Subject: Displays | June 25, 2016 - 02:23 AM | Scott Michaud
Tagged: valve, oculus rift, Oculus, htc vive
Facebook has disabled their software check that prevents Oculus Store games from running without an Oculus Rift being connected. Further, Motherboard has directly quoted an Oculus spokesperson as saying “We won't use hardware checks as part of DRM on PC in the future”. This check prevented these games from running on the HTC Vive using the user-created tool, Revive, until the creator of Revive disabled the DRM in response.
Oculus will continue to develop their DRM itself, of course. They have also been approaching developers to make Oculus-exclusive content, and I expect that will continue. This is where we get into a little bit of a debate that has been brewing online. Some believe that, due to the size of the potential market, exclusivity could bring content to life that otherwise would not be viable. While that does have some merit to muse over, I cannot see how that would be any better (for society) than all the platform holders pitching in to an open incubation fund. This way, art will not locked away unless it absolutely requires a specific feature that some platforms cannot provide, and consumers will have a larger pool of content to justify the initial purchase.
That topic aside, Oculus has not pledged that they won't interfere with third-parties that want to support Oculus-exclusive titles on other headsets. A hardware check will not be involved, now or in the future, though.
Subject: General Tech | March 31, 2016 - 01:17 PM | Ken Addison
Tagged: podcast, video, VR, htc vive, oculus rift, vive pre, evga, SC17, logitech, g900, phil spencer, uwp, asus, echelon, gtx 950, acer, Predator, z850
PC Perspective Podcast #393 - 03/31/2016
Join us this week as we discuss the HTC Vive and Oculus Rift, EVGA SC17 Notebook, UWP games and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
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Hosts: Ryan Shrout, Jeremy Hellstrom, and Josh Walrath
Program length: 1:37:33
Week in Review:
0:45:10 This episode of PC Perspective Podcast is brought to you by Braintree. Even the best mobile app won’t work without the right payments API. That’s where the Braintree v.0 SDK comes in. One amazingly simple integration gives you every way to pay. Try out the sandbox and see for yourself at braintreepayments.com/pcper
0:57:35 EVGA 650W GQ Power Supply Review
News items of interest:
Hardware/Software Picks of the Week
Ryan: Heat shrink tubing
Subject: Displays, Shows and Expos | January 6, 2016 - 05:04 PM | Scott Michaud
Tagged: Oculus, oculus rift, oculus touch, CES, CES 2016
Oculus has finally announced that the Rift will launch on March 28th for $599 USD. If you were an original backer on Kickstarter, then this kit will be given to you for free. DK2 purchasers do not receive this gift, but I guess the company was relatively established by that point. Pre-orders have now opened, although the kit will be available (albeit at “limited locations”) through typical retail channels in April. Finally, making good on their “$1500” announcement earlier this year, systems that meet the minimum requirements, and bundle the Oculus Rift, will be available for pre-order that start at $1499.
Okay, so let's unpack this.
The elephant in the room is the price. It's steep. If you are even moderately patient, you can pick up a GeForce 980 Ti for the same amount. (As I write this, I'm looking at a Gigabyte 980 Ti with a custom cooler for $599.99 on Amazon.) For that price, you get the headset (with its two 1080x1200 OLED screens, microphone, and headphones), an Xbox One controller, a sensor, and a newly-announced Oculus Remote. You cannot purchase the Oculus Rift without an Xbox One controller, which is unfortunate for current owners of Xbox One controllers.
Who has two thumbs and bought an Xbox One Elite controller? This guy.
The benefit of including a (regular) Xbox One controller is that Oculus Rift developers can rely on each customer having access to a solid PC gamepad. Without it, some percentage of users might (and when you deal with large sample spaces, probability increasingly becomes a distribution) have just a mouse and keyboard. I'd also expect that Microsoft would provide them a bit of a discount for at least the volume, with the ties between Microsoft and Facebook possibly coming into play, too.
Unlike the HTC Vive, the Oculus Rift will not ship with its motion controller (called the “Oculus Touch”). That will be delayed until later in the year, which also means that some fraction of the user base will never have it. This is a concern for cross-compatibility between the Rift and the Vive, but not nearly as bad as it would have been if Oculus didn't have any motion control option at all. Developers would be looking at a “release on both Wii and PS2” situation, only with a (likely) much smaller install base.
And a final point: What about the other uses of Oculus?
The Oculus Remote controls the interface and media.
This announcement is gaming-centric, to say the very least. Oculus has said that the Rift is “primarily a gaming device” and, apparently, Palmer Luckey, founder of Oculus, strongly believes in gaming for the device. In my opinion though, it could be very useful, especially in professional applications. If the OLED screens have sufficient color and resolution, then desktop space becomes infinite. You don't need an additional monitor to map additional virtual space to your environment. While that's probably not something that Facebook could do alone, they could encourage the parties who influence these decisions with tech demos, peripherals, and so forth.
They still don't seem to be. This could be a concern since their primary competitors, Microsoft and even Valve/HTC, already have non-zero amounts of progress in that space. I'd be curious to hear whether they have any plans at all moving forward, even if those plans are to be reactionary.
Follow all of our coverage of the show at http://pcper.com/ces!
Subject: General Tech | December 31, 2015 - 07:49 PM | Scott Michaud
Tagged: Oculus, oculus rift, oculus touch, vive vr
Valve and Oculus are targeting roughly the same window to release the consumer editions of their respective VR equipment. While technical information will likely wait until next week, we are hearing about delays ahead of CES. In the Vive's case, they couldn't afford to wait until the show, because it was supposed to launch in Holiday 2015. That has been revised to April.
But this is about Oculus. Their headset is still expected to arrive on time, which is enough for many experiences. The Xbox One controller is supposedly the default for this platform. This puts them out of the running for motion-control software, as seen on the Vive, though. Oculus is developing their own, called the Oculus Touch. They said they were launching without it and that it is optional. We now know that this will be in the second half of the year, which could be as early as the “few months after the Rift” as we were told, or as late as a year from now.
We're already hearing concerns about incompatibility between the two systems, since it will lead to some level of platform-exclusivity. Lead time could help a platform gain ground, unless consumers outright refuse to buy in to any of them in case it ends up being the Betamax or HD-DVD. I'm not sure what we, as consumers, can do to prevent any of these negative outcomes, but it's something we need to be mindful of, especially throughout 2016.
Subject: General Tech, Displays | August 13, 2015 - 06:51 PM | Jeremy Hellstrom
availability of the beta version of their GameWorks VR. As mentioned on this podcast, until now your GPU has treated the Oculus as a secondary monitor but with this update your graphics driver will directly talk to the Oculus as a separate device, which should help greatly with latency and development of the tricks and treats yet to be discovered when programming for this type of interface.
Tagged: nvidia, oculus rift, gameworks vr
NVIDIA's Gameworks VR, as well as AMD's LiquidVR will provide a platform for developers to program for the Oculus Rift as well as the competeing products from other companies. The new beta SDK from NVIDIA has been updated to support VR SLI and is compatible with the new 350.60 Game Ready drivers. Programmers working with the Maxwell architecture will benefit from Multi-Res Shading which should increase the performance of your current programs. Follow the links if you are interested in developing for Oculus, otherwise wait patiently for the day you can pre-order them.
Subject: General Tech | August 6, 2015 - 02:14 PM | Jeremy Hellstrom
Tagged: Basemark, crytek, oculus rift
With the release of Oculus Rift and various other head mounted displays you may be wondering if your current machine is powerful enough for you to use one of these devices or if you need to upgrade before you will enjoy the experience.
Basemark and Crytek have joined forces to create a new benchmark to test how your system will fare. The benchmark will give you information on latency, verify your if hardware is able to run at 60, 75, 90 or 120fps with varying levels of graphics detail and even verify if your audio source can properly provide spacial audio cues.
Helsinki (Finland) and Frankfurt am Main (Germany) August 6th, 2015 – Basemark and Crytek today announced a new partnership to help create a definitive PC system test for virtual reality gaming.
The new VR benchmark will enable gamers and PC hardware companies to easily assess the level of experience they can expect when running virtual reality content, and will be the first service available that gives users recognizable, real-world metrics to describe their system’s VR readiness with various HMDs out there.
Developed using Crytek’s CRYENGINE technology, the benchmark will provide detailed feedback in areas such as the best graphical settings to use with a variety of VR headsets. Basemark’s expertise in measuring performance standards will be key as they formulate an objective test that evaluates everything from frame rate capabilities to memory consumption, latency issues, 3D audio performance and much more.
Crytek’s Creative Director for CRYENGINE, Frank Vitz, said: “Basemark is already helping to measure technology standards in other areas of gaming, and we’re thrilled to be partnering with them as we work to establish a user-friendly yardstick for VR performance. We believe CRYENGINE can become a go-to tool for developers looking to create compelling VR experiences, and this partnership means players can also count on CRYENGINE as they evaluate whether their PC is ready for the most advanced, cutting-edge VR content available.”
“We wanted to make a real-world VR gaming benchmark as opposed to a theoretical one and hence we’re very excited to announce this partnership with Crytek, the leading game engine company”, said Tero Sarkkinen, founder and CEO of Basemark, “By using CRYENGINE as the base and vetting the test workloads under our rigorous development process involving all the key technology players, we will forge the definitive benchmark for all PC VR gamers.”
Subject: General Tech | June 4, 2015 - 04:30 PM | Jeremy Hellstrom
Tagged: oculus rift, linux, edison, AirOS
What do you get when you cross some bright young minds, Linux, an Oculus Rift, Leap Motion's gesture controller, a camera, as well as an Intel Edison board with an Arduino breakout board and Grove sensor? You get second place in a NASA hackathon and an device which uses AR to help technicians locate a piece of equipment in need of repair and project instructions on how to do the repairs over top of their line of site, leaving hands free to actually perform the repair. The usage scenarios seem similar to Epson's 3D glasses which we discussed a few weeks ago, though this team envisions another ability that their use of the Grove sensor provides. The sensor can resolve light down to the 760-1100 nm range, meaning that with proper tools and interface a technician could perform extremely delicate repairs visually. Check out more at Linux.com.
"At the NASA Space App Challenge hackathon in April, Team AirOS won second place at the San Francisco event with an augmented reality (AR) headgear system that included a Linux-driven Intel Edison module hooked to an Oculus Rift."
Here is some more Tech News from around the web:
- Computex: Intel pokes fun at AMD and MediaTek with '65-core Xeon smartphone' @ The Inquirer
- Computex 2015: Nine biggest announcements from Taiwan tech show @ The Inquirer
- Mass break-in: researchers catch 22 more routers for the SOHOpeless list @ The Register
- Compromised SSH keys used to access Spotify, UK Govt GitHub repos @ The Register
- NVIDIA Shield Android TV Review @ Neoseeker
Subject: General Tech | May 6, 2015 - 02:37 PM | Jeremy Hellstrom
Tagged: oculus rift, Oculus, crescent bay
Finally we have a release date for the consumer version of the Oculus Rift, some time in Q1 of 2016. The 2012 Kickstarter lead to the first and second Developers kits which have been out for a while now but not generally available. The most recent news was back in September when John Carmack and others showed off the prototype Crescent Bay model. The Dev Kit 2 model was provided for a cost of $350 to those who qualified which gives a rough benchmark of the cost of the consumer model when it goes on sale. At this point Oculus has not provided much in the way of technical specifications but those will be coming in the very near future. You can see quite a bit of information on the Oculus page about the current version, if you want to tease yourself before news about the consumer package is officially released.
"The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as updated ergonomics for a more natural fit, and a highly refined industrial design. In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog"
Here is some more Tech News from around the web:
- Dell gets Windows apps running on Google Chromebooks @ The Inquirer
- Red Hat Enterprise Linux enters 6.7 beta with a safe pair of hands @ The Inquirer
- Intel raises memory deflector shields in Xeon E7 processor refresh @ The Register
- Nvidia ices Icera modem division, says it's leaving mobile chips biz @ The Register
- Bitten By PCB Defects @ Hack a Day
- NZXT DOKO Streaming Device Review @ HiTech Legion
Subject: General Tech | November 12, 2014 - 04:54 PM | Jeremy Hellstrom
Tagged: mozilla, oculus rift, MozVR
You have been able to browse the web on your Oculus Rift since the first dev kit, but not with a UI designed specifically for the VR device. MozVR is in development along with a specific version of Firefox or Chromium to allow Oculus users to browse the web in a new way. It will work with both Mac and Windows, though as of yet there is no mention of Linux support which should change in the near future. You need to get your hands on an Oculus to try out the new browser, it simply is not going to translate to the desktop. The software is open sourced and available on Github so you can contribute to the overall design of the new way to surf the web as well as optimizing your own site for VR. Check out more on MozVR and Oculus over at The Inquirer.
"MOZILLA IS CONTINUING its 10th birthday celebrations with the launch of a virtual reality (VR) website."
Here is some more Tech News from around the web:
- Elon Musk and ex-Google man mull flinging 700 internet satellites into orbit @ The Register
- Samsung slams door on OLED TVs, makes QUANTUM dot LEAP @ The Register
- Intro to Systemd Runlevels and Service Management Commands @ Linux.com
- TSMC 16FinFET Plus process achieves risk production milestone @ DigiTimes
- Iranian contractor named as Stuxnet 'patient zero' @ The Register
- Hardware Asylum Podcast - MOA 2014 Final and Surprise Lightning
Subject: General Tech | July 28, 2014 - 02:37 PM | Jeremy Hellstrom
Tagged: oculus rift, DK2, oled, kick ass
The two top improvements in the second Oculus rift are aimed to reduce the screen door effect by changing the display to a full 1080p OLED screen and the inclusion of Valve's low persistence of vision feature to reduce the image smearing that DK1 users reported. There is a brand new way of tracking your heads position in 3D with the DK2, a camera tracks the motion of hidden onboard IR LEDs to track translational movement in addition to the rotational tracking existent on the DK1. You will need 2 free USB ports and it connects to an HDMI or DVI port on your GPU, wireless video streaming is still a hurdle for many applications let alone the Oculus Rift. Check out the comments on Slashdot and follow the link for a full preview.
"The hotly anticipated Oculus Rift DK2 has begun arriving at doorsteps. The DK2s enhancements include optical positional tracking and a higher resolution panel, up from 1280×800 to 1920×1080 (1080p) and moved to a pentile-matrix OLED panel for display duties. This means higher levels of resolvable detail and a much reduced screen door effect."
Here is some more Tech News from around the web:
- The TR Podcast 158: Planet of the Shield Tablets
- NO SALE: IBM won't cash in its chips with GlobalFoundries after all @ The Register
- New Surface to come into production in August, say Taiwan maker @ DigiTimes
- A Better Google Glass For $60 (This One Folds) @ Hack a Day
- Amazon opens its own 3D Printing Store @ The Inquirer
- Build Your Own Gatling Rubber Band Machine Gun @ Slashdot