Oculus RIFT Head Mounted Display 90 Degree FOV

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Last night was a revelation for me :)
Finally I got to do some racing in the Rift and it was amazing. Using TriDef and opentrack I spent some time in GTR Evolution/Race07. It's one of my favs and being old and built with fairly low res in mind I find it's a good fit for the Rift's res
I had a good bash on the Formula RR add-on that has you in a crash helmet in the cockpit, this is perfect for the Rift as you really do feel like you have a crash helmet on.

..and it was even more surreal when I turned on motion and simvibe. Another point of note is I didn't once miss seeing my wheel or shifter.

TriDef have beta option for Oculus, so give it a go if you haven't :) There's a 14 day trial.
http://www.tridef.com/forum/viewtopic.php?f=24&t=3907
 
Thanks for confirming how great this is gonna be museumsteve. Could you post a video of you driving the Formula RR? I am very keen to see how it looks with all things going, simvibe, motion and rift. I am with you on the wheel thing, I cant see how that would even in the slightest way be a problem or a deal breaker.

Cheers mate
 
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Hey Steve, how important and difficult is it to get the virtual steering wheel angle and turning speed to match your actual wheel? Do you notice it more with the rift if it is not spot on syncronized? (For me, even without the rift this is a big killer of suspension of disbelief)
 
Hey Steve, how important and difficult is it to get the virtual steering wheel angle and turning speed to match your actual wheel? Do you notice it more with the rift if it is not spot on syncronized? (For me, even without the rift this is a big killer of suspension of disbelief)

It's easy to get the FOV right and most racers seem to have proper rotation so it seemed to just fall into place 👍
 
Hey Steve, how important and difficult is it to get the virtual steering wheel angle and turning speed to match your actual wheel? Do you notice it more with the rift if it is not spot on syncronized? (For me, even without the rift this is a big killer of suspension of disbelief)

I'll give my opinion on this.

Driving in iRacing, the McLaren has a formula style wheel, so I use my CSW formula wheel, feels natural. The arms only turn 90 degrees either way and my actual wheel rotation is just a little bit off of the in-game one. For example, when my in-game wheel hits 90 degrees up, my actual wheel is maybe 75 degrees up. You would think this would be weird, but it's really not, not after a couple of minutes driving at least.

When the Rift implementation is done correctly and natively, like it is in iRacing, you begin to "become the driver." So I see the in-game wheel turned 90 degrees up and I feel like my real arms are that way. Another example, say I purposely start the race with my head-tracking off-center, after just a couple minutes, I forget where my real-life center is and I think my head is actually pointing straight.

It really is crazy how the immersion makes you feel like you ARE the driver. Eventually I would like to combine this with something like a D-Box setup, but just can't afford it right now. I think a setup like museumsteve's with motion, tactile, and the Rift must be absolutely sublime.
 
Last night was a revelation for me :)
Finally I got to do some racing in the Rift and it was amazing. Using TriDef and opentrack I spent some time in GTR Evolution/Race07. ......
TriDef have beta option for Oculus, so give it a go if you haven't :) There's a 14 day trial.
http://www.tridef.com/forum/viewtopic.php?f=24&t=3907

Thank you for the tip Steve, this is great news.👍

I also drive in GTR Evolution and love it, I understand the TriDef part, but about opentrack, does it come with the OR developper kit or do we have to acquire and install it on our own?
 
Thank you for the tip Steve, this is great news.👍

I also drive in GTR Evolution and love it, I understand the TriDef part, but about opentrack, does it come with the OR developper kit or do we have to acquire and install it on our own?

Opentrack is a fork of FTNOIR (open source tracker)
You can download it here (first post). If you're not using Hydra controllers just grab the second link from that post.
 
I made a video. It's not perfect because it was my first time really editing, and I'm using Adobe Premiere Elements 11.

The videos aren't synced perfectly together, so it appears there is a bit of lag, but there isn't. There is no discernible input lag or head tracking lag either.

Best gaming experience of my life, it's amazing.



(Yes I'm slow, yes I know it, no it's not because of the Rift) :)
 
I'll give my opinion on this.The arms only turn 90 degrees either way and my actual wheel rotation is just a little bit off of the in-game one. For example, when my in-game wheel hits 90 degrees up, my actual wheel is maybe 75 degrees up. You would think this would be weird, but it's really not, not after a couple of minutes driving at least.

That sounds a little strange to me. Even if the in game wheel only turns 90 degrees each way, I would have thought the real cars steering would surpass that considerably, not just by a few degrees. There is a misconception that an F1 car has a lock to lock rotation of around 180 degrees, whereas in reality the lock is much greater than that.
 
It can do much more than that, but the only time you are going to be steering any more than about 90 degrees in that car is when you are countersteering or trying to recover from a spin.
 
It can do much more than that, but the only time you are going to be steering any more than about 90 degrees in that car is when you are countersteering or trying to recover from a spin.

I am still having a hard time picturing in my head what it must be like driving using the rift. Every time I try to imagine it, I keep thinking it must be strange not being able to see my hands and wheel. I guess the same could be said for first person shooters, but as a gamer I've become used to that level of suspension of disbelief.

BTW, in relation to the steering lock thing, I have seen many a person who believe that F1 cars have around a 180 degrees steering lock. I was just making sure you knew that this is not the case :)
 
After a couple minutes (or even less) the digital arms in front of you become "your" arms. So you no longer look for your own skin, you look at what you see in front of you inside of the Rift and that becomes you. I look down and my brain thinks, "my legs look different, that's weird" but after a minute or two it switches to "those are my arms and legs."

There is a period of "coming down" when I take the Rift off after a 45+ minute session of driving. My depth perception is all screwed up, I reach out to touch my keyboard or mouse and either overshoot or undershoot my target. You have to come out of it slowly and sit there for a second. Only then does your brain figure out that you are back in the real world.

It's difficult to understand without trying it. So if you have someone near you who has one, try it.
 
After a couple minutes (or even less) the digital arms in front of you become "your" arms. So you no longer look for your own skin, you look at what you see in front of you inside of the Rift and that becomes you. I look down and my brain thinks, "my legs look different, that's weird" but after a minute or two it switches to "those are my arms and legs."

There is a period of "coming down" when I take the Rift off after a 45+ minute session of driving. My depth perception is all screwed up, I reach out to touch my keyboard or mouse and either overshoot or undershoot my target. You have to come out of it slowly and sit there for a second. Only then does your brain figure out that you are back in the real world.

It's difficult to understand without trying it. So if you have someone near you who has one, try it.
I'm really excited to try it. I'll wait until the consumer version comes out. That will give me enough time to save and hopefully buy a PC that will give me the ability to get the best out of it.
 
superbike81
After a couple minutes (or even less) the digital arms in front of you become "your" arms. So you no longer look for your own skin, you look at what you see in front of you inside of the Rift and that becomes you. I look down and my brain thinks, "my legs look different, that's weird" but after a minute or two it switches to "those are my arms and legs."

There is a period of "coming down" when I take the Rift off after a 45+ minute session of driving. My depth perception is all screwed up, I reach out to touch my keyboard or mouse and either overshoot or undershoot my target. You have to come out of it slowly and sit there for a second. Only then does your brain figure out that you are back in the real world.

It's difficult to understand without trying it. So if you have someone near you who has one, try it.

Wow, that is REAL immersion!! Never thought about that being a side effect of VR, good to know.
 
After a couple minutes (or even less) the digital arms in front of you become "your" arms. So you no longer look for your own skin, you look at what you see in front of you inside of the Rift and that becomes you. I look down and my brain thinks, "my legs look different, that's weird" but after a minute or two it switches to "those are my arms and legs."

There is a period of "coming down" when I take the Rift off after a 45+ minute session of driving. My depth perception is all screwed up, I reach out to touch my keyboard or mouse and either overshoot or undershoot my target. You have to come out of it slowly and sit there for a second. Only then does your brain figure out that you are back in the real world.

It's difficult to understand without trying it. So if you have someone near you who has one, try it.

Very interesting comment, thank you for sharing.
Thank you also for the video, your editing looks great. :)
 
After a couple minutes (or even less) the digital arms in front of you become "your" arms. So you no longer look for your own skin, you look at what you see in front of you inside of the Rift and that becomes you. I look down and my brain thinks, "my legs look different, that's weird" but after a minute or two it switches to "those are my arms and legs."

There is a period of "coming down" when I take the Rift off after a 45+ minute session of driving. My depth perception is all screwed up, I reach out to touch my keyboard or mouse and either overshoot or undershoot my target. You have to come out of it slowly and sit there for a second. Only then does your brain figure out that you are back in the real world.

Very interesting stuff. It seems that as long as there is a measurable differential, the mind can/will factor it in. I would hazard a guess that the repetition of h-pattern shifting could mean that it would even be no problem for the mind to factor in a left/right hand interchange.

I have not tried the Rift at all, but I feel like I understand the concept. When I was a kid, I succumbed to an extreme heatstroke. Since then, my mind has played tricks on me. For example, sometimes I will wake up and feel 100% that the gravity on my body is reversed. It is very strange, but it shows that the mind can have it's own virtual reality. A virtual reality that may well work in conjunction with the Rift's virtual reality. It could also be likened to what is tapped into when people are under hypnosis.

It is a very exciting prospect, this gizmo.
 
It's something that you have to try in order to fully understand it. :)

You can read all the posts and watch all the reaction videos, but it still won't prepare you for what you will experience.
 
It's something that you have to try in order to fully understand it. :)

You can read all the posts and watch all the reaction videos, but it still won't prepare you for what you will experience.

It would be great to know when to expect the commercial version in order to be able to decide to order the Dev kit or wait for the final version.:nervous:
Also, as I do not race in IRacing, at this point, except for the latest development on Race 07, there is not much I could use the OR with.:(
At this point, for me, it is not a question of if, just which one and when.
 
Yeah I understand.

I would fully expect a Christmas 2014 release. If it comes out sooner than that, great, but I doubt it will come out any later than that.
 
Yeah I understand.

I would fully expect a Christmas 2014 release. If it comes out sooner than that, great, but I doubt it will come out any later than that.

Hey superbike81,

May I ask what you are basing this assumption on? I would hope that it would be released for Xmas 2013 or early 2014. They are moving quite quickly with development. I may be being optimistic, but based on what I have read and heard online they want to have it out Q1 2014 or earlier.

I hope this is the case, cheers mate
 
I'm basing the assumption on what I have read on various forums where Oculus staff members post and from paying attention to the statements the staff members make to the press.

The way they are talking, I just get the feeling we won't see a consumer release until mid-2014. I say to expect Christmas 2014 that way you (I) won't be disappointed. :)

They are still trying to do so many different things like financial subsidies, experiment with different hardware and software configurations, and more. But I think the biggest thing is going to be software support. Yes, right now we can play about 50 or 60 games with the Rift, but most of them to be blunt are a decent experience at best. Oculus doesn't want to release the Rift with 10 games that are truly great experiences, they want ~100 games like that.

People, especially the tech media, are cynical enough to the point where some of them would be happy if Oculus failed just so they could say "I told you so." So Oculus needs time to ensure that the experience is as polished as possible. Of course they aren't going to sit around forever waiting for developers to optimize or create games for the Rift though.

I would love to see a 1080p $300 consumer Rift this Christmas, but I think that's being a little too optimistic as that's really only 4 months away. They just demo'd a HD prototype a short time ago, so I don't think they will be able to go from prototype to fully polished consumer version in that short of a timeframe.
 
Yeah, on one of the recent videos, Nate from Oculus suggested more like halfway in 2014 or later. Normallly they're super coy when asked but this one time roughly a year from now-ish would be on the cards. He did say they could proceed at any time, really depends on standard they want to release it in and how deals shape up.

Another thing they acknowledge is other companies can come in without patent problems so Oculus is trying to release this cheaply and as early as they can in the best state possible so they can beat others and gain some brand. it's kind of like they have their finger on the button.

I'd be down on the 1080p prototype or pre consumer beta possibly if there's to be 6months before a retail version is out.

I'm really impressed how the dev support is so far so it doesn't look long before content is there. Nate again said they want some decent content for launch.

I reckon once there's a two or three games near completion they'll decide to go ahead. Also feel this type of kit can survive through frequent upgrades, like each year a higher res or better image quality screen or more exotic materials used etc. I'd be happy upgrading as monitors and stuff marches forward in the moblie space.
 
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I was just driving the iRacing prototype (HPD) and it's given the best sensation of being in the cockpit yet. Everything just feels like it's in exactly the right spot, it feels natural.

It felt so natural that when I went sliding towards a wall in a high speed corner I actually had to look away from the wall and braced my body for impact. I couldn't have stopped myself if I wanted to, my body thought it was real enough to engage my survival instincts. What an awesome and scary feeling.
 
I was just driving the iRacing prototype (HPD) and it's given the best sensation of being in the cockpit yet. Everything just feels like it's in exactly the right spot, it feels natural.

It felt so natural that when I went sliding towards a wall in a high speed corner I actually had to look away from the wall and braced my body for impact. I couldn't have stopped myself if I wanted to, my body thought it was real enough to engage my survival instincts. What an awesome and scary feeling.

I read your comments on youtube about the fov, glad its not fisheye and more real set out already, like looking out of the windscreen. I don't want to see half the roof like it shows on the video.

How is 30fps in general, driving and non driving games? I hear 60fps is a minimum to avoid becoming a bit disoriented and Oculus guys state 60fps is needed to feel smooth but some users said 30fps is playable and most say 30fps is pretty bad. 30fps is bad to me on normal monitors but I'm wondering is it much worse/more noticble at 30fps using the Rift

The Rift can fit straight on to consoles but since devs often target 30fps, they're going to need some big reasons to shoot for 60fps (if needed) or somehow cater for it through options.
 
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I read your comments on youtube about the fov, glad its not fisheye and more real set out already, like looking out of the windscreen. I don't want to see half the roof like it shows on the video.

How is 30fps in general, driving and non driving games? I hear 60fps is a minimum to avoid becoming a bit disoriented and Oculus guys state 60fps is needed to feel smooth but some users said 30fps is playable and most say 30fps is pretty bad. 30fps is bad to me on normal monitors but I'm wondering is it much worse/more noticble at 30fps using the Rift

The Rift can fit straight on to consoles but since devs often target 30fps, they're going to need some big reasons to shoot for 60fps (if needed) or somehow cater for it through options.

Good question. Although the Hardware of the next gen consoles is capable of handling 60 fps at 1080p, some developers are still reluctant (or simply not capable of) developing games that utilize these figures to make 60 fps a gaming standard, thus the new PS4/XB1 will still be launched with some games running 30 fps and some at 60.

I myself wonder will there be any other peripheral devices like the rift to come out that require more graphical demands with higher refresh rates from games thus accelerating the need to run at a standard 60 fps across the board? Seems like the rift gets a lot of buzz but I wonder how much weight game developers are actually giving it during initial game brainstorming/design.
 
Good news about John Carmack. He did some very important initial work on Palmer Lucky's first device.
 
Last night was a revelation for me :)
Finally I got to do some racing in the Rift and it was amazing. Using TriDef and opentrack I spent some time in GTR Evolution/Race07. It's one of my favs and being old and built with fairly low res in mind I find it's a good fit for the Rift's res
I had a good bash on the Formula RR add-on that has you in a crash helmet in the cockpit, this is perfect for the Rift as you really do feel like you have a crash helmet on.

..and it was even more surreal when I turned on motion and simvibe. Another point of note is I didn't once miss seeing my wheel or shifter.

TriDef have beta option for Oculus, so give it a go if you haven't :) There's a 14 day trial.
http://www.tridef.com/forum/viewtopic.php?f=24&t=3907

PM'd, since this thread is pretty big. How did you get both simvibe and tridef to startup properly? It seems like simvibe insists that you use their launcher, and so does tridef.
 
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