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  1. As you may or may not know, I built a computer and got into SC (and thereby Imperium) specifically because I wanted the vastness of space as realized by Chris Roberts, and displayed in VR. Well my Rift is here, and while there are a few bugs to fix, I have to say there is nothing to put things in perspective as walking out onto the pad in Olisar and to feel like you're there. To have the ship you summoned in scale (which means that even the Aurora is pretty big) and to see the huge rings of the station spinning overhead. It's trippy how vastly huge it is and how connected you feel to it. Please upvote on the Community Hub! ** It WORKS!!** 2.4.0p Thanks go to Reddit users u/Bribase, and u/baybiker2000 for pointing out the 2.4 workaround. BTW, I have created a custom resolution of 1200 x 1080 which I run SC in. This is the native per-eye resolution of the Rift and Vive and forces the HUD conformity you need for wanted level and some ships systems. UPDATE: The VorpX profile exists on the cloud for you to import. It's listed as Star Citzen2 (GeraldEvans) The Guide: Create a 1080 x 1200 resolution in your computer's advanced display settings or in the Nvidia Control Panel Right click the desktop Open Nvidia control panel Select 'Change Resolution' Below the list of available resolutions select Customize On the next window Create Custom Resolution Select 1080 wide and 1200 tall with a refresh to match your display and 32 bit depth Apply and Confirm Set VorpX Control Panel to your HMD and check these boxes: Use Built in Audio Device Enable Head Tracking Enable Head Tracking Roll Show Start Message Enable Expert Settings Run as Administrator Do Not Show Start Page Open Cloud Profile (The one mentioned above) Make sure that in the system tray the VorpX Watcher is paused and the Desktop Viewer is not running Run the SC Launcher and Launch Live or PTU (Both fully functional, check the sections below) Once in the SC menu, select graphics Fullscreen = No and resolution to 1080 x 1200 (This will force the HUD to conform to your HMD) Resume the VorpX watcher Start the VorpX Desktop viewer Put on your HMD TAB back to Star Citizen At this point you may be in VR mode. To see menus clearly, press DEL and use arrow keys to set Virtual Cinema Mode to ON Toggle back to this mode as necessary Select your destination Once loading, press DEL and turn Virtual Cinema Mode OFF Walk forward immediately upon spawning. Sometimes not doing this can cause head tracking to fail. 2.3.0 Jump in a ship Double-Tap LEFT ALT to toggle freelook 2.4 Unbind Mouse for Flight Movement and for Flight Targeting in the advanced controls keybinding section of SC Do Not toggle Freelook (with Z) HTC Vive From Reddit user u/BritCrit If you've set your base stations to power down when not in use make certain you wake them up prior to running Vorpx VorpX profile settings if you don't want to download my Cloud Profile. After the initial setup You only need to pause the watcher, run SC, and then resume the watcher and start the desktop viewer when in the menu and turn off virtual cinema mode once in the game.
  2. E3 Oculus Presentation Below video courtesy of ‌@AstroJak Source: Oculus.com Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year. The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team of extremely passionate gamers, developers, and engineers to reimagine what gaming can be. 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 a highly refined industrial design, and updated ergonomics for a more natural fit. 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. Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center. E3 is just around the corner — this is only the beginning. Oculus will include XBox One controller and Oculus releases two independent tracked controllers Spoiler Rift Next generation virtual reality Step into the Rift The Rift is unlike anything you’ve ever experienced. Whether you’re stepping into your favorite game, watching an immersive VR movie, jumping to a destination on the other side of the world, or just spending time with friends in VR, you’ll feel like you’re really there. Seeing is believing The Rift uses state of the art displays and optics designed specifically for VR. Its high refresh rate and low-persistence display work together with its custom optics system to provide incredible visual fidelity and an immersive, wide field of view. The magic of presence The Rift’s advanced display technology combined with its precise, low-latency constellation tracking system enables the sensation of presence – the feeling as though you’re actually there. The magic of presence changes everything. You’ve never experienced immersion like this. Advanced and refined design From the moment you pick up the Rift, you’ll feel and see the attention to detail that went into its design and construction. Customizable, comfortable, adaptable, and beautiful, the Rift is technology and design as remarkable as the experiences it enables. Designed from the inside out Designed from the inside out What you don’t see is as amazing as what you see. The Rift has been designed from the inside out, and it shows. Beneath its fabric finish lies a tightly integrated set of systems that work in concert to transport you to new places. Integrated VR audio Integrated VR audio The Rift features an integrated VR audio system designed specifically to make you feel as though you’re truly somewhere else – giving you a sense of space and depth. The audio arms are removable so you can use your own headphones too. A sensor designed for VR A sensor designed for VR Our sensor tracks constellations of IR LEDs to translate your movements into VR. Place the sensor in front of you and you’re all set. Its stand is ideal for most setups and its standard 1/4 20 mount works with most tripods. The constellation tracking system is designed to track you whether you’re sitting down or standing up. One size fits you One size fits you The adjustment straps help you get a perfect fit and the sliding bars cantilever weight to minimize pressure. The two included facial interfaces will accommodate most faces, and the glasses spacer is designed to accommodate most glasses. Great games deserve a great controller We include an official Xbox One wireless gamepad with the Rift. It’s one of the best controllers in the world, and it’s perfect for a wide range of games and experiences. Introducing Oculus Touch We’ve created Oculus Touch, a new pair of tracked controllers that let you take your VR games and experiences further than ever before. Connect with the Oculus community Join the growing community of Rift users from around the world. Play cooperatively or test your competitive edge across all sorts of virtual reality games and experiences and discover new friends along the way. Images Spoiler Leaked Oculus Renders Hint at Final Release Hardware and Controller Spoiler Source Polygon 09/06/2015 STAY CONNECTED. FOLLOW POLYGON NOW! × A few enterprising individuals found some unlisted images on the Oculus website, and it looks like they may provide some hints about what we'll see at the event on June 11. The company was quick to pour water on the fire. "This is an old placeholder concept image that we accidentally leaked. Everything in it is ancient, certainly nowhere close to final (as evidenced by the GPU specs and the game named "war")," Oculus' Palmer Luckey stated on Reddit. "Enjoy checking it out, at this point, but don't expect everything to carry through to the stream on the 11th." The images are shown below, and you can click on the picture to see them in full resolution. The images were pulled down nearly immediately after they began attracting attention. It's also worth noting that the wand-like controller shown is sporting the Oculus logo that was only today revealed to the public. These may very well be older renders, but they may be able to show us what the final product will look like, or at least provide us with some guidance. Facebook’s Oculus buys computer vision startup to help the Rift understand the world Spoiler Source: GamesBeat 26/05/2015 Jeff Grubb The Oculus Rift already understands where you are looking and how you’re moving your body — and now, thanks to an acquisition, it may soon understand the space around you. Oculus VR, the Facebook subsidiary responsible for the latest virtual-reality revolution, just acquired technology startup Surreal Vision. Neither company disclosed the terms of the deal. Surreal will bring its “real-time 3D scene reconstruction” technology to Oculus. So one of the biggest names in virtual reality now owns one of the companies designing spatially aware computers. Put more simply, combining the Rift headset with Surreal Vision would enable VR software to see the real world around the player and possibly bring those objects into the games. This could potentially solve many of the problems that walking around a room with a screen over your eyes creates. https://youtu.be/tmrAh1CqCRo We’ve reached out to Oculus VR to ask if this acquisition will affect the rollout of the Rift headset, which is due out in the first quarter of 2016. We’ll update this post with any new information. Richard Newcombe, Renato Salas-Moreno, and Steven Lovegrove are the founders of Surreal Vision. They will continue working together on their technology as part of Oculus’s research division in Redmond, Wash. The three men wrote a statement about the acquisition, and they even explained how their world-tracking magic works. “Over the past three decades, a great deal of work in computer vision has attempted to mimic human-class perceptual capabilities using color and depth cameras,” reads the team’s statement. “At Surreal Vision, we are overhauling state-of-the-art 3D scene reconstruction algorithms to provide a rich, up-to-date model of everything in the environment including people and their interactions with each other. We’re developing breakthrough techniques to capture, interpret, manage, analyze, and finally reproject in real-time a model of reality back to the user in a way that feels real, creating a new, mixed reality that brings together the virtual and real worlds.” This is not just a fancy trick. Enabling software to understand the world around it represents a major leap for virtual reality, and it is a crucial step in bringing about augmented reality — which is a way of overlaying computer data on top of the real world. The use cases also go well beyond gaming. “[This] will open the door to true telepresence, where people can visit anyone, anywhere,” reads the statement. And now, with the backing of Facebook and Oculus, Surreal Vision expects it will go on to achieve its goal of enabling computer systems to fully understand physical space. “Given the team, the resources, and [our] shared vision, there’s no better place for us to help bring about these breakthroughs than Oculus,” reads the statement. “We’re incredibly excited for the future.” Rift estimated price is $300 Spoiler Source: Polygon 26/05/2015 Oculus CEO Brendan Iribe stated that the "all-in" price for the Oculus Rift would be around $1,500 but, before you panic, that number needs a bit of context. “We are looking at an all-in price, if you have to go out and actually need to buy a new computer and you’re going to buy the Rift … at most you should be in that $1,500 range,” the executive said at the Re/code Code Conference. He also stated that, over time, he'd like the price to drop to below $1,000. Which isn't a bad price, especially if you don't already own a computer. The $1,500 number is the price if you're starting from zero, with no gaming PC or equipment at all. Considering the recently released recommended specs on PCs that will run the consumer version of the Oculus Rift, that means that the PC will likely cost around $1,200 for a new system, and the headset itself should be around $300 or so, which is what we've expected since the company has begun to hint at a price point. As components drop in price, so too will the all-in number for a system and the headset. The Rift’s Recommended Spec Spoiler Presence is the first level of magic for great VR experiences: the unmistakable feeling that you’ve been teleported somewhere new. Comfortable, sustained presence requires a combination of the proper VR hardware, the right content, and an appropriate system. For the full Rift experience, we recommend the following system: NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM Compatible HDMI 1.3 video output 2x USB 3.0 ports Windows 7 SP1 or newer The goal is for all Rift games and applications to deliver a great experience on this configuration. Ultimately, we believe this will be fundamental to VR’s success, as developers can optimize and tune their game for a known specification, consistently achieving presence and simplifying development. All of the games and applications for the Rift created by Oculus will provide an incredible experience on this system. Binstock, Oculus chief architect, wrote a detailed technical post outlining the recommended system specification and the reasoning behind it, along with more Rift details below in Powering the Rift Powering the Rift tl;dr - Given the challenges around VR graphics performance, the Rift will have a recommended specification to ensure that developers can optimize for a known hardware configuration, which ensures a better player experience of comfortable sustained presence. The recommended PC specification is an NVIDIA GTX 970 or AMD 290, Intel i5-4590, and 8GB RAM. This configuration will be held for the lifetime of the Rift and should drop in price over time. Spoiler The Rift is specifically designed to deliver comfortable, sustained presence – a “conversion on contact” experience that can instantly transform the way people think about virtual reality. As a VR device, the Rift will be capable of delivering comfortable presence for nearly everyone. However, this requires the entire system working well. Today, that system’s specification is largely driven by the requirements of VR graphics. To start with, VR lets you see graphics like never before. Good stereo VR with positional tracking directly drives your perceptual system in a way that a flat monitor can’t. As a consequence, rendering techniques and quality matter more than ever before, as things that are imperceivable on a traditional monitor suddenly make all the difference when experienced in VR. Therefore, VR increases the value of GPU performance. At the same time, there are three key VR graphics challenges to note: raw rendering costs, real-time performance, and latency. On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering. Traditionally, PC 3D graphics has had soft real-time requirements, where maintaining 30-60 FPS has been adequate. VR turns graphics into more of a hard real-time problem, as each missed frame is visible. Continuously missing framerate is a jarring, uncomfortable experience. As a result, GPU headroom becomes critical in absorbing unexpected system or content performance potholes. Finally, we know that minimizing motion-to-photon latency is key to a great VR experience. However, the last few decades of GPU advancements have been built around systems with deep pipelining to achieve maximum throughput at the cost of increased latency; not exactly what we want for VR. Today, minimizing latency comes at the cost of some GPU performance. Taking all of this into account, our recommended hardware specification is designed to help developers tackle these challenges and ship great content to all Rift users. This is the hardware that we recommend for the full Rift experience: NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM The goal is for all Rift games and applications to deliver a great experience on this configuration by default. We believe this “it just works” experience will be fundamental to VR’s success, given that an underperforming system will fail to deliver comfortable presence. The recommended spec will stay constant over the lifetime of the Rift. As the equivalent-performance hardware becomes less expensive, more users will have systems capable of the full Rift experience. Developers, in turn, can rely on Rift users having these modern machines, allowing them to optimize their game for a known target, simplifying development. Apart from the recommended spec, the Rift will require: Windows 7 SP1 or newer 2x USB 3.0 ports HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture The last bullet point is tricky: many discrete GPU laptops have their external video output connected to the integrated GPU and drive the external output via hardware and software mechanisms that can’t support the Rift. Since this isn’t something that can be determined by reading the specs of a laptop, we are working on how to identify the right systems. Note that almost no current laptops have the GPU performance for the recommended spec, though upcoming mobile GPUs may be able to support this level of performance. Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline. In the future, successful consumer VR will likely drive changes in GPUs, OSs, drivers, 3D engines, and apps, ultimately enabling much more efficient low-latency VR performance. It’s an exciting time for VR graphics, and I’m looking forward to seeing this evolution. Oculus Can Map Your Real Life Expressions Onto Your Avatar Spoiler https://youtu.be/rgKkEnaaSDc Source: Wired 21/05/2015 At some point you have probably created a virtual visualisation of yourself on the internet, but however much your Xbox avatar or MyIdol app character looks like you, it's highly unlikely that it will move like you too. All that could be set to change thanks to researchers at the University of Southern California and Facebook's Oculus division, who have devised a method to record facial expression using the virtual reality headset and transpose them onto a virtual character. Why? Because if you are going to appear as a character in a virtual reality world, your avatar will be more effective if it can actually mimic your face, making socialising and face-to-face interaction easier. Mark Zuckerberg has hinted that he wants people to use Oculus for socialising, and this technology could well play into that use case. It's too early to say whether or not the technology strays into uncanny valley territory, as it is not yet being used for anything other than actually creating the avatars. In order to teach the avatar a person's facial expressions, a 3D camera is attached to an Oculus Rift using a short boom. This camera records the lower part of the face including jaw and mouth movements and strain gauges fitted to the headset's foam measure the movements of the upper facial region. The system is capable of tracking smiles, frowns, eyebrow raises and eye squints, as well as arbitrary head movements. The data from the headset can then be combined and then plotted onto a 3D model to animate a virtual character -- whether that is a virtual representation of a person's face, or a creature of a totally different species. Hao Li from the University of California who led the project told MIT Technology Review that for the Oculus team this was merely a research project, although that's not to say it couldn't become something more in the future. "If people think this is really central to important killer applications, you could get it into production relatively quickly," he said. Li is due to present the project at the Siggraph Conference in Los Angeles in August. When we'll actually see this in real life as users is an open question, but with the headset company finally announcing this month that the first commercial version will be on sale in 2016, it could be surprisingly soon. Oculus Rift won't block virtual reality porn Spoiler Source: Wired 19/05/2015 Technology and pornography go together like... well, insert your favourite puntastic double act here. The backing of the adult movie industry is commonly attributed to the success of everything from VHS and DVD to online streaming and file sharing. So with history and inevitable economics as a guide, virtual reality porn seems about ready to explode into mainstream popularity; savvy porn producers are already jumping on the bandwagon -- and the creator of Oculus Rift is pretty cool with that. Speaking at the Silicon Valley Virtual Reality Conference and Expo, Oculus VR co-founder Palmer Luckey was asked whether his company would police or block adult content or apps. "The Rift is an open platform," he responded. "We don’t control what software can run on it, and that's a big deal." Other VR industry figures speaking at the event, including Samsung Gear VR's Nick DiCarlo, Google Cardboard's Clay Bavor, and Sixense's Amir Rubin dodged the thorny porny question, but did highlight the growth of the VR market. Samsung is planning a full consumer rollout of its headset starting this summer, while Sixense -- which develops tech and software to help developers create VR products -- has over 16,000 partners creating content for various devices. Unsurprisingly, virtual reality porn already exists, though the industry is still very much in its infancy. Few studios are dedicated to shooting scenes in the format, and those that are seem to be overwhelmingly producing content for straight men (and straight white men, at that). There are a small number of videos on VirtualRealPorn.com (no, we're not linking, and yes, it is a very NSFW site) aimed at straight white women, but it's very much a minority offering. But where porn goes, consumers often follow, creating a cycle of adoption and development for newer technology, in turn generating more porn for all tastes. There are already examples using CGI to bring impossible fantasies to pseudo-life. Studios shooting erotica in VR are also tapping into some of its more advanced features to provide experiences that simply being sat in front of any one of the legion of adult Tube sites can't replicate. First person perspective, 180 degree field of view, and the integration of other, more physical sex toys (use your imaginations, people) are already being dabbled with. However, VR porn will likely remain the purview of the more devoted connoisseur for a while. While some of the sites offering content recommend devices such as the Stooksy, Homido, and Immersis (a collective "what?" echoes), Oculus Rift's recently revealed specs put it at the higher end of the power market. You'll need a minimum of an Nvidia GTX 970 or AMD 290 graphics card, an Intel i5-4590 or equivalent processor, 8GB RAM, two USB 3.0 ports, HDMI 1.3 output, and Windows 7.1 or above if you want to run anything on the VR trendsetter -- whether it's games, movies or futuristic ways to get yourself off. Oculus Rift (pre-orders only?) Will Ship with a full copy EVE: Valkyrie Delay Information -- If any will be posted here Retail release: Q1 2016
  3. Now available for pre-order!!!!! $599.00USD. https://www.oculus.com/en-us/ I got mine today but I was a bit late for the party so I don't get mine until May
  4. http://youtu.be/aTtfAQEeAJI http://www.virtuix.com/$699 The only problem I see is how to make it work with your flight controls. Step out of the ring and into your chair? My gf said it's a gaming system she would get behind simply for the exercise potential.
  5. For those of you who have DK2, here is an unofficial way to use it with Star Citizen. Please visit the original link to give the original authors some love for their hardwork =) Original link https://forums.robertsspaceindustries.com/discussion/210000/guide-to-dk2-setup-for-starcitizen
  6. Hi Guys I found this thread on RSI and thought that you Rift owners may enjoy it. https://forums.robertsspaceindustries.com/discussion/210560/oculus-rift-compatible-ship-scale-viewer#latest You can download an application to view all the 3D ship models in Unity with the Rift. Be sure to check it out and let him know if you enjoyed it.
  7. Facebooks buys Oculus Rift for $2 billion. Say goodbye to a great gaming platform and prepare for 3D farmville and lots of ads XD http://kotaku.com/facebook-buys-oculus-rift-for-2-billion-1551487939
  8. I thought it would be fun to share a few photos from my trip down to see Oculus. As you know I’m a big believer in VR and a supporter of the Rift, having personally backed it when it first was rolled out. So it was a lot of fun to visit Palmer Luckey (founder) and Brendan Iribe (CEO, ex Scaleform co-founder & CEO) and the rest of the Oculus team down in Irvine, CA (which is just under an hour drive from my place in Los Angeles) I checked out both the Doom 3 BFG and a test level using the RAGE engine in the Oculus, which was seriously cool, even on the prototype hardware. The proper final build is meant to have 4x the resolution, which will amp the immersion. As cool as Doom 3 was, it’s not going to compare to Star Citizen / Squadron 42 – as we’re pretty much the perfect kind of game for the Oculus. Sitting in chair looking around, is exactly what you do in a cockpit, so the Rift is just going to feel natural. And as Star Citizen already works in stereoscopic 3D right now there is almost no extra work needed to support the Rift. And who doesn’t want to be sitting in their cockpit, whipping their head around to track their target, pulling back on the joystick to drop in behind their next target? http://www.robertsspaceindustries.com/chris-visits-oculus/
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