving away a free Oculus Rift to everyone that pledged for the original Development Kit on Kickstarter.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/you-wont-be-charged-for-your-oculus-rift-pre-order-until-it-ships/

Jorge-Vieira
06-01-16, 17:52
Oculus Rift pre-orders kick off, with the Rift priced at $599

Oculus just opened up the flood gates on the Rift pre-order, where we've now found out that the first VR headset from Oculus will cost $599.


http://imagescdn.tweaktown.com/news/4/9/49454_01_oculus-rift-pre-orders-kick-priced.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49454_01_oculus-rift-pre-orders-kick-priced_full.jpg)

Shipping adds $132 for me in Australia, but you do get VR platformer Lucky's Tale, as well as EVE: Valkyrie in the box. The Oculus Touch was delayed, but anyone who pre-orders the Rift gets first dibs on the Touch controller when it launches later this year.

You can expect plenty of Oculus Rift content from us in the near future!




Noticia:
http://www.tweaktown.com/news/49454/oculus-rift-pre-orders-kick-priced-599/index.html



LPC, ainda dizias 200€!!!!!

LPC
06-01-16, 19:56
Oculus Rift pre-orders kick off, with the Rift priced at $599




Noticia:
http://www.tweaktown.com/news/49454/oculus-rift-pre-orders-kick-priced-599/index.html



LPC, ainda dizias 200€!!!!!

Boas!
Devem é ser malucos....

LOL...

Cumprimentos,

LPC

jotinha17
06-01-16, 20:02
É novidade e isso paga-se, já sabemos como funciona a tecnologia, quando existe concorrência isso baixa.

Faz lembrar as primeiras televisões plasma, led, 4k, etc.

Jorge-Vieira
06-01-16, 20:06
Boas!
Devem é ser malucos....

LOL...

Cumprimentos,

LPC
Cá na Tugalandia deve vir para perto dos 800€!!!!

Jorge-Vieira
07-01-16, 10:12
The Oculus Remote eases users into VR

When preorders (http://techreport.com/news/29548/oculus-rift-gets-a-600-price-tag-as-preorders-begin) for the Oculus Rift launched yesterday a new piece of the puzzle got an introduction, as well. The Oculus Remote, true to its name, is a small remote-control-like device that Oculus says (https://www.oculus.com/en-us/blog/oculus-rift-pre-orders-now-open-first-shipments-march-28/) is "the easiest way to introduce non-gamers to VR." This remote is bundled with every Rift.

http://techreport.com/r.x/2016_1_7_The_Oculus_Remote_eases_users_into_VR/oculusremote.jpg The remote is meant to be useful for accessing the Oculus store, watching a 360-degree Oculus video, or even simple gaming. I've seen my fair share of non-gamers struggle with a standard console controller when they can actually see its buttons, so a streamlined, one-handed navigation device with minimal inputs seems like a smart option to lower the already fairly high barrier of entry to VR.



Noticia:
http://techreport.com/news/29563/the-oculus-remote-eases-users-into-vr

Jorge-Vieira
07-01-16, 17:01
'The Rift is obscenely cheap for what it is', says Oculus founder

When Oculus VR finally announced the $599 price tag of its commercial VR headset (http://www.tweaktown.com/news/49454/oculus-rift-pre-orders-kick-priced-599/index.html), it opened a rift in the potential VR market. On one side is the enthusiast crowd, who isn't fazed by spending $600 on new tech, and on the other is the crowd who feels cheated and mislead by Palmer Luckey's previous statements. After all, $600 is much different than Luckey's previous "north of $350" price tease (http://www.tweaktown.com/news/47808/final-oculus-rift-vr-headset-cost-north-350/index.html), and that's not including the requisite PC hardware needed for VR.


http://imagescdn.tweaktown.com/news/4/9/49494_2_rift-obscenely-cheap-is-oculus-founder.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49494_2_rift-obscenely-cheap-is-oculus-founder_full.png)

In an attempt to set things straight, Luckey explained some things about the Rift (https://www.reddit.com/r/IAmA/comments/3zt7ul/i_am_palmer_luckey_founder_of_oculus_and_designer/), including the fact that the company isn't making money on the hardware. "To be perfectly clear, we don't make money on the Rift," the VR pioneer bluntly pointed out.. The founder went on to say that the extras bundled with the Rift--Xbox One controller, audio headset, carrying case--didn't impact the cost at all.

So why is it so much? The Rift's internal components, which include custom VR OLED displays with blazing refresh rates--among other high-grade materials--are the main culprits.

"The core technology in the Rift is the main driver - two built-for-VR OLED displays with very high refresh rate and pixel density, a very precise tracking system, mechanical adjustment systems that must be lightweight, durable, and precise, and cutting-edge optics that are more complex to manufacture than many high-end DSLR lenses," Luckey explains.

Still, though, Luckey is convinced that $599 is an extremely fair deal for something as high-tech as the Oculus Rift. "High-end VR is expensive, but Rift is obscenely cheap for what it is", he said.

"It is expensive, but for the $599 you spend, you get a lot more than spending $599 on pretty much any other consumer electronics devices - phones that cost $599 cost a fraction of that to make, same with mid-range TVs that cost $599. There are a lot of mainstream devices in that price-range, so as you have said, our failing was in communication, not just price."

When it comes to the pricing fiasco, the VR founder admits he could have handled things better and apologizes.

"I handled the messaging poorly. Earlier last year, we started officially messaging that the Rift+Recommended spec PC would cost roughly $1500. That was around the time we committed to the path of prioritizing quality over cost, trying to make the best VR headset possible with current technology. Many outlets picked the story up as 'Rift will cost $1500!', which was honestly a good thing - the vast majority of consumers (and even gamers!) don't have a PC anywhere close to the rec. spec, and many people were confused enough to think the Rift was a standalone device. For that vast majority of people, $1500 is the all-in cost of owning Rift. The biggest portion of their cost is the PC, not the Rift itself."

Although many fans have been deterred by the Oculus Rift's price tag, the headset's March 28 batch sold out in minutes. The next batch of consumer-grade Rifts are expected to ship out in June 2016.




Noticia:
http://www.tweaktown.com/news/49494/rift-obscenely-cheap-is-oculus-founder/index.html


Ainda acha esta coisa barata :facepalm:

Jorge-Vieira
07-01-16, 18:39
Palmer Luckey insists that Oculus isn’t making profit on the Rift (http://www.kitguru.net/channel/generaltech/matthew-wilson/palmer-luckey-insists-that-oculus-isnt-making-profit-on-the-rift/)


Yesterday, pre-orders for the Oculus Rift officially went live, revealing a £499.99 price tag that caught many people off guard and left some questioning exactly why the Rift ended up being so expensive, particularly since the development kits came in at around the $300-$350 mark. However, Oculus founder, Palmer Luckey insists that the company isn’t making any money on the Rift.
Speaking in a Reddit AMA last night (https://www.reddit.com/r/IAmA/comments/3zt7ul/i_am_palmer_luckey_founder_of_oculus_and_designer/), Luckey said: “To be perfectly clear, we don’t make money on the Rift. The Xbox controller costs us almost nothing to bundle, and people can easily resell it for profit. A lot of people wish we would sell a bundle without “useless extras” like high-end audio, a carrying case, the bundled games, etc, but those just don’t significantly impact the cost.”
http://www.kitguru.net/wp-content/uploads/2016/01/Oculus-Rift-2-1024x576-e1451295737892.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/Oculus-Rift-2-1024x576-e1451295737892.jpg)
“The core technology in the Rift is the main driver – two built-for-VR OLED displays with very high refresh rate and pixel density, a very precise tracking system, mechanical adjustment systems that must be lightweight, durable, and precise, and cutting-edge optics that are more complex to manufacture than many high-end DSLR lenses. It is expensive, but for the $599 you spend, you get a lot more than spending $599 on pretty much any other consumer electronics devices”.
To shed a bit more light on the situation, a separate report from Polygon (http://www.polygon.com/2016/1/6/10724644/oculus-rift-price-palmer-luckey) revealed that originally, the consumer version of the Rift was originally supposed to resemble the DK2 in terms of specifications. However, the team eventually decided to prioritise quality over cost, which is why many of the parts used in the Rift now are entirely custom, including the higher resolution 90Hz OLED displays used.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/palmer-luckey-insists-that-oculus-isnt-making-profit-on-the-rift/

Jorge-Vieira
08-01-16, 14:30
Alienware does deal with Occulus Rift

http://www.fudzilla.com/media/k2/items/cache/033f7e389df6fae5b8ab6449819249b1_L.jpg (http://www.fudzilla.com/media/k2/items/cache/033f7e389df6fae5b8ab6449819249b1_XL.jpg)

A cheaper way to buy it
Alienware founder Frank Azor has said his outfit is going to bundle the Oculus Rift with an Alienware X51 gaming desktop at a reduced cost to consumers.

Azor said customers who ordered the bundle would receive the x51 system, valued at $1,200, plus the Rift for $1,600 total. This would give you a $200 discount on the Rift and a laptop that has the power to run it.
Gamers have been fuming as Occulus announced its price for the Rift which, at $600, was a little hefty and some believed that it would kill the technology stone dead.
It is not clear what the Alienware specs will be. Azor said the bundle would be a complete turn-key solution—so you could pull the X51 out of the box and begin playing VR.
Oculus Rift founder Palmer Luckey and Azor defended the "recommended spec" of a GeForce GTX 970. Luckey said that while a higher performance GPU didn't hurt, he didn't believe it was a necessity. He added that developers might use a higher-performance card such as a GeForce GTX 980, 980 ti, or an equivalent. Luckey will personally be playing all final builds of VR games on a GeForce GTX 970 GPU.
Azor said that the image quality with VR can't be judged by the same standards as on a monitor. The sorts of settings used on the latter, such as textures or filtering, don't necessarily apply.
Meanwhile Azor announced that Alienware would offer the world's first OLED gaming laptop when its new Alienware 13 comes out in April. Azor liked the blacker blacks offered by organic LED technology, which doesn't need a separate backlight. The second is the response time, which, he said, is less than millisecond.
The 13-inch Alienware will feature a new CPU but the same GeForce GTX 960m of the current model.An early build of the laptop featuring a 2560x1440 resolution OLED panel. Dell has also announced an OLED desktop panel for $5,000,. Azor said that the Alienware 13 will be surprisingly affordable at $1,499.



Noticia:
http://www.fudzilla.com/news/wearables/39617-alienware-does-deal-with-occulus-rift

Jorge-Vieira
08-01-16, 15:08
Detailed shots of consumer Oculus Rift package snapped at CES (http://www.kitguru.net/channel/event/jon-martindale/detailed-shots-of-consumer-oculus-rift-package-snapped-at-ces/)


This week has been an exciting one with CES ongoing in Las Vegas, but Oculus nearly stole the show by launching its pre-orders earlier this week. Although buyers were asked to put down a little (http://goo.gl/6IlBDx) more than expected for their future HMD, detailed images of the headset and its accessories were a little hard to come by. Fortunately one Redditor snapped a bunch of close up shots at the Oculus CES booth.
http://www.kitguru.net/wp-content/uploads/2016/01/oculusces01.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/oculusces01.jpg)
As neat a package as this looks, there is some debate if this is the final case and layout for the consumer edition Rift. Palmer Luckey has previously hinted that the case – which we know the Rift will ship in (http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-to-come-with-dk1-style-carry-case/) – will have space for the Touch controllers too and this doesn’t look like it would.
It’s worth bearing in mind too that the Touch controllers will come with a second positional tracker. There’s no way another one of those fits in that case, unless it’s somehow underneath the one that’s already there.
http://www.kitguru.net/wp-content/uploads/2016/01/oculusces02-300x225.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/oculusces02.jpg) http://www.kitguru.net/wp-content/uploads/2016/01/oculusces03-300x225.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/oculusces03.jpg)
From these images it’s clear that the whole set up is more polished than ever before, though I wonder if some people might want alternative colour casings at some point in the future.
Thanks to Redditor Brron (https://www.reddit.com/user/brron) for these photos. You can see the full album here (http://imgur.com/gallery/Pasna).



Noticia:
http://www.kitguru.net/channel/event/jon-martindale/detailed-shots-of-consumer-oculus-rift-package-snapped-at-ces/

Jorge-Vieira
08-01-16, 21:19
Alienware reveals money-saving Oculus bundle and world's first OLED gaming laptop


http://www.techspot.com/images2/news/bigimage/2016/01/2016-01-08-image-4.jpg


Now that we know the Oculus Rift will cost (http://www.techspot.com/news/63342-oculus-rift-pre-orders-start-january-6-here.html) $600 and require a fairly high-end (http://www.techspot.com/news/60688-high-end-pc-needed-best-oculus-rift-experience.html) PC to get the most out of it, Alienware founder Frank Azor has revealed that his company will bundle the VR headset with an Alienware X51 gaming desktop – saving people money on the device.
Azor confirmed the PC/Rift package alongside Oculus founder Palmer Luckey. The Alienware chief said the $1200 X51 system would be available with the Rift for $1600 – saving buyers $200.
Azor suggested that buying this bundle would allow people to get their hands on a Rift faster than if they went through the Oculus site. Right now, the VR company gives June as an estimated shipping date for the device, but buyers of Alienware’s combo deal could be using a Rift as early as the end of March or beginning of April.
It’s worth pointing out that these PCs don’t come with any special software or other means of support for the Rift; they just contain the appropriate hardware and have been extensively tested to ensure they give the best Rift experience. The PC’s precise specifications are not yet known. Luckey did say that he would personally be playing all final builds of VR games on a GeForce GTX 970 GPU; considering that’s the card in Alienware’s $1200 X51 R3 (http://www.dell.com/us/p/alienware-x51-r3/pd?oc=dpcwxy01hoculusg&model_id=alienware-x51-r3%E2%80%8B), it's likely to be the GPU that’s shipped in the Oculus bundle.
In addition to Alienware’s Oculus announcement, the company also showed off the new Alienware 13 – the world’s first OLED gaming laptop. This 13-inch machine has a 2560 X 1440 resolution and will be available with a GeForce GTX 960m or a 980m. The OLED technology gives brighter and more vivid colors, a broader viewing angle and allows the screen to refresh its pixels extremely quickly. The Alienware 13 should be available mid-April starting from $1499.



Noticia:
http://www.techspot.com/news/63410-alienware-reveals-money-saving-oculus-bundle-world-first.html

Jorge-Vieira
12-01-16, 14:26
Oculus warns developers against using jump scares on the Rift



With the release of the Oculus Rift now cemented on March 28 (http://www.tweaktown.com/news/49454/oculus-rift-pre-orders-kick-priced-599/index.html), Palmer Luckey has been doing some <del>damage control</del> - an AMA on Reddit.


http://imagescdn.tweaktown.com/news/4/9/49583_06_oculus-warns-developers-against-jump-scares-rift.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49583_06_oculus-warns-developers-against-jump-scares-rift_full.jpg)

Luckey said that jump scares in VR are a tool that developers will use, but he recommends they don't. Luckey said: "... We are strongly discouraging developers from using jump scares. They are such a cheap way to get a reaction in VR".

Personally, jump scares are what VR horror games should be about. Oculus has promised to keep jump scares out of its games, but I'm sure we'll see developers using them to their advantage.




Noticia:
http://www.tweaktown.com/news/49583/oculus-warns-developers-against-jump-scares-rift/index.html






Oculus founder on PlayStation VR: 'isn't quite as high-end' as Rift



Palmer Luckey, the flip flop wearing founder of Oculus, has come out slamming the PlayStation VR during his Reddit AMA. During the AMA, he also said (http://www.tweaktown.com/news/49583/oculus-warns-developers-against-jump-scares-rift/index.html) that jump scares in VR are "such a cheap way to get a reaction in VR".


http://imagescdn.tweaktown.com/news/4/9/49584_07_oculus-founder-playstation-vr-isnt-quite-high-end-rift.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49584_07_oculus-founder-playstation-vr-isnt-quite-high-end-rift_full.jpg)

Talking with the International Business Times, Luckey said that PlayStation VR isn't as high-end as the Rift. He said: "It's also worth noting that their headset isn't quite as high-end as ours - it's still, I think, a good headset - and the PlayStation 4 is not nearly as powerful as our recommended spec for a PC". I agree, the PS4 just isn't anywhere near as powerful as a PC - and so the PlayStation VR will suffer in some way.

He continued, saying that the PlayStation VR itself is good, but the Rift is better quality - as it requires a better PC than what the PS4 contains, hardware wise. He continued: "I think that there's not many people who already own a PS4 who don't own a gaming PC who are going to go out and make that roughly $1,500 all-in investment in the Rift. It really is a separate market. They're bringing virtual reality to a different group of people who I don't think were ever really a part of our market anyway".




Noticia:
http://www.tweaktown.com/news/49584/oculus-founder-playstation-vr-isnt-quite-high-end-rift/index.html


Vão começar as guerras de palavras para ver quem tem o melhor (e mais caro) equipamento :D









Oculus founder says Nintendo's Virtual Boy 'hurt' the VR industry



Oculus founder Palmer Luckey has been giving some golden nuggets of information thanks to his AMA session on Reddit, where he even referenced the failed Virtual Boy from Nintendo.


http://imagescdn.tweaktown.com/news/4/9/49588_03_oculus-founder-nintendos-virtual-boy-hurt-vr-industry.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49588_03_oculus-founder-nintendos-virtual-boy-hurt-vr-industry_full.jpg)

Palmer responded to a Reddit member asking on his comment for the Virtual Boy, where he said that it doesn't qualify as true VR. Palmer said the Virtual Boy had "[no] head tracking, low field of view, [and was] essentially a monochrome 3DTV". He added that the Virtual Boy failing was a "real shame, too, because the association of the Virtual Boy with VR hurt the industry in the long run".

Palmer did say one positive thing about Nintendo's 'VR' device, is that "It did have the first LED display in a consumer device, though - probably the best contrast of any display up to that point!"

During the AMA, Palmer said Oculus is against jump scares in VR (http://www.tweaktown.com/news/49583/oculus-warns-developers-against-jump-scares-rift/index.html), but he also said that the PlayStation VR isn't as high-end as the Oculus Rift (http://www.tweaktown.com/news/49584/oculus-founder-PlayStation-vr-isnt-quite-high-end-rift/index.html), too.




Noticia:
http://www.tweaktown.com/news/49588/oculus-founder-nintendos-virtual-boy-hurt-vr-industry/index.html


Palavras fortes!!!!







Oculus founder says 'VR displays will surpass traditional displays'

Oculus founder Palmer Luckey has been on a Reddit AMA spree, saying that the PlayStation VR isn't as high-end as the Rift (http://www.tweaktown.com/news/49584/oculus-founder-PlayStation-vr-isnt-quite-high-end-rift/index.html), and that Nintendo's Virtual Boy 'hurt' the VR industry (http://www.tweaktown.com/news/49588/oculus-founder-nintendos-virtual-boy-hurt-vr-industry/index.html).


http://imagescdn.tweaktown.com/news/4/9/49593_03_oculus-founder-vr-displays-surpass-traditional-displays.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/4/9/49593_03_oculus-founder-vr-displays-surpass-traditional-displays_full.jpg)

But when it came to the Rift headset itself, he said: "Our OLED displays and control over the viewing environment make it one of the most accurate displays you can get. In the near future, VR displays are going to surpass traditional displays in almost every way".

Palmer continued, saying that the Rift display is calibrated out of the box, so that PC gamers won't have to do it themselves. As for virtual desktops, Palmer did tease that developers are building virtual desktop applications right now. He said: "There are several people building virtual desktop applications. The biggest limitation is resolution per degree and lack of 1:1 pixel mapping compared to traditional displays. You can do it, but applications like PS and Maya are better on a normal monitor for now".




Noticia:
http://www.tweaktown.com/news/49593/oculus-founder-vr-displays-surpass-traditional-displays/index.html

LPC
12-01-16, 15:09
Boas!
Para mim vão ter que resolver algumas questões...

Peso, dimensão, sensação de desorientação, fadiga ocular e claro o preço...

Cumprimentos,

LPC

Enzo
12-01-16, 22:01
Penso que é normal e bastante verdade. É normal um equipamento de rv feito para as massas não ser tão bom quanto um que foi feito para quem pode e quer mesmo comprar algo decente.
Isso basicamente é como o blu-ray. Estar em equipamentos não especificos ou dedicado, foi o suficiente para o fazer chegar a todo o lado (e ganhar a guerra conta o hd-dvd...)

Jorge-Vieira
13-01-16, 14:45
"Crappy PCs" are the biggest barrier to VR adoption, claims Oculus founder


http://www.techspot.com/images2/news/bigimage/2016/01/2016-01-12-image-19.jpg



Some people got a bit of a shock last week when Oculus announced that the Rift headset would cost $599 at launch (http://www.techspot.com/news/63342-oculus-rift-pre-orders-start-january-6-here.html). Considering the powerful hardware that you'll need to run games at an acceptable frame rate and resolution for virtual reality, the entire cost for a VR-capable rig with an Oculus headset is easily north of $1,500.
Oculus founder Palmer Luckey doesn't believe that the price of the Rift itself is the most significant barrier to high-end VR gaming. Instead, in a Reddit AMA (https://www.reddit.com/r/pcmasterrace/comments/40ea0x/i_am_palmer_luckey_founder_of_oculus_and_designer/) Luckey stated that "your crappy PC is the biggest barrier to adoption", and that will only change as more and more consumers start purchasing high-performance hardware.
Luckey hopes that in the future, a "normal" PC will be good enough to run VR games, which would then enable "the majority of people will be able to buy a relatively cheap headset and just use whatever computer they already own to drive it." The best way to achieve this is to increase demand for high-end hardware, which will cause prices to drop and the rate of innovation to increase.
In the meantime, Oculus is working with hardware partners such as AMD and Nvidia to get the most out of current hardware in a virtual reality setting. Both GPU companies have already established VR initiatives – AMD with LiquidVR, and Nvidia with Gameworks VR – that will help achieve the best VR experience so long as you have powerful enough components.
Luckey repeated that Oculus is not making any money from sales of the Rift headset, with the company instead focusing on their software distribution model and exclusive content to generate profit. He also stated that the Rift is priced at $599 because that "is the current cost of making a really good headset", although he is sure the price will decrease over time.
The Reddit AMA (https://www.reddit.com/r/pcmasterrace/comments/40ea0x/i_am_palmer_luckey_founder_of_oculus_and_designer/) where Luckey answers all sorts of questions relating to Oculus and virtual reality is well worth a read if you're interested in how the ecosystem will work.


<aside id="sidebar" class="right "> </aside>

Noticia:
http://www.techspot.com/news/63452-crappy-pcs-biggest-barrier-vr-adoption-claims-oculus.html


Acho que vai ser mais o preço elevado destes equipamentos que propriamente a "porcaria" dos fracos PCs que vão impedir a asdopção destes aparelhos!!!!

Jorge-Vieira
15-01-16, 15:12
Tested: Oculus Rift vs HTC Vive Pre

http://36646d87786feafc0611-0338bbbce19fc98919c6293def4c5554.r0.cf1.rackcdn.co m/images/u5zxP46yS-GJ.jpgComparing VR headsets—whether it’s the Oculus Rift vs. the HTC Vive, or one generation of Rift vs. another—invariably means fighting a losing battle against my own memory. Usually hours, days, or even months separate my tests. It may be easy to remember the overall experience from a VR session, but comparing head tracking or display brightness or the screen door effect purely from memory is impossible. When it comes to those minute details, taking notes just doesn’t cut it.
CES this year was different: for the first time, I got to try out the HTC Vive and the Oculus Rift back-to-back (big thanks to AMD for accommodating me and providing the time for multiple demos). Testing the two HMDs together solidified a few things for me: the Vive definitely offers a larger field of view, the Oculus Rift is definitely the lighter and more refined headset, and both of them have to be adjusted perfectly to offer a clear, focused image.
Right now, the best VR experience is a combination of Oculus VR and Vive VR. Both have their own strengths. If wishes were magic VR amalgamations, I’d use the Vive’s screen and tracking system in the Oculus Rift’s body, with Oculus Touch controllers on my hands. But since most of us are going to be buying one headset or the other, here are my observations from back-to-back testing.
The displaysThe Vive’s field of view is notably larger—specifically, taller—than the Oculus Rift’s. It’s a fairly striking difference when you look at them in quick succession. The Vive definitely doesn’t fill your entire field of view, but the extra verticality is a real plus. If the Oculus Rift is a movie shot at 2.35:1 aspect ratio, the Vive is more 16:9. That’s an imperfect comparison (for one thing, I like movies shot at 2.35:1!) but in VR, the Oculus experience feels a bit more like looking through a window.
When both the Oculus Rift and Vive are perfectly adjusted and in focus on my head, the actual display looks virtually identical, with a very minimal screen door effect. There might be some small differences in brightness, but they should look identical—they’re actually using the very same OLED panel. There are differences in the implementation of that panel and definitely differences with the lenses for the two systems. The Vive’s lenses give a view of a wider portion of the display, and do so without creating any significant distortion.
<figure style="clear: both; position: relative;">http://ec0c5a7f741a6f3bff65-dd07187202f57fa404a8f047da2bcff5.r85.cf1.rackcdn.c om/images/JjQzgonsSh6a.jpg<figcaption>Adjusting the lenses.</figcaption></figure>Both headsets have IPD (inter-pupillary distance) adjusters, but the Vive’s isn’t quite as obvious. It’s a small piece of plastic you turn, as opposed to the slider on the bottom of the Oculus Rift. I found adjusting the slider on the Oculus Rift made a huge difference in focus and clarity, as I positioned the lenses properly for my eyes. I found the effect on the Vive much less obvious, and wasn’t even sure it was working, at first. It seemed to make a very small difference in focus, but perhaps I wasn’t adjusting it to its extremes (but I did turn the little knob a lot).
Despite using the IPD adjustment on the Oculus Rift, I was seeing a half moon-like ring of the display on the left and right periphery of my vision, and it felt like i needed to be able to adjust the IPD outwards more to compensate. It’s a hard thing to describe—almost like a reflection from the edges of the lenses. I think this was an anomaly with the fit of the particular headset I was trying, as I haven’t always experienced this vision effect on other Oculus Rift Crescent Bay dev kits or the final consumer Rift. But the fit seemed right, as the display in the center of my vision was in sharp focus.
Fit and weightThe Vive sits heavily on your head. I’ve seen other writers remark on it feeling surprisingly light, and frankly, I think they’re crazy. Wearing it for 5-10 minutes isn’t going to cause you pain, and for its size and the technology crammed into it, the Vive is already an impressive piece of kit. But it does weigh on the front of your head, and it will cause neck fatigue with longer gaming sessions. And probably shorter ones. The weight has another downside: keeping the headset firmly in place and in focus will mean strapping it tightly to your face, or else it’s slowly going to slide its way out of position. It really doesn’t take much to shift the image quality from ‘perfect’ to ‘pretty good,’ and when the screen is an inch away from your eyeballs, that discrepancy is very noticeable. For a short demo, I had it strapped on uncomfortably tight to really scrutinize the display. Strapping the thing on comfortably while keeping it securely in position is going to be a challenge.
The Oculus Rift is absolutely the more comfortable headset. It’s lighter and much easier to keep in place, partially thanks to its strap system, but mostly, I think, due to its weight. It’s the more comfortable device to handle thanks to its fabric covering. The Vive really feels like development hardware, bursting with raw potential but still a bit ungainly. Putting on the Oculus immediately afterward makes it feel much more like a consumer-ready, heavily iterated piece of tech.
http://0cb8dd5d2dc142d08f0f-eb3b436d25971e5860b39e72b0600342.r94.cf1.rackcdn.c om/images/Ytw-wqE_Rfm8.jpg
Wrapping upThe Vive’s VR controllers are much improved ergonomically since last year, but I didn’t get to directly compare them to the Oculus Touch, which is still months away from release. I think the design and weight of Touch beats the Vive controllers, but Vive has room-scale tracking.
The hardware of these two headsets isn’t everything. Your decision about which, if any, to buy will be influenced by price, ease of use, and the games playable on each. I couldn’t begin to compare those elements in two short back-to-back testing sessions. But with the Oculus Rift only a couple months away, and the Vive following soon after, we’ll have that chance soon enough.



Noticia:
http://www.pcgamer.com/tested-oculus-rift-vs-htc-vive-pre/

Jorge-Vieira
20-01-16, 17:23
Court rules lawsuit against Oculus founder to go ahead (http://www.kitguru.net/channel/generaltech/matthew-wilson/court-rules-lawsuit-against-oculus-founder-to-go-ahead/)


Today a US judge ruled that a lawsuit filed against Oculus co-founder, Palmer Luckey, will go ahead. The lawsuit comes from a company known as Total Recall Technologies, which employed Luckey in 2011 to build a head-mounted display, prior to the Oculus Rift Kickstarter in 2012.
Total Recall Technologies claims that Palmer Luckey breached a confidentiality agreement over information and feedback gained from developing the head-mounted display. It is currently alleged that Luckey used information from his time with the company to form Oculus and run the successful Rift Kickstarter campaign.
http://www.kitguru.net/wp-content/uploads/2016/01/sO0A4nYag-NN.878x0.Z-Z96KYq-e1445010130326.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/sO0A4nYag-NN.878x0.Z-Z96KYq-e1445010130326.jpg)
This lawsuit was initially filed following Facebook’s acquisition of Oculus and due to this, Luckey commented at the time saying that this was “a brazen attempt to secure for itself a stake” in the acquisition. Similar comments were made about the lawsuit against Oculus from Zenimax, following the hiring of John Carmack, a long time employee of the subsidiary, id Software.
The lawsuit from Total Recall Technologies will go to trial later this year.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/court-rules-lawsuit-against-oculus-founder-to-go-ahead/

Enzo
21-01-16, 09:15
Ainda nem sequer sairam e já há polémica em volta deles? Estão a começar bem. Isto, e a julgar pela quantidade de interessados que já existem em fazer dispositivos RV, não abona muito a favor deles...

Jorge-Vieira
21-01-16, 16:20
Oculus Rift Most Popular Platform; VR Gains Developer Confidence But PC Still Top Platform According GDC Survey

According to a recent survey from the GDC, developers are gaining more confidence in VR development, but PC is still the top platform among developers. The Oculus Rift was picked to be the most popular VR platform among current VR developers.
http://cdn.wccftech.com/wp-content/uploads/2015/10/project-morpheus-vs-htc-vive-vs-oculus-rift1-635x378.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/10/project-morpheus-vs-htc-vive-vs-oculus-rift1.jpg)
The Game Developers Conference (GDC) has released the fourth annual State of the Industry Survey, revealing trends in the games industry based on the feedback of more than 2,000 North American game developers ahead of GDC 2016 in March. The survey has revealed that development of Virtual Reality (VR) titles has more than doubled among participating developers with 16 percent currently developing for VR, up from the 7 percent of developers were working on VR projects in last year’s survey.
The 2016 State of the Industry Survey marks the fourth entry in the ongoing series of yearly reports and serves as a snapshot of the games industry and illustrates industry trends ahead of GDC 2016 in San Francisco. Organized by the UBM Tech Game Network, GDC 2016 takes place March 14th-18th at the Moscone Convention Center in San Francisco, California.
http://cdn.wccftech.com/wp-content/uploads/2014/05/VR-Headset-635x326.jpg (http://cdn.wccftech.com/wp-content/uploads/2014/05/VR-Headset.jpg)
VR’s popularity is growing fast, but PC and mobile are still the top platforms among developers The emergence of upcoming Virtual Reality (VR) devices like Oculus Rift, Sony’s PlayStation VR and Samsung’s Gear VR, among others, has proven to be alluring for developers on the bleeding edge, with the survey revealing that development of VR titles has more than doubled among participating developers. This year’s survey has shown that 16 percent of developers are currently creating titles for VR, up from the 7 percent of developers who replied in the affirmative in last year’s survey. Projecting further into the future, 15 percent of participating developers have affirmed that their next game will incorporate VR, up from the 6 percent who affirmed their VR ambitions last year.
The platform wars continue unabated, with 52 percent of developers currently working on a game for PC, down from 56 percent from last year. 44 percent of developers are currently working on smartphone and tablet games, down from the 50 percent of developers working on these titles last year.
http://cdn.wccftech.com/wp-content/uploads/2016/01/NVIDIA-Pascal-GP106-635x359.jpg (http://cdn.wccftech.com/wp-content/uploads/2016/01/NVIDIA-Pascal-GP106.jpg)
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The consoles continue to be popular platforms for developers, with 27 percent of respondents affirming ongoing work on a title for PlayStation 4, compared to 26 percent last year. The Xbox One has revealed a similarly consistent level of development, with 23 percent of developers working on Xbox One, up from 22 percent last year. Developer interest in Nintendo platforms have dipped slightly since last year, with 5 percent of respondents affirming that they are working on Wii U projects, down from 6 percent last year. 2 percent of developers have stated that they are working on titles for 3DS, compared to 3 percent in the previous year.
Most game makers believe VR/AR is a sustainable business, but 27 percent don’t believe VR/AR device adoption will ever match current console install-base Still in its infancy, the current generation of VR/AR platforms has garnered strong developer confidence, with 75% of respondents agreeing that VR/AR is a long-term sustainable business to be in.
http://cdn.wccftech.com/wp-content/uploads/2015/10/xbox-ps4-wiiu-composite-635x357.jpg (http://cdn.wccftech.com/wp-content/uploads/2015/10/xbox-ps4-wiiu-composite.jpg)
Despite this growing confidence, developers disagree on the future sales rates for these devices. When asked when they believe VR/AR devices will exceed the adoption rate (roughly 40 percent) of game consoles in the U.S. in 2015, 27 percent of respondents said they didn’t believe VR/AR hardware would ever surpass that level of adoption. Just 1 percent of those surveyed said they expected it to happen by 2018, the earliest time period available for selection. 44 percent of respondents expected it to happen by 2026, and a total of 54 percent believed it would happen by 2030.
In a separate, more conservative VR/AR install base question, 38 percent of respondents predicted that VR/AR hardware would be in 10 percent of U.S. households by 2020. 86 percent figure it’ll happen by 2030, and roughly 9 percent figure it will never happen.
What is your favorite platform, and which VR platform do you prefer? Leave a comment down below.
Source: Official press release







Noticia:
http://wccftech.com/oculus-rift-popular-platform-vr-gains-developer-confidence-pc-top-platform-gdc-survey/#ixzz3xtdszhiP


Talvez seja por ter sido uns dos primeiros equipamentos a aparecer.
(http://wccftech.com/oculus-rift-popular-platform-vr-gains-developer-confidence-pc-top-platform-gdc-survey/#ixzz3xtdszhiP)

Jorge-Vieira
26-01-16, 09:46
VR Simulator With Oculus Rift / Full Set of Controls (http://www.hardocp.com/news/2016/01/25/vr_simulator_oculus_rift_full_set_controls/)

This video (https://www.youtube.com/watch?v=S0-UR3FVH1E#t=54) of a guy playing War Thunder using an Oculus Rift and a full set of flight controls really shows off the power of VR. The side by side comparisons are the best part.

<iframe width="640" height="360" src="https://www.youtube.com/embed/S0-UR3FVH1E" frameborder="0" allowfullscreen></iframe>




Noticia:
http://www.hardocp.com/news/2016/01/25/vr_simulator_oculus_rift_full_set_controls#.VqdASF Jv4vc

Jorge-Vieira
26-01-16, 16:30
Oculus winning the developer wars

http://www.fudzilla.com/media/k2/items/cache/a10249320d5eea66b1b9862032570a02_L.jpg (http://www.fudzilla.com/media/k2/items/cache/a10249320d5eea66b1b9862032570a02_XL.jpg)

Survey suggests it is getting more attention at least for now

When new technology arrives, much depends on developers coming up with software which will run it.

A new survey suggests that when it comes to getting games developers on board for its high-end virtual reality vision of the future Oculus is beating its rivals, Valve/HTC, and Sony.
The survey, which was released ahead of March's Game Developers Conference suggests that, so far, the Oculus Rift is getting “outsized interest” from games.
GDC's 2016 State of the Industry Report surveyed 2,000 professional developers who attended the popular annual trade show during the past three years. It asks them about their current work and interest in various virtual reality and augmented reality technologies.
More than 19 percent of respondents said they were currently working on a game for the device Oculus Rift. This made it the most popular VR headset among the developers.
Second place Samsung's GearVR at 8 percent of respondents, Google Cardboard at seven percent, and HTC Vive and PlayStation VR had six percent each.
More than 20 percent said their next VR project would be on the Rift, compared to 9 percent for PlayStation VR and eight percent for the HTC Vive.
However the Rift is not home and hosed yet. A quarter of respondents said they "are not currently interested in developing for VR/AR headsets."
More than 44 percent said they weren't currently working on VR or AR games at the moment but were at least open to the idea.
Another problem for the Rift was one of the reasons it appears be doing will with developers is that 77 percent of them have actually tried it.
This compares with 46 percent for Google Cardboard, 31 percent for GearVR, 21 percent for PlayStation VR, and 19 percent for the HTC Vive.
The risk for the Rift is that developers will become more aware of the opposition and get a little more enthusiastic.
Most of the game developers think that consumer-grade virtual reality is more than a quickly passing fad and 75 percent of respondents said that VR/AR "is a long-term sustainable business to be in."
More than 86 percent said such headsets will be in at least 10 percent of US households by 2030. However only 27 percent of respondents said they thought virtual reality headsets would ever surpass game consoles.



Noticia:
http://www.fudzilla.com/news/wearables/39778-oculus-winning-the-developer-wars

Jorge-Vieira
27-01-16, 16:59
Oculus showcases new, hand-drawn movie with Dear Angelica (http://www.kitguru.net/components/vr/jon-martindale/oculus-showcases-new-hand-drawn-movie-style-with-dear-angelica/)


Although virtual reality will be used in lots of ways, one of its most compelling is how it will allow us to tell new sorts of stories. Games are one aspect, but so are movies, which is why Oculus’s Story Studio is developing new types of filmmkaing. Take its upcoming Dear Angelica, which follows the memories of a teenage girl looking back on the stories told by her mother, all hand drawn in 3D and rendered in real time.
http://www.kitguru.net/wp-content/uploads/2016/01/dearangelica.jpg (http://www.kitguru.net/wp-content/uploads/2016/01/dearangelica.jpg)
As much as the trailer makes the movie itself look stunningly pretty and very unique in how the story will be told, this also serves as a showcase of Oculus’ own 3D painting system, much like the Google Tiltbrush application we’ve seen demoed on the HTC Vive at a number of different events.
Oculus’ 3D painting tool is called Quill and it works in tune with the company’s Touch controllers, set for release in Q2 2016. They let you paint entire scenes in virtual reality, much like Tiltbrush does.


<iframe width="640" height="385" src="https://www.youtube.com/embed/-rvwcGxEUGM" frameborder="0" allowfullscreen></iframe>


Although Cnet’s (http://www.cnet.com/news/oculus-let-me-paint-in-space-and-it-was-pure-magic/) report on Quill suggests that there are no plans for a wider release for the software at this time, that’s likely because the controllers to really make it work won’t be available for months. When they are, you can bet Quill will be released to the world, or a third party developer will do something similar. Painting and drawing in three dimensions is something entirely new and exciting which could change how we look at art as a whole.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/oculus-showcases-new-hand-drawn-movie-style-with-dear-angelica/

Jorge-Vieira
04-02-16, 09:43
Oculus VR Requests FCC Approval before March Launch

http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/01/Oculus-Rift-2i.jpg?resize=800%2C450
Just in case you don’t know this already, products that use any part of the electromagnetic spectrum need to be certified by the FCC before they can actually be sold to the public in the United States. Obviously, this rule also applies to VR systems such as the HTC Vive and the Oculus Rift, and while the HTC Vive hs already asked for FCC approval back in December, the Oculus Rift has just begun to make its rounds prior to its official launch in March. Because Oculus VR has opened pre-orders (http://www.eteknix.com/oculus-rift-pre-orders-now-available/) for the Rift not too long ago, it makes sense for the company to submit all of the necessary documents to the FCC in order to make sure that it will actually be able to sell its product once it launches.
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/02/oculus-rift-fcc.jpg?resize=631%2C420
It looks like (http://www.roadtovr.com/oculus-rift-hits-the-fcc-for-approval-leading-up-to-march-launch/) some of the documents in question are available to the public, but others are protected by a Confidentiality Request that conceals them from the public eye. These classified documents include block diagrams, schematics, bills of materials and theory of operations, but it’s also worth mentioning that Oculus has requested a limited confidential treatment for the product’s user manual, test set-up photos and internal photos. The available public documentation suggests that the Oculus Touch feature is located within the unit’s ‘battery well’, which means that we might be looking at a removable battery system. We’ll definitely find out more about the final version of the Oculus Rift after March 28.
http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/02/oculus-rift-fcc.png?resize=800%2C387



Noticia:
http://www.eteknix.com/oculus-vr-requests-fcc-approval-march-launch/

Jorge-Vieira
09-02-16, 20:07
Oculus Introduces Oculus Ready PC’s & Rift Bundles; Pre-orders Start February 16th



Oculus Rift manufacturer Oculus, has today announced (https://www.oculus.com/en-us/blog/pre-orders-for-oculus-ready-pcs-and-rift-bundles-start-february-16/) the first batch of Oculus Ready PCs alongside Oculus Rift bundles. Pre-orders go live on February 16, 2016.
http://cdn.wccftech.com/wp-content/uploads/2016/02/kv-635x310.jpg (http://cdn.wccftech.com/wp-content/uploads/2016/02/kv.jpg)
Last month, Oculus started taking pre-orders (http://wccftech.com/oculus-rift-is-available-to-pre-order-for-599-500-700/) for their VR headset, the Oculus Rift. The Rift will come with a microphone, sensor, headset, Oculus remote and Xbox One controller bundled in a stylish box.
The headset will be available in March, with select retailers stocking a limited selection of the set from April. Expect more details as time draws nearer.
To use Oculus Rift, your PC will need the following recommended specs or better:


Graphics Card:: NVIDIA GTX 970 / AMD R9 290 equivalent or greater
Processor: Intel i5-4590 equivalent or greater
Memory: 8GB+ RAM
Output: Compatible HDMI 1.3 video output
Input: 3x USB 3.0 ports plus 1x USB 2.0 port
Operating system: Windows 7 SP1 64 bit or newer


http://cdn.wccftech.com/wp-content/uploads/2016/02/alienware-oculus-gear-09-635x356.jpg


http://cdn.wccftech.com/wp-content/uploads/2016/02/oculus-ready-pc-family.1-635x315.jpg


http://cdn.wccftech.com/wp-content/uploads/2016/02/Oculus-Ready-Dell-002.1-635x314.jpg


http://cdn.wccftech.com/wp-content/uploads/2016/02/Oculus-Ready-asus-002.1-635x314.jpg


http://cdn.wccftech.com/wp-content/uploads/2016/02/Oculus-Ready-Alienware-002.1-635x314.jpg The Oculus ready systems are from Alienware, Dell, and ASUS, and will be available from Best Buy, Amazon, and the Microsoft Store.
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For those who’ve already pre-ordered Rift, you’ll be able to purchase discounted Oculus Ready PCs in select countries and regions. To claim your discount, check your order (https://shop.oculus.com/en-us/history/)status (https://shop.oculus.com/en-us/history/)and opt into partner offers if you haven’t already. Offer codes will appear on your order status page February 16.
Is your PC ready for Rift?
To get the full Rift experience, you’ll need a PC that meets or exceeds our recommended system specifications. (https://developer.oculus.com/blog/powering-the-rift/) Use the Oculus compatibility tool (http://ocul.us/compat-tool) to check whether your current PC is ready for Rift. Simply download the tool, and it’ll automatically test your computer against our recommended system specifications.
If you need a new PC to power Rift, Oculus Ready machines are the best way to make sure you have everything you need to get started!
– The Oculus Team

For more information on the particular systems, check out the pages from Alienware (http://www.alienware.com/landings/oculus/), Dell (http://www.dell.com/us/p/xps-8900-se/pd?%7Eck=mn), and ASUS (http://www.asus.com/event/2015/oculus-ready-pc/?utm_source=oculus.com&utm_medium=banner&utm_campaign=oculusmember).







Noticia:
http://wccftech.com/oculus-introduces-oculus-ready-pcs-preorders-start-february-16th/#ixzz3zheujx43




(http://wccftech.com/oculus-introduces-oculus-ready-pcs-preorders-start-february-16th/#ixzz3zheujx43)Oculus Announces More Rift Ready PCs And Bundles, Retail Partners (Updated)

http://media.bestofmicro.com/L/U/558066/gallery/Oculus-Ready-high-performance_w_600.png (http://www.tomshardware.com/gallery/Oculus-Ready-high-performance,0101-558066-0-2-12-1-png-.html)
Update, 2/10/16, 9:50 am PT: Oculus has let us know that these bundles will be available in Canada in April, but a company rep was not able to provide any further details. Also, the bundle price for the lowest-end Asus offering is $1,499 according to the Best Buy website and the copy of the Oculus announcement blog, matching Oculus CEO Brendan Iribe's earlier $1,500 all-in statement.



Noticia:
http://www.tomshardware.com/news/oculus-bundles-alienware-asus-dell,31167.html

(http://wccftech.com/oculus-introduces-oculus-ready-pcs-preorders-start-february-16th/#ixzz3zheujx43)

Jorge-Vieira
11-02-16, 09:28
The first batch of Oculus Rift PC bundle pre-orders announced (http://www.kitguru.net/desktop-pc/gaming-rig/matthew-wilson/the-first-batch-of-oculus-rift-pc-bundle-pre-orders-announced/)


The Oculus Rift is finally hitting the market at the end of next month and while you can already pre-order the headset itself for $600, Oculus has now announced the first batch of Oculus-Certified PCs (https://www.oculus.com/en-us/blog/pre-orders-for-oculus-ready-pcs-and-rift-bundles-start-february-16/) for pre-order, which come with a Rift headset. Oculus has partnered up with big names like Alienware, ASUS and Dell for its first VR PCs and as you would expect, the Oculus PC and Rift bundles mostly manage to hit the $1500 buy-in price that has been mentioned before.
First up, let’s take a look at the offerings from ASUS. The cheapest of the company’s three offerings is the G11CD, which features an Intel Core i5-6400, 8GB of DDR4 RAM a 1TB HDD and a Nvidia GTX 970. The bundle price for this rig is $949.99 according to the Oculus web page. ASUS has two more PC bundles ready, the ROG G20CB, which comes in two flavours, the first comes with an Intel Core i5, GTX 970, 16GB of RAM and a 512GB SSD for $1349.99 and the second comes with an Intel Core i7-6400, 16GB of RAM, a GTX 980 and a 256GB SSD+1TB HDD for $1599.99.
http://www.kitguru.net/wp-content/uploads/2016/02/oculus_rift_white-600x3064.jpg (http://www.kitguru.net/wp-content/uploads/2016/02/oculus_rift_white-600x3064.jpg)
Dell has just one offering in this line up with the XPS 8900 SE, which comes with an Intel Core i5-6400, a 1TB HDD, 8GB of RAM and a GTX 970 for $999.99.
Alienware has a batch of three PCs up for grabs, the first is the Area 51, featuring an Intel Core i7 5820K, 16GB of DDR4 RAM, a GTX 980 and a 128GB SSD+2TB HDD for $2459.99. Then there are two flavours of Alienware X51 available, the first has the exact same specifications as Dell’s XPS PC for the same price but the second X51 bumps things up with an Intel Core i5 6400, a GTX 980, 16GB of RAM and a 256GB SSD for $1499.99.
Those who have already bought an Oculus Ready PC will be eligible for a discount on the Rift headset, which you can claim, HERE. (https://www.oculus.com/en-us/blog/pre-orders-for-oculus-ready-pcs-and-rift-bundles-start-february-16/)



Noticia:
http://www.kitguru.net/desktop-pc/gaming-rig/matthew-wilson/the-first-batch-of-oculus-rift-pc-bundle-pre-orders-announced/

Jorge-Vieira
13-02-16, 14:57
Nintendo’s Duck Hunt Looks Incredible in VR

http://i2.wp.com/www.eteknix.com/wp-content/uploads/2016/02/duck-hunt.jpg?resize=800%2C450
Most of us played Duck Hunt when we were younger and had an absolute blast doing it. This renowned light gun shooter video game was developed and published by Nintendo for the Nintendo Entertainment Console, and it was released in North America and Europe in 1985 and 1987 respectively. Now, it looks like (http://www.trustedreviews.com/news/nintendo-classic-duck-hunt-reimagined-in-vr-and-it-looks-amazing) a computer science student named Joseph Delgado has managed to create a special version of Duck Hunt that can actually be played using virtual reality headsets. The project was designed to work with the Oculus Rift DK 2, (http://www.eteknix.com/oculus-rift-dk2-vr-headset-review/) and it was created using a custom Python script that converts 2D pixels into 3D models.
As for the iconic Light Gun, its physical counterpart was swapped with a hand-tracking Razer Hydras controller complemented by a 3D printed base-station strapped to its head in order to minimize latency. Designed for Global Game Jam 2016, the game is actually a part of a 7-day challenge that becomes more and more difficult as the days go by. Joseph Delgado has provided more details about this VR version of Duck Hunt in a blog post:

“Ducks spawn at random spawn points placed behind bushes and tree branches so they can’t be seen spawning, and then fly around in a radial pattern around the field the player is in. Shooting a duck nets you 50 points, and each remaining shot at the end of the round nets you another 50 points. Each day you have a goal for ducks shot. If you miss that goal, it’s game over! If you manage to last all 7 days, you win the game. Pretty simple!”
If you want to see the game in action, all you have to do is watch the video below. Pretty impressive stuff, right?


<iframe width="640" height="390" src="https://www.youtube.com/embed/WxK_WJ-V1c8" frameborder="0" allowfullscreen></iframe>



Noticia:
http://www.eteknix.com/nintendos-duck-hunt-looks-incredible-vr/

Enzo
13-02-16, 16:49
Guess who's back:)

Jorge-Vieira
13-02-16, 17:30
AMD Reveals List of Qualified FX Series Processors For An Oculus Rift ‘VR-Ready’ PC Build

Chances are that if you are reading this you are thinking of building or upgrading to a ‘VR Ready’ PC this year (if you don’t own one already) and if red is your flavor of choice then AMD has revealed the list of Oculus Rift ‘VR-Ready’ processors that will be able to handle the platform just fine. The original list of processors was published (http://www.forbes.com/sites/jasonevangelho/2016/02/10/these-are-the-cpus-amd-suggests-for-building-vr-ready-pcs-including-2-unreleased-ones/#10ab26177595) by Forbes’ Jason Evangelho and contained Athlon and A-Series parts as well – both of which have now been dropped.
http://cdn.wccftech.com/wp-content/uploads/2014/01/Oculus-Rift-1-635x357.jpg (http://cdn.wccftech.com/wp-content/uploads/2014/01/Oculus-Rift-1.jpg)
AMD lists five FX processors that support Oculus Rift ‘VR’ As most of you will know, the Oculus Rift VR headset is not a self-sufficient device. The most important thing you will require is a very beefy GPU. I am talking the likes of the GTX 970 or the Radeon R9 290 since you are basically going to be running a 2k resolution at 90 fps. The CPU has little to no role in the VR platform. This means that a CPU that can currently handle modern games fairly well should do just fine in VR as well. Still, games like Star Citizen will be very CPU intensive and you cannot make do with just about any AMD processor. Infact, according to the official list – the company has (so far) only tested 5 parts that passed their internal checking:
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Oculus Rift VR Ready AMD Processors
<thead>
Model
Socket
Cores
Clock/Turbo (Ghz)

</thead> <tbody>
FX-9590
AM3+
8
4.7/5.0


FX-9370
AM3+
8
4.4/4.7


FX-8370
AM3+
8
4.0/4.3


FX-8350
AM3+
8
4.0/4.2


FX-6350
AM3+
6
3.9/4.2

</tbody>
It is worth pointing out that the AMD list is not supported on the Oculus Rift compatibility tool. Not only that but fairly powerful processors like Intel’s i7-2600K are not supported as well. This leads me to suspect that the official compatibility tool is nothing more than a simple part checker (against a partially made list of components) and should be ignored. According to the official specifications any processor under the i7-4790K will not do – which is a fairly inaccurate thing to claim (unless the platform exclusively uses post-Ivy bridge extension sets which is very unlikely).
AMD’s FX processors have quite a number of years on them but are still kicking by the looks of it. To those who are willing to wait, the company should intro its Zen based processors at the end of the year. In fact, its 14nm based GPUs should also arrive before that time – which are practically designed from the ground up to target VR. It goes without saying that Zen would be a much better option to upgrade to, than an aging platform. Although if you happen to own any of these processors already – than the good news is that according to AMD’s internal testing – you do not need to upgrade for now.
Those of you who like their wine blue, Intel processors including and upwards of the i5-2500k/i7-2600k should easily be able to handle VR – regardless of what the tool states. Nvidia will be unveiling its Pascal graphic card this year and the performance gains over last generation should be fairly significant (at the same price point). The HTC Vive also releases later this year and I suspect we will see the Fury X2 around the same time as well, which means that consumers of the red camp will have one more option available to them in any VR-Ready PC build. Long story short, it is advisable to wait till the year is over if you are planning an upgrade.








Noticia:
http://wccftech.com/amd-processor-list-oculus-rift-vr-pc/#ixzz404Pet1Id

Jorge-Vieira
15-02-16, 15:24
Oculus Injects Some Much Needed Excitement Into PGA Golf Tour Through VR


image: http://hothardware.com/ContentImages/NewsItem/36532/content/PGA_Tour_Shot.jpg
http://hothardware.com/ContentImages/NewsItem/36532/content/PGA_Tour_Shot.jpg Gaming (http://hothardware.com/tags/gaming) is often the focus when VR (http://hothardware.com/tags/vr) is brought up, and while that could be the "ultimate" use for the tech, other content can make it seem just as worthwhile. In time, we could see full-fledged movies available in VR, and right now, we can find a lot of "one-off" content including music videos (http://hothardware.com/news/apple-tiptoes-into-virtual-reality-scene-with-u2-music-video). And for sports (http://hothardware.com/tags/sports) fans? Well, there are few things as cool as being placed right in the middle of the action.
Over the past few months, we've taken the field with (http://hothardware.com/news/google-cardboard-new-england-patriots-virtual-reality-experience) the New England Patriots, and were able to see what LeBron James is (http://hothardware.com/news/lebron-james-ally-oops-to-samsung-with-immersive-12-minute-gear-vr-documentary) made of. Now, the folks at the PGA have done us a solid and invited us on the tour to see some of the action up close.
With a series of four videos, the PGA takes us to a practice area where Patrick Rodgers and Peter Malnati give us some guidance, lets us enjoy the 16th hole at Waste Management's Phoenix Open, and even takes us behind-the-scenes of a PGA broadcast.

All of the videos can be found in the Oculus (http://hothardware.com/tags/oculus) store on Gear VR (http://hothardware.com/tags/gear-vr), but for everyone else, the following two can be enjoyed on YouTube (http://hothardware.com/tags/youtube) (with a mouse and keyboard if you don't have a headset):


<iframe width="620" height="360" src="https://www.youtube.com/embed/3a_8rozMkqc" frameborder="0" allowfullscreen></iframe>

<iframe width="620" height="360" src="https://www.youtube.com/embed/Fguz6bHTRZ4" frameborder="0" allowfullscreen></iframe>



As good as this footage is, the quality is unfortunately lacking - even if the videos are run at 4K. Part of this could be due to the fact that a lot of bandwidth is required for 360° video, although there are a lot of other 360° videos on YouTube that have better clarity. But it shouldn't be of too much concern, as we're still in the early days of VR, and the quality will undoubtedly improve as our equipment does.




Noticia:
http://hothardware.com/news/oculus-injects-some-much-needed-excitement-into-pga-golf-tour-through-vr#tioTYTSDksYROdAY.99

Jorge-Vieira
17-02-16, 09:27
Update On Oculus Rift Ready Bundles, International And Canadian Availability

http://media.bestofmicro.com/L/U/558066/gallery/Oculus-Ready-high-performance_w_600.png (http://media.bestofmicro.com/L/U/558066/original/Oculus-Ready-high-performance.png)
As we wrote about last week, today is the day when pre-orders for Oculus-Ready PCs from Alienware, Asus and Dell start (http://www.tomshardware.com/news/oculus-bundles-alienware-asus-dell,31167.html). Those who already pre-ordered a Rift can get a coupon from Oculus to put towards one of the seven models on offer. For people who didn’t already get on the Rift bandwagon last month, you can pre-order the bundles from Amazon, Best Buy and the Microsoft Store. The bundled machines range in price all the way from $1,500 for the base Asus offering (all-in, PC and headset), up to $3,150 for an Alienware Area 51 and Rift.
More Retail Bundle Details Of course, now that we’ve hit the date that this promotion launches (https://www.oculus.com/en-us/oculus-ready-pcs/), there are more details that we can share. First, it does look like the bundles being offered by the retailers/e-tailers are staying U.S.-only for now. We reached out to see if they might come to Canada, and even though we were told there is a possibility that Best Buy might sell Dell’s offerings in the Great White North, as of today there is nothing on Best Buy’s .ca site.
It does seem that Amazon will currently ship the bundles to Canada from the U.S., but that might be a glitch, and even if it isn’t, the additional duties and fees, along with the exchange rate will make the bundles ridiculously expensive for Canucks. As for other markets, we have no information if there will be any retail or e-tail partners selling bundles there at this time, but one would hope this might change.
For U.S residents, all three retail/e-tail partners still look to have the bundles in stock, even though they went on sale this morning, and the expected shipping date of both the PC and Oculus Rift is still April 23, 2016. This means that if you order a bundle today, you’ll get a Rift much faster than many who have pre-ordered the Rift directly from Oculus. Unfortunately, this is to be expected, because for the OEMs to get on board with Oculus and create these bundle deals, Rifts have to be allocated to them so the bundles can be fulfilled in a timely fashion.
Discount Coupon Details As mentioned, along with the bundles being available in stores, those who already pre-ordered a Rift and can go to their Oculus order page (https://shop.oculus.com/history) and claim a discount coupon towards one of these Oculus-ready PCs. Those who pre-ordered in the U.S. will have full access to all the machines on offer, but, unfortunately, those in other markets will not.
On Oculus’s support page, it details how the bundle coupons will work for each OEM it’s partnered with. For Asus, it says (https://support.oculus.com/hc/en-us/articles/217085037-Oculus-Ready-PCs-ASUS):

Schedule for ASUS discount availability:
February 2016: The United States, Netherlands, Taiwan
There is better news for those interested in Dell’s Oculus-Ready offerings (https://support.oculus.com/hc/en-us/articles/216510548-Oculus-Ready-PCs-Dell-and-Alienware-):

Schedule for Alienware and Dell XPS discount codes:
February 2016: The United States and Canada
March 2016: The United Kingdom, Belgium, Denmark, France, Germany, Ireland, Italy, Spain, Sweden
Tentative Q2: Australia, Japan, New Zealand
Tentative Q3-Q4: Finland, Iceland, Norway, Poland
Looking at the above, it’s clear which OEM to go with if you are an international Rift pre-order customer, so let’s hope Asus announces the availability of its Oculus-Ready machines in more markets soon.
The Exchange Rate Shafts Canadians Even though there is good news for America’s politer neighbors to the North, in that Dell will, at least, be offering us the coupon (http://www.alienware.ca/oculus/), it appears that the low value of the Canadian dollar is going to hurt. For example, to start, it looks like the value of the coupon is $200 Canadian, whereas south of the border it’s the same in U.S. funds. Also, the Oculus-Ready PCs are quite a bit more money. The Alienware X51 R3 starts at $1,600 (http://www.dell.com/ca/p/alienware-x51-r3/pd?oc=dax51r3vr_bt_s1e&model_id=alienware-x51-r3) before the coupon, not including the price of the Rift; the next model up is $1,800 (http://www.dell.com/ca/p/alienware-x51-r3/pd?oc=dax51r3vr_bt_s2e&model_id=alienware-x51-r3); and Dell’s XPS 8900 SE is $1,500 (http://www.dell.com/ca/p/xps-8900-desktop/pd?oc=dxps8900_bt_h133pe&l=en&s=dhs), again not including the discount and Rift price.
Consequently, all-in you are looking at $2,250, $2,450 and $2,150, respectively, in Canada’s cool plastic bills to get a Rift bundle (the Rift is $850 CAD). That’s a big chunk of change to drop, and probably off-putting to most interested in taking advantage of the coupon. What we would have like to have seen is perhaps some generosity on Oculus' and Dell’s part, with a discount coupon with a higher value to offset some of the exchange rate pricing issues.
Build Your Own Is Still The Best Way To Go Despite some advantages to buying a pre-built PC, namely that its pre-tested and has a better warranty than a machine you can build yourself, you’re still going to be able to get a significantly better VR-ready machine for a comparable price to the bundles, or something equivalent for a lot less, if you go DIY.
This month’s Tom’s Hardware Best PC builds (http://www.tomshardware.com/reviews/best-pc-builds,4390.html) has a $1,000 build with an Intel Core i5-6600, 16 GB of RAM, a 120 GB SSD and a Radeon R9 390X 8 GB GPU. This machine will easily outperform the similarly-priced Oculus-Ready PCs in VR for the same price, and there is no need to worry about a coupon. There is also our $750 build that is equivalent to the base Oculus-Ready machines for quite a lot less.
http://media.bestofmicro.com/L/V/558067/gallery/Oculus-Ready-family-bundle_w_600.png (http://media.bestofmicro.com/L/V/558067/original/Oculus-Ready-family-bundle.png)
Or course, going this route doesn’t help you get an Oculus Rift any faster, so if you are in need of a new PC for VR, pre-ordering one of the retail/e-tail bundles is still fastest way to get a Rift onto your head today. As mentioned above, the bundles are scheduled to ship on April 23. If you are pre-ordering a Rift today (https://shop.oculus.com/en-us/cart/) from Oculus.com, it won’t ship until July 2016.



Noticia:
http://www.tomshardware.com/news/oculus-rift-pc-bundle-update,31215.html

Jorge-Vieira
18-02-16, 14:30
ASUS Announces Exclusive Gaming PC Discounts with every Oculus Rift Pre-Order (http://www.hitechlegion.com/news-press/press-release/47661-asus-announces-exclusive-gaming-pc-discounts-with-every-oculus-rift-pre-order)


ASUS Announces Exclusive Gaming PC Discounts with every Oculus Rift Pre-Order http://www.hitechlegion.com/images/press/asus/occulusreadypr1.jpg

-- Oculus Ready ASUS G11CD and ROG G20CB desktops deliver truly immersive virtual reality
gaming with the Oculus Rift headset -- Fremont, California (February 17, 2016) --ASUS today announced that Oculus Rift pre-order customers will receive a special discount on Oculus Ready ASUS G11CD and ROG G20CB gaming desktops. Both PCs meet the specifications recommended by Oculus™ for great VR experiences with the Oculus Rift headset.
Starting today, customers who pre-order the Oculus Rift in the United States will receive a special link to access a private ASUS e-shop to purchase the G11CD or G20CB online. Completing a quick verification process is all it takes to get either of these gaming desktops for US$1001 off the usual price.
Oculus Ready gaming PCs
Virtual reality amplifies even minor performance hiccups, making a powerful PC critical to maintaining the sense of immersion. That’s why ASUS created special versions of the G11CD and ROG G20CB gaming desktops that meet the specifications recommended by Oculus. These machines have been stringently tested as part of Oculus Ready certification to ensure they deliver great experiences with the Oculus Rift right out of the box. They also include customizable Oculus Blue lighting along with shortcuts that take users directly to the latest Oculus Rift drivers and support files.
The Oculus Ready ASUS G11CD is powered by a 6th-generation Intel® Core™ i5-6400 processor, NVIDIA® GeForce® GTX™ 970 graphics, and 8GB of DDR4 RAM. The front façade has a unique ‘flames’ design along with a central LED array capable of showcasing light effects with 8 million colors.
The small-form-factor ROG G20CB is available in two Oculus Ready configurations. Both squeeze a 6th-Generation Intel Core processor, NVIDIA GeForce GTX graphics, and 16GB of DDR4 RAM into a 9.5-liter chassis. The first model pairs the Core i5-6400 and GeForce GTX 970 with a 512GB Hybrid SSD, while the second upgrades to a Core i7-6700, GeForce GTX 980, and dual-drive storage comprising a Hybrid 256GB SSD and 1TB HDD.
The ROG G20’s aggressive lines are covered with a matte-black finish, Mayan-inspired markings, and customizable LED effects with up to 8 million colors. Inside, the thermal design takes advantage of natural convection and a hidden airflow channel to ensure efficient heat management for prolonged VR sessions. The G20CB has been well-received by the industry, winning international accolades like the Computex Best Choice of the Year, Good Design, iF Design, and CES Innovation awards
.http://www.hitechlegion.com/images/press/asus/occulusreadypr2.jpg
AVAILABILITY & PRICING
Pre-order offers in the United States are available now at ASUS E-Store (http://store.asus.com/us-oculus-program/category/A41209) , Amazon (http://www.amazon.com/Oculus-Rift-Certified-G11CD-WS51-Desktop-Bundle/dp/B01BHFI4XG), and Best Buy (http://www.bestbuy.com/site/clp/oculus-rift-vr-offer/pcmcat748301736879.c?id=pcmcat748301736879). Please contact your local ASUS representative for additional information.

1 Actual discount may vary by region according to currency exchange fluctuations



Noticia:
http://www.hitechlegion.com/news-press/press-release/47661-asus-announces-exclusive-gaming-pc-discounts-with-every-oculus-rift-pre-order

Jorge-Vieira
25-02-16, 15:44
VR Card Game Teased By Oculus, Most Tested Experience At Oculus Studios

Plenty of very games are currently in development for Virtual Reality headsets, but it seems like the most interesting experiences have yet to be unveiled in full. Not too long ago, Oculus’ Palmer Luckey has teased one of these games that has yet to be revealed.
http://cdn.wccftech.com/wp-content/uploads/2016/02/Oculus-635x357.jpg
A few hours ago, Palmer Luckey has teased on Twitter (https://twitter.com/PalmerLuckey/status/702602710818762753) a VR card game, mentioning the Virtual World arc of the Yu-Gi-Oh series. This narrative arc, which only appears in the animated show, sees the series’ protagonists entering a virtual world to eventually challenge the members of the Big 5. If this card game has been inspired by this Yu-Gi-Oh narrative arc, fans of card games should be in for something very good.
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One thing seems to be certain so far: this yet to be revealed card game is already quite successful at Oculus. Following Mr. Luckey’s tweet, the President of Oculus Worldwide Studios Jason Rubin has tweeted (https://twitter.com/Jason_Rubin/status/702632038742896640) that he’s very excited about the announcement, as this game is the most tested experience at Oculus Studios.
Earlier this month, Oculus has revealed the first batch of Oculus Ready PCs (http://wccftech.com/oculus-introduces-oculus-ready-pcs-preorders-start-february-16th/) as well as Oculus Rift Bundles. These PCs, made by Alienware, Dell, and ASUS, are now available for pre-order by a variety of stores such as Best Buy stores, Amazon and the Microsoft Store. All those who have already preordered the Rift, will be able to enjoy discounts on these Oculus Ready machines in select regions.
The Oculus Rift headset will be released this March, with some stores receiving restocks sometime during April. We’ll let you know more about this teased VR Card game as soon as possible so stay tuned for all the latest news.







Noticia:
http://wccftech.com/vr-card-game-teased-oculus-tested-experience-oculus-studios/#ixzz41C9Nz2eA

Jorge-Vieira
29-02-16, 14:47
Palmer Luckey and Notch spar over Rift quality


(http://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-and-notch-spar-over-rift-quality/)Founder of Oculus VR and the original creator of Minecraft, Markus “Notch” Persson, have been going back and forth via Twitter, with the latter suggesting that Oculus has fallen behind its main VR headset rival, HTC with its Vive. While Luckey countered, the back and forth shows the heated landscape VR has become, as the Vive pre-order time looms just a few hours away.
The history of Notch’s thoughts on the Rift has been a long and storied one. An initial Kickstarter backer of the DK1, Notch famously dropped $10,000 on the headset, securing himself a visit to the Oculus VR studios. While he never took Oculus up on that offer, he did see fit to criticise it when it was purchased by Facebook (http://www.kitguru.net/gaming/development/jon-martindale/notch-cancels-oculus-rift-minecraft-after-acquisition/) – only to himself sell his studio, Mojang, to Microsoft just a few months later (http://www.kitguru.net/gaming/jon-martindale/its-official-microsoft-is-buying-minecraft-notch-is-leaving/).
This latest back and forth took place when Notch suggested that he was quite gleeful that, “the HTC Vive is so much better than what I’ve seen so far from Oculus.” However Luckey showed up a few hours later to question his knowledge of Oculus content, which Notch admitted was years behind what’s going on right now.


https://pbs.twimg.com/profile_images/573834642488320000/4l9J8Pfh_normal.png Markus Persson ✔ ‎@notch (https://twitter.com/notch)
It makes me happy and just a little bit spitefully so that the HTC Vive is so much better than what I've seen so far of the Oculus Rift.

Follow (https://twitter.com/PalmerLuckey)
https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey ‎@PalmerLuckey (https://twitter.com/PalmerLuckey)

@notch (https://twitter.com/notch) Have you tried anything from Oculus since DK2?
<time class="dt-updated" datetime="2016-02-28T19:15:44+0000" pubdate="" title="Time posted: 28 Feb 2016, 19:15:44 (UTC)">7:15 PM - 28 Feb 2016</time> (https://twitter.com/PalmerLuckey/status/704022187053703168)








“Well no, and now I’m totally called out on it,” Notch admitted. He continued by stating that “The Rift will always be my first love. I’m partially just butthurt. But my god the complete lack of nausea in Vive…”
The discussion that followed became far more civil, with Luckey pointing out how far Rift development has come. He even invited the Minecraft creator to swing by Oculus’ studios to show what the company has been working on. Unfortunately for Luckey, it seems that Notch’s financial success hasn’t made him any more social, as he wasn’t 100% on the idea.

https://pbs.twimg.com/profile_images/573834642488320000/4l9J8Pfh_normal.png Markus Persson ✔ ‎@notch (https://twitter.com/notch)
@PalmerLuckey (https://twitter.com/PalmerLuckey) if you can promise it's just you and other techs and no suits, I'm super interested! FB suits scare me.

Follow (https://twitter.com/PalmerLuckey)
https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey ‎@PalmerLuckey (https://twitter.com/PalmerLuckey)

@notch (https://twitter.com/notch) No suits!
<time class="dt-updated" datetime="2016-02-28T23:15:58+0000" pubdate="" title="Time posted: 28 Feb 2016, 23:15:58 (UTC)">11:15 PM - 28 Feb 2016</time> (https://twitter.com/PalmerLuckey/status/704082646817595392)








Perhaps the promise of no suits will bring Notch down to Oculus’ HQ to see what it’s been developing. He’ll have to deal with barbs thrown from other developers in the mean time though, as creator of Garry’s Mod, Garry Newman, threw out a jab at the Microsoft-minted Mojang founder:



https://pbs.twimg.com/profile_images/644284227517706240/7JUxg2qN_normal.png Palmer Luckey ‎@PalmerLuckey (https://twitter.com/PalmerLuckey)
@notch (https://twitter.com/notch) Have you tried anything from Oculus since DK2?

Follow (https://twitter.com/garrynewman)
https://pbs.twimg.com/profile_images/3375393261/613bd3eee298194e0207dd3a6bfc4636_normal.png Garry Newman ‎@garrynewman (https://twitter.com/garrynewman)

@PalmerLuckey (https://twitter.com/PalmerLuckey) @notch (https://twitter.com/notch) notch doesn't like people who sell their companies for billions of dollars
<time class="dt-updated" datetime="2016-02-28T21:51:09+0000" pubdate="" title="Time posted: 28 Feb 2016, 21:51:09 (UTC)">9:51 PM - 28 Feb 2016</time> (https://twitter.com/garrynewman/status/704061301098717188)


(http://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-and-notch-spar-over-rift-quality/)
Noticia:
http://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-and-notch-spar-over-rift-quality/

Jorge-Vieira
03-03-16, 21:35
Oculus Founder Palmer Luckey Tells Apple To ‘Release A Good Computer’ To Gain Rift Support



image: http://hothardware.com/ContentImages/NewsItem/36717/content/oculus_rift_banner.jpg
http://hothardware.com/ContentImages/NewsItem/36717/content/oculus_rift_banner.jpg

Back in May 2015, Oculus delivered some bad news (http://hothardware.com/news/oculus-reveals-minimum-pc-specs-for-rift-vr-headset) for those that were possibly hoping to experience the Rift VR headset on Mac (http://hothardware.com/tags/mac) or Linux platforms. At the time, Oculus Chief Architect Atman Binstock stated that development on both platforms had been “paused in order to focus on delivering a high quality consumer-level VR experience.” Binstock expressed a desire to renew its OS X (http://hothardware.com/tags/os-x)/Linux (http://hothardware.com/tags/linux) efforts at some point in the future, but indicated that the company “[didn’t] have a timeline.” Now, Oculus founder Palmer Luckey is shooting down any possible chance of the Rift coming to Macs in the future. In a recent interview (https://youtu.be/ijyBMpm2bqQ), Luckey made to perfectly clear that most Mac hardware is incapable of handling Oculus virtual reality hardware. When asked if Mac support was ever coming, Luckey responded, “That’s up to Apple. If they ever release a good computer, we’ll do it.”
Yikes, that was harsh. But Luckey goes on to qualify his statement, adding, “It just boils own to the fact that Apple doesn’t prioritize high-end GPUs.


image: http://hothardware.com/ContentImages/NewsItem/36717/content/palmer_luckey.jpg
http://hothardware.com/ContentImages/NewsItem/36717/content/palmer_luckey.jpg
Oculus founder Palmer Luckey
“You can buy a $6,000 Mac Pro (http://hothardware.com/tags/mac-pro) with the top-of-the-line AMD FirePro (http://hothardware.com/tags/firepro) D700 and it still doesn’t match our recommended specs. If they prioritize their higher-end GPUs, like the used to for a while back in the day, [then] we’d love to support Mac. But right now, there’s just not a single machine out there that supports it.”
Here are the recommended specs for the Oculus Rift:


NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
2x USB 3.0 ports

Most the of Macs sold these days come with integrated Intel graphics solutions. It’s often not until you get into the higher configurations that you start seeing dedicated GPUs offered to customers. For example, the 13-inch Retina MacBook Pro (http://hothardware.com/tags/macbook-pro) doesn’t even offer the option of a dedicated GPU, while you have to spend $2,500 before you can even purchase a 15-inch MacBook Pro with a dedicated GPU (AMD Radeon R9 M370X with 2GB GDDR5 memory).
On the desktop side, you can’t get a 21.5-inch iMac with a dedicated GPU, while the 27-inch iMac, which starts at $1,799, offers you Radeon R9 380, 390 or 395 depending on how much you’re willing to spend.
So HotHardware readers, do you agree with Luckey? Has Apple dropped the ball with regards to providing its machines with powerful GPUs or does the company simply have a better pulse on what its customers actually desire in a computer (which more often than not comes with an Intel GPU)?




Noticia:
http://hothardware.com/news/oculus-founder-tells-apple-to-build-a-better-computer-to-get-his-blessing#URhCBYIsBTOouDsA.99

Jorge-Vieira
08-03-16, 09:36
Oculus Rift support will come to Mac if Apple “ever release a good computer” (http://www.kitguru.net/components/graphic-cards/matthew-wilson/oculus-rift-support-will-come-to-mac-if-apple-ever-release-a-good-computer/)


The very first consumer-oriented Oculus Rift headsets are due to start shipping out at the end of this month to PC owners across the world and right now, the PC is the only supported platform for the headset. This leaves out a portion of the market, including Mac owners so what about support for them?
Palmer Luckey, the founder of Oculus was asked about Rift support for Mac in an interview with Shack News, to which he responded: “That is up to Apple, and if they ever release a good computer, we will do it”.
http://www.kitguru.net/wp-content/uploads/2016/03/600x338xOculus-Rift-2-1024x576-e1457389969627.jpg.pagespeed.ic.ijfNB3pMkf.jpg (http://www.kitguru.net/wp-content/uploads/2016/03/Oculus-Rift-2-1024x576-e1457389969627.jpg)
Now Luckey wasn’t just slamming Apple computers in general, he did make the distinction that Macs tend to lack in the GPU department as they aren’t gaming machines. While Apple’s top of the line Mac Pro does feature two professional grade AMD cards, you really need a gaming oriented GPU like the GTX 970 to push the frame rates that virtual reality demands.



Noticia:
http://www.kitguru.net/components/graphic-cards/matthew-wilson/oculus-rift-support-will-come-to-mac-if-apple-ever-release-a-good-computer/

Jorge-Vieira
08-03-16, 18:11
VR Gaming: Oculus Rift, HTC Vive games to look out for in 2016 (http://www.techspot.com/article/1136-oculus-rift-htc-vive-games-2016/)


The next few weeks are set to be exciting ones in the world of gaming and virtual reality with Oculus set to begin shipping the consumer version of the Rift (http://www.techspot.com/tag/oculus/) and HTC following shortly with the Vive (http://www.techspot.com/tag/htc+vive/). There’s a great deal of buzz and skepticism surrounding VR, and while it’s still too early to tell how successful they will be, I’m definitely among the VR hopeful.
It may take a few years for the hardware to get better and prices to come down before VR has a shot at reaching a mainstream audience, but interest on the development side is real and that’s already a good sign. Many amazing VR experiences are being created and they are a far cry from the VR of decades past (http://www.techspot.com/article/1085-nintendo-virtual-boy/).
If you’re among those who’ve preordered a VR headset or are still on the fence, you may be wondering what are you going to play with it? We’ve compiled a list of some of the most anticipated or interesting titles arriving soon. Keep in mind that many existing games are getting VR support, too, so there won't be any content shortage, though for this list we've kept it (mostly) to made for VR titles.



Noticia:
http://www.techspot.com/article/1136-oculus-rift-htc-vive-games-2016/

Jorge-Vieira
10-03-16, 14:16
Oculus digital platform now supports Facebook (http://www.kitguru.net/components/vr/jon-martindale/oculus-digital-platform-now-supports-facebook/)


Although the specifics of how Oculus VR’s digital store and home-hub platform will work are still mostly unknown, we do know that it can support Facebook. Although unsurprising considering the social network is the parent company of the VR startup, this is something that could really separate Oculus’ Rift headset from some of the other hardware out there.
Already available for the Samsung Gear VR, the Facebook integration allows owners of both an account on the social network, and an Oculus account, to link them together, making it possible to view 360 degree images and video within their headset, direct from their Facebook feed. You can even share your reactions to it, making comments and hitting that multi-emotion like button without taking the headset off (as per UploadVR (http://uploadvr.com/oculus-platform-gets-first-official-facebook-integration/)).
This is an important realisation of Facebook founder, Mark Zuckerberg’s dream, who described the original purchase of Oculus as the buying of a new “communication platform.” He’s right in many ways, as VR has the potential to open up new ways for people to talk to one another, on a whole new medium.
http://www.kitguru.net/wp-content/uploads/2016/03/650x285xfacebookvideo.jpg.pagespeed.ic.KYWIaUiS7f. jpg (http://www.kitguru.net/wp-content/uploads/2016/03/facebookvideo.jpg)
However this may worry fans of the Rift’s original, gamer-centric focus, as it could mean it moves away from targeting gamers to a more general audience. This is a concern that has been present since the buyout though and is perhaps short-sighted, as gaming is only a very small part of VR’s potential.
Virtual offices, virtual interactions and experiences with loved ones, new ways for world leaders to communicate face to face without spending millions on travel and security – there’s a lot of benefits to the whole system beyond shooting one another.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/oculus-digital-platform-now-supports-facebook/







(http://www.kitguru.net/components/vr/jon-martindale/oculus-digital-platform-now-supports-facebook/)Oculus Adds New Social Features To Gear VR

http://media.bestofmicro.com/4/R/565227/gallery/Oculus-Social-Trivia-Game_w_450.jpg (http://www.tomshardware.com/gallery/Oculus-Social-Trivia-Game,0101-565227-0-2-9-1-jpg-.html)
Oculus continues to add more features to its software on the Samsung Gear VR. The latest update includes new ways to interact with your friends in the VR space.
Connect With Friends You will be able to create a profile on your smartphone and find other friends through their real name or Oculus username. Once you’re connected with friends, you can create a virtual room where you and your friends can watch Twitch or Vimeo Streams.
New social features also mean new multiplayer games for you and your friends. You can team up in Herobound: Gladiators to take out goblins and demons in a small arena, or participate in a contest through the Social Trivia game.
Feedback and 360-Degree Video Starting tomorrow, you can leave reviews for any app in the Oculus store. You can write a short review and/or rate the experience (out of five stars).
The Oculus Video store will also include a special tab for Facebook Videos. Next week, you’ll be able to connect your Facebook account to the Oculus Video section so that your Facebook Videos feed contains only 360-degree video content from people or pages that you like on the social media platform. Oculus also plans to add a feature “in the coming weeks” that will also allow you to share your favorite 360-degree videos in VR.
Future Plans Even with these new additions, Oculus will continue to improve its services. Later this month, the company plans to add another feature that allows you to share your favorite 360-degree videos while in VR. On the development side, Oculus will also provide additional tools to app developers that will make it easier for them to create more social VR games and apps.



Noticia:
http://www.tomshardware.com/news/oculus-social-features-gear-vr,31374.html

(http://www.kitguru.net/components/vr/jon-martindale/oculus-digital-platform-now-supports-facebook/)

Jorge-Vieira
16-03-16, 16:02
Oculus Rift 30 Launch Titles Revealed, Over A Hundred Games To Be Released This Year

This week is a definitely a good one for those looking forward to VR headsets. Yesterday, Sony revealed more details on its upcoming PlayStation VR headset (http://wccftech.com/playstation-vr-price-230-publishers-devs-working-ps-vr/) and launch titles and today, Oculus has shared the full list of titles that will be available with the Oculus Rift later this month.
http://cdn.wccftech.com/wp-content/uploads/2016/03/Oculus-RIft-635x563.jpg
On the Oculus official website (https://www.oculus.com/en-us/blog/introducing-30-games-coming-to-oculus-on-march-28/), the company has shared the names of the 30 VR games that will be released with the Oculus Rift on March 28th. The lineup seems to be pretty diverse, featuring titles such as Elite Dangerous from Frontier Developments, EVE Valkyrie Founder’s Pack from CCP Games, The Vanishing of Ethan Carter from The Astronauts and Slightly Mad Studios’ racing game Project Cars.
http://cdn.wccftech.com/wp-content/uploads/2016/03/Oculus-launch-titles-635x431.png (http://cdn.wccftech.com/wp-content/uploads/2016/03/Oculus-launch-titles.png)
The 30 Oculus Rift launch titles are only the beginning for the Rift VR headset. Oculus is working with thousands of developers on entirely new VR experiences, with over a hundred more games coming this year.
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Today, the company has also introduced the new Oculus Home on Rift, which has evolved significantly since its launch on Gear VR.

We designed Home from the ground up for VR, and it’s evolved significantly since its launch on Gear VR. Home is the best way to explore your library, discover new content, and connect with friends in VR.
You’ll also be able to explore the platform from the Oculus desktop app. The app lets you customize your Rift and easily browse the latest content in the Oculus Store.
The Oculus Rift VR headset will be released on March 28th alongside 30 launch titles. More news on apps, videos and experience coming to Oculus at launch will be shared soon, so stay tuned for all the latest news on the soon to be released VR headset.







Noticia:
http://wccftech.com/oculus-rift-30-launch-titles-revealed-games-released-year/#ixzz435ASLsuv

Jorge-Vieira
16-03-16, 16:48
Video Perspective: Spending the day with an Oculus Rift

As part of our second day at GDC, Ken and I spent 4+ hours with Oculus during their "Game Days 2016" event, an opportunity for us to taste test games in 30 minute blocks, getting more hands on time than we ever have before. The event was perfectly organized and easy to work in, and it helps that the product is amazing as well.
http://www.pcper.com/files/imagecache/article_max_width/news/2016-03-16/oculus-rift-consumer-edition.png (http://www.pcper.com/image/view/67524?return=node%2F64995)
Of the 40-ish games available to play, 30 of them will be available on the Rift launch day, March 28th. We were able to spend some time with the following:


Adr1ft (http://www.adr1ft.com/)
Dragon Front (https://www.oculus.com/en-us/blog/introducing-dragon-front-the-first-ccg-for-vr-coming-to-rift/)
Damaged Core (http://www.high-voltage.com/games.htm)
Chronos (http://gunfiregames.com/chronos/)
Project CARS (http://www.projectcarsgame.com/)
The Climb (http://www.theclimbgame.com/)
Lucky's Tale (https://www.oculus.com/en-us/blog/luckys-tale-to-be-bundled-with-every-oculus-rift/)
Job Simulator (http://jobsimulatorgame.com/)

We aren't game reviewers here, but we obviously have a deep interest in games, and thus, having access to these games is awesome. But more than that, access to the best software that VR will have to offer this spring is invaluable as we continue to evaluate hardware accurately for our readers.
http://www.pcper.com/files/imagecache/article_max_width/news/2016-03-16/kitchen2.jpg (http://www.pcper.com/image/view/67523?return=node%2F64995)
Job Simulator
Ken and I sat down after the Oculus event to talk about the games we played, the experiences we had and what input the developers had about the technical issues and concerns surrounding VR development.


<iframe width="560" height="315" src="https://www.youtube.com/embed/KMt1GE1sWu0" frameborder="0" allowfullscreen></iframe>




Noticia:
http://www.pcper.com/news/Graphics-Cards/Video-Perspective-Spending-day-Oculus-Rift

Jorge-Vieira
16-03-16, 21:32
Oculus Confirms Rift Launch Line Up and Rating System


image: http://www.legitreviews.com/wp-content/uploads/2015/07/Oculus_logo_full_Vertical-300x244.jpg (http://www.legitreviews.com/wp-content/uploads/2015/07/Oculus_logo_full_Vertical.jpg)
http://www.legitreviews.com/wp-content/uploads/2015/07/Oculus_logo_full_Vertical-300x244.jpg
Oculus has confirmed with games will be available when the company launches it’s $599 Rift VR headset on March 28. There will be a total of 30 game titles including some that we have heard of and seen at various conferences including Lucky’s Tale and B which are both bundled as pre-orders with the Rift headset.


<iframe width="500" height="281" src="https://www.youtube.com/embed/pN6YCFlS8nU" frameborder="0" allowfullscreen></iframe>


We are happy to see such a large number of compatible games including ADR1FT, Chronos, EVE Gunjack, Elite Dangerous and more. Here is the full list of Rift games available on launch day from the Oculus website (https://www.oculus.com/en-us/blog/introducing-30-games-coming-to-oculus-on-march-28/):
image: http://www.legitreviews.com/wp-content/uploads/2016/03/Rift-Game-List-645x438.png (http://www.legitreviews.com/wp-content/uploads/2016/03/Rift-Game-List.png)
http://www.legitreviews.com/wp-content/uploads/2016/03/Rift-Game-List-645x438.png

Game prices range from $4.99 to $59.99 and have rating systems to give the potential buyer an idea of the VR experience: Green Rating is “Comfortable”; Yellow Rating is “Moderate”; and Red Rating is an “Intense” experience. This rating is most likely a response to user’s experiences with motion sickness. It will be very interesting to see how the gaming community responds to the Rift launch and how well these initial titles will sell.




Noticia:
http://www.legitreviews.com/oculus-confirms-launch-line-rating-system_179987#4d7AfXb1rD6xITOV.99

Jorge-Vieira
17-03-16, 10:02
Hands On With the Retail Oculus Rift: Countdown to Launch (http://www.anandtech.com/show/10149/hands-on-with-the-retail-oculus-rift)

http://images.anandtech.com/doci/10149/RiftCar_678x452.jpg

By far the dominant theme at GDC 2016 has been virtual reality. If you’re not a hardware vendor directly creating VR products, then you’re explaining how your products are a good match for VR or make for a better VR experience. And if you’re a software developer, then you’re at a minimum toying with VR, if not outright designing games for it. If nothing else, it’s the session attendance figures that demonstrate just how important VR is at GDC: after Monday’s overflowing attendance of VR sessions as part of the show-within-a-show VRDC, GDC had to move all of the VRDC Tuesday sessions to double sized rooms to accommodate the crowds.
This madness is not without good reason. For both software and hardware vendors, VR represents new opportunities in an already strong gaming market. Software developers get to experiment with new gaming paradigms on the cutting edge of tech, and hardware vendors can look forward to selling the more powerful hardware needed to drive a smooth VR experience. Today VR is a wild frontier, full of risk and rewards, and after this week’s GDC that frontier will be getting a little more civilized as the first consumer VR headsets begin shipping.
VR is not a new idea – as our readers who were gaming in the 90s can recall with mixed feeling – but Oculus deserves the bulk of attention for bringing it back to the forefront and kicking off this wave of interest in and development of VR. Since their 2012 kickstarter (https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/description) they have developed the industry’s blueprint for VR hardware, combining fast refreshing OLED displays with modern sensors that can both quickly and accurately track headset movement. Oculus has iterated on headsets several times now, continually refining the display, optics, head tracking, and more, as they work to bring a retail quality headset to market. And now later this month those efforts will begin to pay off as they ship their first retail headsets to eager backers and first-time buyers.

http://images.anandtech.com/doci/10149/Oculus%20Game%20Days%20-%20Palmer%20Luckey%20Opening%20Remarks_575px.jpg (http://images.anandtech.com/doci/10149/Oculus%20Game%20Days%20-%20Palmer%20Luckey%20Opening%20Remarks.jpg) This brings us to today’s article, my hands-on session with the final, retail version of the Oculus Rift. As part of their GDC festivities, Oculus held a lengthy press demo to give us a chance to try out the retail hardware with a number of games being prepared for the headset, to demonstrate not only the hardware but the games and experiences that it will be driving. A full review of the Rift will be coming later, but for today I wanted to discuss my impressions of the retail hardware and the various titles I had a chance to try.



Toda a analise:
http://www.anandtech.com/show/10149/hands-on-with-the-retail-oculus-rift

Jorge-Vieira
22-03-16, 09:05
LOLWOT: Oculus Software and VR apps need to be installed to C:\ drive (http://www.tweaktown.com/news/51197/lolwot-oculus-software-vr-apps-need-installed-drive/index.html)

Oculus Software and VR apps must be installed to the C: of your PC... did you know that? No, you didn't - well, you probably didn't - and neither did I. It's utterly ridiculous, but it's coming directly from the Oculus support forum (https://support.oculus.com/help/oculus/1734357913462268?sr=1&query=drive&sid=0g1SHyHqRPXIZ9P2o), after my friend Anshel Sag sent me the link on Reddit. I'm still in disbelief.


http://imagescdn.tweaktown.com/news/5/1/51197_33_lolwot-oculus-software-vr-apps-need-installed-drive.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/5/1/51197_33_lolwot-oculus-software-vr-apps-need-installed-drive_full.jpg)

On the Oculus support website, a question asks: "Can I install the Oculus to another drive or directory?". The answer? Well, it says: "No. Currently, the Oculus Software and VR applications must be stored in C:Program Files (x86)Oculus. We plan to enable installing downloaded VR applications to another location in a future release".

With the Oculus Rift set to launch next week, I have to ask: what the f*** is going on, Oculus?




Noticia:
http://www.tweaktown.com/news/51197/lolwot-oculus-software-vr-apps-need-installed-drive/index.html



A serio?????
:facepalm:

Jorge-Vieira
23-03-16, 14:37
Oculus doubts that consumers will have space for room-scale VR (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-doubts-that-consumers-will-have-space-for-room-scale-vr/)


There are two major virtual reality headsets releasing this year for the PC market, the Oculus Rift and the HTC Vive. Both may seem fairly similar if you look at certain specs like screen resolution and refresh rate but the two devices actually take very different approaches, with Oculus focussing on the seated experience and the Vive going for room-scale VR, something that Oculus believes won’t work for vast majority of consumers.
While the Oculus is capable of room-scale virtual reality, Oculus VR’s Jason Rubin explains that most consumers likely won’t have the space for it: “Some people will really want room scale,” Rubin told Polygon (http://www.polygon.com/2016/3/22/11283336/oculus-rift-room-scale). “It’s definitely cool. We have the tech ability to provide room scale. Our tech doesn’t preclude that. At some point we’ll demo that.”
http://www.kitguru.net/wp-content/uploads/2016/03/650x366xsO0A4nYag-NN.878x0.Z-Z96KYq-e1445010130326.jpg.pagespeed.ic.n92vaXjIiS.jpg (http://www.kitguru.net/wp-content/uploads/2016/03/sO0A4nYag-NN.878x0.Z-Z96KYq-e1445010130326.jpg)
The HTC Vive gives users the ability to walk around a 15x15ft area in VR thanks to the lighthouse sensors and motion controllers it comes with. However, the Oculus Rift will only be exploring this idea after the Rift launches, with the Oculus Touch motion controllers, which will come with a sensor that allows users to roam an area up to 5ft by 11ft.
The reason this isn’t really a key focus for Oculus is simply because they believe that “the consumer has the space in general”.



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-doubts-that-consumers-will-have-space-for-room-scale-vr/

LPC
23-03-16, 15:05
Oculus doubts that consumers will have space for room-scale VR (http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-doubts-that-consumers-will-have-space-for-room-scale-vr/)



Noticia:
http://www.kitguru.net/channel/generaltech/matthew-wilson/oculus-doubts-that-consumers-will-have-space-for-room-scale-vr/

Boas!
Exacto...

O VR será como um gamepad ou volante, algo que se tem em cima da secretária e que substitui temporariamente o monitor...

Cumprimentos,

LPC

Jorge-Vieira
23-03-16, 20:13
Oculus Rift can do room-scale VR, but it's not a high priority (http://www.tweaktown.com/news/51226/oculus-rift-room-scale-vr-high-priority/index.html)

Room-scale VR is put on the back burner by Oculus so the company could prepare more important Rift features.


http://imagescdn.tweaktown.com/news/5/1/51226_7_room-scale-vr-high-priority-oculus-rift.png (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/5/1/51226_7_room-scale-vr-high-priority-oculus-rift_full.png)

One of the biggest advantages HTC Vive (http://www.tweaktown.com/news/49539/new-htc-vive-pre-oculus-rift-killer/index.html) has over the Oculus Rift (http://www.tweaktown.com/news/49494/rift-obscenely-cheap-is-oculus-founder/index.html) is the headset's room-scale VR capabilities. With its included Lighthouse sensors, the Vive can track players' entire body movements over a 15-by-15 foot space. Oculus affirms that the Rift can also do room-based tracking, but the company has yet to officially demo the feature.

"Some people will really want room scale. We have the tech ability to provide room scale. Our tech doesn't preclude that, and at some point we'll demo that," said Oculus exec Jason Rubin. When the Rift ships on March 28, it only ships with half of the tracking puzzle--a sensor that tracks head and upper body movement. The other half is the Rift's Touch controllers (http://www.tweaktown.com/news/49342/oculus-rift-touch-controllers-delayed-second-half-2016/index.html), which add another sensor to complete the equation. Once equipped with the Touch controllers, the Rift will have full-body tracking in smaller 5-by-11 feet scale.


This smaller scale was by design, as Oculus realizes that most people won't have a ton of extra free space in their homes. "We don't believe that the consumer has the extra space in general. [Most people] won't have the viable 15-by-15 foot space available," Rubin concluded.

The Vive's Lighthouse sensors are one of the major reasons for its $799 price tag. Oculus was able to maintain a more consumer-friendly $599 price by delaying its Touch controllers and halving its sensor tech upon launch, but it'll be interesting to see how important room-tracking VR will be when both headsets are released.

Considering a lot of the VR games are pretty interactive, space is definitely and important factor, and Oculus is confident that it can deliver room-tracking that mirrors its competition.







Noticia:
http://www.tweaktown.com/news/51226/oculus-rift-room-scale-vr-high-priority/index.html

Jorge-Vieira
25-03-16, 13:59
Oculus begins shipping its first consumer Rift headsets (http://www.tweaktown.com/news/51263/oculus-begins-shipping-first-consumer-rift-headsets/index.html)

Oculus has started shipping its final Rift headset to consumers, with Oculus boss Brendan Iribe confirming the first batch of Rift headsets will reach customers as early as March 28.


http://imagescdn.tweaktown.com/news/5/1/51263_33_oculus-begins-shipping-first-consumer-rift-headsets.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/5/1/51263_33_oculus-begins-shipping-first-consumer-rift-headsets_full.jpg)

We don't know who will be getting their Rift headsets first, but I ordered within the first 5 minutes and haven't gotten shipping notification emails yet - but I did get an email minutes ago saying that my unit would be shipping in the next 1-3 weeks. I really thought I'd be in that first batch, so here's hoping to an email in the next day or so.

Let's hope that before consumers start getting their Rift headsets, that Oculus doesn't require everything to be installed onto their C: (http://www.tweaktown.com/news/51197/lolwot-oculus-software-vr-apps-need-installed-drive/index.html) ... eh?




Noticia:
http://www.tweaktown.com/news/51263/oculus-begins-shipping-first-consumer-rift-headsets/index.html

Jorge-Vieira
26-03-16, 09:30
Oculus SDK now supports Asynchronous Timewarp for reduced latency


With only a few days until the Oculus Rift starts shipping to consumers, the VR company has announced that its SDK for the Rift now supports Asynchronous Timewarp (ATW). It might not sound like much, but it actually improves the VR experience.

http://imagescdn.tweaktown.com/news/5/1/51285_33_oculus-sdk-now-supports-asynchronous-timewarp-reduced-latency.jpg

ATW renders a scene before it reaches your eyes, but also handles head movement and shifts by your head, before the Rift renders it to your eyes. Thanks to ATW, we have reduced latency, smoother movements and improved efficiency. Oculus says that ATW reduces judder (in the form of shaking and vibration) that is produced when a frame is displayed out of sync, because the hardware wasn't capable of rendering the frame quick enough.

Oculus teamed with Microsoft, NVIDIA and AMD to make the best of GPU preemption (rendering a scene before it's required), to its new SDK. Our Rift should ship on March 28, so expect a constant flow of VR-related content starting in April.






Noticia:
http://www.tweaktown.com/news/51285/oculus-sdk-now-supports-asynchronous-timewarp-reduced-latency/index.html



Mais uma vez parece-me que as placas da nVidia vão ficar um pouco em desvantagem pelo factor aqui introduzido e sabendo que o factor "preemption" é bastante limitado os resultados podem não ser os esperados, pelo menos até sair os proximos GPUs Pascal.
(http://www.tweaktown.com/news/51285/oculus-sdk-now-supports-asynchronous-timewarp-reduced-latency/index.html)

Jorge-Vieira
27-03-16, 12:56
Palmer Luckey hand delivers first Oculus Rift headset


Oculus has just starting shipping the initial wave of Oculus Rift VR headsets, but Palmer Luckey had a big surprise in store for the very first Rift recipient.

http://imagescdn.tweaktown.com/news/5/1/51292_5_palmer-luckey-hand-delivers-first-oculus-rift-headset.jpg

As a means of saying "thanks for believing in us," Oculus founder Palmer Luckey traveled all the way to Alaska to personally hand-deliver the very first Oculus Rift VR headset. The recipient, a software dev named Ross Martin, was the very first person to pre-order the Rift, and is now the first person in the world to own a consumer-ready Rift headset. The HMD's box has been signed by Luckey, Michael Antonov, Brenden Iribe, and Nate Mitchell, turning it into an instant collector's item.

Luckey chronicled the entire adventure on Facebook (of course), saying: "This is incredible. I've been working on the Rift for so long, and you're the first person to actually get one. It's kinda like me taking all that work and handing it off to you, so you have to make sure you have fun with it!"

http://imagescdn.tweaktown.com/news/5/1/51292_6_palmer-luckey-hand-delivers-first-oculus-rift-headset.jpg

http://imagescdn.tweaktown.com/news/5/1/51292_7_palmer-luckey-hand-delivers-first-oculus-rift-headset.jpg






Noticia:
http://www.tweaktown.com/news/51292/palmer-luckey-hand-delivers-first-oculus-rift-headset/index.html

Jorge-Vieira
28-03-16, 19:18
Oculus Launches New SDKs, Allows Developers To Sell Games Outside Of Oculus Store

http://media.bestofmicro.com/B/F/569355/gallery/2882146-oculus-rift-2_w_600.jpg (http://www.tomshardware.com/gallery/2882146-oculus-rift-2,0101-569355-0-2-12-1-jpg-.html)To coincide with the consumer launch of its Rift VR device (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html), Oculus released two SDKs for developers that included new features and support for future titles.
New SDKs The first is the latest version of the Oculus PC SDK. Version 1.3 not only includes support for the consumer version of the Rift HMD, but also adds integration with the latest version of the Unity and Unreal engines, support for an app's lifecycle and asynchronous timewarp (AWT) (https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/). Last week, Oculus announced the implementation of AWT to the Rift, which essentially reduces judder and further lowers latency.
Within the PC SDK is Version 1.0 of the Oculus Platform SDK. This allows developers to implement new features to their games such as leaderboards, matchmaking and peer-to-peer networking. The company mentioned that some launch games already support the new features, such as Project Cars and BlazeRush.
Sell Anywhere If you want to get your hands on a game on the Rift, you'll have to purchase it through the Oculus Store. However, the company doesn't want to make it the sole source of VR content for its HMD. If you're a developer, you can sell your VR titles on other sites, such as Steam or GOG, by simply requesting a royalty key from Oculus; and the company doesn't take a royalty cut from outside sales. It seems, then, that the company wants to share the wealth of VR content without users having to deal with an entirely new marketplace. As a consumer, all you have to do to access these outside sources is enable the "Unknown Sources" option in the Oculus desktop app.

New Sections http://media.bestofmicro.com/H/B/569567/gallery/home-screen_w_600.png (http://www.tomshardware.com/gallery/home-screen,0101-569567-0-2-12-1-png-.html)If you do plan on using the Oculus Store as your main source for VR content, you'll notice two new sections for the digital storefront. The "Concepts" area serves as a place for developers to share their interesting tech demos and experiments with consumers. Oculus is also following in the footsteps of Valve (and more recently, GOG) with an Early Access tab. Obviously the games in Early Access are still in development, but with a new wave of devices available to consumers, developers can use player feedback as a way to improve their games.
DK2s Are Left Out If you're still using the DK2 prototype, the company has some unfortunate news for you. Even though all versions of the Rift can be used as a development kit, the DK2, for obvious reasons, isn't considered a consumer product. However, if you're a developer with a DK2 in the studio, you can still use it with the latest SDK to develop new titles, at least for this year.
More Work Undoubtedly, Oculus will continue to work on improving its SDK so that developers have more features to use in upcoming titles. Even with an HMD and an accompanying controller, Oculus still has to launch its Touch controllers later this year. This means that there will be more updates to the developer kit that will include improvements to using the company's own brand of motion controllers.



Noticia:
http://www.tomshardware.com/news/oculus-launch-sdk-store-policy,31492.html

Jorge-Vieira
28-03-16, 19:19
The Oculus Rift Review


The Oculus Rift, the first high-end, consumer VR head-mounted display is now available, and it's poised to usher in a future of immersive experiences.
http://media.bestofmicro.com/2/2/569018/gallery/rift-hardware-front-2_w_755.jpg (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html#)
If the next chapter in PC gaming is about to be written, that future begins in earnest today with the first commercial shipment of the Oculus Rift arriving in homes starting now. Four years of investment, tinkering, development kits, showcases and hype have trampled a path to the moment of truth, and while there is surely much more work to be done, it's time to see where we are, and whether it was worth the wait.
Several of us spent the past week with the official Oculus Rift, and we're anxious to tell you what we learned and how it performed.
A Brief History Of The Rift The Rift and its inventor, Palmer Luckey, first entered the public spotlight in 2012 when Luckey launched a Kickstarter campaign for the first-generation Oculus Rift Developer Kit (DK1.) The campaign had endorsements from gaming industry heavyweights such as John Carmack, the founder of id Software, who later joined the company as chief technical officer, and Gabe Newell, co-founder of Valve Corporation, which later formed a partnership with HTC to launch the competing Vive VR system.
That campaign sold $2.4 million worth of developer kits. In the nearly four years since the Rift Kickstarter campaign, Oculus has shipped approximately 200,000 developer kits, allowing many indie and established development houses to dabble in VR content creation. Curious consumers also got an early look, either through dev kit purchases or the many content showcases produced along the way.
Soon after the Oculus Kickstarter, Michael Abrash (then with Valve, but now the Oculus chief scientist) put down essentially a playbook of what needed to happen in order to make virtual reality--from a hardware and comfort standpoint--viable in consumer gear. In one quintessential piece, Abrash outlined the hefty work needed on the latency (http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/) side of the performance equation, identifying challenges in tracking latency, application rendering latency and display latency. At that time, the cumulative latency of those three elements (to oversimplify) was far too great. The VR industry seemed to settle on an 11ms target, but in his piece Abrash hovered on 15ms as the absolute maximum, speculating that we'd need to get closer to 7ms.
On the tracking side, the challenges he outlined were balancing IMU sensors, which have incredibly low latency but allow too much drift, and camera sensors, which are more accurate but introduce too much latency. His answer at the time was sensor fusion, the combination of some IMU elements and optical tracking.
On the application rendering side, his answer involved simplifying scenes, essentially designing games that were, from a design and quality standpoint, equivalent to titles designed five or six years ago. And finally, he spent considerable time discussing display latency, which he figured would require some fundamental changes in hardware, including higher display refresh rates. At the time, we were dealing with 60Hz panels, and Abrash thought we needed to get to 120Hz to solve the problem.
And so the hard work began.
http://media.bestofmicro.com/J/1/407629/gallery/rift_shot_w_600.jpgOculus Rift DK1 (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html#)
Fast forward to today, and much has changed since Abrash penned those thoughts. We now have low-persistence displays with high refresh rates, powerful and accurate sensors derived from the mobile phone industry, significantly more accurate cameras and considerably faster graphics processors. The upshot of four years of development kits and consumer feedback from demonstration showcases is an ecosystem of industry partners, from GPU manufacturers like AMD and Nvidia, to gaming engine providers like Epic and Unity, to infusions of cash and intelligence from the likes of Oculus and Valve.
All of that energy helped propel the industry forward at a more rapid pace. Instead of simplifying content to match what we were seeing five or six years ago, VR-based games are coming closer to current game development, according to Nick Whiting, technical director at Epic Games. "You see a big push to use less dynamic lighting and other bells and whistles, so I would say we're looking at game quality from two or three years ago, but with a lot twists. We've come a long way and learned a lot more tricks, but we're having to be crafty in ways we haven't had to since PCs started getting way more powerful than consoles."
If you consider the time Palmer Luckey spent tinkering at home, the Rift has been in development for over four years now. The hardware has gone through many revisions. When the Rift DK1 first launched, it provided the ability to look around in VR, but you could not lean in, back or side to side.
The second developer kit (DK2) was released a year later and it included an IR-based system that allowed the HMD to be tracked in 3D space. This allowed you to move around a little bit. You could duck, move forward or peek around a corner. Suddenly a greater immersion was possible, and comfort improved significantly, reducing the feeling of nausea (motion sickness) that many people experienced wearing the first Rift headset.
Oculus considered releasing an HMD similar to the DK2 as its first consumer model, but Facebook's acquisition of the company gave it the resources to build an even better product.
http://media.bestofmicro.com/Z/7/443203/gallery/dk2_w_537.pngOculus Rift DK2 (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html#)
The Reality Of Virtual Reality Recent history is littered with failures in adjacent technologies, including early attempts at virtual reality and 3D TV (along with other 3D initiatives). The modern era of VR has drawn enormous skepticism from the enthusiast community, which is arguably its primary audience for now, and especially those who haven't tried it or who had poor experiences with earlier hardware. That's the downside of some of those early showcases.
In addition, the minimum specifications to power modern VR aren't easily within reach, even for enthusiasts, as some of our own research data shows (http://www.tomshardware.com/news/vr-readiness-survey-results,31476.html). Even if they were, executives from both Oculus and Valve have said that today's GPU power just isn't enough (put more positively, they've asked for more). Game engines have VR features in their SDKs, AMD and Nvidia expose special hooks into their hardware to help keep latency down and developers use carefully crafted tricks to maintain the performance they need.
All of that is done, at least for this first round, and it's time to find out where we stand. The Rift is sold out through July and the Vive through May, but the industry's future success now rests on the performance of these first-gen devices, the content and the experiences of early adopters.
There's a long way to go before we can truly call virtual reality mainstream. For one thing, the results of our VR Readiness survey (http://www.tomshardware.com/news/vr-readiness-survey-results,31476.html) suggest that a large percentage of enthusiasts reading Tom's Hardware have yet to try even the most basic form of modern VR (Google Cardboard.) If those folks haven't been exposed yet, Oculus and its competition have a ton of people to reach still. Our survey also suggests that most folks simply don't have the hardware necessary to run VR games. Chances are good that you're looking at hundreds of dollars in upgrades, and our respondents said they probably won't spend their money just yet.
Over time, the cost of VR-capable graphics cards will come down, as will the hardware that goes into the Rift headset. Until then, content creators and hardware manufacturers need to build compelling experiences that get people anticipating the day they can afford VR. Virtual reality has the potential to change the world in ways we can't yet imagine. Its promise goes beyond gaming and into fields like medicine and therapy, travel and tourism, engineering, education, architecture and yes, even pornography. Oculus may bear the biggest responsibility for affecting first impressions; it has more eyes on it than any other player, including ours. Let's get started.



Toda a review:
http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html

Jorge-Vieira
29-03-16, 07:47
Tim Sweeney Criticizes Oculus Of Treating Epic & Steam Games As “Second Class Citizens”
Epic founder, Tim Sweeney, now accuses Oculus of treating games from sources as Steam and Epic Games as second class citizens. According to Sweeney, the Oculus Platform is in no way an “open platform”, as developers have to “request keys” for Oculus DRM.
http://cdn.wccftech.com/wp-content/uploads/2016/03/sweeney-635x356.jpg
The Oculus Rift has officially launched, and while the studio head of Oculus, Jason Rubin, claims that the platform is an “open platform”, some might state otherwise. Apparently, Oculus blocks apps not sold via their store from working (https://support.oculus.com/878170922281071), unless developers allow ‘unknown sources’.
Following his criticism on Microsoft’s Universal Windows Platforms (UWP) last month, Tim Sweeney has now taken to Twitter to express his disappointment with Oculus. According to the founder of Epic Games, Oculus is in fact, treating games from “sources like Steam and Epic Games as second-class citizens”




https://pbs.twimg.com/profile_images/449604457697771520/xWm_dEW8_normal.png Tim Sweeney ‎@TimSweeneyEpic (https://twitter.com/TimSweeneyEpic)
Very disappointing. @Oculus (https://twitter.com/oculus) is treating games from sources like Steam and Epic Games as second-class citizens. https://twitter.com/Tojiro/status/714473076709175296 … (https://t.co/8rFhkECXnR)
<time class="dt-updated" datetime="2016-03-28T15:44:17+0000" pubdate="" title="Time posted: 28 Mar 2016, 15:44:17 (UTC)">4:44 PM - 28 Mar 2016</time> (https://twitter.com/TimSweeneyEpic/status/714478222260498432)







Sweeney continued by questioning in what possible way the Oculus platform is an “open platform”, as stated by Oculus Studio Head, Jason Rubin. According to Sweeney, this clearly isn’t the case as developers have to request keys for Oculus DRM.



https://pbs.twimg.com/profile_images/449604457697771520/xWm_dEW8_normal.png Tim Sweeney ‎@TimSweeneyEpic (https://twitter.com/TimSweeneyEpic)
In what possible sense is this an "open platform"? Developers have to "request keys" for @Oculus (https://twitter.com/oculus) DRM. @Polygon (https://twitter.com/Polygon) https://twitter.com/Jason_Rubin/status/714504651157024768 … (https://t.co/q8rzqTpIqB)
<time class="dt-updated" datetime="2016-03-28T19:32:17+0000" pubdate="" title="Time posted: 28 Mar 2016, 19:32:17 (UTC)">8:32 PM - 28 Mar 2016</time> (https://twitter.com/TimSweeneyEpic/status/714535601861705729)








His last tweet on the matter, illustrates his thoughts perfectly – an ‘open’ platform (sarcastic).


<article class="MediaCard MediaCard--mediaForward customisable-border" data-scribe="component:card" dir="ltr"> View image on Twitter (http://twitter.com/TimSweeneyEpic/status/714581052887605248/photo/1) https://pbs.twimg.com/media/CeqzrnjXEAEKxka.jpg:small (http://twitter.com/TimSweeneyEpic/status/714581052887605248/photo/1)


</article> Follow (https://twitter.com/TimSweeneyEpic)
https://pbs.twimg.com/profile_images/449604457697771520/xWm_dEW8_normal.png Tim Sweeney ‎@TimSweeneyEpic (https://twitter.com/TimSweeneyEpic)

Open
<time class="dt-updated" datetime="2016-03-28T22:32:53+0000" pubdate="" title="Time posted: 28 Mar 2016, 22:32:53 (UTC)">11:32 PM - 28 Mar 2016</time> (https://twitter.com/TimSweeneyEpic/status/714581052887605248)








As said, Sweeney expressed his criticism on Microsoft’s UWP last month. In an article he wrote (http://wccftech.com/epics-tim-sweeney-urges-fight-microsoft-locking-consumer-pc-ecosystem/), he urged developers to “fight” against Microsoft and their “first apparent step towards locking down the consumer PC ecosystem”.

With its new Universal Windows Platform (UWP) initiative, Microsoft has built a closed platform-within-a-platform into Windows 10 (http://www.theguardian.com/technology/windows-10), as the first apparent step towards locking down the consumer PC ecosystem and monopolising app distribution and commerce.
In my view, this is the most aggressive move Microsoft has ever made. While the company has been convicted of violating antitrust law in the past (https://en.wikipedia.org/wiki/United_States_v._Microsoft_Corp), its wrongful actions were limited to fights with specific competitors and contracts with certain PC manufacturers.
In the article, Sweeney wrote that he felt compelled to write about Microsoft and, according Sweeney, the companies “most aggressive move” so far.
What’s your opinion on Oculus and not being an open platform? Is Sweeney overreacting? Hit the comments below.







Noticia:
http://wccftech.com/reating-epic-steam-games-as-second-class-citizens/#ixzz44HAT3hnW

Jorge-Vieira
29-03-16, 07:58
Oculus Rift launches, called 'clunky' and 'not ready for mainstream' (http://www.tweaktown.com/news/51323/oculus-rift-launches-called-clunky-not-ready-mainstream/index.html)



Can you believe that after all of these years, the Oculus Rift is now shipping to consumers? Those who backed the Rift on Kickstarter back in 2012 (http://www.tweaktown.com/news/25161/oculus_rift_vr_headsets_arrives_on_kickstarter_ove r_1_million_in_funding_backed_by_epic_games_valve_ and_more/index.html) (has it been that long?!) are receiving theirs first, with a signed Thank You note from the Oculus team.


http://imagescdn.tweaktown.com/news/5/1/51323_33_oculus-rift-launches-called-clunky-not-ready-mainstream.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/5/1/51323_33_oculus-rift-launches-called-clunky-not-ready-mainstream_full.jpg)

The Facebook-owned VR company (http://www.tweaktown.com/news/36557/Facebook-announces-plans-to-acquire-oculus-vr-for-2-billion/index.html) has been a pillar of strength for the technology and PC gaming community, stirring up mixed feelings from consumers and gamers - and total commitment from companies like AMD, as they see a huge future in VR. Well, the first reviews are here -with the New York Times saying the Oculus Rift is a "clunky portal to a promising virtual reality". The Wall Street Journal says "VR's rising star isn't ready for the mainstream" - but both the NYT and WSJ aren't gaming outlets, so those opinions are just very harsh headlines.

We have a list of reviews below, with our unit not being processed or sent yet. I pre-ordered within 2-3 minutes of it opening up in January, so I'm disappointed to say the least. Here's the list of reviews of the Rift so far, but expect our VR coverage to expand expontentially this year.

Tech Radar (http://www.techradar.com/au/reviews/gaming/gaming-accessories/oculus-rift-1123963/review)
Polygon (http://www.polygon.com/2016/3/28/11306708/oculus-rift-review)
The Verge (http://www.theverge.com/2016/3/28/11284590/oculus-rift-vr-review)
The New York Times (http://www.nytimes.com/2016/03/31/technology/personaltech/oculus-rift-virtual-reality-review.html?_r=0)
The Wall Street Journal (http://www.wsj.com/articles/oculus-rift-review-vrs-rising-star-isnt-ready-for-the-mainstream-1459173888)
Gizmodo (http://www.gizmodo.com.au/2016/03/oculus-rift-review-this-is-legit/)
Wired (http://www.wired.com/2016/03/oculus-rift-review-virtual-reality/)




Noticia:
http://www.tweaktown.com/news/51323/oculus-rift-launches-called-clunky-not-ready-mainstream/index.html









(http://www.tweaktown.com/news/51323/oculus-rift-launches-called-clunky-not-ready-mainstream/index.html)Oculus Rift Review (http://www.hardocp.com/news/2016/03/28/oculus_rift_review/)

The crew at Engadget have quick and dirty review of the Oculus Rift (http://www.engadget.com/2016/03/28/oculus-rift-review/) posted today for those of you interested. Any of you got your headsets in yet?



As a first-generation VR product, the Oculus Rift delivers an impressive amount of immersion. The big downside is its price, as well as the fact that it requires a PC gaming rig. For most people, it might be wiser to wait until the price drops for high-end VR.



Noticia:
http://www.hardocp.com/news/2016/03/28/oculus_rift_review#.Vvo6H3r0Pug















(http://www.tweaktown.com/news/51323/oculus-rift-launches-called-clunky-not-ready-mainstream/index.html)Oculus Rift officially shipping, SDK v1.3 now available

(http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-officially-shipping-sdk-v1-3-now-available/)
Although one lucky Oculus Rift buyer might have received his VR headset from the hands and smiling face (https://goo.gl/eNRvEC) of company founder, Palmer Luckey himself, most fans are expecting their’s from a more traditional courier. Fortunately, many of them only have hours or days to wait, as the first batches of the headset are now going out to consumers.
Kickstarter units, the free, special-editions of the headset that were sent out exclusively to original DK1 Kickstarter backers, should now be arriving, with the standard editions leaving the Oculus warehouses on a consistent basis from now on. Oculus claims that all pre-orderers will receive an email 1-3 weeks before shipping to confirm it as processing and then another when the payment is taken.
To celebrate this historic event in Oculus’ history, there’s a full 30 games and experiences for gamers and VR fans to enjoy when their headset arrives, everything from Chronos to AirMech Command and VR Tennis. There are also apps like Oculus Video, which gives you a intuitive interface for watching 360 degree videos and look at 360 degree photos.


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We’re told that Oculus has curated more than 200,000 locations around the world, with detailed, 360 degree images, making it possible to take virtual tours with static imagery.
For those looking to take their first steps in VR though, there’s also a number of Oculus “vignettes,” such as Farlands, where you visit a bizarre alien world and hang out with some of the creatures there. Visiting every day will see new creatures appear and new opportunities for exploration.


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And on top of it all, Oculus VR has launched the Oculus SDK v1.3 as well. It adds asychronous timewarp, for a more comfortable VR experiences; a better VR application framework and native integration with Unity and Unreal Engine 4.
While the Rift is now available to order, rather than pre-order though, those looking to buy one now still have a multi-month wait while Oculus production catches up with demand.


(http://www.tweaktown.com/news/51323/oculus-rift-launches-called-clunky-not-ready-mainstream/index.html)
Noticia:
http://www.kitguru.net/components/vr/jon-martindale/oculus-rift-officially-shipping-sdk-v1-3-now-available/

Jorge-Vieira
29-03-16, 08:27
Video Perspective: Retail Oculus Rift Day One - Setup, Early Testing (http://www.pcper.com/news/General-Tech/Video-Perspective-Retail-Oculus-Rift-Day-One-Setup-Early-Testing)

It's Oculus Rift launch day and the team and I spent the afternoon setting up the Rift, running through a set of game play environments and getting some good first impressions on performance, experience and more. Oh, and we entered a green screen into the mix today as well.

<iframe width="560" height="315" src="https://www.youtube.com/embed/ji1NdBSMDhQ" frameborder="0" allowfullscreen></iframe>




Noticia:
http://www.pcper.com/news/General-Tech/Video-Perspective-Retail-Oculus-Rift-Day-One-Setup-Early-Testing

Jorge-Vieira
29-03-16, 15:04
More VR games confirmed for the launch of the Oculus Rift


After four years in the making, the Oculus Rift has launched today, with a flurry of VR games ready for new adventures, in a new dimension - or should I say, reality?

http://imagescdn.tweaktown.com/news/5/1/51325_06_more-vr-games-confirmed-launch-oculus-rift.jpg

New games confirmed for the launch of the Oculus Rift are Alpha Wave Entertainment's Euclidean; The Body VR from Moshe Ben-Zacharia; FIRMA by Think Heavy Ltd; COLOSSE; Viewpoint Games' VR Karts; Immersive Entertainment's The Grand Canyon VR Experience; Subnautica from Unknown World's Entertainment ; ZeroTransform's Proton Pulse Plus and Time Machine VR by Minority Media - thanks to a report from VR Focus.





Noticia:
http://www.tweaktown.com/news/51325/more-vr-games-confirmed-launch-oculus-rift/index.html

Jorge-Vieira
29-03-16, 15:29
The Oculus Rift can do roomscale, but watch your head (http://www.kitguru.net/components/vr/jon-martindale/the-oculus-rift-can-do-roomscale-but-watch-your-head/)


One of the big selling points of HTC’s Vive virtual reality headset, is that it can “do roomscale.” That means users can get up and walk around in the real world, while ensconced in virtual reality. It turns out though that the Oculus Rift can do that pretty well too, you just need to be a bit more careful not to bump your head.
Because the Vive has targeted roomscale experiences from the get go, it pushed to develop a built in camera within the headset and what’s called the chaperone system. This manifests as a translucent grid around the edge of your playspace and offers a great visual aid to prevent you bumping into anything.


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In comparison, the Rift doesn’t have that, which means there is some danger of bumping into things, as the guys at UploadVR found during their CV1 testing.
However they did find that the field of view and tracking range of the Oculus Rift’s Constellation camera was surprisingly good, offering a near room-scale experience from the get go. With a second sensor placed somewhere behind the player, it’s not hard to imagine the Rift offering a comparably expansive space to play in as the Vive.


<iframe width="640" height="385" src="https://www.youtube.com/embed/vyNKR_-uKfs" frameborder="0" allowfullscreen></iframe>


Jump to 1:20 if you want to see the problem with a lack of Chaperone
You just might want some form of real world indicator that you’re getting close to the edge of it, as smashing your brand new headset into a wall as you try and look around a non-existent corner, would be a real shame.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/the-oculus-rift-can-do-roomscale-but-watch-your-head/

Jorge-Vieira
30-03-16, 08:44
Oculus Rift review roundup: the future is here, but it'll cost you



The time has finally come. The Oculus Rift is shipping to consumers, and tech news sites have begun issuing verdicts on the VR headset. The Verge (http://www.theverge.com/2016/3/28/11284590/oculus-rift-vr-review), Ars Technica (http://arstechnica.com/gaming/2016/03/the-ars-review-oculus-rift-expands-pc-gaming-past-the-monitors-edge/), Gizmodo (http://gizmodo.com/oculus-rift-review-this-shit-is-legit-1767483554)and Engadget (http://www.engadget.com/2016/03/28/oculus-rift-review/)all got their hands on review units, as did some general-interest publications like the Wall Street Journal (http://www.wsj.com/articles/oculus-rift-review-vrs-rising-star-isnt-ready-for-the-mainstream-1459173888). Considering that the Rift is a wildly-hyped, first-generation product, it's heartening to see the reviews so far are all fairly positive.

http://techreport.com/r.x/2016_3_28_Oculus_Rift_start_shipping/rift.jpg
Each of the reviews we surveyed suggests the Rift really does herald the arrival of a high-quality VR gaming experience. According to Kyle Orland of Ars Technica, the "screen door effect" caused by visible pixels is largely resolved by the final Rift's 2160x1200 display, though The Verge's Adi Robertson says she still noticed a bit of graininess. Critically, Robertson said she noticed no visible latency when wearing the Rift, and she found that the Rift's head-tracking camera was always able to figure out which way she was facing so long as she remained in its line of sight.
The Rift is nothing without software titles to run, and most reviewers found a handful of favorite titles that they felt showed off what the Rift can do. Polygon's Ben Kuchera (http://www.polygon.com/2016/3/28/11306708/oculus-rift-review) calls Eve: Valkyrie "one of the most graphically impressive games in virtual reality," while The Verge's Robertson was especially taken with fantasy title Chronos. Kuchera sums up the feelings of many reviewers when he notes that the Rift "takes you into the game, and often heightens the emotional reactions." Even so, he thinks the current selection of games available for the hardware "communicates the vast potential of the platform going forward" more than it exposes any one killer app.
Reviewers also think the Rift is comfortable to wear for long periods. Ars' Orland reported that he wore the device for hours without breaks while writing his review, and he says he didn't experience any nausea or a need to let his face breathe from time to time. Robertson thinks the headset is "lighter and more comfortable than most of its competition." Reviewers with glasses found the Rift hard to put on and remove without disturbing those corrective optics, though.
Ars tempers its praise for the platform with complaints about the use of the Xbox One controller as the Rift's primary input device, a common thread among many of the reviewers we surveyed. Those who spent time with the Rift think the Oculus Touch controllers should make for a more natural and immersive way of interacting with VR, but those controllers won't be released until later this year. On the other hand, the included headphones won praise from Engadget's Devindra Hardawar. The headphones are removable and use an over-the-ear design rather than an around-the-ear design. Still, none of the reviewers felt the need to replace them. Hardawar even went as far as to call the headphones one of his favorite features of the headset.
Reviewers all cite cost as a major concern for the Rift. The Wall Street Journal says the expense of the headset is the primary reason it thinks the Rift isn't ready for mainstream consumers. Even enthusiast-oriented tech sites feel the total cost for a Rift-ready PC and the headset —about $1800—is too much to swallow. Hardawar thinks it's "hard to champion the Rift completely when few people can afford it. It's the very definition of elite technology."
Another major complaint is the quality of the device's included software. The Oculus app's interface is Spartan, and lacking in basic features like chat functions. Worse, the install directory is restricted to the same drive as the user's Windows installation, which means users who want to move their Rift apps off their boot drive are out of luck. According to Ars, Oculus has promised a fix for the restricted install directory in the next "2-3 weeks."
Although The Tech Report didn't get an advance look at the Rift, we were up bright and early on the day pre-orders for the headset went live. With any luck, our unit will ship this week, and we'll hopefully be able to say how the device performs for ourselves soon. Stay tuned.



Noticia:
http://techreport.com/news/29915/oculus-rift-review-roundup-the-future-is-here-but-itll-cost-you














(http://techreport.com/news/29915/oculus-rift-review-roundup-the-future-is-here-but-itll-cost-you)Oculus Rift review Virtual reality check.



<section class="">The biggest surprise coming out of our Oculus Rift testing? This isn't just a piece of hardware. It's a platform. Once you strap on the display and immerse yourself into Oculus Home - the front-end of the system - this becomes obvious. Buying games, accessing your library, downloading content, hooking up with friends, watching media, launching titles and switching between them - it's all done within a beautifully realised VR world. There's a console-style sense of solidity and polish to the whole enterprise. And as long as you stick to Oculus' minimum PC spec, just about everything just works.
Oculus is intent on proving that by kitting out the press with a reference platform based on an Asus G20 small form-factor PC, an Asus VE198 monitor, plus the Rift package itself. The pleasant surprise here is that the G20 itself barely scrapes the Oculus min-spec, when the more obvious choice may have been to supply press with the absolute state of the art in PC technology. As things stand, we have the requisite Nvidia GeForce GTX 970, but CPU-wise, the reference units features a base-level Core i5 6400 - the bottom rung 2.7GHz quad-core processor in Intel's latest Skylake line-up. Curiously, this is actually less powerful than the Core i5 4590 previously announced as VR's entry-level CPU.
Despite this, the polish and consistency across the exceptional UI - and indeed the lion's share of the launch games themselves - is highly accomplished. With just barely perceptible, highly infrequent stutter on a small batch of games, the Rift delivers a locked 90fps across the experience from start to finish. Going into this review, we were prepared to roll up our sleeves, break out the overclocking tools, and adjust GPU control panel settings to get the best possible VR experience. The beauty of the Oculus Rift is that after a short set-up procedure, you're good to go with the minimum of tweaking - in most cases, at least.


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<aside class=" ">Oculus Rift spechttp://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/spec.jpg.jpg/EG11/resize/600x-1/quality/80/format/jpg
The Oculus Rift costs £499/$599, shipping with the headset, tracking sensor, remote, Xbox One controller and accompanying wireless dongle.


Display: Twin 1080x1200 OLED
Refresh Rate: 90Hz
Field of View: 110 degrees
Audio: Integrated, detachable headphones with 3D audio
Tracking: Three axis rotational tracking plus Three axis positional tracking using USB-connected IR LED sensor
Controllers: Xbox One pad - Oculus Touch 3D controllers due Q2 this year
Weight: 470g
Required Interfaces: HDMI 1.3, 2x USB 3.0 (headset, camera), 1x USB 2.0 (Xbox One pad)


</aside> ADVERT



Rich gets to grips with the consumer Oculus Rift in this video review.

</section><section class=""> Hardware breakdown After two public development kit releases, plus the unreleased Crescent Bay prototype, there's a strong sense that Oculus is finally ready for show time. It begins with the hardware itself. Out of the box, the final consumer Rift doesn't exactly have a wow factor - the design is first and foremost informed by function and practicality - and build quality isn't as good as it could be (the foam liner detaches easily, for example). However, the comfort level is certainly a step up from Crescent Bay and DK2 - the width of the headset remains fairly narrow, but crucially, I was able to wear it without removing my glasses. It's a tight fit, but this is something I couldn't achieve with the last prototype. There's still some light leakage via the bridge of the nose, but some form of ventilation was required after the thorny issue of the lens fogging issues encountered with initial development kits. A single USB 3.0 cable emerges from the headset, along with an HDMI 1.3 cable.
The Rift is secured in place with Velcro fastenings on the side and top of the headset, and there's a spring-loaded mechanism for pushing the HMD away from your face and easily removing it. Final adjustments are carried out with a slider on the underside of the Rift, adjusting for pupil distance. A step-by-step guide for setting up the headset ensures that everything looks and feels good before you begin - and at 470g the headset is certainly light enough to wear for extended periods. The set-up and calibration phase ends with a trio of tech demos - short, but visually arresting.
Everything sounds great too. Unlike its competitors, Oculus Rift ships with an integrated audio solution, so there's no need to strap on a pair of cans. The headphone components are eminently swivelable, easy to adjust or indeed pull away. Audio quality is beyond expectations here - the sound is very well-balanced, equally at home with fairly deep bass as well as high frequency detail. Even with the volume pushed to the max, there's no distortion here. This was one of the more surprising elements of the Rift's hardware make-up. The reality is that while audiophile quality high-end headphones will offer a better aural experience, most gamers will get on just fine with the standard solution. It certainly helps in keeping the amount of hardware strapped to your head to the absolute minimum.
http://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/oclus.jpg.jpg/EG11/resize/600x-1/quality/80/format/jpg
A quick overview of the kit contained in the package: remote, sensor camera, headset and Xbox One controller.

Visual quality is impressive overall too. The Rift has 1080x1200 of resolution per eye, offered up via a 90Hz, low latency OLED display. It's a world apart from the older DK prototypes, based on off-the-shelf smartphone screens. Motion blur is minimised to the point of irrelevance, colour reproduction is beautiful. The 110 degree field of view works well too, though you are aware of black circular borders to the left and right as you play, something the Rift has in common with both Vive and PSVR. The raw pixel count is still an issue though - albeit much improved over previous prototypes. With your eyes pressed so closely against the panel, it's inevitable that you see the 'screen door' effect, visible here in a kind of diagonal pattern. It's possible to make out the edges of the pixels, but thankfully, not their RGB sub-pixel make-up. The extent to which it's noticeable depends on two factors - whether you're actively going out to look for it, and the nature of the content. Once focus shifts to mid-distance, you tend not to notice it. The overall presentation is rather soft though, but as you adjust, the compromises tend to fade away - the low resolution only really makes a negative impact on games with poor anti-aliasing and/or sub-pixel break-up.
There are three other hardware components bundled with the Rift - firstly, the sensor used for positional tracking. By and large it works beautifully, though its field of view in a desktop gaming set-up can be constrictive depending on how close you're sitting. Obviously, the nearer you are, the more likely you are to encounter occlusion issues that prevent accurate tracking, which can lead to the occasional sudden lurch. Secondly, there's the remote - required for basic navigation through the Oculus Home interface, though the bundled Xbox One controller is capable of doing the same job.
With the lack of Oculus Touch controllers at launch, the standard Microsoft pad is the control option of choice for VR. It comes packaged with the wireless receiver dongle, a USB extension cable, plus a couple of Duracell AA batteries. It's disappointing that the Rift does not ship with 3D controllers, but right now, the Oculus offering is very much orientated towards seated games, and the majority of the launch titles are designed to operate with a pad. It's an interesting contrast to SteamVR's more active, interactive approach, where the 3D interface takes centre-stage.
</section><section class=""> Oculus Home - the front-end and non-gaming content Once set-up is complete and the Rift is in place, you're transported to Oculus Home - offering the same core functionality as the standard, rather pedestrian Windows front-end but completely re-imagined for VR. You're transplanted into the titular home - the living room specifically, the diner and kitchen behind you. In front of you are the main interface options. Choosing them is straightforward enough: a cursor permanently sits right in front of you in a fixed position, and you simply adjust your gaze to carry the cursor over the option you want. From there, you select using the Oculus Remote or the Xbox controller.
<aside class=" "> Recommended Specs and the Oculus Review Platform http://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/g20.jpg.jpg/EG11/resize/600x-1/quality/80/format/jpg
Here's the Oculus Rift minimum spec. It's a stroke of genius from Oculus, in that it essentially means that developers only need validate their software running on default settings against two graphics cards. CPU-wise, the spec may actually be a little more elastic. The Asus G20 small form factor PC sent to reviewers by Oculus features the Core i5 6400 - a slower processor than the recommended i5 4590. Project Cars apart, we weren't CPU-bound during our testing using this computer.


Nvidia GeForce GTX 970/AMD Radeon R9 290 equivalent or greater
Intel Core i5 4590 equivalent or greater
8GB+ RAM
2x USB 3.0 port
HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture
Windows 7 OS or greater

One thing to bear in mind is that while many gaming laptops may appear to meet the spec and indeed exceed it, very few actually do. For starters, mobile parts are less capable than desktop equivalents. The GTX 970 desktop chip is actually far more powerful than both the GTX 970M and GTX 980M laptop equivalents. Also, many laptops - even those with discrete graphics chips - route HDMI through an Intel interface that does not meet the '297MHz clock' requirement.

</aside> Oculus has effectively built its own entirely feature-complete VR front-end and it's a beauty: attractive to look at, easy to navigate, and almost entirely self-contained. You can see what the objective here was - to integrate as much as possible into the VR space, to divorce virtual reality from the world of Windows as much as possible. There's just one problem - the majority of the games tested appear to require additional permissions to finish the install that (for some reason) aren't possible to complete in VR. This requires removing the headset, finalising the install in the Windows app, then OKing a Windows prompt. Fingers crossed that this issue can be resolved in the fullness of time - it's the one blemish on an otherwise faultless UI.
http://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/home.png/EG11/resize/600x-1/quality/80/format/jpg
This 2D representation of Oculus Home doesn't really do it justice. It's a fully immersive UI, with all the functionality of a Steam-style client and the accessibility of a console front-end.

Oculus Home demonstrates just how far the firm has come not just in terms of the hardware, but the software too. It's attractive, minimalistic, easy to navigate and also plays host to a wealth of content that's well worth checking out. A lot of it is entirely free too, meaning there's plenty of material to sample once you've set up the Rift - even before you begin playing any games. There's a trio of entirely real-time CG animated shorts - Henry, The Invasion and Lost. These may have limited short-term appeal, but they will get a lot of repeat viewing simply because they're all so cool. On top of that, there's the Oculus Dreamdeck too, a compilation of VR vignettes that range from simple demos to epic experiences. Again, you're unlikely to revisit them yourself, but you'll want to share them.
Other non-gaming apps include Oculus Jaunt - a VR travelogue of sorts, using 360 degree video to transport you to tourist spots around the world - along with Oculus Video. There's more 'surround' video content here, including Facebook 360-degree offerings (low frame-rate, low bit-rate - they don't look great) along with a bunch of cinema-style portals for the likes of Vimeo and Twitch. You can also copy over your own videos into Windows' My Videos folder and watch them in the virtual cinema (complete with a range of selectable surroundings). It's a neat effect initially, but the low resolution and curiously poor colour reproduction makes it a short-lived gimmick. On top of the video options, Oculus Home also has an app for viewing 360-degree photographs.
</section><section class="">Oculus Rift - the gaming experienceThe Rift ships with two free games - 3D shooter Eve Valkyrie and Mario-style platformer Lucky's Tale - but the point is that Oculus has worked hard to sell VR as a concept where gaming is just one component, albeit a key one. Much of the VR video may well look somewhat 'first-gen' in nature, but it's a compelling proof of concept. Facebook's Mark Zuckerberg has often talked of the possibilities here - like transporting you into the middle of a music concert - and Oculus Home provides a pretty decent example of just that. On top of that, the CG shorts do make you sit back and wonder about the extent to which VR could provide an alternative stage for movies and other non-interactive content by actually placing you within the scene.
Of course, the games are the focus though. We've had our worries about VR, specifically in terms of guaranteeing the quality of the experience. Titles need to run at a locked 90fps in order to preserve the quality of the immersion, and also to stave off nausea issues. The most pleasant surprise from our testing is that the rock-solid nature of the interface persists into the majority of the games we played, which do indeed deliver the locked performance level required - even on the base spec 'VR ready' Asus G20 that Oculus supplied for review.


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Lucky's Tale is free to download when you buy the Rift. This gameplay trailer shows you the basics, but watching this after playing it simply demonstrates how ill-equipped we are to show you the VR experience. The footage looks like a basic 3D platformer - the experience of playing it is something else.

Now, several of the games here are quite simplistic in nature, so won't really trouble a GPU as capable as the GTX 970, but visually they punch above their weight owing to the fact that 'presence' - the idea that you are indeed situated within the virtual world - is so well realised. Pack-in title Lucky's Tale is a supreme case in point. Played in 2D, it is what it is, a playable enough Mario clone but nothing earth-shattering. Presence turns a generic platformer into something fresh and compelling. Imagine being transported into a Mario level, with the ability to look around the environment in all directions, with exceptional draw distances. You can plot multiple routes around the stage simply by looking around, while intelligent use of the fixed camera works to gently nudge you in the right direction.
Lucky's Tale presents the environment not as an abstract 2D plane in front of you, but as something else - offering something akin to a close-up view of a miniature model. There are some exceptionally cute moments too. Spotting a glint of a hidden coin behind a wall, I moved in closer and literally looked around the corner - and there it was. However, looming deeper into the playspace brought me much closer to Lucky himself, who jumped back in surprise. Other close encounters with the main character bring similarly humorous responses - it's simply delightful stuff. VR has moments that are both epic and somewhat smaller in scale, but they're all priceless. That's the beauty of this amazing new canvas that developers have to work with - and exactly the kind of feeling I got from Valve's recent SteamVR showcase (http://www.eurogamer.net/articles/digitalfoundry-2016-reality-check-what-steamvr-actually-offers). Games feel new again, even those based very closely on existing non-VR titles.
And the big takeaway from all my VR experience so far is that what you think you want from the hardware isn't necessarily what's going to be most effective. Slightly Mad Studios' Project Cars is the most overt 'triple-A' game on the launch roster, but actually serves to demonstrate that non-VR titles ported to the platform may not pay off for everyone. First of all, there's the question of spec. You can boot and play the vast majority of the launch titles and they run perfectly right off the bat on base-spec hardware - not so Project Cars, which clearly requires some serious hardware to achieve the required locked 90fps. We can well imagine that those who sink enough cash into their PC set-ups will get this game looking and running beautifully, and the VR payoff is obvious - however, despite the common view that cockpit games translate well into VR, I still felt quite ill playing it within 15 minutes. The disconnect between in-game motion and the lack of it in real life causes severe nausea issues here, just as I experienced playing another cockpit game: Elite Dangerous on Vive.
<aside class=" ">Coming soon: Oculus Touchhttp://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/touch.jpg.jpg/EG11/resize/600x-1/quality/80/format/jpg
The Rift ships with a standard Xbox One controller - perfectly fine for the titles currently available for the Rift, but absolutely lacking for some of the more immersive, interactive VR titles we've played on HTC Vive. Oculus is planning to release its own 3D controller - Oculus Touch - in Q2 this year, and based on hands-on experience, they're absolutely fantastic. From our perspective, not shipping with these controllers is a misstep, but Oculus founder Palmer Luckey disagrees.
"One of the key things to remember is that over the last couple of years, the vast majority of VR games have been developed with gamepads in mind, like Eve: Valkyrie and Lucky's Tale," Luckey told Venturebeat (http://venturebeat.com/2015/09/30/oculus-vr-found-palmer-luckey-explains-why-touch-controllers-arent-shipping-with-the-rift-in-2016/). "Everything that has been in development for more than a few months has been designed around traditional inputs. Devs haven't really explored everything that you can do with motion controllers. People are just starting [and have only] spent a few months on it."
On the one hand, Oculus Rift ships with a decent library of games. On the other, 11 of the 12 titles we played at Valve's recent SteamVR showcase (http://www.eurogamer.net/articles/digitalfoundry-2016-reality-check-what-steamvr-actually-offers) used 3D controllers. In fact, we'd say that they were absolutely essential. The Rift is $200 cheaper than the HTC Vive, but you will have to buy the Oculus Touch sooner or later in order to get the best out of the virtual reality experience, so bear that in mind (along with Vive's more flexible, higher coverage tracking solution) when considering the cost differential between the two PC-based VR platforms.

</aside>Another ported title - The Vanishing of Ethan Carter - is more effective. The non-VR version is a visual treat (especially so via its Unreal Engine 4 upgrade), but the move to Oculus Rift is a genuine game-changer. Just experiencing this game world in VR, in effect just being there is - and I don't use this word lightly - incredible. Out of the box, settings are well-tuned too, meaning that these stunning visuals lock at 90Hz on the base-spec hardware. The image isn't pristine, being somewhat blurry with intrusive sub-pixel break-up - but that's exactly because The Astonauts have tailored default settings so that those with the lowest acceptable specification in hardware do get that locked frame-rate.
http://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/ethan.jpg.jpg/EG11/resize/600x-1/quality/80/format/jpg
The quality of the visuals in The Vanishing of Ethan Carter - plus the sheer level of immersion - is simply breathtaking. This is first-person VR exactly as you imagined it, only better - until you start to feel unwell.

A look at the settings explains all. By default, Ethan Carter is set up with an 80 per cent resolution scale, plus FXAA anti-aliasing is in play, causing the pixel-pop. Temporal AA removes the sub-pixel issues, while increasing the resolution scale to 100 per cent or higher mitigates the blur. From there, the game looks glorious - but frame-rate suffers. Faster graphics hardware is required to get the most out of this game, but at least The Astronauts have shipped with settings that ensure a fluid, consistent experience for all users running at least minimum spec. For those with more capable gear, the only way is up.
</section><section class=""> VR motion sickness - and how Oculus tackles it Unfortunately, Ethan Carter has comfort issues too, for exactly the same reason as Project Cars - a large disconnect between motion as you see it and as you feel it. The difference is that The Astronauts have included a comfort mode, effectively robbing you of free movement in the game world. Instead, the game viewpoint has you rooted to the spot, navigating around the world by clicking on in-world arrows that take you where you want to go. It feels like a compromise too far, but it does comprehensively address the issue.
Short of 'nuclear' options like Ethan Carter's comfort mode, there's no way to overcome VR motion sickness, but Oculus has bravely tackled it by attaching comfort ratings to each game on its store. There was some dismay at Oculus' approach here, but based on the experience of playing a range of titles, it's the right move. Players should be informed of potential comfort issues before they lay out the cash. The system also demonstrates that solving the comfort issue is as much about software as it is about the design of the headset. The Rift's motion tracking, low-persistence screen and 90Hz refresh appear to have resolved most of the design problems, but there's still the sense that game-makers need to work around the strengths and weaknesses of the platform. Ported non-VR content is always going to be at a disadvantage in this scenario.
Of course, the comfort issue may well vary from user to user, but by and large, I found Oculus's ratings to be unerringly accurate. I couldn't hack more than 15 minutes of Ethan Carter or Project Cars - both rated as 'intense' - without taking a break. By contrast, Lucky's Tale is rated 'moderate' and I played for 45 minutes straight before feeling even the slightest twinge of discomfort. Games with a relatively static camera - like VR Tennis Online - receive the 'comfortable' rating and I feel as though I could play them all day.
http://images.eurogamer.net/2015/articles//a/1/8/2/0/6/5/5/tennis.jpg.jpg/EG11/resize/600x-1/quality/80/format/jpg
Many of the titles are fairly simplistic, such as VR Tennis Online. It's like Virtua Tennis, albeit played out in an epic-scale playspace. The camera is fairly static, meaning you can play them for hours with few issues from a comfort perspective.

</section><section class="">Oculus Rift: the Digital Foundry verdictFrom a hardware perspective, Oculus Rift delivers. As a spectacles wearer with less than stellar experiences using the Crescent Bay prototype, I was concerned that Oculus may have lost pace compared to the more comfortable HTC Vive and PlayStation VR, but the final hardware delivers. Image quality is up there with the best, latency in motion response is a non-issue (a rapid shake of the head during gameplay confirms this - the image remains perceptually rock solid) and the integrated headphones are way, way better than I thought they would be. The headset is well-designed, build quality is good and the immersive experience overall is breathtaking.
There's also much to commend in the platform Oculus has delivered, in terms of the wide scope of its content, the (almost) fully integrated VR interface, and the way in which the vast majority of games just work, even on the min-spec PC hardware platform. There's an almost console-like level of accessibility here that guarantees a great experience with minimal effort. There's also the notion that VR is going to revolutionise more than gaming alone - the wealth of freebies in the Oculus store is a great touch in this sense. It gets you excited about the future of the platform, enough that you want to share the Rift with family and friends.
Digital Foundry: the best PC gaming controllers From Xbox Elite to Amazon bargain. http://images.eurogamer.net/2015/jon.hicks/xboxelitecontroller.png/EG11/thumbnail/300x260/quality/90/format/jpg (http://www.eurogamer.net/articles/digitalfoundry-2016-pc-game-controller-guide?utm_source=eurogamer&utm_medium=in-article-promo&utm_campaign=Digital+Foundry%3A+the+best+PC+gaming +controllers) The overall offering feels very different to SteamVR right now - which is a wholly games-based enterprise. Of course, much of that is down to the spec differential with the HTC Vive. The Rift has no 3D controllers at launch, so games based heavily on 3D interactivity are mostly non-existent. There's nothing as ambitious as Budget Cuts or Job Simulator on the Oculus Store. There are no 'walkabout' room-scaling games (at least, right now) because the Oculus camera is not as functionally rich as Vive's laser-tracking lighthouses. From what we've played so far, Vive's launch catalogue focuses on those strengths, while Oculus Rift is very much about the seated VR experience - which many may prefer. In theory, Vive can do everything the Rift can and more, but it's interesting to note a large degree of segregation in the launch line-ups of both devices, with only Elite Dangerous accommodating both. A software head-to-head will have to wait, for now.
But in the meantime, I can safely say that those who've pre-ordered the Rift are unlikely to be disappointed with the quality of the end product and the experience it delivers - VR is like nothing you've ever experienced before. It's been almost three years since I first took delivery of my DK1 Kickstarter unit (http://www.eurogamer.net/articles/digitalfoundry-hands-on-with-oculus-rift). Back then, the hardware wasn't up to scratch, the experience didn't live up to expectations and I felt that Oculus had a real mountain to climb in turning what was clearly experimental hardware into a consumer-ready product. The great news is that Oculus has done it. The Rift is highly recommended, and I can't wait to see where this revolutionary technology takes us.

</section>

Review:
http://www.eurogamer.net/articles/digitalfoundry-2016-oculus-rift-review


(http://techreport.com/news/29915/oculus-rift-review-roundup-the-future-is-here-but-itll-cost-you)

Jorge-Vieira
30-03-16, 19:12
A Week of Virtual Reality with the Oculus Rift (http://www.techspot.com/review/1154-oculus-rift/)

For the past week, I’ve been strapping a headset to my face and embracing the sensory overload of modern virtual reality. I’ve watched VR short films and played around 30 VR games, all from the comfort of my own home. I’ve fought off space raiders, monsters, and VR-induced nausea. Let me tell you all about it. A week ago, Oculus sent me one of their commercial Rift headsets, along with a special loaner “Oculus Ready” PC to use with it. Since then, I’ve been using a pre-release version of their Oculus store and headset operating system, which operates simultaneously within Windows to make the Rift work almost like its own standalone gaming platform.
http://www.techspot.com/articles-info/1154/images/2016-03-30-image.png
Like a lot of geeks who grew up with The Matrix and eXistenZ, I’ve been following the Rift’s development with great interest. A couple of summers ago I bought an early development model (née the DK2 (https://www.oculus.com/en-us/dk2/)) and played a boatload of the space sim Elite: Dangerous (http://kotaku.com/i-just-spent-two-weeks-being-a-space-commander-1622502556). It was a fun time, and I’ve been looking forward to seeing how the final, commercial headset works.
http://www.techspot.com/articles-info/1154/images/2016-03-30-image.gif
I’ll be covering the Rift a lot over the coming week and beyond. For now, on the morning of the almighty embargo lift, I thought I’d share some general impressions after a week of heavy VR usage.
The Basics The Rift launches this week—Kickstarter backers and anyone who got in an early preorder should get theirs delivered today or in the very near future. It’s backordered, and most people will have to wait until June or July. The Rift headset costs $600, which puts it in between its two competitors price-wise: More than the $500 PlayStation VR bundle (http://kotaku.com/the-playstation-vr-bundle-is-a-pretty-good-deal-1765676061) that launches this fall, less than the $800 HTC Vive (http://gizmodo.com/htc-vive-will-cost-799-and-hit-shelves-in-april-1760405698), which comes out in early April.
For that price you get the headset, a head-tracking sensor, a small remote control and a wireless Xbox One controller, along with some free bundled software demos and the 3D platforming game Lucky’s Tale. The Rift will work with a pair of the interesting-sounding Oculus Touch controllers (https://www.oculus.com/en-us/touch/), but those aren’t out yet and will presumably cost more on top of the headset’s initial price. By the time all is said and done, I assume the complete Rift and the Vive (which already comes with special handheld VR controllers) will cost about the same amount.
The Rift comes in a cool box. It’s the sort of box a $600 piece of electronic equipment should come in. If you want to see it in the box, there are probably already some unboxing videos on YouTube. Here’s how it looks placed amid my actual desktop gaming setup:
http://www.techspot.com/articles-info/1154/images/2016-03-30-image-2.png
It’s pretty straightforward. It’s a black headset. What did you expect? On with the impressions.
It’s cool. Let’s get this one out of the way first: The Oculus Rift is cool. At its best, it’s really cool. It mostly comes down to something the people at Oculus call “presence,” which sounds like a vague buzzword but turns out to be a useful concept. Presence comes from some combination of visual fidelity, a high screen refresh rate, responsive head tracking, and a clean 3D effect. It’s a thing that I will work very hard to try to convey with words, gifs and videos over the coming days, but in the end you really just have to see it for yourself.
The best I can do is... okay. Look at your hand. Move it around. Now move your head closer to your hand. You know how you can just intuitively tell you’re looking at a real thing in front of your actual face? VR Presence is a little like that. When it’s dialed in, things look like they’re right there in front of you.
The Rift has plenty of issues and, generally speaking, it’s not a device I recommend to just anyone. It may well be the vanguard of a VR revolution, but it will not singlehandedly win the hearts and minds of skeptics. It requires a substantial physical and financial buy-in, and the people who will get the most out of it are probably the people who already preordered it.
But, if you’re already psyched about VR, you can safely get pretty psyched about this.
The headset is fairly svelte. It’s hard to look fashionable when you’re wearing a VR headset. Maybe impossible? While it’ll never be a fashion statement, the Oculus Rift doesn’t look as chunky or as dorky as other VR headsets I’ve used. It’s solid black and much smaller than I’d imagined. It’s certainly smaller than the Oculus DK2 I had previously. When you’re wearing it, you look a bit like a spec-ops soldier wearing night vision goggles.
The user experience is surprisingly slick. Once you’ve plugged your Rift into your PC and run the setup app, it’s very easy to get going. Sensors in the headset can tell when you’ve put it on, and the in-Rift operating system springs to life before your eyes.
You start each Rift session sitting in a virtual room that simulates the living area of a spacious house, complete with art on the walls and a fire in the fireplace. If you turn your head, you see a bar behind you. If you look up, you can see a skylight and trees beyond. In front of you, a big floating menu shows you all of your games and apps. (The OS is actually difficult to capture, as it doesn’t project a duplicate onto the PC monitor like Rift games do. I’m still figuring out how to show it to you. For now, you’ll have to imagine it.)
There’s a reticle in the center of your view that acts as a pointer. You select UI elements by looking at them and hitting a button on the controller or Oculus remote. It all works intuitively, and it’s easy to browse the store, manage your games, check your friends lists, and so on. There aren’t that many options for customization, but the software is still in beta, and it will doubtless expand and improve over the months to come. (I’m looking forward to when I can customize my living room, add some fish tanks or whatever.)
http://www.techspot.com/articles-info/1154/images/2016-03-30-image-2.gif
When you’re done playing, you simply take the headset off and set it down. It’ll go to sleep and you can go back to using your PC like normal. Want to play another game? Put on the headset and you’ll be playing in seconds. Done? Take it off again. It really does work that seamlessly about 90% of the time.
The Rift software is in beta, so I have run into some technical hiccups: There’ve been times when the headset wouldn’t go to sleep. There’s a general incompatibility with FRAPS and a few times when my mouse became unresponsive and necessitated a reboot. (Possibly related to the FRAPS thing.) When I put my PC to sleep, it immediately wakes up, but then I put it to sleep a second time and it sticks. Annoyingly, it’s also currently not possible to install Rift software and games anywhere but my main system drive. My system drive is a small SSD, meaning I had to clear a bunch of room to install all the launch games.
Oculus says they’re going to add multi-drive functionality in a few weeks’ time, but that sort of missing feature should give you a sense of where the software is at. It’s polished for what it is, but feels like a foundation that will surely be expanded upon. Those gripes aside, the software user experience has been far more polished than I was expecting.
The physical setup is nice and tidy. Related to that last point, I also wasn’t expecting the Rift to take up such a small amount of space. I figured VR would be a pain in the ass, but the Rift is actually very easy to use. The headset is self-contained and has a single cable that eventually splits into USB and HDMI connectors for your PC. It has its own earphones, so you don’t have to mess with headphones after putting on the headset. The head-tracking camera is small and nice-looking, and comes on a stand that fits easily on my desk. The camera has a wide field of view, and it always works well without me needing to worry about adjusting it much.
Physical discomfort is the #1 biggest issue. In order to experience the niftiness of VR, you’ve got to be willing to put up with some persistent low- and mid-grade physical discomfort. It starts with the headset, which is comfortable at first but after 20 or 30 minutes will begin to push into your face. It gets warmer over time, as well, and after playing for an hour or so I’m acutely aware of the fact that I have a heat-radiating piece of electronic gear strapped to my face.
Most Rift games are haunted by the specter of nausea, as well, though to varying degrees. Known as “Virtual Reality Sickness (https://en.wikipedia.org/wiki/Virtual_reality_sickness),” the nausea I felt was usually related to the fact that my eyes were telling my brain that I was moving through space while my inner ear was aware that I was actually sitting still. The studios making the Rift’s launch games have come up with a number of creative ways of combating VR sickness, but the fact remains that at any moment while playing any game, you might suddenly start feeling queasy.
<aside class="pullquote">You gotta want this stuff enough to put up with feeling queasy from time to time.</aside> I usually have to take breaks from Rift games well before I would if I were playing on a monitor. Usually, my eyes start to ache and I can feel the headset digging into my face. On a few rarer instances I’ve had to stop due to motion sickness, which is not a fun reason to stop playing a video game. I made the mistake of playing the intense racing game Radial-G: Racing Revolved right after a 30-minute bout of Eve: Valkyrie, and got woozy enough that I had to stop playing VR for the night. Woof.
That said, I’ve gotten more and more used to the sensation of being in VR over the course of the last week. I can play longer now, and with less discomfort, than when I started last Monday. Data are inconclusive as to how this all will play out, whether I’ll get my “VR legs” under me and be able to play ever longer sessions. I need more time with it.
It already feels pretty clear that the physical discomfort of VR remains the biggest thing holding this technology back. For now, you gotta want this stuff enough to put up with feeling queasy from time to time. That’s a big ask for most people.
You can sit or stand, but I usually sit. Some games and non-interactive experiences will suggest that you stand up, but I usually play Rift games while seated. Most of the games are designed that way—you’re sitting in a cockpit, or in a chair. It’s more comfortable in general, and every game I’ve played works fine while seated even if my character is standing up.
It’s better without glasses. As with previous versions of the headset, it’s possible to use the commercial Rift while wearing glasses. If you have thinner frames, it might not even be a big deal. But just like with the DK2, I was much more comfortable while wearing contacts. My glasses are big black chunkers, and while I can (just barely) get them to fit into the headset, they get mashed up against my brow uncomfortably no matter how much I loosen the headset straps. I also feel more vertigo while wearing glasses, likely due to the way that the second set of lenses slightly messes with my focus. This is another area where your mileage may vary—Keza got along fine (http://kotaku.com/vr-headsets-are-mostly-comfortable-with-glasses-1766105790) while wearing her glasses—but if I didn’t wear contacts I’d have a harder time enjoying the Rift.
The built-in headphones and microphone are way better than I expected. I love a good pair of gaming headphones, so I was skeptical when I heard that the Rift was going to include built-in, removable earphones. Surprise! Turns out they’re good. They offer a fuller and more immersive sound field than their small size suggests, but their real appeal is the fact they make the Rift into a single, self-contained piece of equipment.
When I used the DK2, I had to first put on the headset, then put on some big old headphones, then check both cables and make sure they weren’t tangled, and so on. With the commercial Rift, I just put it on and I’m good.


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The built-in microphone works well, too, and voice chat sounds good. If you’re going to be doing a lot of VR streaming or playing a lot of chat-enabled multiplayer games, it’s a godsend.

Most of the launch games wouldn’t be noteworthy if they weren’t in VR. There are around 30 Rift launch games, and I’ve played almost all of them. I’ll have more detailed videos and writeups of a lot of them throughout the week, but big picture: They’re all neat enough and, taken together, do a good job of painting a picture of what a VR headset can do. There are several games that put you in the cockpits of various vehicles, games that make you an omnipresent eye looking down on a tiny world, and several “experiences” that aren’t really games at all—more like immersive, digital short films.
http://www.techspot.com/articles-info/1154/images/2016-03-30-image-3.gif
Some of the games are good enough that I can see myself playing for many more hours, but the majority wouldn’t be half as notable if they weren’t in VR. Lucky’s Tale is a charming and polished 3D platformer that channels N64-era Rare games, but if I weren’t wowed by how neat it is to lean and peer around in VR I doubt I’d keep playing for more than a level or two. EVE: Valkyrie is a slick space dogfighting game that, fun as it can be, feels like a bunch of ancillary modes in search of a main event. Racing games like BlazeRush and Radial-G initially don’t seem all that noteworthy when compared with the best non-VR racing games.
There are exceptions: Elite: Dangerous is as engrossing as ever. The action RPG Chronos combines some neat macro ideas with solid level design and satisfying gameplay. The co-op bomb defusing game Keep Talking and Nobody Explodes is good for a party. The stylish puzzle game Esper 2 initially struck me as a ho-hum physics puzzler, then took a hard left turn and started completely freaking me out.
First impressions, though, are that most of these games wouldn’t be able to supplant Stardew Valley or XCOM 2 in my gaming rotation if they didn’t involve a nifty headset.
VR Horror Games Can Fuck Right Off I tried playing the VR horror game Dreadhalls and after about three minutes, this happened:
http://www.techspot.com/articles-info/1154/images/2016-03-30-image-4.gif
Nope, nope, octopus retreating dot gif, Homer backing into the shrubs dot gif. I love horror games and I like VR, but man I do not know how I’m going to deal with games that combine the two.
Performance is smooth, for the most part. Stable, high-frame-rate performance is a bigger deal with VR than with most games, because uneven frame-rates can cause the player to uncontrollably projectile vomit. (Or at least cause some mild discomfort.) The games I played ran well for the most part, and seemed well optimized for Rift. In fact, between the carefully optimized games and the self-contained operating system, I almost felt like I was using a gaming console.
I mostly tested the Rift on my own gaming PC, which runs an i7 4770k processor and an overclocked GTX 980Ti graphics card. Games might occasionally hitch, but I’ve yet to have any catastrophic problems. No Oculus games have crashed.
One notable performance exception is Adrift, a game that puts you in the space-suit of the lone survivor of a space station disaster. That game could be incredible in VR, but my copy has been plagued by persistent judder that makes objects in the environment move at a rate that doesn’t feel correct to my eye. At the moment, Adrift has no in-game graphics options, so there’s no easy way to turn down any settings to get smoother performance. It’s too bad. With ordinary PC games, an occasional frame-rate drop isn’t a deal breaker. With the Rift, uneven frame-rates can make a game unplayable.
I definitely miss the Oculus Touch controllers. For now, most Rift games use a standard Xbox-style controller. Oculus’ “Touch” hand controllers aren’t out yet and aren’t expected until later in 2016. A standard controller is fine for some games, but when it comes to navigating an immersive 3D space, there’s no substitute for having a motion controller in each hand.
http://www.techspot.com/articles-info/1154/images/2016-03-30-image.jpg
I just played a bunch of HTC Vive games at the Game Developers Conference earlier this month. Those games used the Vive’s two hand controllers, which are similar to Oculus Touch. The difference between VR with a standard game controller and VR with individual handheld motion controllers is striking. The Rift headset is fine on its own for now, but it will likely feel somewhat incomplete until Oculus Touch comes out.
VR games don’t quite fit into my life like other games. Video games fit into our lives in a variety of ways. Some people play competitively. Others stream for an audience. Some play socially, scheduling times to hop online with their friends. Most of us also play games to relax—we kick back in front of the TV after a long day and lose ourselves in our latest adventure.
VR doesn’t exactly fit in with any of that, and has required me to think of it as a separate category from other games. In part, that’s because VR games are active and can be exhausting. There’s the physical toll of the headset on your face, as well as how the game can leave you feeling a bit woozy or disoriented. Most games require a screen-break in between sessions.
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While I was playing the action RPG Chronos, I got stuck. I didn’t know what to do next, so I kept backtracking into other rooms and covering the same territory over and over. It’s the sort of thing any longtime gamer will know well: the mindless way you start to repeat the same patterns in the hopes that you’ll spot whatever it is you’re supposed to do in order to proceed.
In VR, however, all that stuckness and backtracking felt more urgent and stressful. I could only keep playing for so long, after all. Soon I’d have to take a break and rest my eyes. Did I really want to spend all my time wandering around and backtracking?
When I’ve had a long day and have wanted to spend an hour or two playing video games, I haven’t always turned to the Rift for entertainment. In fact, I’ll sometimes play an on-screen game as a way to unwind after playing a lot of VR! Rift games just don’t quite fit into my life in the same way as most other video games do. It’s not a knock against them, but it requires some recalibration.
It will impress your friends. Last week I had a couple of friends over to play board games. They’re both musicians who don’t really have time to play many video games, and I was curious what they might make of the Rift. I asked if they wanted to try it. Despite some initial apprehension, the moment they put on the headset, their reservations vanished. A pause, and then: “Oh my god.”
I started the first of several “Oculus Dreamdeck” demos and animated shorts. With each subsequent episode came more laughter and enthusiastic disbelief. Within minutes they were pondering how they could bring a VR headset with them on tour, the better to have a virtual escape from hours in a cramped van.
http://www.techspot.com/articles-info/1154/images/2016-03-30-image-6.gif
The novelty will doubtless wear off, but for now, it’s great fun to see people who don’t play games experience modern VR for the first time. We jaded games journalists have been carefully, skeptically following VR for the last several years, and it’s easy to forget just how immediately convincing this technology can be for people who’ve never used it.
Some people reading this are probably flinty skeptics. Others, though, are more like my friends from last week. If that’s you, I hope you get to check this stuff out for yourself at some point.
I have no idea if this is actually the future of video games. Guess what? A week with a potentially groundbreaking new technology isn’t long enough to make an informed call on whether it will be A) a fad that quickly dies out, B) a niche thing that gets a cult following but never goes mainstream, or C) a revolutionary new idea that fundamentally changes how we interact with technology. Most likely, it’ll occupy some sort of middle ground. I really can’t say.
After a week, though: The Oculus Rift is often extremely cool but for now it remains assuredly niche. However, the central idea—the feeling that you are inside another reality—is so immediately impressive that it transcends gaming and can appeal to darn near anyone. There’s an intuitive immediacy to VR that sets it apart from many other interactive experiences. I wouldn’t be able to convey the appeal of Dark Souls or The Witcher to my friends who don’t play games, but the Rift explained itself to them in mere seconds.
The Oculus Rift is easiest to recommend to the hardcore PC gaming set, despite the fact that over time, its appeal will likely prove to be much more universal. That universality is what makes me hopeful that this technology will grow and thrive: as it continues to improve, the Rift of the future really could be the breakthrough that sci-fi nerds like me have been excitedly pondering for decades.



Review:
http://www.techspot.com/review/1154-oculus-rift/

Jorge-Vieira
31-03-16, 13:05
Oculus Rift CV1 teardown from iFixit reveals 7/10 repairability (http://www.tweaktown.com/news/51376/oculus-rift-cv1-teardown-ifixit-reveals-7-10-repairability/index.html)

Now that the Oculus Rift CV1 is available, the guys and girls at iFixit have completed their awesome teardown (https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612) of the first consumer VR headset release from Oculus. Check it out, below.


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iFixit revealed that the Oculus Rift CV1 headset has 2 x 90mm OLED displays with 456PPI - and that the screen needs to be 8 inches away from your eyes for the pixels to be indistinguishable. The outfit reported that Oculus have used a single set of non-removable fresnel lenses in the Rift.

Oculus manufactured hybrid fresnel lenses, with an extra sloping layer at the back of the lens, which iFixit says "creating a shape that mimics a traditional curb lens to vary along the vertical axis of the lens". Impressive stuff, Oculus. iFixit gave the Oculus Rift CV1 a repairability score of 7/10, which isn't too bad at all. iFixit praised the cable management improvements from the DK1 and DK2 units, added that the earpiece speakers are "super easily removed" and that the face pad is held in with plastic clips, and pulls out easily.

http://imagescdn.tweaktown.com/news/5/1/51376_33_oculus-rift-cv1-teardown-ifixit-reveals.jpg


What iFixit didn't like with the Rift CV1 headset, was the head strap which they said was "impossible" to remove without cutting fabric. They finished by saying that the "intricate design and delicate ribbon cables make it very difficult to remove the lenses".






Noticia:
Read more: http://www.tweaktown.com/news/51376/oculus-rift-cv1-teardown-ifixit-reveals-7-10-repairability/index.html

Jorge-Vieira
31-03-16, 13:28
Oculus Rift CV1 gets the iFixit tear-down treatment


http://images.bit-tech.net/news_images/2016/03/oculus-rift-cv1-tear-down/article_img.jpg iFixit has torn-down the Oculus Rift CV1 virtual reality headset, offering a glimpse at the technology and a surprisingly high repairability score.


The techies at iFixit have torn-down an Oculus Rift CV1 virtual reality headset, and have rated it a surprisingly friendly 7 out of 10 on the fixability scale - putting many far simpler consumer electronics devices to shame.

Beginning to ship out to customers now, the Oculus Rift CV1 marks Facebook-owned Oculus VR's first entry into the consumer electronics space. While the company's previous developer-centric devices were well received, competition is heating up in the VR market with HTC's Vive headset going head-to-head and Sony's PlayStation VR gathering steam ahead of a launch later this year. The one thing all these devices have in common is complexity: each includes built-in displays, head-tracking capabilities, and a series of lenses designed to create the immersive 3D virtual reality experience technology has been promising yet not quite delivering for decades.

With such complexity, it's something of a surprise to find that iFixit's tear-down (https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612) of the Oculus Rift CV1 has concluded that it is surprisingly repairable. The team at the site was able to completely dismantle the headset with nothing more than a pair of screwdrivers - a Phillips #1 and a Torx T3 - and some plastic opening tools. Improvements noted over the Developer Kit releases include better cable management with an easily-removed and sturdy mating connector, easily-removed earpiece speakers, and a simple removal mechanism for the face-pad.

Not everything was easy, however: the site docked points for hidden internal clips making removal of the dust shield a tricky process, a head-strap which cannot be removed without slicing through the headset fabric, and an intricate layout which makes it difficult to remove the lenses, display, and motherboard. Even with these in mind, though, the Oculus Rift CV1 scored 7 out of a possible 10 points on the site's repairability scale - the same score as Apple's iPhone 6, and far in excess of other popular devices such as HTC's One M8 smartphone.

Noticia:
http://www.bit-tech.net/news/hardware/2016/03/31/oculus-rift-cv1-tear-down/1










(http://www.bit-tech.net/news/hardware/2016/03/31/oculus-rift-cv1-tear-down/1)iFixit cracks open the Oculus Rift to see what makes it tick




http://www.techspot.com/images2/news/bigimage/2016/03/2016-03-30-image-17.jpg

The Oculus Rift (http://www.techspot.com/review/1154-oculus-rift/) launched earlier this week to much fanfare. As the first of the “true” virtual reality platforms (http://www.techspot.com/article/1151-virtual-reality-hardware-costs/) to arrive (and the reason we’re talking about them at all), the Oculus Rift has a lot riding on it. We’ve all seen the progression of hardware from the various developer kits to the final consumer version, but what does it look like on the inside?
Fortunately, we have the experts at iFixit to provide those answers (https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612).
http://www.techspot.com/images2/news/bigimage/2016/03/2016-03-30-image-14.jpg
The teardown specialists recently got their hands on a consumer version of the Rift and promptly got about dismantling it to see what makes it tick.
After removing the foam face padding and unplugging the single cable, some small screws were found that secure the headphones in place. Next, they encountered a stretchy lycra material covering a thin plastic frame. With this out of the way, we get our first look at the headset’s innards.
http://www.techspot.com/images2/news/bigimage/2016/03/2016-03-30-image-15.jpg
The team points out that the DK2 prototype used a single 1080p panel from Samsung’s Galaxy Note 3 but the consumer version includes a pair of displays. The cowling was removed next which revealed some standard-issue ribbon cables, the control board for the IR LED array and the system’s main board.
Each screen’s OLED measures in at 90mm which, combined, results in a pixel density of ~456 PPI. To put that into perspective, the screen on the iPhone 6s Plus (http://www.techspot.com/review/1072-apple-phone-6s-plus/) checks in at 401 PPI while the new Galaxy S7 (http://www.techspot.com/review/1147-samsung-galaxy-s7-edge/) is much higher at 576 PPI.
http://www.techspot.com/images2/news/bigimage/2016/03/2016-03-30-image-16.jpg
Also new with the consumer version are non-removable, asymmetric lenses that are thinner and weigh much less than their predecessors while performing the same job.
All said and done, iFixit awarded the Oculus Rift a repairability score of seven out of 10 (the higher the number, the easier it is to repair). The team praised the unit’s improved cable management as well as the easily removable earpiece speakers and face pad. Getting inside the device is somewhat difficult, mostly due to the hidden internal clips securing the dust shield.


<iframe src="https://www.youtube.com/embed/zfZx_jthHM4" allowfullscreen="" frameborder="0" height="391" width="694"></iframe>


Unfortunately, replacing the head strap is impossible without cutting through the fabric on the headset. What’s more, the Rift’s intricate internal design makes it very difficult to remove the lenses, displays and motherboard.



Noticia:
http://www.techspot.com/news/64279-ifixit-cracks-open-oculus-rift-see-what-makes.html











(http://www.techspot.com/news/64279-ifixit-cracks-open-oculus-rift-see-what-makes.html)Oculus Rift Teardown Reveals Virtually Respectable Repairability And Fancy Pants Lenses


Even though some may cringe at the thought of the highly anticipated, $600 Oculus Rift (http://hothardware.com/news/oculus-rift-now-shipping-to-customers) being dissected instead of enjoyed, you have to hand it to the folks over at iFixit for giving this season’s hottest tech gadget the teardown treatment. Today, we’re give some insight into how relatively easy it is to repair the device should you manage to drop it during dizzying gaming matches and would rather take your chances with a a screwdriver and a spudger than send it off for repair.
Getting inside the Rift is surprisingly easy, starting with the thick foam frame that sits against your face. It’s held in place with clips instead of screws, which aids in the quick removal process. With the padding out of the way, the iFixit crew turned their attention to the earphones, which are easily removed via a flathead barrel nut.


image: http://hothardware.com/ContentImages/NewsItem/36966/content/oculus_rift_ifixit_teardown_1.jpg
http://hothardware.com/ContentImages/NewsItem/36966/content/oculus_rift_ifixit_teardown_1.jpg

So far, so good. From here, attention shifted to plastic frame that surrounds the Rift’s lenses. As iFixit explains, inside the plastic frame you’ll find a “dustproof fabric [that] cleverly protects the Oculus' innards, while still allowing the adjustable lenses some freedom to move.” The frame is secured via interior clips that are well hidden; so hidden in fact that the teardown team was initially stumped on how to remove it.
With the frame out the way, pulling off the main housing is a simple affair and also exposes the asymmetric Fresnel lenses, which allows users to easily adjust focus by “pushing it higher or lower on your face.” This setup does away with the three sets of lenses that were included with earlier developmental units of the Rift. Simpler design, easier adjustability for the end-user, and likely reduced manufacturing costs sound like a win-win-win in our book.


image: http://hothardware.com/ContentImages/NewsItem/36966/content/oculus_rift_ifixit_teardown_2.jpg
http://hothardware.com/ContentImages/NewsItem/36966/content/oculus_rift_ifixit_teardown_2.jpg

With the main housing off, you can also easily access the tiny motherboard, and dual OLED (http://hothardware.com/tags/oled) displays, both of which are 90mm2, that are mounted to the lenses. There are plenty of tiny ribbon cables that connecting the dual display to the motherboard, but it’s not an impossible task to remove them. There’s also some difficulty with the spring-loaded headband, which was deemed to be a “possible point of failure” and the headband strap, which has to be cut in order to be replaced.
Overall, there are some challenges to taking apart the Oculus Rift (http://hothardware.com/news/oculus-founder-palmer-luckey-hand-delivers-first-rift-to-alaskan-customer), but the iFixit team gave it an overall reparability score of 7 out of 10, which ain’t too shabby.




Noticia:
http://hothardware.com/news/oculus-rift-teardown-reveals-relatively-straightforward-repair-process#ajjq5jV0ATxEXIZH.99



(http://www.bit-tech.net/news/hardware/2016/03/31/oculus-rift-cv1-tear-down/1)

Jorge-Vieira
31-03-16, 14:15
Are You Suffering From Oculus Face or Rift Rash?







http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/03/oculus-faces.jpg?resize=800%2C532
Gaming has been the spawn of many unique illnesses, such as trigger finger pain, bent thumbs from excessive controller use, and so much more. Now we’re moving forward and onto more modern gaming related illnesses with Oculus Face (http://www.popsci.com/oculus-face-is-sign-our-virtual-times?dom=rss-default&src=syn&utm_source=fark&utm_medium=website&utm_content=link). Wearing a VR headset for extended periods of time isn’t as uncomfortable as it used to be, the headsets are lighter, more ergonomic and more comfortable in general. However, that doesn’t mean to say they’re not going to make a lasting impression; literally.


<article class="MediaCard MediaCard--mediaForward customisable-border" data-scribe="component:card" dir="ltr"> View image on Twitter (http://twitter.com/stevekovach/status/714470354517757952/photo/1) https://pbs.twimg.com/media/CepO-lQWAAAHoHs.jpg (http://twitter.com/stevekovach/status/714470354517757952/photo/1)


</article> Follow (https://twitter.com/stevekovach)
https://pbs.twimg.com/profile_images/558313038617772032/KSLFGVHr_normal.jpeg Steve Kovach ✔ ‎@stevekovach (https://twitter.com/stevekovach)

This is what the Oculus Rift does to your face. http://www.techinsider.io/oculus-rift-review-2016-3 … (https://t.co/6www3xxsKT)
<time class="dt-updated" datetime="2016-03-28T15:13:01+0000" pubdate="" title="Time posted: 28 Mar 2016, 15:13:01 (UTC)">4:13 PM - 28 Mar 2016</time> (https://twitter.com/stevekovach/status/714470354517757952)






The Oculus headset started shipping into the hands of customers earlier this week and that means there are many people out there getting lost in the world of VR right now. The only downside, at least so far, is that the headset leaves temporary red marks on the face, being comically named “Oculus Face” or the even more silly “Rift Rash”, neither sound like something you would want, but they’re obviously pretty harmless anyway.


<article class="MediaCard MediaCard--mediaForward customisable-border" data-scribe="component:card" dir="ltr"> View image on Twitter (http://twitter.com/stevekovach/status/714567978680000512/photo/1) https://pbs.twimg.com/media/Ceqnv-aWsAARM_9.jpg (http://twitter.com/stevekovach/status/714567978680000512/photo/1)


</article> Follow (https://twitter.com/stevekovach)
https://pbs.twimg.com/profile_images/558313038617772032/KSLFGVHr_normal.jpeg Steve Kovach ✔ ‎@stevekovach (https://twitter.com/stevekovach)

Oculus face
<time class="dt-updated" datetime="2016-03-28T21:40:56+0000" pubdate="" title="Time posted: 28 Mar 2016, 21:40:56 (UTC)">10:40 PM - 28 Mar 2016</time> (https://twitter.com/stevekovach/status/714567978680000512)






VR is cool, but it’s quite clear it doesn’t make you look too cool afterward. Hair screwed up, face all marked with red lines and sweat marks. Perhaps Google were onto something with their ergonomic and lightweight Glass designs after all. The foam padding is pretty comfortable from my own experiences, so it’s likely extended exposure that leads to these minor issues and I doubt it’ll be enough to put many of you off of a purchase any time soon.



<article class="MediaCard MediaCard--mediaForward customisable-border" data-scribe="component:card" dir="ltr"> View image on Twitter (http://twitter.com/benpopper/status/714561249082671104/photo/1) https://pbs.twimg.com/media/CeqhqmlXIAAKSnN.jpg (http://twitter.com/benpopper/status/714561249082671104/photo/1)


</article> Follow (https://twitter.com/benpopper)
https://pbs.twimg.com/profile_images/628955765496152065/QXf2Cxij_normal.png Ben Popper ✔ ‎@benpopper (https://twitter.com/benpopper)

The new walk of shame: Oculus face after a VR bender
<time class="dt-updated" datetime="2016-03-28T21:14:12+0000" pubdate="" title="Time posted: 28 Mar 2016, 21:14:12 (UTC)">10:14 PM - 28 Mar 2016</time> (https://twitter.com/benpopper/status/714561249082671104)



Noticia:
http://www.eteknix.com/are-you-suffering-from-oculus-face-or-rift-rash/

Jorge-Vieira
01-04-16, 13:07
Oculus slips with Rift shipments, with consumers absolutely furious (http://www.tweaktown.com/news/51407/oculus-slips-rift-shipments-consumers-absolutely-furious/index.html)



Oculus opened up the preorders on the Rift headset on January 6 at 8AM PST, promising that any preorders up until 8:10AM that morning were to be included in the March shipment batch. Well, plenty of people on the Oculus subreddit (https://www.reddit.com/r/oculus/comments/4crrh7/is_anyone_else_just_fucking_furious/), including myself, ordered before 8:10AM that morning and haven't received any shipping notification. I think 'WannabeTesla' puts it best (https://www.reddit.com/r/oculus/comments/4crrh7/is_anyone_else_just_fucking_furious/d1kwbqy), by saying: "Any communication at all. They've been silent for a week. That is absurdly unacceptable".


http://imagescdn.tweaktown.com/news/5/1/51407_33_oculus-slips-rift-shipments-consumers-absolutely-furious.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/5/1/51407_33_oculus-slips-rift-shipments-consumers-absolutely-furious_full.jpg)

Furthermore, no communication from Oculus has been received, period. Countless people on /r/Oculus haven't heard anything - with 'kami77' saying (https://www.reddit.com/r/oculus/comments/4crrh7/is_anyone_else_just_fucking_furious/d1kwsbo):



Orders up until 8:10 (possibly beyond) were quoted a March shipment.
So far they have barely started getting into the 8:01 shipments. Their current pace over the last 2 days isn't very encouraging.
Oculus is completely silent, zero communication.
Generic support responses because support has no information to give.
I ordered at 8:07, was quoted March, and I haven't even gotten the 1-3 week email


'kami77' continues, saying: "I wouldn't say "f***ing furious" but I would say "f*** frustrated." I was so excited for this week, and Oculus just took a big shit on that. The launch was a disappointment. I thought this week would be filled with a million unboxing videos and everyone talking about their awesome experiences. Instead we get this. The store opens when almost no one has a Rift, developers must be wondering why no one is buying their games, and now everyone is just angry or frustrated. All I want is communication from Oculus. If that makes me an entitled brat, then I am an entitled brat...".


Other users are not enjoying the "lack of clear communication" as 'Protip19' puts it, adding: "Yep, the lack of clear communication is what really bothers me. I'm not really interested in getting jerked around again when the touch launches either. Just cancelled my preorder".

'RipeManlyMango' says: "A lot of the anger, confusion, and misunderstanding could have been fixed if Oculus was concise and quick at communicating on updates, issues, and concerns. I mean did you see how there was a rumor Italy would be delayed for Vive? Immediate response from HTC letting people know that is not the case. Oculus had to do the same, and they didn't".






Noticia:
http://www.tweaktown.com/news/51407/oculus-slips-rift-shipments-consumers-absolutely-furious/index.html









(http://www.tweaktown.com/news/51407/oculus-slips-rift-shipments-consumers-absolutely-furious/index.html)Where are the Rifts? Oculus misses March shipping dates


(http://www.kitguru.net/components/vr/jon-martindale/where-are-the-rifts-oculus-misses-march-shipping-dates/)Poor old Oculus VR hasn’t had the easiest time over the past week. As well as a number of lukewarm reviews of the final product and its content line up (amid much stronger ones), it seems to have missed shipping dates on a number of the earliest pre-orders. This has left many fans hankering for more information, but as has been the company’s norm in recent months, it’s remaining tight lipped.
Despite having difficulties actually taking payments on its site when the Oculus Rift went up for pre-orders earlier this year, thousands of eager VR enthusiasts crowded round and persevered until they were able to reserve their headset for $600 in the U.S., and as much as £530 with shipping in the UK. At the time, the earliest orderers were promised their headset would ship in March, but we’re already in April, and not much has happened.
http://www.kitguru.net/wp-content/uploads/2016/04/650x465xriftface-1024x733.jpg.pagespeed.ic.BJr014Z438.jpg (http://www.kitguru.net/wp-content/uploads/2016/04/riftface.jpg)
All we want to do is spend the weekend doing this
Sure we’ve seen Oculus VR founder Palmer Luckey himself hand-deliver the very first rift (https://www.kitguru.net/components/vr/jon-martindale/palmer-luckey-delivers-worlds-first-oculus-rift-cv1-to-customer/) in an awkward exchange all filmed for posterity and clearly some review sites have been given the headset, but what about those that pre-ordered? Original Kickstarter backers have started receiving their units, so at least those that have supported Oculus from the start are getting some love, but those that have been backing its latest efforts haven’t received the same attention.
Two members of staff at KitGuru – myself and Matthew – have Rift pre-orders that guaranteed a March shipping date, but here we are in April and neither of us have had our cards charged and no email has come to say the order is processing. Clearly we’re not the only ones either, as Paul Tassi at Forbes (http://www.forbes.com/sites/insertcoin/2016/03/31/where-is-your-oculus-rift-order-turns-out-oculus-support-doesnt-know/#380e36b2f4fd) is having the same issue.
He did get a response from Oculus when he chased up where his order was, but it said that it couldn’t give him more information at this time.

(http://www.kitguru.net/components/vr/jon-martindale/where-are-the-rifts-oculus-misses-march-shipping-dates/)
(http://www.tweaktown.com/news/51407/oculus-slips-rift-shipments-consumers-absolutely-furious/index.html)
Noticia:
http://www.kitguru.net/components/vr/jon-martindale/where-are-the-rifts-oculus-misses-march-shipping-dates/

Jorge-Vieira
02-04-16, 13:36
Late Oculus Rift shipments due to 'unexpected component shortages'


Although Oculus was supposed to start shipping the first phase of Oculus Rift headsets on March 28, most pre-buyers have yet to receive any official shipping confirmations, or even payment processing. Up until now Oculus has been quiet on the matter, filling the Rift community with unease.

http://imagescdn.tweaktown.com/news/5/1/51429_1_late-oculus-rift-shipments-due-unexpected-component-shortages.jpg

Now Oculus has finally broken its silence to explain why the pre-orders shipments are late, and promises to make up for it by fully refunding shipping costs on all orders made up until April 2. The Facebook-owned company sent out a batch of emails to all consumers who pre-ordered the system, saying that the shipments were delayed due to "unexpected component shortages". The email also mentions order statuses should be updated by April 12.

The VR pioneers plan to make up for this inconvenience by covering all of the shipping and handling costs on orders made up until today. Given how international shipping for the Rift tacks on at least $100 to the Rift's price tag, this is a pretty hefty bit of savings, to say the least. It's great to see Oculus not only explain what happened but make up for it and go out of their way to cushion the blow. Check a full transcript of the emails below, and if you pre-ordered a Rift, check your inbox.






<article class="reddit-embed-comment "><header class="reddit-embed-comment-header">biribe144 pontos (https://www.reddit.com/r/oculus/comments/4d0jsy/oculus_covering_shipping_for_all_orders_up_until/d1mw2h1?context=3)<time title="Sat Apr 2 11:57:18 2016 UTC" datetime="2016-04-02T11:57:18+00:00" class="live-timestamp">1 hora ago</time> (https://www.reddit.com/r/oculus/comments/4d0jsy/oculus_covering_shipping_for_all_orders_up_until/d1mw2h1?context=3)
</header>
Correct. We apologize for not updating you earlier. The first few batches are going out slower than we estimated, so we're giving free shipping for all pre-orders, including international.


</article>


from discussion Oculus covering shipping for all orders up until today (https://www.reddit.com/r/oculus/comments/4d0jsy/oculus_covering_shipping_for_all_orders_up_until/) on /r/oculus (https://www.reddit.com/r/oculus/)


"We know you're anxious to receive your Oculus Rift and apologize for not updating your order status sooner. We've been working through an unexpected component shortage, and unfortunately, that issue has impacted the original shipping estimates for some early customers.
"We're working hard to get up-to-date ship windows, and you should expect to see your order status updated on oculus.com by Tuesday, April 12.
"Although many Rifts will be arriving on-schedule and in line with original estimates, we'll be covering shipping and handling costs for all orders placed through today.
"We're shipping Rifts everyday. Don't hesitate to reach out to the Oculus support team if you have additional questions."







Noticia:
http://www.tweaktown.com/news/51429/late-oculus-rift-shipments-due-unexpected-component-shortages/index.html










(http://www.tweaktown.com/news/51429/late-oculus-rift-shipments-due-unexpected-component-shortages/index.html)Rift, Vive Launches Affected With Component Shortages, Processing Issues

http://media.bestofmicro.com/L/D/563233/gallery/HTC-Vive-Family_w_600.png (http://www.tomshardware.com/gallery/HTC-Vive-Family,0101-563233-0-2-12-1-png-.html)The launch of the Oculus Rift and the HTC Vive have been marred with various processing and shipping issues, which angered customers of both devices. This weekend, both companies released a status update regarding their respective ongoing issues.
Mistaken Cancelled Orders Days before the Vive’s launch, some users had their orders automatically cancelled “due to processing issues with financial institutions.”
At the moment, the Vive team is currently working to fix the problem, and it even managed to get some orders back to affected customers. If your order was unexpectedly cancelled, representatives from the team will work with you to get your order back on track. You’ll also need to contact your bank or credit card company in order to notify them of an upcoming charge on your account.
Supply Shortage Even though a handful of Rift HMDs are already in the hands of some customers, there are more people that were supposed to get theirs this week. However, I pre-ordered a Rift and received an email that stated that some of the first customers couldn’t get their Rift on time due to “an unexpected component shortage.”
http://media.bestofmicro.com/L/I/571014/gallery/Oculus-pre-order_w_600.jpg (http://www.tomshardware.com/gallery/Oculus-pre-order,0101-571014-0-2-12-1-jpg-.html)As a result, Oculus is revising its shipping dates, and you can check your updated shipping information on the company’s website on Tuesday, April 12. Even with this hurdle, Oculus believes that future units will still arrive on their intended shipping dates, and the company will cover any shipping and handling costs on every order placed until today.
An Ounce Of Prevention For now, both companies are resolving their current issues and reassuring customers that their VR HMDs will be arriving soon. It’s not exactly a smooth launch for Oculus and HTC, but everything seems to be under control. For now.



Noticia:
http://www.tomshardware.com/news/rift-vive-vr-launch-issues,31536.html

(http://www.tweaktown.com/news/51429/late-oculus-rift-shipments-due-unexpected-component-shortages/index.html)

Jorge-Vieira
02-04-16, 13:49
AltspaceVR Adds Full Oculus Rift Support

http://media.bestofmicro.com/K/J/570979/gallery/AltspaceVR-maze_w_600.jpg (http://www.tomshardware.com/gallery/AltspaceVR-maze,0101-570979-0-2-12-1-jpg-.html)AltspaceVR might well be the foundation for social interaction in VR. When we first heard about it last year, CEO Eric Romo described the platform as “Skype with presence (http://www.tomshardware.com/news/altspacevr-brings-vr-users-together,29129.html),” but it’s evolved since then. A few days after the launch of the Oculus Rift consumer HMD (our full review here (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html)), AltspaceVR announced that its virtual platform would support the new device.
In some ways, the news was inevitable. Romo and his team used the DK2 during the development process, and other users had the same HMD during the first round of testing back in 2014.
However, that doesn’t mean that AltspaceVR isn’t exclusive to Oculus’ HMDs. It also works on the HTC Vive, Samsung Gear VR (http://www.tomshardware.com/news/altspacevr-launches-gear-vr-client,31132.html), Leap Motion (http://www.tomshardware.com/news/altspacevr-leap-motion-orion-support,31231.html) and even the Kinect Xbox peripheral. On top of that, it also works cross-platform, so you can interact with friends even if they’re using different HMDs.
For the uninitiated, AltspaceVR provides a way for you to hang out with your friends in virtual reality. By sharing a digital room, your group can hang out and watch videos or play a campaign of Dungeons and Dragons (http://www.tomshardware.com/news/altspace-dungeons-dragons-vr-rooms,30583.html). In addition to the Rift support announcement, the company also mentioned that its latest platform will allow users to connect in the virtual space with a single click, so you can find out more about your friends without having to type long sentences or make multiple gestures.

However, it’s important to note that it's not alone in this niche area of VR experiences. Last month, Oculus added some new features (http://www.tomshardware.com/news/oculus-social-features-gear-vr,31374.html) to the Gear VR, one of which was the ability to create a room for you and your friends to hang out, watch videos and play games together (sound familiar?).
Regardless, it seems that AltspaceVR is aiming for a wider audience due to its availability on multiple platforms, along with the fact that it works across various HMDs (as well as traditional 2D screens, actually). If you have a Rift and want to try it out, you can get it for free through AltspaceVR’s website or by downloading it through Steam.



Noticia:
http://www.tomshardware.com/news/altspacevr-oculus-rift-support-vr,31534.html

Jorge-Vieira
02-04-16, 14:18
To Play With The Oculus Rift You Pay With Your Privacy

http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/01/Oculus-Rift-2i.jpg?resize=800%2C450
We all love the idea of virtual reality and augmented reality, the idea that technology can send us to the deepest parts of the earth or the farthest reaches of space inspires us to enjoy things we will never get to do in the real world, all from the comfort of our sitting rooms. The question is how much we are willing to give in exchange for this “freedom”, with the enjoyment the Oculus Rift requiring you to pay with your privacy.
What do we mean by “pay with your privacy”? When you first install the software required to run the Rift on your PC a process called “OVRServer_x64.exe” is created, something normal given that it detects when the Rift is connected, on your Facebook and actually turned on. If you check the Privacy Policy (something we all know, including the companies that write them, is rarely checked) there are a few other things that the process can do.
The full section regarding “information collected about you when you use our services” states:

Information Automatically Collected About You When You Use Our Services. We also collect information automatically when you use our Services. Depending on how you access and use our Services, we may collect information such as:


Information about your interactions with our Services, like information about the games, content, apps or other experiences you interact with, and information collected in or through cookies, local storage, pixels, and similar technologies (additional information about these technologies is available at https://www.oculus.com/en-us/cookies-pixels-and-other-technologies/);
Information about how you access our Services, including information about the type of device you’re using (such as a headset, PC, or mobile device), your browser or operating system, your Internet Protocol (“IP”) address, and certain device identifiers that may be unique to your device;
Information about the games, content, or other apps installed on your device or provided through our Services, including from third parties;
Location information, which can be derived from information such as your device’s IP address. If you’re using a mobile device, we may collect information about the device’s precise location, which is derived from sources such as the device’s GPS signal and information about nearby WiFi networks and cell towers; and
Information about your physical movements and dimensions when you use a virtual reality headset.

Worrying parts about this is the mention of “pixels” in the first section, stating that they could find out what you are viewing and even go so far as to take a copy of your interaction. Full information about the games and everything you install are also fair and open to them with information going so far as your physical movements and dimensions being tracked as well, these seem a little bit further than just idle curiosity.
The policy continues to state how this information is used, with one section clarifying their marketing approach with this information:

To market to you. We use the information we collect to send you promotional messages and content and otherwise market to you on and off our Services. We also use this information to measure how users respond to our marketing efforts.
With Oculus now in partnership with Facebook, a move that raised concerns when it was first announced (http://www.eteknix.com/facebook-drops-oculus-rift-bomb-internet-fights-back/), people were concerned about privacy and tracking, something these conditions seems to allow. Going further the agreement states that “third parties may also collect information about you through the Services”, meaning that the agreement doesn’t limit but, in fact, allows apps to be created on the basis of tracking and monitoring your actions.
Thanks to Woofington over at Reddit who spotted this (https://www.reddit.com/r/oculus/comments/4crsmo/oculuss_services_are_always_on_and_you_should_be/), if you’re interested in finding out how deep this goes you can read the full privacy policy here (https://www.oculus.com/en-us/legal/privacy-policy/).



Noticia:
http://www.eteknix.com/play-oculus-rift-pay-privacy/

Jorge-Vieira
03-04-16, 16:06
Super Shady Things In Oculus Rift's Terms of Service (http://www.hardocp.com/news/2016/04/03/super_shady_things_in_oculus_rifts_terms_service/)

I guess this is par for the course for a company owned by Facebook (http://gizmodo.com/there-are-some-super-shady-things-in-oculus-rifts-terms-1768678169).



Oculus can collect information about how you move and how you’re shaped. The Facebook-owned company can use your location and log your activity, and it can even do so automatically. And on a related note, given that Facebook owns Oculus, it’s not surprising that the Terms of Service also include language that allows the company to monetize your experience: that is, after all, what the Facebook platform has been historically extremely good at.



Noticia:
http://www.hardocp.com/news/2016/04/03/super_shady_things_in_oculus_rifts_terms_service#. VwE_X3r0Pug

Jorge-Vieira
05-04-16, 14:53
Oculus rift sells your creativity into slavery

http://www.fudzilla.com/media/k2/items/cache/06aed1b529fe0f70ac1299e069423821_L.jpg (http://www.fudzilla.com/media/k2/items/cache/06aed1b529fe0f70ac1299e069423821_XL.jpg)

Facebook own's everything you do – have an advert

Oculus Rift has a Terms of Service agreement which gives whatever you are working on to Facebook (which owns the Rift).

If you use the Rift to write a novel, any earnings from the novel belong to Facebook because you used the Rift. Oculus can use anything you developed on the Rift in anyway it likes without your permission. So if you write your novel, and are waiting for a publisher, Oculus can beat you to the punch.

“By submitting User Content through the Services, you grant Oculus a worldwide, irrevocable, perpetual (i.e. lasting forever), non-exclusive, transferable, royalty-free and fully sublicensable (i.e. we can grant this right to others) right to use, copy, display, store, adapt, publicly perform and distribute such User Content in connection with the Services. You irrevocably consent to any and all acts or omissions by us or persons authorized by us that may infringe any moral right (or analogous right) in your User Content.”

Oculus can use it even if you don’t agree with its use. Oculus does not go as far as saying that it owns the content—but it can does want access to it in ways that some creators might find intrusive.
OK that is not going to be a problem if you use the Rift as a gaming platform, but many are thinking that they can use it as a desktop interface, which means all that business information is going to belong to Facebook.
You might not be aware that the content has been taken either, because Oculus is allowed to collect data from you while you’re using the device.
Another clause is also worrying, basically it allows the Rift to be used to spy on anything you do on your computer and track your location and map out the room it is being used.

Location information, which can be derived from information such as your device’s IP address. If you’re using a mobile device, we may collect information about the device’s precise location, which is derived from sources such as the device’s GPS signal and information about nearby WiFi networks and cell towers; and
Information about your physical movements and dimensions when you use a virtual reality headset.’

All this data may also be used to directly market products to you. So not only do you have the problem that Oculus's glasses are stealing all your creative output, you have the fact that it has scanned your room and discovered you have an old telly and keeps serving you adverts until you buy a new one. Of course Oculus is a Facebook company so what do you expect? Just glad I am not buying one.

Noticia:
http://www.fudzilla.com/news/wearables/40375-oculus-rift-has-dodgy-terms-of-service

Jorge-Vieira
06-04-16, 08:34
Oculus Home Sales Are Final – Despite EU Law

http://i0.wp.com/www.eteknix.com/wp-content/uploads/2016/04/oculus-home-v2-7.jpg?resize=800%2C656
Buying the Oculus Rift is something that’s been stuck with its own issues recently (http://www.eteknix.com/component-shortage-causes-delayed-deliveries-oculus-rift-headsets/), but I guess that is to be expected of any major hardware launch. However, it seems there’s a bit of a legal grey area (http://www.pcgamesn.com/oculus-home-store-says-all-sales-final-despite-eu-law) buying content for the Rift, especially for those of us who live within the EU. Oculus Home, the digital store for supplying VR-ready titles, has declared that “all sales are final” when it comes to their refund policy.
So what does this mean? Well, if you buy a game, good luck getting your money back if you’re unhappy with the purchase and while for many, this won’t be an issue, it does fly in the face of laws in the EU that give consumers a right to a refund. The terms state that “All software purchases from the Oculus Store are final, and unless required by local law, no refunds will be provided.” and it’s that last part that causes problems, as the Oculus ToS section 4.11 states that “if you are located in the EU, you consent that the supply of the digital content may begin immediately following the completion of your purchase and you acknowledge that you therefore will lose any statutory rights you may have to withdraw and receive a refund.”
European Consumer Rights directives state that you have a 14-day cooling off period for any digital goods purchased, but you won’t get that right if you accept the terms of Oculus Home. Of course, Oculus aren’t the only ones doing this and even Valve walk a fine line here. However, Stream does offer a system for refunds that’s relatively in-line with the law, albeit it’s a fairly new feature to their service.
Oculus Home is already shutting out consumers from using other stores, such as Steam, to purchase their VR games, and they’re offering stricter ToS on top, not what I would call consumer-friendly at all and something we hope they improve on soon.



Noticia:
http://www.eteknix.com/oculus-home-sales-final-despite-eu-law/

Jorge-Vieira
07-04-16, 13:12
Oculus VR responds to privacy concerns
http://images.bit-tech.net/news_images/2016/04/oculus-vr-responds-privacy-concerns/article_img.jpg Oculus VR has responded to concerns about its end-user licence agreement, claiming it doesn't share data with corporate overlord Facebook - yet, anyway.


Oculus VR has responded to privacy concerns surrounding the terms and conditions for its software - without which its Oculus Rift virtual reality headset simply won't work - by denying any information sharing with owner Facebook.

When the Oculus Rift Consumer Version 1 (CV1) hardware launched, it came with a new set of software from Oculus VR. This software included a lengthy end-user licence agreement, acceptance of which is a condition of using the software - and by extension the hardware driven by said software. Many users raised concerns about the potential privacy implications of certain sections of boilerplate - including the possibility that Oculus VR would transfer personal information, including the software you use and how you interact with environments and objects within virtual reality, to its corporate overlord Facebook for marketing purposes.

Speaking to UploadVR (http://uploadvr.com/oculus-responds-to-facebook-privacy-concerns/), Oculus VR has played down these concerns - beginning with a blanket denial that any data is being shared with Facebook. 'Facebook owns Oculus and helps run some Oculus services, such as elements of our infrastructure,' a spokesperson told the site, 'but we’re not sharing information with Facebook at this time. We don’t have advertising yet and Facebook is not using Oculus data for advertising - though these are things we may consider in the future.'

The company also defended the information it gathers on its users, stating that 'one thing we may do is use information to improve our services and to make sure everything is working properly — such as checking device stability and addressing technical issues to improve the overall experience.'

Noticia:
http://www.bit-tech.net/news/hardware/2016/04/07/oculus-vr-responds-privacy-concerns/1

Jorge-Vieira
08-04-16, 13:31
VR Lens Lab now offering prescription lenses for Rift, Vive (http://www.kitguru.net/components/vr/jon-martindale/vr-lens-lab-now-offering-prescription-lenses-for-rift-vive/)


Although both the Oculus Rift and HTC Vive have enough space to wear glasses while the headset is mounted on your face, it isn’t an ideal solution. Some have reported the headsets tearing the glasses from their face and others just don’t like the larger gap between screen and eye. Fortunately VR Lens Lab is here to help, with prescription lenses that can be fitted to either major headset.
VR Lens Lab is a collaboration between VR Cover – the guys who made the washable covers for Rift and Vive (http://www.kitguru.net/components/vr/jon-martindale/htc-vive-pre-vr-hmd-washable-cover-now-available/) – and Gauss Eyewear and together they’ve produced clip on frames for the HTC Vive and Oculus Rift, with plans to offer prescription lenses in the near future.
Unveiled on Kickstarter (https://www.kickstarter.com/projects/451454651/vr-lens-lab-glasses-for-virtual-reality-headsets) yesterday, it’s already eclipsed more than 300 per cent of its original goal of just 5,000 euros. While VR Lens Lab has said they would offer a prescription lens now, due to Kickstarter terms of use, that’s not possible during the campaign. For now, backers can order the lens frames for as little as 19 euros (£15) or protective lenses to prevent scratches from 39 euros (£31).

<iframe src="https://player.vimeo.com/video/161939062" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen="" frameborder="0" height="281" width="500"></iframe>


Another option for glasses wearers, will be to order the lenses from their local optician, as VR Lens Lab will provide all necessary information required to procure them. Prescriptions from +6.00 dpt right through -6.00 dpt are supported, so the whole gamut is covered.
It may even be possible to put together lens frames designed for a more powerful prescription, but for that VR Lens Lab asks that you get in touch for a custom quote.



Noticia:
http://www.kitguru.net/components/vr/jon-martindale/vr-lens-lab-now-offering-prescription-lenses-for-rift-vive/










(http://www.kitguru.net/components/vr/jon-martindale/vr-lens-lab-now-offering-prescription-lenses-for-rift-vive/)Senator Al Franken Says Rift Privacy Policy Is No Laughing Matter And Wants A Formal Response From Oculus


Former Saturday Night Live comedian and current U.S. Senator Al Franken (D-MN) has some concerns with the Oculus Rift's (http://hothardware.com/tags/oculus-rift) privacy policy and whether or not all the data collection (http://hothardware.com/news/your-cool-new-oculus-rift-might-be-spying-on-you-for-facebook) taking place is truly necessary for the VR headset to function. He jotted those concerns down in an open letter to Oculus CEO Brenden Iribe and requested that he respond by May 13, 2016.

"When done appropriately, the collection, storage, and sharing of personal information may enhance consumers' virtual reality experience, but we must ensure that Americans very sensitive information is protected," Franken wrote in his letter.


image: http://hothardware.com/ContentImages/NewsItem/37045/content/Oculus_Rift_Bundle.jpg
http://hothardware.com/ContentImages/NewsItem/37045/content/Oculus_Rift_Bundle.jpg


The Rift's privacy policy has come under scrutiny now that headsets have begun shipping out to consumers. There's quite a bit of rhetoric contained in the Rift's terms and conditions that has some people feeling uneasy, such as the sharing of information about consumers' physical movements and dimensions, along with location data, with third-party outfits "within the family of related companies that Oculus is a part of."

Here's the list of questions Franken wants Iribe to address by next month:

1. Oculus has stated that it automatically collects users' location information. Is this collection necessary for Oculus to provide services? Are there any other purposes for which Oculus collects this information? Does Oculus share this information with third parties, including its "related companies", for any other purpose than the provision of services?

2. Oculus has stated that it automatically collects users' physical movements and dimensions. Is this collection necessary for Oculus to provide services? Are there any other purposes for which Oculus collects this information? Does Oculus share this information with third parties, including its "related companies", for any other purpose than the provision of services?

3. Oculus has indicated that it stores communications among Oculus users and any information associated with such communications. Is this retention necessary for the provision of services? And for how long will Oculus retain the data?

4. Given that the data-sharing relationship between Oculus and its related companies is not readily apparent to Oculus' customers, in your view, which company is responsible for providing information about this relationship to consumers? Which company is responsible for providing security information to consumers?

5. Oculus has indicated that it shares de-identified and aggregate data with others for any puipose. Does Oculus currently sell this information to third parties? Can you specify the purposes for which you d share or sell such data?

6. Oculus s privacy statement provides the following with respect to information security: "[N]o data transmission or storage can be guaranteed to be 100% secure. As a result, while we strive to protect the information we maintain, we cannot guarantee or warrant the security of any information you disclose or transmit to our Services and cannot be responsible for the theft, destruction, or inadvertent disclosure of information." What precautions does Oculus currently have in place to ensure the security of consumers' data? Oculus is owned by Facebook (http://hothardware.com/tags/facebook), the world's largest social network, and some of the data collection seems to be more suited for a social service than a VR headset. In a recent email to UploadVR (http://uploadvr.com/oculus-responds-to-facebook-privacy-concerns/), Oculus addressed some of the concerns that have been brought up.


image: http://hothardware.com/ContentImages/NewsItem/37045/content/Oculus_Rift_Microphone.jpg
http://hothardware.com/ContentImages/NewsItem/37045/content/Oculus_Rift_Microphone.jpg


"Facebook owns Oculus and helps run some Oculus services, such as elements of our infrastructure, but we’re not sharing information with Facebook at this time. We don’t have advertising yet and Facebook is not using Oculus data for advertising," Oculus said.

Oculus also indicated that it's trying to "create the absolute best VR experience for people," and that the data it's collecting is used for that purpose.




Noticia:
http://hothardware.com/news/senator-al-franken-says-rift-privacy-policy-no-laughing-matter-wants-formal-response-from-oculus#BRAMrJLcQvfCv2fL.99


(http://www.kitguru.net/components/vr/jon-martindale/vr-lens-lab-now-offering-prescription-lenses-for-rift-vive/)

Jorge-Vieira
12-04-16, 08:33
You Can Use Vive And Rift Simultaneously On One PC (Updated)

The long awaited Oculus Rift (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html) and HTC Vive VR (http://www.tomshardware.com/reviews/htc-vive-virtual-reality-hmd,4519.html) HMDs are finally starting to arrive in customer’s hands (despite some shipping setbacks), and people are starting to experiment with them.
One such experiment came from Reddit user Zimtok5 (https://www.reddit.com/r/oculus/comments/4dy3di/sli_bonus_two_hmds_at_same_time_rift_vive/). He demonstrated in a video clip that he was able to set up his HTC Vive and Oculus Rift DK2 on the same PC and run two separate games at the same time.


<iframe width="550" height="310" src="https://www.youtube.com/embed/zfXcdufaIvo" frameborder="0" allowfullscreen></iframe>


Rift Vive

The PC that he used to test this is an Intel Core i7 4790K paired with two MSI GTX 970 Gaming 4G graphics cards, which provide an additional HDMI output. With the extra HDMI output, Zimtok5 was able to plug in his Vive and Rift at the same time, and because the games for the Vive and the Rift launch from different portals (Steam vs Oculus Home, respectively), the games for each can be started without interfering with the other.
SLI? Not So Much We didn’t want to take Zimtok5’s word for it, so we decided to try running the same test with our Oculus Rift and HTC Vive hardware. We used our standard test system: Intel Core i7-5930K with 16GB of Crucial Balistix DDR4 memory and an MSI X99S Xpower AC motherboard. We first tried to replicate this idea using two GTX 980Ti cards in SLI, a ZOTAC GTX 980Ti AMP! Extreme and a Gigabyte GTX 980Ti Extreme Gaming.
http://media.bestofmicro.com/G/7/573415/gallery/hmd-connections-_w_450.jpg (http://www.tomshardware.com/gallery/hmd-connections-,0101-573415-0-2-9-1-jpg-.html)Unfortunately, we were unable to get either HMD to initialize while plugged into the second GPU. The Oculus Home software would not detect the Rift if it was plugged into the second card. Steam VR detected the Vive, but it failed to initialize the compositor unless it was plugged into GPU1.
http://media.bestofmicro.com/G/8/573416/gallery/mini-dp-vive_w_450.jpg (http://www.tomshardware.com/gallery/mini-dp-vive,0101-573416-0-2-9-1-jpg-.html)We were still able to make both HMDs work at the same time, but the second GPU never actually came into play. In order for the Vive and Rift to work at the same time, we had to use the optional Mini-DP port on the Vive’s link box. This allowed us to attach both HMDs to the first graphics card. To be clear: We were running both HMDs off of a single system and a single GPU.
http://media.bestofmicro.com/F/V/573403/gallery/compositor-failed_w_450.jpg (http://www.tomshardware.com/gallery/compositor-failed,0101-573403-0-2-9-1-jpg-.html)
Oculus Home First, Then SteamVR With the Vive plugged into a DisplayPort output, SteamVR was still detecting the Rift first, and without a toggle switch in SteamVR to select the HMD you want, we had to find a workaround for the problem. The solution is that you must launch Oculus Home before starting SteamVR. When Oculus Home is running, the Rift is already in use, and SteamVR will skip to the Vive HMD when it launches. Curiously, that seems to have solved the problem permanently. We are now able to launch SteamVR first, and it detects the Vive, rather than the Rift. http://media.bestofmicro.com/F/U/573402/gallery/both-games_w_600.jpg (http://www.tomshardware.com/gallery/both-games,0101-573402-0-2-12-1-jpg-.html)
Once we got passed the HMD initialization problem, everything else just worked. The games both played on their respective HMDs, and the audio for each worked flawlessly.
Frames Per Second - Minimum, Maximum
<tbody>
http://media.bestofmicro.com/F/Y/573406/gallery/lucky-fpsminmax_w_300.png
http://media.bestofmicro.com/G/0/573408/gallery/vanishing-minmax_w_300.png (http://www.tomshardware.com/gallery/vanishing-minmax,0101-573408-0-2-6-1-png-.html)

</tbody>
Average Frames Per Second Over Run
<tbody>
http://media.bestofmicro.com/F/X/573405/gallery/lucky-avgfps_w_300.png
http://media.bestofmicro.com/F/Z/573407/gallery/vanishing-avgfps_w_300.png (http://www.tomshardware.com/gallery/vanishing-avgfps,0101-573407-0-2-6-1-png-.html)

</tbody>
Now that we have this working, we’ll have to go back and do some proper performance analysis to see if this is actually feasible. My gut tells me this won’t work well with most game combinations, but Lucky’s Tale and Vanishing Realms seem to have been working well together. The caveat is that I can operate only one game at a time, so whichever game wasn’t being played was simply sitting idle. I’m eager to determine if you can actually have two people gaming on the same system, and what kind of GPU you need to pull that off.

Update: April 11, 2016, 4:54PM PT: Upon reading some comments we went back and verified that all configurations were tested. We found that the Vive still won't start on the second GPU, but the Rift actually does. You can plug in the Vive through HDMI, as long as it is plugged into GPU1. The error message about the compositor still appears when the Vive is plugged into GPU2.



Noticia:
http://www.tomshardware.com/news/rift-vive-on-one-pc,31587.html

Jorge-Vieira
12-04-16, 16:21
Oculus Rift Pre-orders Delayed; Status Update Sent Out

A lot of pre-orders for the Oculus Rift have been delayed, and Oculus has sent out a status update with new estimated shipping times.
http://cdn.wccftech.com/wp-content/uploads/2016/03/Oculus-635x387.jpg
Those who pre-ordered the device back in January of this year, might now well see their VR set delivered in May or June – a delay of roughly 2 to 3 months.
http://cdn.wccftech.com/wp-content/uploads/2016/04/oculusrift-delayed.png
Earlier this month, manufacturer Oculus announced that they couldn’t guarantee a delivery by the end of March due to a shortage in components for the device.
“we’ve been working through an unexpected component shortage, and unfortunately, the issue has impacted the original shipping estimates for some early customers”, the Oculus Team announced via an e-mail.
http://cdn.wccftech.com/wp-content/uploads/2016/04/oculus-635x673.jpeg
At the moment of writing, it’s unknown how much Rift customers will be receiving their pre-order later on, but on the official Oculus forums (https://forums.oculus.com/community/discussion/34035/got-my-april-12th-update-bad-news), a lot of early customers are reporting the ‘bad news’.
Those who want to cancel their early pre-order due to the delayed delivery, can still do so. On both Twitter (https://twitter.com/search?q=oculus%2Bmay&src=typd) and the Oculus subReddit (https://www.reddit.com/r/oculus/comments/4edpcg/order_history_updated_with_estimated_ship_dates/), customers are expressing their frustration with the delayed delivery.
If you’re interested in a Rift hands-on by our very own Adrian IP, check out this VR experience right here (http://wccftech.com/ps-vr-htc-vive-fight-nvidia/).







Noticia:
http://wccftech.com/oculus-rift-preorders-delayed-status-update/#ixzz45d7WgozR

Jorge-Vieira
12-04-16, 17:12
Play any game in Oculus Rift VR with MyDream Swift and VorpX (http://www.kitguru.net/gaming/development/jon-martindale/play-any-game-in-oculus-rift-vr-with-mydream-swift-and-vorpx/)


As much as the early crop of virtual reality games are exciting and innovative, the catalogue is still pretty small. Things will be different in a year or two, but for now, if you want to try out some of your favourite gaming classics in virtual reality, you can do, with specialised software from MyDream and VorpX.
VorpX is a 3D injection driver that has existed for the past couple of years, offering DK1 and eventually, DK2 owners the chance to try some games in virtual reality. While imperfect, it’s gradually improved over the past few months and with the release of version 1.6.1, it now supports the Oculus Rift CV1 and a lot of compatible games.


<iframe width="640" height="385" src="https://www.youtube.com/embed/V9z924KFpNQ" frameborder="0" allowfullscreen></iframe>


Perhaps its most classic usage has been in getting Skyrim working in VR, but now there is much greater potential. CV1 owners are reporting getting everything from Fallout 4, to the various STALKER games in fully realised 3D, virtual reality. You might need to play with the settings to get the scale and other aspects just right, but once you’ve got it down, the games should look as good, if not better than before.

It is also looking to nab a bit of the Virtual Desktop market, by offering a theatre mode and desktop gameplay options for gaming on a larger display than you could ever fit in your home.
Vorpx is available direct from the software maker for £27 (https://shopper.mycommerce.com/checkout/product/46304-2).


<iframe width="640" height="385" src="https://www.youtube.com/embed/_OHWGkaLj-U" frameborder="0" allowfullscreen></iframe>


The alternative to this is MyDream Swift, which offers a similar functionality to Oculus Rift owners. It delivers 360 degree head tracking in first person games, cinema mode for more casual play and a deep interface for customising your experience. Early reviews paint it in a positive light, working with both the Rift CV1 and DK2.
While documentation is a little thin, it works well it seems. It’s also available on Steam which is a bonus, priced at £23 (http://store.steampowered.com/app/456590/).



Noticia:
http://www.kitguru.net/gaming/development/jon-martindale/play-any-game-in-oculus-rift-vr-with-mydream-swift-and-vorpx/

Jorge-Vieira
13-04-16, 08:24
Updated: Oculus significantly delays many Rift pre-orders



It seems like the TR staff may have been lucky to get our Oculus Rift when we did. Today is the day that Oculus promised to update order statuses (http://techreport.com/news/29935/parts-shortages-and-privacy-concerns-trouble-the-oculus-rift) for Rift pre-orders, and it would seem that many woke up to bad news in their inboxes. The r/oculus subreddit is aflame this morning (https://www.reddit.com/r/oculus/comments/4edpcg/order_history_updated_with_estimated_ship_dates/) with tales of early pre-orders being bumped one to two months from their original projected ship dates. So far, Oculus hasn't offered a reason for these delays, but it would seem the "unexpected component shortage" that the company originally offered as the cause of slow pre-order fulfillment is more severe than one might have thought.



https://pbs.twimg.com/profile_images/444129195120017408/IVItrEVb_normal.jpeg Scott Wasson ‎@scottwasson (https://twitter.com/scottwasson)
Ordered a Rift ~4 hrs after open. Had a May ship date. New ship window today is 6/20-6/30. So right before Rift v2 is announced?
<time class="dt-updated" datetime="2016-04-12T15:53:32+0000" pubdate="" title="Time posted: 12 Apr 2016, 15:53:32 (UTC)">4:53 PM - 12 Apr 2016</time> (https://twitter.com/scottwasson/status/719916368821260289)





The news may not be good for backers of Oculus' Kickstarter, either. In another post to Reddit (https://www.reddit.com/r/oculus/comments/4edpcg/order_history_updated_with_estimated_ship_dates/), the company claims that it's set aside a "separate allocation" of the headsets for its Kickstarter backers. Even so, shipping projections for those folks have been switched to "TBD." The company says it's fulfilling Kickstarter rewards at a "regular cadence," and it claims to have fulfilled a "large number" of those rewards already.
To be fair, Oculus didn't charge pre-order buyers in advance for their Rifts, so it's not like the company is holding money hostage as it sorts out its supply chain. All that's really at issue is buyers' disappointment that Rifts won't be in their hands sooner. Still, this troubled launch is hard to watch for a platform that's still finding its legs. We'll be keeping our ears open for an official statement from Oculus on these issues.
Update 4/12/2016 12:10 PM: Oculus provided the following statement to Polygon (http://www.polygon.com/2016/4/12/11413174/oculus-rift-launch-delay) regarding the company's revised shipping dates:
The component shortage impacted our quantities more than we expected, and we’ve updated the shipment window to reflect these changes. We apologize for the delay.
We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.



Noticia:
http://techreport.com/news/29974/updated-oculus-significantly-delays-many-rift-pre-orders










(http://techreport.com/news/29974/updated-oculus-significantly-delays-many-rift-pre-orders)Oculus VR apologises over two-month schedule slip

http://images.bit-tech.net/news_images/2016/04/oculus-vr-schedule-slip/article_img.jpg Oculus VR has apologised for continued production problems that have seen customers having their April shipping schedules delayed by up to two months.



Oculus VR has again apologised for component shortages which have seen some of its customers have their Oculus VR headset orders bumped back a whopping two months.

One of two heavily-hyped virtual reality headsets to launch in recent weeks - the other being HTC's Vive - the Oculus Rift CV1 enjoyed considerable interest from pre-order customers. Sadly, despite having shipped two small-volume runs of its Developer Kit hardware and boasting the considerable financial clout of corporate overlord Facebook behind its sails, all is not well with Oculus VR's first commercial launch: buyers are being warned that their orders, originally scheduled to ship in April, are now unlikely to reach them until June.

Although those who managed to get early enough in the queue - including some members of our own forums, who have shared their experiences in the VR Thread (http://forums.bit-tech.net/showthread.php?goto=newpost&t=258582) - have received devices, the majority of pre-order customers are being warned of a two-month delay due to ongoing component shortages. Gaming site Polygon (http://www.polygon.com/2016/4/12/11413174/oculus-rift-launch-delay) has gathered a selection of complaints from customers, along with a statement from Oculus VR apologising for the continuing issues.

'The component shortage impacted our quantities more than we expected, and we’ve updated the shipment window to reflect these changes. We apologise for the delay,' the company explained in its statement. 'We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.'


Noticia:
http://www.bit-tech.net/news/hardware/2016/04/13/oculus-vr-schedule-slip/1




(http://techreport.com/news/29974/updated-oculus-significantly-delays-many-rift-pre-orders)

Jorge-Vieira
14-04-16, 08:19
Some of the Oculus Rift exclusives are now running on the HTC Vive (http://www.tweaktown.com/news/51614/oculus-rift-exclusives-now-running-htc-vive/index.html)



With the Oculus Rift CV1 now out in the wild (and my unit in my hands) as well as the HTC Vive (where is my Vive, HTC?!) gamers are now discovering some very cool things with VR gaming.


http://imagescdn.tweaktown.com/news/5/1/51614_36_oculus-rift-exclusives-now-running-htc-vive.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/news/5/1/51614_36_oculus-rift-exclusives-now-running-htc-vive_full.jpg)

One of those is LibreVR, which is in an alpha state, and is "a proof-of-concept compatibility layer between the Oculus SDK and OpenVR". This means that any game that is exclusive to the Oculus Rift and is made by the Unity engine or Unreal Engine 4, can work on the Vive. In the words of Neo: "whoa".

Right now, LibreVR works with Rift exclusive Lucky's Tale (which comes in the box of the Oculus Rift) and Oculus Dreamdeck. The performance isn't perfect yet, but it'll improve as time goes on. We don't have our Vive headset yet, but when we do we'll be testing the hell out of this.




Noticia:
http://www.tweaktown.com/news/51614/oculus-rift-exclusives-now-running-htc-vive/index.html


















(http://www.tweaktown.com/news/51614/oculus-rift-exclusives-now-running-htc-vive/index.html)Redditor breaks Oculus game exclusivity with quick fix


(http://www.kitguru.net/gaming/jon-martindale/redditor-breaks-oculus-game-exclusivity-with-quick-fix/)One of the least tasteful aspects of the launch of commercial virtual reality headsets, was when Oculus VR announced that it would be restricting some of its games to its store, making them Oculus exclusives. However just two weeks after the initial hardware launch, someone has already developed a patch to circumvent the Oculus Store DRM.
Operating a little like Origin, UPlay and Battle.net launchers, Oculus’ Store acts as a closed garden for its games and is required to play them. However to play them through the store you need an Oculus Rift, so although the games are technically store exclusives, for now they’re hardware exclusives too. That is at least, unless you apply the patch from Redditor CrossVR (https://www.reddit.com/r/Vive/comments/4ems6t/play_luckys_tale_and_oculus_dreamdeck_on_the_vive/).
http://www.kitguru.net/wp-content/uploads/2016/04/xluckystale.jpg.pagespeed.ic.-TaFMGHbwL.jpg (http://www.kitguru.net/wp-content/uploads/2016/04/luckystale.jpg)
The patch itself is available on Github (https://github.com/LibreVR/Revive) and acts like a “proof of concept compatibility layer between the Odulus SDK and OpenVR.” All you need to do to get it working is download it, install a compatible experience (only Lucky’s Tale and Oculus Dreamdeck are officially confirmed as working just yet), extract the patch in that folder and start it from the .exe with VR running.
Reports so far suggest that the patching system works well on these two particular games/experiences. Better yet, others have managed to use these patches to get other games like Chronos working on the Vive too.
They even work with the Chaperone system.
The best part of this whole thing though, is that people still need to buy the games from the Oculus Store to make it work. That means that there isn’t a piratical excuse for Oculus to clamp down on it. It may just encourage it to speed up its partnering with HTC/Valve to get the Vive officially working on its store.

(http://www.kitguru.net/gaming/jon-martindale/redditor-breaks-oculus-game-exclusivity-with-quick-fix/)

Noticia:
http://www.kitguru.net/gaming/jon-martindale/redditor-breaks-oculus-game-exclusivity-with-quick-fix/ (http://www.tweaktown.com/news/51614/oculus-rift-exclusives-now-running-htc-vive/index.html)







Oculus responds to Rift’s major shipment delays


(http://www.kitguru.net/components/vr/matthew-wilson/oculus-responds-to-rifts-major-shipment-delays/)
Following on from yesterday’s reports that Oculus has had to push back Rift shipment dates by a significant margin this week, the company has decided to offer a formal statement on the matter. As we know, the Rift has been facing supply chain issues, causing pre-orders to go out late and some having their orders pushed back by months. However, Oculus has plans to increase its manufacturing efforts to try and get things back on track.
In a statement sent to us by Oculus last night, the company said: “The component shortage impacted our quantities more than we expected, and we’ve updated the shipment window to reflect these changes. We apologize for the delay.”
http://www.kitguru.net/wp-content/uploads/2016/04/xsO0A4nYag-NN.878x0.Z-Z96KYq-e144501013032611.jpg.pagespeed.ic.n92vaXjIiS.jpg (http://www.kitguru.net/wp-content/uploads/2016/04/sO0A4nYag-NN.878x0.Z-Z96KYq-e144501013032611.jpg)
“We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.”
So there you have it, Oculus is hoping to contain delays to less than four weeks, will be shipping in higher volumes in an attempt to catch up with orders and remains optimistic that further issues won’t slow down the process.


(http://www.tweaktown.com/news/51614/oculus-rift-exclusives-now-running-htc-vive/index.html)
Noticia:
http://www.kitguru.net/components/vr/matthew-wilson/oculus-responds-to-rifts-major-shipment-delays/

Jorge-Vieira
14-04-16, 15:35
Microsoft denies the Oculus rift delays are its fault



http://www.fudzilla.com/media/k2/items/cache/69aa19f277906b54ad33f77666186e59_L.jpg (http://www.fudzilla.com/media/k2/items/cache/69aa19f277906b54ad33f77666186e59_XL.jpg)

Xbox One control pad not to blame
Software giant Microsoft has moved to deny a daft internet rumour that it was responsible for the ongoing Oculus Rift supply issues.

Oculus Rift customers were kept in the dark about the delays following the 28 March release date. Oculus confirmed that a component shortage was to blame for the long delays in supplying its VR headset to those who had pre-ordered. Then a rumour started that the mysterious "missing component" was actually the Xbox One control pad.
The rumour got a fair bit of traffic among the IT press which did not check the facts and liked making Microsoft the villian for all its woes. A moment engaging brain would have knocked the rumour stone dead. The source of the rumour came from a Reddit post from a bloke who claimed to have an inside source who told him. In journalism this is called a "man you met down the pub" source. You get around it by naming the source or using the information to stand the story up.
Someone finally did the right thing and asked Redmond, they were promptly told that the rumour was totally false and if anyone had any question about Rift delays they should ask Oculus VR.
This morning Reddit marked the post as a "confirmed fake." An Oculus customer support worker, whose identity was verified, also dismissed the claim.
"Totally fake, but super-entertaining," he said. "Thanks for this! Keep the fanfic coming!"
Clearly who ever fabricated the leak did not know what a supply issue really is. It is when there is not enough bits ordered to make up the final machine. Sometimes it is caused by a batch of faulty compontents, but normally it is because someone did not order enough.
Oculus has assured customers that it is working to overcome its supply issues. "We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week," reads its statement.
"We've also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we've provided."



Noticia:
http://www.fudzilla.com/news/wearables/40454-microsoft-denies-the-oculus-rift-delays-are-its-fault













(http://www.fudzilla.com/news/wearables/40454-microsoft-denies-the-oculus-rift-delays-are-its-fault)Updated Oculus Rift Shipping Delayed Two Months, HTC Vive Head Promises Fulfillment Of April Pre-Orders

http://media.bestofmicro.com/B/F/569355/gallery/2882146-oculus-rift-2_w_600.jpg (http://www.tomshardware.com/gallery/2882146-oculus-rift-2,0101-569355-0-2-12-1-jpg-.html)The shipping troubles continue for Oculus and HTC as both companies seem to struggle with getting their VR HMDs to customers. Delayed shipping dates, or even the lack of a shipping confirmation for some of the earliest orders, are angering what should have been the first customers to receive the Rift (http://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506.html) or Vive (http://www.tomshardware.com/reviews/htc-vive-virtual-reality-hmd,4519.html).
A Two-Month Delay Nearly two weeks ago, Oculus announced that customers would get new shipping estimates for their Rift orders due to “an unexpected component shortage (http://www.tomshardware.com/news/rift-vive-vr-launch-issues,31536.html),” and the updated information would arrive as early as April 12. However, the new shipping date was pushed back further than expected.
When I pre-ordered the Rift, the initial shipping date was set for May. With the component shortage issue, the updated shipping estimate meant that I would get my Rift anywhere between July 1-14, two full months later than expected.
Oculus tweeted (https://twitter.com/oculus/status/719934640690110465) that it was “addressing the component shortage and shipping Rifts as fast as we can,” and company founder Palmer Luckey backed up the statement in a response to another user on Twitter.
http://media.bestofmicro.com/X/F/574035/gallery/Palmer-Luckey-component-tweet_w_600.jpg (http://www.tomshardware.com/gallery/Palmer-Luckey-component-tweet,0101-574035-0-2-12-1-jpg-.html)
Where’s My Vive? As for the HTC Vive, the main problem is with HTC’s “first in, first out” Vive order policy. Some customers, including some of our readers, placed orders in the first few minutes after the pre-order sales started. However, they have yet to receive any shipping details. Meanwhile, other customers, who placed orders later, were already getting their Vive shipments in the mail.
If you look at the Twitter account of HTC Vive head Daniel O’Brien, you’ll see his numerous interactions with other Vive customers with the same issue.
“Try to remember we are fulfilling in order by region,” he tweeted (https://twitter.com/obriend17/status/719704889681534976). “Adjustments made to ensure order [numbers are] checked and verified.”
Even with that assurance, there wasn’t a clear explanation as to why early customers were still waiting on their Vive orders. However, O’Brien did make a promise that all April pre-orders will arrive in that same month. He even went so far as to say (https://twitter.com/obriend17/status/719692800661393409) that this week would be a “good week globally for our Vive customers.” One user replied that the fulfillment for all April pre-orders seemed impossible, to which O’Brien tweeted back (https://twitter.com/obriend17/status/719690647276392448), “Challenge accepted.”
Waiting At this point, it’s simply a matter of waiting. We won’t know for quite some time if HTC does deliver (no pun intended) on its promise to ship all of its April pre-orders by the end of the month. Even if it does, most customers will still be angry that their early pre-orders didn’t mean anything, especially with the company’s “first in, first out” shipping policy.
Even then, at least Vive customers don’t have to deal with any component shortages. Those who pre-ordered a Rift will have to wait an additional two months to get their Rift HMD. Either way, these developments are the latest indication that the launch of the two biggest VR companies aren’t going according to plan.



Noticia:
http://www.tomshardware.com/news/rift-delay-shipping-vive-pre-orders,31601.html

(http://www.fudzilla.com/news/wearables/40454-microsoft-denies-the-oculus-rift-delays-are-its-fault)

Jorge-Vieira
14-04-16, 16:06
Facebook and Oculus show how to take a virtual selfie in 'social VR' demo




http://www.techspot.com/images2/news/bigimage/2016/04/2016-04-14-image.jpg


In the two years since Facebook acquired (http://www.techspot.com/news/56133-facebook-announces-2-billion-acquisition-of-virtual-reality-headset-maker-oculus-vr.html) Oculus for $2 billion, it’s been difficult to predict how Mark Zuckerberg’s plan for integrating virtual reality into the social network would actually work. But at the F8 developer conference yesterday, CTO Mike Schroepfer (https://www.facebook.com/photo.php?fbid=10154134148399443&set=a.18009719442.23525.514244442&type=3) showed how the Rift will allow Facebook users to interact with each other in virtual space.
In the demo, Schroepfer donned an Oculus Rift headset, which he used to communicate with Michael Booth - part of Facebook’s Social VR team - who was based some 30 miles away at the company’s headquarters, in Menlo Park.
With both men wearing Rifts and using the controllers, they were represented in the virtual landscape as floating heads and hands. These avatars could be customized using virtual pens to add beards and other features.
After drawing and manipulating some objects in virtual reality, Booth “picked up” a 360 photo that was represented as a handheld sphere and threw it at Schroepfer, teleporting them both into the image. Once inside, the pair were able to look around with the same kind of immersion provided by all 360-degree VR photos, and were still able to interact with virtual objects.




https://scontent.flis1-1.fna.fbcdn.net/hprofile-xaf1/v/t1.0-1/c0.3.40.40/p40x40/560655_10150894302794443_1068847998_n.jpg?oh=a574d 98e077d69caa9dbd27822f5fd6e&oe=5776A0EE (https://www.facebook.com/plugins/post.php?href=https%3A%2F%2Fwww.facebook.com%2Fsch rep%2Fposts%2F10154134148464443&width=800#)app-facebook (https://www.facebook.com/schrep/posts/10154134148464443)
Mike Schroepfer
<a class="_2q21" href="https://www.facebook.com/schrep/posts/10154134148464443" target="_blank"><abbr title="Quarta-feira, 13 de Abril de 2016 às 10:24" data-utime="1460568244" class="timestamp">há 22 horas</abbr>



(https://www.facebook.com/schrep/posts/10154134148464443)https://scontent.flis1-1.fna.fbcdn.net/hphotos-xtf1/t31.0-8/p843x403/12967444_10154134148399443_8317215039314408687_o.j pg (https://www.facebook.com/photo.php?fbid=10154134148399443&set=a.18009719442.23525.514244442&type=3)
I'm live on stage at F8 today, taking selfies ... in VR! It's almost as good as being there.







The biggest talking point came when they picked up a virtual selfie stick and took a virtual selfie, which was then posted to a news feed using what looked like some kind of teleportation box.
These virtual environments aren’t limited to one or two users at a time; Oculus says it’s been able to get five people inside them at once.
The technology in the demo is something the company is still working on, and it will likely be quite a while before it’s implemented (and enough people own VR headsets to make it worthwhile), but it does give us an idea of Facebook's virtual reality future.
"Imagine a social experience in VR that's indistinguishable from real life," said Yaser Sheikh, a researcher for Oculus. "Where the tech disappears and you're just interacting with another person."


<iframe src="https://www.youtube.com/embed/JRJU010Xoz4" allowfullscreen="" frameborder="0" height="391" width="694"></iframe>




Noticia:
http://www.techspot.com/news/64445-facebook-oculus-show-how-take-virtual-selfie-ocial.html

Jorge-Vieira
15-04-16, 13:33
Oculus 'don't condone' software hacks, promises changes


Of course it wouldn't take long for Oculus to stomp down on the software hacks that allow Rift exclusives to work on the HTC Vive, with the company warning users that it's not happy with the move, and future updates will stop this from happening.

http://imagescdn.tweaktown.com/news/5/1/51636_33_oculus-dont-condone-software-hacks-promises-changes.jpg

Oculus spoke with GamesIndustry.biz, where they said: "This is a hack, and we don't condone it. Users should expect that hacked games won't work indefinitely, as regular software updates to games, apps, and our platform are likely to break hacked software".

Previously, Reddit user 'CrossVR' posted up some software that allowed Lucky's Tale (an Oculus Rift exclusive) as well as the Rift exclusive Oculus Dreamdeck, to both work on the HTC Vive. CrossVR explained: "It may work with plenty of other games, but that hasn't been tested by myself. It's still early days for this project, since it's only been in development for a few weeks. In the future more games will be supported, but I'm glad to see such swift progress already".







Noticia:
http://www.tweaktown.com/news/51636/oculus-dont-condone-software-hacks-promises-changes/index.html

Winjer
02-02-17, 12:06
ZeniMax wins $500 million from Oculus in IP lawsuit (http://techreport.com/news/31370/zenimax-wins-500-million-from-oculus-in-ip-lawsuit)


The jury awarded ZeniMax $200 million for its finding that Oculus co-founder Palmer Luckey violated a non-disclosure agreement he'd signed with the publisher. It awarded another $50 million for copyright infringement. Luckey will owe a further $50 million, and co-founder Brendan Iribe, another $150 million for false designation of origin. The jury was not convinced that now-Oculus CTO John Carmack misappropriated trade secrets when he left ZeniMax to join Oculus.

Ganhar 500 milhões de uma só vez é bem bom, ainda por cima com uma tech que parece ser apenas mais uma moda passageira.

Winjer
30-08-19, 20:46
Jonh Carmack no podcast do Joe Rogan.


https://www.youtube.com/watch?v=udlMSe5-zP8