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atavener's avatar
atavener
Adventurer
13 years ago

Gearing up/down (Rift+ears) while developing

I started looking for any info about a second devkit, because there is one very practical problem I'm having: gearing up and down constantly is a hassle. Accommodating for this (flip screen maybe?) is something more suited to a devkit than a commercial device (though it could still be useful in a commercial device, the added cost and complexity might not warrant it).

Has there been any consideration of this? Or... what are other developers doing? Long before I had my Rift I expected I'd "add rift support" and then work mostly as normal: with output to a flat window. But now I'm doing things specifically taking advantage of head-tracking for video and audio, and find this ritual of putting eyes and ears on and taking them off (and tangling cords along with controllers) to be a hindrance.

I'm sure some of the guys at Oculus have been long struggling with this. So there must be some thoughts?

If the commercial version ends up at 2560 or more resolution, it'd probably be enough that working in VR is acceptable, but I'm not sure that will happen for the first commercial device. Or if there are cameras for AR, that might be fine for grabbing your Mountain Dew, but not good enough for comfortably working on a wall of fine text.

I've done the occasional bit of work "in Rift" with a crisp, unwarped display and one eye, but even that is like working on my old 13" fishbowl monitor (though the fishbowl is inverted, haha) with 40 columns per line -- I'm now a spoiled whiny princess and can't tolerate that for long. ;)

1 Reply

  • Wireless headphones helps a lot.

    Otherwise, if you can code your game to function without oculus rift (single rendered view, mouse controls for looking) and set it up so you can toggle this dev mode on, you can not have to wear the rift all the time.