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View Poll Results: Oculus Rift Consumer Version 1 Poll : ARE YOU GETTING IT?
599$ did not faze you, and YOU PRE-ORDER IT! 143 32.72%
599$ puts me into bankrupcy - I will not spend that kind of money - WILL NOT BUY 110 25.17%
on the fence, will BUY LATER (at retail launch) 184 42.11%
Voters: 437. You may not vote on this poll

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Old 03-25-2015, 10:21 PM   #3731
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Originally Posted by rcjonessnp175 View Post
Well with all honesty that statement is beyond vague. Would be nice to know more details and what possibilities their are that they will support The Vive... and also if we will get proper in game downsampling aka Elite Dangerous and UI improvements??
The way I look at it is details may always come later while this was the first time someone has said anything about acknowledged commitment towards VR. You know, instead of 'We have one VR wacko on our team and we let him fiddle with the code a bit in his private hours. It lets him relax.'
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Old 03-25-2015, 11:34 PM   #3732
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If I recall right, there is an avid DCS fan on the Oculus development team, and DCS has been working with Oculus for sometime especially during DCS development of their new EDGE graphic engine.

I doubt very much that Valve has been working with DCS, as Valve has just recently started working with game software developers.

Xplane, WarThunder, and DCS have been working with Oculus. No word yet if any flight sims are working with Vive. That could come at some point, but I'd be surprised if it happened before Vive releases at the end of this year. If in fact Vive does manage to deliver on time. We all know how that usually works out.
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Old 03-25-2015, 11:37 PM   #3733
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Here are some interesting posts from Palmer Luckey founder of Oculus on HMD hardware, software compatibility. We will probably have to look closely on what hardware runs the software we want to run before buying.

[–]palmerluckeyFounder, Oculus VR 31 points32 points33 points 4 days ago (33 children)
There is going to be software that is exclusive to the Rift, some of our first party content especially. We have been spending time and money on software for our system for years now, it is not "best for VR" for us to spend those finite resources compromising around lowest common denominator feature sets in an attempt to support all headsets.
Other companies will do the same, creating and funding content that is designed around the strengths of their particular system. Most software developers will end up supporting all available headsets to some degree, but you can bet on VR hardware companies (headset, input, capture, and otherwise) funding development of things that show off the cutting edge - expect that to accelerate as things like eye tracking, body tracking, emotional state sensing, and other technologies start to become part of VR hardware, and accelerate further as competition drives people in different directions. It is hard for any dev (especially bigger, slower moving devs) to spend their own resources on new technologies before they are proven out, and that is true even for the relatively limited VR tech that exists today.
P.S. The Rift is not closed.



It is not just about headset/hardware features, it is about software support as well - different VR companies are taking very different approaches to rendering, as just one example, and some techniques won't easily port over to other sets of hardware/software/SDK/etc. Even when it can be done to high enough quality, taking resources off other projects to integrate and maintain support for all kinds of other hardware is often hard to justify, especially when you can't control future changes/updates/restrictions to that hardware. That can turn into a massive nightmare with huge downside and little upside, and once you commit to supporting a customer, you are on the hook to support them forever. That is not a political decision, it is a business decision driven by technical realities.
Also keep in mind that apparent feature support is not a good way to measure if a title "should" be on other hardware. It is normal for games and applications to have update cycles stretching far beyond release, and sometimes those updates are driven by specific technology rollouts of both hardware and software. Committing to supporting all hardware at launch because the launch featureset is capable of doing so can make for a difficult situation further into the update cycle - do you put resources into updating for new features that only one company provides and piss off customers who bought your software to use on other hardware? Do you split development of your game into multiple parallel tracks and support new features from every company? Do you stick with the lowest common denominator, or just call it a day and move on to the next project? The equation gets harder and harder with each additional set of hardware to support, and while many (probably most) developers will try to solve it, some are going to want to take some development risk off and make a bet on supporting something to the best of their abilities.
There are going to be very good reasons for some people to focus on a single platform, and everyone is going to win in the long run for it. For a good example of what can happen when devs support every platform vs a single platform, just look at crossplatform console/PC/mobile games VS dedicated PC titles, single-console titles, and dedicated mobile titles. Developers can manage to pull off a great game that translates well across everything, but the very best software for any platform is usually the software targeting it directly.
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Old 03-27-2015, 01:09 AM   #3734
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https://forums.oculus.com/viewtopic.php?f=26&t=21712

Oh boy new sdk
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Old 03-27-2015, 08:45 AM   #3735
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I don't expect this to have any effect until DCS has been updated. As it removes Directx 10 support along with the previously announced deprecation of Directx 9 I think we will need to wait for dcs world 2 to see the changes.
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Old 03-27-2015, 09:20 AM   #3736
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Now the SDK will be a DLL. I think that's good news for DIY Rifts trying to run native Oculus Rift games.
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Old 03-30-2015, 07:24 PM   #3737
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Anybody notice any benefits or problems with the new SDK?
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Old 03-30-2015, 08:51 PM   #3738
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A little update: Full GUI support is now working for the DK2 in DCS World 2.
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Old 03-30-2015, 09:10 PM   #3739
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A little update: Full GUI support is now working for the DK2 in DCS World 2.
Yeeeeeeeeeessssssss! Awesome news Wags and thank you for the update!
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Old 03-30-2015, 09:26 PM   #3740
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Debating If I want to get a DK2 just to help out with that... Then keep it as a backup for Consumer Verwion.

I doubt the Consumer gets a higher resolution due to the restriction of the HDCP->MIPI conversion chip,
The 1440p MIPI conversion chip is still very rare, and 4K is prolly a year+ away.

Unless OR and others dump the Mobile Phone use or remove the HDMI->MIPi requirement.

1440p would be the peak if they hope to release anytime soon. And that would require new.screen controller daughter board and fster MIPI chip capable of 1440p*@75Hz.
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3d vision, blurry, cv1, dcs, dk2, eporn, hmd, oculus, oculus rift, rift, support, update, virtual reality, vr headset

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