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Thread: Oculus Rift Consumer unit 1 on schedule ( Announced on Twitter )

  1. #21
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    Tho i'm very exited about all i hear about VR. (tried dk1 once and was blown away) i will wait for ISI bcause thats the only sim i use and if they not going to support it there will be no use for me to buy one (be it Vive or Occulus). So thanks Tim for your statement on this.

  2. #22
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    I think there's many more interested that are just lurking and waiting. I will be right into it when ISI support it, but I'm in no rush to leap right in. Gotta be done to a decent level, so I don't care about meeting a cv1 release date.

    I'd be using it in rF2 and my flight sims, and any space sims that support it. That's probably the extent of my use of it. But to add the next level of immersion to them, I can't think of anything better.

  3. #23
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    Quote Originally Posted by Minibull View Post
    But to add the next level of immersion to them, I can't think of anything better.
    I think we can expect also valuable contribution in decreasing latency/input lag. On both hardware side (OLED displays) and software side (AMD LiquidVR and nVidia Game Works VR SDKs). Maybe these technologies will be implemented also to using of classic desktop monitors but they will be available with VR devices first.

  4. #24
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    Doesn't the consumer release of Oculus Rift and the associated SDK, runtime only support DX11 and up? Unless ISI have a surprise in store I wouldn't get your hopes up. Don't know about HTC Vive.

  5. #25
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    Quote Originally Posted by Depco View Post
    Last I heard they stopped development with the DK1. They stated that they would support all HMD... but they stopped development on DK2 because the SDK was changing too frequently. And we all know how ISI prefers their development to be at a glacial scale *Wink* J/K... kinda.

    DK2 support did not come from ISI. It came from the modding community. And it was hacked together at best. I am talking about honest to goodness CV1 support, as in a toggle for the CV1 instead of monitors.

    I might have the above wrong as I have not researched my statements and am going off of my memory of previous posts.
    Yup...thats wut i mean by 'the guys'. They did a great job

  6. #26
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    I'll still be getting the rift whether ISI supports it or not. The fact is is that it's going to be great for many games. But I was really looking forward to using it in racing games.

    After hearing about the financial problems HTC is having I am seriously questioning whether or not they will get the Vive out in a reasonable amount of time.

  7. #27
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    Quote Originally Posted by Stephen Bacchus View Post
    Doesn't the consumer release of Oculus Rift and the associated SDK, runtime only support DX11 and up? Unless ISI have a surprise in store I wouldn't get your hopes up. Don't know about HTC Vive.
    I remember ISI stated (appologize if I am wrong) that upgrading to higher directx is only a matter of costs vs benefits. As far as I know (as a layman, from popular web sites) directx12 (or vulkan) is a huge step forward, best improvement between older and newer version for many years, allowing far better hardware exploitation.
    So I hope the balance between costs vs benefits is finally shifted to benefits and ISI will find reasonable to invest their resources.

  8. #28
    Quote Originally Posted by Stephen Bacchus View Post
    Doesn't the consumer release of Oculus Rift and the associated SDK, runtime only support DX11 and up? Unless ISI have a surprise in store I wouldn't get your hopes up. Don't know about HTC Vive.
    Good point. I think I've completely forgotten that rf2 is only DX 9. I knew iracing was dependent on getting their DX11 update ready in time, but forgot rf2 had the same issue.

    Valve (who's supplying all the software) has stated previously that DX9 was supported with OpenVR. Of course, HTC having the financial issues they are, who knows whether it ever even sees the light of day. And if it does, it certainly isn't going to be cheap. HTC can't afford to sell at cost. They need to sell a product that's making real money.

    On a side note, after reading Palmer's latest tweets, I think it's best to brace for the price being at least 499.99 for the Rift. You can obviously add at least a couple hundred to the Vive price tag.

  9. #29
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    Well, they already readied us for the machine that was going to be required to run the rift with buttery smooth performance. That gave every early adopter the time they needed to get their machine prepared.

    They may be still waiting on the price announcement so they dont undercut their manufacturing costs. I suspect they dont know specifically how much they can get their production costs down to yet. I am certainly hoping the cost is less than $500.00 I am really hoping for less than $400, but that may be wishful thinking. I also imagine that they are getting different hardware as better/less expensive products become available. This likely means that a CV2 will be right around the corner. Kind of like how the DK2 came out less than a year after DK1 was launched.

    A check of the Rift's Wiki page shows that Oculus is already working on the successor to CV1. https://en.wikipedia.org/wiki/Oculus_Rift
    www.Virtualsportscarracing.com Come join us for league fun.

  10. #30
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    Quote Originally Posted by Stephen Bacchus View Post
    Doesn't the consumer release of Oculus Rift and the associated SDK, runtime only support DX11 and up?
    I've been thinking the exact same thing.

    If we are correct on this, we can expect DX11 for rFactor 2, right?

    Right guys..?

    RIGHT?!

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