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  1. #41
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    Version 2 announced at GDC, pre-orders available now for $350
    Since the launch of the Oculus Kickstarter, we’ve been focused on building the best virtual reality platform. The original development kit was a strong starting point that showed the world a glimpse of presence, but its shortcomings prevented it from delivering great VR.

    Almost exactly one year after shipping the original dev kit, we’re pleased to announce DK2, the second development kit for the Oculus Rift!

    The second development kit features many of the key technical breakthroughs and core elements of the consumer Rift including a low-persistence, high-definition display and precise, low-latency positional head tracking.

    DK2 isn’t identical to the consumer Rift, but the fundamental building blocks for great VR are there. All the content developed using DK2 will work with the consumer Rift. And while the overall experience still needs to improve before it’s consumer-ready, we’re getting closer everyday — DK2 is not the Holodeck yet, but it’s a major step in the right direction.

    Like the Crystal Cove prototype, DK2 uses a low persistence OLED display to eliminate motion blur and judder, two of the biggest contributors to simulator sickness. Low persistence also makes the scene appear more visually stable, increasing the potential for presence. The high-definition 960×1080 per-eye display reduces the screen-door effect and improves clarity, color, and contrast.

    DK2 also integrates precise, low-latency positional head tracking using an external camera that allows you to move with 6-degrees-of-freedom and opens up all sorts of new gameplay opportunities like peering around corners, leaning in to get a closer look at objects in the world, and kicking back on a virtual beach.

    Precise positional tracking is another key requirement for comfortable virtual reality; without it, an enormous amount of your real world movement is lost. We’re looking forward to seeing the new experiences the community creates now that positional head tracking is a core element of the platform.

    We’ve also included updated orientation tracking, a built-in latency tester, an on-headset USB accessory port, new optics, elimination of the infamous control box, a redesigned SDK and further optimized Unity and Unreal Engine 4 integrations.

    All in, DK2 delivers a massive leap forward in terms of the quality of the VR experiences you’re able to create and enjoy. The consumer Rift will be another major step beyond that, but in the meantime DK2 brings the world closer to great consumer virtual reality than ever before.

    Even with all these changes, we’ve tried to keep the price as low as possible. DK2 will be $350 at launch and you can pre-order the hardware, reserving your spot in the queue, starting today at www.oculusvr.com/order. We expect to begin shipping the first batch of DK2s in July, and we’ll ramp up production based on interest.

    GDC 2014

    We’re debuting the second development kit this week at the Game Developers Conference in San Francisco with EVE: Valkyrie by CCP, UE4 Elemental Defense by Epic, and a new demo, UE4 Couch Knight!

    Couch Knight was built by the team at Epic Games to showcase the positional tracking and basic avatars in a setting with shared presence. The tech demo juxtaposes a realistic scene with two cartoon knights, controlled by the players, who burst to life and battle throughout the room on couches, shelves and even the players’ avatars.

    The players’ head movements and position are actually mapped to the avatars using UE4’s inverse kinematic system, which makes for a taste of a social experience.

    A huge thank you to the team at Epic for bringing Couch Knights to life! If you’re at the show this week, be sure to swing by the booth and check it out.

    What’s Next?

    We’re deep into development on the consumer Rift. We have a lot more planned, including improvements to comfort, resolution, tracking, software, ergonomics, optics, industrial design, and the overall experience.

    Virtual reality is going to continue to evolve rapidly in the coming years. There’s no cutting corners or ‘good enough’ when it comes to VR; the consumer Rift needs to be perfect and we’re dedicated to getting it right. We’re moving as fast as possible and promise it’ll be worth the wait.

    The passion of the VR community is what has made all this possible, from the Kickstarter campaign to the hundreds of games and experiences we've seen so far. And this is still just the beginning.

    We truly believe virtual reality will change the world — Thanks for being part of the journey with us.
    http://www.oculusvr.com/blog/announc...ent-kit-2-dk2/
    http://www.oculusvr.com/dk2/

  2. #42
    2600klub
    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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    my friend with the rift ordered his dev kit 2 the moment it went up, his is gonna be shipped in july but prolly sooner cause he knows palmer personally.

    CANNOT. WAIT.

  3. #43
    okay guy I guess
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    http://online.wsj.com/article/PR-CO-...25-912577.html
    MENLO PARK, Calif., March 25, 2014 /PRNewswire/ -- Facebook today announced that it has reached a definitive agreement to acquire Oculus VR, Inc., the leader in immersive virtual reality technology, for a total of approximately $2 billion. This includes $400 million in cash and 23.1 million shares of Facebook common stock (valued at $1.6 billion based on the average closing price of the 20 trading days preceding March 21, 2014 of $69.35 per share). The agreement also provides for an additional $300 million earn-out in cash and stock based on the achievement of certain milestones.

    Oculus is the leader in immersive virtual reality technology and has already built strong interest among developers, having received more than 75,000 orders for development kits for the company's virtual reality headset, the Oculus Rift. While the applications for virtual reality technology beyond gaming are in their nascent stages, several industries are already experimenting with the technology, and Facebook plans to extend Oculus' existing advantage in gaming to new verticals, including communications, media and entertainment, education and other areas. Given these broad potential applications, virtual reality technology is a strong candidate to emerge as the next social and communications platform.

    "Mobile is the platform of today, and now we're also getting ready for the platforms of tomorrow," said Facebook founder and CEO, Mark Zuckerberg. "Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate."

    "We are excited to work with Mark and the Facebook team to deliver the very best virtual reality platform in the world," said Brendan Iribe, co-founder and CEO of Oculus VR. "We believe virtual reality will be heavily defined by social experiences that connect people in magical, new ways. It is a transformative and disruptive technology, that enables the world to experience the impossible, and it's only just the beginning."

    Oculus will maintain its headquarters in Irvine, CA, and will continue development of the Oculus Rift, its ground-breaking virtual reality platform.

    The transaction is expected to close in the second quarter of 2014.

    Webcast and Conference Call Information

    Facebook will host a 30-minute conference call to discuss the acquisition at 3:15 P.M. PDT / 6:15 P.M. EDT today. The dial-in number for the call is (866) 751-3284 (toll free) and (973) 935-8772 (international); participants will be connected by an operator. The live webcast of the call can be accessed at the Facebook Investor Relations website at investor.fb.com. Facebook uses the website http://investor.fb.com as a means of disclosing material non-public information and for complying with its disclosure obligations under Regulation FD.

    Following the call, a replay will be available at the same website. A telephonic replay will be available for one week following the conference call at (855) 859-2056 or (404) 537-3406, conference ID 18971947.

    About Facebook

    Facebook's mission is to give people the power to share and make the world more open and connected. People use Facebook to stay connected with friends and family, to discover what's going on in the world, and to share and express what matters to them.

    About Oculus

    Founded in 2012, Oculus VR, Inc. is building a next-generation consumer virtual reality platform. The company's first product, the Oculus Rift, is a virtual reality headset that allows you to step inside a digital environment and feel as though you are truly there. The Oculus Rift provides an immersive, stereoscopic 3D view with an ultra-wide field of view and low latency head tracking that lets you look around naturally in 360 degrees. For more information, please visit oculus.com.

  4. #44
    blax n gunz
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    but...why?

    edit nvm I think I know why

  5. #45
    Resident Moogle
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    Oculus Rift 2.0: Hit Like to share your experience with Giant Anime Girls!

  6. #46

    Wow, didn't see this coming

  7. #47
    2600klub
    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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    lol, im friends with a billionaire now. neato

  8. #48
    I Am, Who I Am.
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    darthvadernooo.rmv

  9. #49
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    welp... thats a thing.

    sony is making a vr headset too though.
    http://www.engadget.com/2014/03/19/p...heus-hands-on/

  10. #50
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    Yea that's great except that sony only has gaming in mind and the rift had the potential for endless applications. I am really disappointed in Oculus for selling out on this one. I particularly dislike facebook as it is.

  11. #51
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    to be fair rift still has that potential, just be prepared for everything to have some sort of terrible facebook integration that hassles your friends about using it.

  12. #52
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    Press Releases
    Facebook today announced that it has reached a definitive agreement to acquire Oculus VR, the leader in immersive virtual reality technology, for a total of approximately $2 billion. This includes $400 million in cash and 23.1 million shares of Facebook common stock (valued at $1.6 billion based on the average closing price of the 20 trading days preceding March 21, 2014 of $69.35 per share). The agreement also provides for an additional $300 million earn-out in cash and stock based on the achievement of certain milestones.

    Oculus is the leader in immersive virtual reality technology and has already built strong interest among developers, having received more than 75,000 orders for development kits for the company's virtual reality headset, the Oculus Rift. While the applications for virtual reality technology beyond gaming are in their nascent stages, several industries are already experimenting with the technology, and Facebook plans to extend Oculus' existing advantage in gaming to new verticals, including communications, media and entertainment, education and other areas. Given these broad potential applications, virtual reality technology is a strong candidate to emerge as the next social and communications platform.

    "Mobile is the platform of today, and now we're also getting ready for the platforms of tomorrow," said Facebook founder and CEO, Mark Zuckerberg. "Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate."

    "We are excited to work with Mark and the Facebook team to deliver the very best virtual reality platform in the world," said Brendan Iribe, co-founder and CEO of Oculus VR. "We believe virtual reality will be heavily defined by social experiences that connect people in magical, new ways. It is a transformative and disruptive technology, that enables the world to experience the impossible, and it's only just the beginning."

    Oculus will maintain its headquarters in Irvine, CA, and will continue development of the Oculus Rift, its ground-breaking virtual reality platform.

    The transaction is expected to close in the second quarter of 2014.
    I'm excited to announce that we've agreed to acquire Oculus VR, the leader in virtual reality technology.

    Our mission is to make the world more open and connected. For the past few years, this has mostly meant building mobile apps that help you share with the people you care about. We have a lot more to do on mobile, but at this point we feel we're in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences.

    This is where Oculus comes in. They build virtual reality technology, like the Oculus Rift headset. When you put it on, you enter a completely immersive computer-generated environment, like a game or a movie scene or a place far away. The incredible thing about the technology is that you feel like you're actually present in another place with other people. People who try it say it's different from anything they've ever experienced in their lives.

    Oculus's mission is to enable you to experience the impossible. Their technology opens up the possibility of completely new kinds of experiences.

    Immersive gaming will be the first, and Oculus already has big plans here that won't be changing and we hope to accelerate. The Rift is highly anticipated by the gaming community, and there's a lot of interest from developers in building for this platform. We're going to focus on helping Oculus build out their product and develop partnerships to support more games. Oculus will continue operating independently within Facebook to achieve this.

    But this is just the start. After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home.

    This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.

    These are just some of the potential uses. By working with developers and partners across the industry, together we can build many more. One day, we believe this kind of immersive, augmented reality will become a part of daily life for billions of people.

    Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones. The future is coming and we have a chance to build it together. I can't wait to start working with the whole team at Oculus to bring this future to the world, and to unlock new worlds for all of us.
    https://www.facebook.com/zuck/posts/10101319050523971

    We started Oculus with a vision of delivering incredible, affordable, and ubiquitous consumer virtual reality to the world. We’ve come a long way in the last 18 months: from foam core prototypes built in a garage to an incredible community of active and talented developers with more than 75,000 development kits ordered. In the process, we’ve defined what consumer virtual reality needs to be and what it’s going to require to deliver it.

    A few months ago, Mark, Chris, and Cory from the Facebook team came down to visit our office, see the latest demos, and discuss how we could work together to bring our vision to millions of people. As we talked more, we discovered the two teams shared an even deeper vision of creating a new platform for interaction that allows billions of people to connect in a way never before possible.

    Today, we’re pleased to announce that we’ve joined forces with Facebook to create the best virtual reality platform in the world.

    At first glance, it might not seem obvious why Oculus is partnering with Facebook, a company focused on connecting people, investing in internet access for the world and pushing an open computing platform. But when you consider it more carefully, we’re culturally aligned with a focus on innovating and hiring the best and brightest; we believe communication drives new platforms; we want to contribute to a more open, connected world; and we both see virtual reality as the next step.

    Most important, Facebook understands the potential for VR. Mark and his team share our vision for virtual reality’s potential to transform the way we learn, share, play, and communicate. Facebook is a company that believes that anything is possible with the right group of people, and we couldn’t agree more.

    This partnership is one of the most important moments for virtual reality: it gives us the best shot at truly changing the world. It opens doors to new opportunities and partnerships, reduces risk on the manufacturing and work capital side, allows us to publish more made-for-VR content, and lets us focus on what we do best: solving hard engineering challenges and delivering the future of VR.

    Over the next 10 years, virtual reality will become ubiquitous, affordable, and transformative, and it begins with a truly next-generation gaming experience. This partnership ensures that the Oculus platform is coming, and that it’s going to change gaming forever.

    We’ll see you in the Metaverse! – Palmer, Brendan, John and the Oculus team
    http://www.oculusvr.com/blog/oculus-joins-facebook/



  13. #53
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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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    I've already played minecraft on the rift.. so..

  14. #54
    wotg torrent kitty :3
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    He posted a pretty good follow on his blog, where he even linked the existing Minecraft VR mod: http://notch.net/2014/03/virtual-rea...nge-the-world/

  15. #55
    The Fucking Voice of Actually
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    FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK

  16. #56
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  17. #57
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    my thoughts, basically

    VR has more applications than entertainment. Education, Health/Fitness, etc. can all be enhanced using VR headsets. I'm more excited for those facets than I am about running around as Gordon Freeman (though that's pretty awesome too).

    Imagine a History class where you run through a VR program where you're sitting in the room where they signed the Declaration of Independence; or in the audience of a play or something. It won't be useful for those of us who've gone through school already, but it'd be a whole new evolution for teaching future generations.

    I don't trust Facebook to be able to do anything aside from shill social networking and cheap flash games or some shit. The likelihood of them fucking up an otherwise worthy project is entirely too high.

  18. #58

    Quote Originally Posted by djzombie View Post
    to be fair rift still has that potential, just be prepared for everything to have some sort of terrible facebook integration that hassles your friends about using it.
    Those 2 things need not be in the same sentence.

  19. #59
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    Banned for Duping
    HOT LITTLE SNATCH

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    Good to see notch is still a massive piece of shit.

  20. #60
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    Is it not obvious now, zuckerberg killed Reisse.