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  Click here to go to the first staff post in this thread.   Thread: Oculus Rift over 60,000 DK1's sold -is ISI going to support with rf2 integration ??

  1. #81
    vittorio's Avatar

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    Quote Originally Posted by KeiKei View Post
    Surely ISI will model different nose profiles to choose from; nordic, african, asian, etc. Think I'd pick alien nose (superior stereoscopic vision).
    LOL - would also draw too much attention in the alien toilets

  2. #82
    Woodee's Avatar

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  3. #83
    DrR1pper's Avatar

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    I really liked reading the info from that site you linked vittorio.

    I also pre-ordered an Oculus Rift about 60 seconds ago.

    ISI, the moment yours arrive by post....please, please, PLEEEASE can you integrate compatibility for rf2 asap.


    edit:

    Meanwhile, the Toshiba Rift is playing catch-up...

    Last edited by DrR1pper; 01-23-13 at 02:18 PM.
    "The most incomprehensible thing about the universe is that it is comprehensible" ~ "Practice does not make perfect....perfect practice makes perfect."

  4. #84
    vittorio's Avatar

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    Quote Originally Posted by DrR1pper View Post
    I also pre-ordered an Oculus Rift about 60 seconds ago.
    welcome to the club

  5. #85
    CRex's Avatar
     

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    Well if this thing turns out to be as good as it promises, integration isnt an option, it's a demand

  6. #86
    elbo's Avatar

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    Don't know if this is the solution to lack of direct ISI support or not;

    http://nthusim.com/store

    looks like it could be...

  7. #87
    JJStrack's Avatar

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    About the resolution thing:
    Didn't they plan to put monitors into the commercial oculus, that don't have an even distribution of pixels!? I thought they wanted to make the center of the screen have a higher resolution, while the outer parts of the screen have a lower resolution. So the place, where normaly your main focus is, has a high resolution, and the places you only periphaly see are low res.

  8. #88
    DrR1pper's Avatar

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    Quote Originally Posted by JJStrack View Post
    About the resolution thing:
    Didn't they plan to put monitors into the commercial oculus, that don't have an even distribution of pixels!? I thought they wanted to make the center of the screen have a higher resolution, while the outer parts of the screen have a lower resolution. So the place, where normaly your main focus is, has a high resolution, and the places you only periphaly see are low res.
    They use a 1280x800 (monitor) screen in the device. I don't know how someone could manufacture and uneven distribution of pixels for a screen but one way to achieve higher pixel density (higher resolution) around the centre is with the optics. It would artificially make the pixels appear concentrated around the centre with a standard (monitor) screen but would have a tunneling effect on an image that didn't take this into account. A simple fix to account for this in software with oculus compatible games.

    Quote Originally Posted by vittorio View Post
    welcome to the club


    Last edited by DrR1pper; 01-23-13 at 04:00 PM.
    "The most incomprehensible thing about the universe is that it is comprehensible" ~ "Practice does not make perfect....perfect practice makes perfect."

  9.   Click here to go to the next staff post in this thread.   #89
    Tim Wheatley's Avatar ISI Staff

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    Quote Originally Posted by Adrianstealth View Post
    Thanks for letting me know Tim, maybe Jo at Oculus will send you an email tomorrow I'll chase if not

    Copy of her reply below:


    Hi Adrian,

    Thanks for reaching out! I haven't seen any emails from them. I'll go ahead and send Tim an email today.

    Cheers,
    Joe
    Contact made.

  10. #90
    Quote Originally Posted by DrR1pper View Post

    edit:

    Meanwhile, the Toshiba Rift is playing catch-up...

    Ahah this could not be serious.

  11. #91
    DrR1pper's Avatar

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    Quote Originally Posted by Tim Wheatley View Post
    Contact made.
    "Houston...we have contact"


    Quote Originally Posted by SLuisHamilton View Post
    Ahah this could not be serious.
    http://english.peopledaily.com.cn/20...25_314993.html
    Last edited by DrR1pper; 01-25-13 at 04:21 AM.
    "The most incomprehensible thing about the universe is that it is comprehensible" ~ "Practice does not make perfect....perfect practice makes perfect."

  12. #92
    baked bean's Avatar

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    Quote Originally Posted by Tim Wheatley View Post
    Contact made.
    Nice 1 Tim, & Adrianstealth for helping Looking forward to some feedback from the lads that have ordered

  13. #93
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    Great! Let's hope it's not a big job for ISI devs

    March/April is the time oculus ships out the units so a couple of months yet

    Drripper -your right , another waiting game hey )-:
    Last edited by Adrianstealth; 01-25-13 at 07:56 AM.

  14. #94
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    Quote Originally Posted by KeiKei View Post
    Yep I believe it's completely different (and natural) experience with Oculus when compared to traditional head tracking and fixed displays. About the lag. I think they've cranked up to 1000 Hz to compensate lag elsewhere. There are lots of lag for example when vsync is used. Hopefully some day they have 120 Hz display on the Oculus because that should lower the input lag considerably.
    Yes, the 1000Hz are for raw sensor data refresh. There has to be some processing and filtering these data for sure, so the lag isn't known.

    "The new Oculus sensor supports a refresh rate of up to 1000hz, which is several times faster than the previous sensor. In addition to the accelerometer and gyroscope, it also includes a magnetometer, which opens new doors in terms of sensor data and head-tracking. The data coming from the new sensor will be accessible using the Oculus SDK in easy to manipulate formats (quaternion, matrix, Euler angles). The raw sensor data is also available for those that want to do the math themselves."
    (http://www.kickstarter.com/projects/...the-game/posts)

  15. #95
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    news on steam

    oculus support :

    left 4 dead
    dirt 2
    half life 2
    portal 2
    skyrim
    mirrors edge
    AaAaAA!!
    unreal tournament 3
    dear esther

    includes full head tracking also

    hopefully more to come quickly !

  16. #96
    Spinelli's Avatar

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    Oculus rift -over 10,000 pre-ordered already ...ISI supporting??

    I've been so pumped about this, for about a year now, I don't know how it never occurred to me that you won't be able to see any of your gear. I totally forgot about that.

    I guess people will just have to use the actual car's in game dash, more realistic anyway, but what about if you have many buttons and switches on your wheel, or if you have a button box, or whatever.

    I guess when we try to replace our real life world view with a fake digital one, we have to make some compromises.


    I really, really hope the monitor part has very low input lag, or else I won't use it for sim racing no matter how amazing the rest of the product is.....
    GFX settings to make ISI / RFactor engine based games BEAUTIFUL --> AMD - NVIDIA

  17. #97
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    Quote Originally Posted by Spinelli View Post
    I guess when we try to replace our real life world view with a fake digital one, we have to make some compromises.
    Yes...but the universe says that extra buttons is further down the priorities list than VR headset.

    Oh....I can't wait either.
    "The most incomprehensible thing about the universe is that it is comprehensible" ~ "Practice does not make perfect....perfect practice makes perfect."

  18. #98
    Spyder's Avatar

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    Quote Originally Posted by DrR1pper View Post
    Yes...but the universe says that extra buttons is further down the priorities list than VR headset.

    Oh....I can't wait either.
    With companies like Derek Speare Designs and Fanatec making such gorgeous hardware I'm struggling with the Oculus, think I'd rather think of my triple screens as a windscreen and my physical hardware as my interior ...



    Will look forward to trying the Oculus though

  19. #99
    metalnwood's Avatar
     

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    hand tracking with something like kinnect will come along and give us access to some pitstuff although that doesnt help with buttons that are not in the physical car like adjusting pitstop functions etc.

    I do simple racing so I think it would work well for me, I dont have to worry about too many buttons. I do use voice control for my flight sims which is excellent for talking to wingmen, ATC etc so I dont see why it cant be used for my virtual buttons either.

    I know where all my wheel buttons are, I am never looking at them. I never look to where my shifter is, my hand just goes there.

    I imagine it wont be too long from when you can map your virtual in game hand to the real world position of your shifter so when you move your hand in game to the stick it will be placed on your real one.

    With finger tracking on kinnect I also imagine some smart person will implement a virtual button box in game so it pops up and you press the buttons.

    As long as you can use your wheel, pedals and shifter without looking I dont think anything else is going to be a long term killer.

  20. #100
    DrR1pper's Avatar

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    Quote Originally Posted by Spyder View Post
    With companies like Derek Speare Designs and Fanatec making such gorgeous hardware I'm struggling with the Oculus, think I'd rather think of my triple screens as a windscreen and my physical hardware as my interior ...



    Will look forward to trying the Oculus though
    Yes, I can see where your coming from. That is indeed some smoking hot looking tech. But two reasons why i favour a vr headset over not using it so i can visibly see the gear. 1) When I'm racing, the wheel + peripheral devices are not my centre of focus, my concentration is in the virtual world through a display as I drive. 2) My intention for buying quality tech is not for their aesthetic qualities (though it's never a bad thing if they look amazing and i find does help to justify spending the extra $$$ to myself ) but for their functional qualities. This is why i bought the CSR-E over the CSW as they both generate the same ffb quality+strength, the csr-e wheel is lighter so it doesn't affect the ffb as much as csw with bmw rim. I was so close to hitting purchase of the CSW until i read a little more about some of these points.

    My focus of attention are on the relevant sensory components of the racing experience such as the wheel/ffb quality and video/audio reception. With Oculus Rift, i will get to see (and feel) as if i am physically inside the world of rf2 and I will be able to look around in a natural way that puts trackir to shame. The experience is going to be more immersive by bringing me closer to that 1:1 feeling of being there whilst also giving me more freedom to interact with that world intuitively with the head tracker.

    Triple screen is great and a nice solution to bring those same elements that oculus will bring to the table. I was actually looking online to build myself a triple screen setup when i finally took this thread seriously and checked out the oculus rift online. It's something i've dreamed of since i first experienced 3D gaming with trackir some 8 years ago. But compared to triple screen, i cannot say with absolutely certainty without having ofc tried the oculus but i am fairly convinced (from what i've seen/heared from many sources) that the oculus will be more immersive than a triple screen can ever achieve.

    Just my two pence.
    Last edited by DrR1pper; 01-25-13 at 04:16 PM.
    "The most incomprehensible thing about the universe is that it is comprehensible" ~ "Practice does not make perfect....perfect practice makes perfect."

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