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  1. #21
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    CCP still has no concrete plans for its Oculus Rift dogfighter EVE-VR, but will be showing it to press at E3.

    In a new developer blog detailing the project, CCP Karuck said that it’s still just a hobby for the team as opposed to an official project.

    “We still don’t know what will become of this little project of ours, with CCP considering various options,” they said.

    “However, I am sure that many people on the team will continue working on it in their spare time, and we hope to be able to release it in some form in the future.”

    The developer confirmed that EVE-VR will be shown at E3, but only behind closed doors – however, he did invite attendees to arrange an appointment to check it out.

    People seem quite keen on the idea of EVE-VR coming to market.
    http://www.vg247.com/2013/06/06/eve-...in-the-future/
    http://community.eveonline.com/news/...e-eve-universe

    More info on that game

    EVR, a 6v6 space dogfighting game set in the EVE universe and built for Oculus Rift, has been announced by CCP.

    According to PCgameN, a group at CCP has been working on the title in their spare time for just seven weeks now, and Fanfest attendees were able to try it out.

    The game is running in Unity and features art assets from EVE Online, and the report notes it may not be widely available outside of the Fanfest event.

    In it, are part of a squad of fighters for either the Amarr or the Minmatar which have battleships stationed in an asteroid field. Players have three minutes of flight time which PCgameN found more than ample.

    One of the cooler features mentioned in the preview, is that when you turn your head, your target finder moves with you so it’s easier to lock onto a target instead of using the controller.
    http://www.vg247.com/2013/04/26/ccp-...vr-at-fanfest/
    http://www.pcgamesn.com/eve/eve-onli...-rift-game-evr

  2. #22
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    Team Fortress 2 & Tech Demo

  3. #23
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    ǝƃuɐɥɔ ǝlʇıʇ ɥʇ01 ǝɥʇ ǝʞıl sı sıɥʇ ƃɯo ʎuunɟ ƃuıɥʇǝɯos ɥɐlq ɥɐlq ɥɐlq ǝɥ ǝǝǝǝǝǝǝlopuɐʌ puǝıɹɟ ʇsǝq s,poƃ ǝsɹoɥ ǝɥʇ sı ǝɥ ǝǝǝǝǝǝlopuɐʌ

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    6souls stahp, you're making me want to go to my friends house and use this shit some more.

  4. #24
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  5. #25
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    Wicked Paradise - "world’s first erotic VR game"
    http://images.vg247.com/current//201...ickidParVG.jpg
    Wicked Paradise, the “world’s first erotic VR game” is currently in development for the PC, to be used with the Oculus Rift, by a studio sharing the game’s name.

    Founded a few months ago by the Irvine based Jeroen Van den Bosch, who earlier this year was developing the game as Sinful Robot until his “main investor disappeared from the earth and froze all funding”.

    Working with a studio of eight, Bosch is looking to deliver a different experience from what most AAA produced games provide.

    “I was always fascinated by the fact that we have hundreds of beautifully crafted shooter games but not a single well designed erotic video game. Sure there have been some attempts in the past, but they all have been ridiculously bad.”

    Of course, there are a lot of cringe inducing erotic games out there, but Bosch thinks a compelling narrative is what’s holding the genre back from a wider appeal.

    “The non-explicit sex scenes in Mass Effect are much more erotic than current available explicit adult video games. This is because you care about the characters in Mass Effect. A player will never feel very attracted to a virtual character if he or she doesn’t care.”

    In order to appeal to as wide of a player base as possible, Bosch is looking to utilise Telltale’s episodic development model.

    “We are actually going to deliver the games in episodic format, just like The Walking Dead game. So we will have different series offering different experiences. The initial series will be from a hetero male pov but we will also deliver series from a hetero female pov as well as series with LGBT themes.”

    Just as with everything else that’s come out for the Oculus Rift so far, Bosch’s game has been getting attention from some surprising places.

    “One of the more unexpected comments I got was from the disabled community, where a caregiver said that these erotic VR experiences could be an amazing asset to help disabled people obtain a more exciting sex life.”

    Bosch is aiming to launch Wicked Paradise alongside the Oculus Rift’s consumer model in 2014.
    http://www.vg247.com/2013/06/17/wick...e-oculus-rift/
    http://wickedparadise.com/

    Also, here is an updated list with everything that currently is supporting OR;

    http://www.riftenabled.com/admin/apps/


  6. #26
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    Guess who joined the Oculus team -

  7. #27
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    Quote Originally Posted by Kaisha View Post
    Guess who joined the Oculus team -
    iD Software creative director Matt Hooper, too
    Earlier this week, the industry witnessed the departure of John Carmack from his own studio iD Software in favor of becoming the new CTO at Oculus Rift. Though he maintains some responsibility of his technical role at iD, he’s since clarified that his time is now “Oculus over Id over Armadillo.” Armadillo being his personal rocket ship company he’s run for years.

    Yesterday, another big name at the company was confirmed to have left iD and it was none other than iD Software creative director Matt Hooper. Hooper is now the director of development at the VR-focused, Dallas-based company. Hooper actually left iD Software in February and joined Oculus in August, but the move wasn’t confirmed until yesterday in a statement to Polygon.

    A representative of Oculus also issued a statement to Polygon regarding Hooper’s recent hire.

    We are thrilled to have Matt Hooper join the Oculus VR team as our Director of Development. Hooper will be working out of the Dallas, TX office. He’s a top talent who had been out of id for a few months and ended up being a great fit for the Oculus team. We’re looking for more all-stars!
    http://www.insidegamingdaily.com/201...ehind-carmack/
    http://www.polygon.com/2013/8/8/4603...oins-oculus-vr
    http://www.linkedin.com/profile/view?id=11493838
    https://twitter.com/ID_AA_Carmack/st...26783290445824

  8. #28
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    Virtuix Omni pre-orders now open
    You can order a Virtuix Omni for $500, which includes the treadmill itself, a support harness, and a pair of shoes.

    You can also purchase two for $1,020, which combines shipping, so may be less expensive than purchasing two separately – in the US, anyway; freight won’t be calculated till closer to ship date.

    The hardware is expected to ship in March 2014.

    Virtuix Omni’s aren’t just one-way treadmills; they’re omni-directional, so you can run about in any direction in-game.
    http://www.vg247.com/2013/08/12/virt...ders-now-open/
    http://qhxuz.kpkva.servertrust.com/O...-omni-0002.htm
    http://qhxuz.kpkva.servertrust.com/O...-omni-dual.htm

  9. #29
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    Its a great way to incorporate exercise in my vidya games... I'm digging this technology.

  10. #30
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    Insanity: Oculus rift edition

  11. #31
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    This might another upcoming toy that could work with the Rift.

  12. #32
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    PlayStation 4 & XBone are “too limited (weak)”
    Oculus Rift founder Palmer Luckey believes even the grunt of next-gen consoles is too feeble for virtual reality tech.

    Speaking to TechRadar, Luckey said the PlayStation 4 and Xbox One aren’t on the company’s priorities list for a couple of reasons – the first being that the hardware doesn’t keep pace with innovation.

    “Consoles are too limited for what we want to do. We’re trying to make the best virtual reality device in the world and we want to continue to innovate and upgrade every year – continue making progress internally – and whenever we make big jumps we want to push that to the public,” he said.

    “The problem with consoles in general is that once they come out they’re locked to a certain spec for a long, long time. Look at the PCs that existed eight years ago. There have been so many huge advances since then. Now look at the VR hardware of today. I think the jump we’re going to see in the next four or five years is going to be massive.”

    The next problem is that, powerful as they are, the PS4 and Xbox One can’t live up to what VR requires – “rendering at high resolutions at over 60 frames a second in 3D”.

    “We’re seeing games that are already saying they’re gonna run in 720p on next gen so they can barely hit 60 in 2D,” Luckey said.

    “It’s hard to imagine them running a VR experience that’s on par with PC. And certainly five years from now the experiences and the technology for virtual reality that will be available on PC is going to be be so far beyond anything that a console can provide.

    “What we’re most excited about – really the core direction of our company – is trying to make something that works on platforms that are moving quickly and that are continuously getting more powerful, and consoles are not those.”
    http://www.vg247.com/2013/11/12/ps4-...says-inventor/
    http://www.techradar.com/news/gaming...anning-1198420

  13. #33
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  14. #34
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    Quote Originally Posted by 6souls View Post
    Currently, doesnt oculus rift not even work on 1080p? So wtf is this guy even crying about. If they wanted to, they could, but they're spending their time and resources on getting what they have now to the level we expect.

  15. #35
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    Quote Originally Posted by Salodin View Post
    Currently, doesnt oculus rift not even work on 1080p? So wtf is this guy even crying about. If they wanted to, they could, but they're spending their time and resources on getting what they have now to the level we expect.
    From what I understand, the current prototype uses a single 1080p OLED panel. It's just with most PS4/Xbone games running 1080p/30fps (sometimes 720/900p), having an engine do double-duty rendering two independent viewpoints at 960x1080 with a very wide FoV, at a perfect 60fps (any framerate judder or screen tearing causes potential disorientation) with the current visuals they're trying to push wouldn't be too feasible.

    That's not to say it isn't possible though. Developers still have to learn how to milk the console hardware better still as we're in the launch year.

  16. #36
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    This thing is going to be awesome for star citizen. The one problem I have herd about is motion sickness, and I am not sure how well its going to play out especially when there is no horizon in space. Regardless I will be buying one of these things when they are released, the immersion factor alone will be worth it.

  17. #37
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    The only time I've gotten motion sickness from my extensive use of the rift is when someone else controls my movement. Your brain rejects what is happening and I personally started instantaneously gagging. Just don't let someone control that on your controller and you're good.

    Portal was trippy as fuck, though. I got a headache from the euphoria of falling after about 30 minutes.

  18. #38
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    The Legend of Zelda


    Flappy Bird (Floculus Bird) & Dumpy: Going Elephants


    Aztez & Dreadhalls

  19. #39

    Knowing the NES Zelda, that could actually get kinda hard in that VR version. Still, I find it funny there's 2 guys doing vids that never played it.

  20. #40
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    Production suspended due to a lack of parts
    Oculus Rift will temporarily refuse new orders of its VR headset after running short on the required components.

    Although a consumer version is not yet available, developers and users have until now been able to purchase an Oculus Rift development kit. According to an announcement on the Oculus Rift sub-reddit, thanks to a lack of required components, these sales are about to dry up.

    “Certain components used in the Oculus Rift developer kit are no longer being manufactured, meaning they are no longer available to us for production. As a result, we don’t have the necessary materials to produce additional kits,” community manager Andres Hernandez wrote.

    “We still have some stock available, but we’re quickly running out. We are looking into alternate sources for the needed components, and we don’t yet have a timeline for when additional units will be available. We’ll be sure to keep everyone posted.”

    Until Oculus Rift can source new components, it will halt sales in regions as they run out of stock.

    “We never expected to sell so many development kits and VR only made this much progress with the community’s support and enthusiasm. Even though we never wanted to sell out, it’s a good problem to have. Thank you,” Hernandez concluded.

    Over 50,000 Oculus Rift dev kits have been shipped to early backers and later buy-ins. The company recently secured $16 million in funding to help deliver a consumer model, and managed to snag John Carmack.

    Currently, Oculus Rift supports Windows PC only. Android support is expected in the consumer version.
    http://www.vg247.com/2014/02/23/ocul...ents-shortage/
    http://www.reddit.com/r/oculus/comme...date_feb_19th/