Skip to main content
Participant
June 21, 2013

DK2 Development kit

I have been waiting on the DK2 kit to develop on, and I saw that Quarter 3 is the time that it is going to be released based on these projections. Is this a correct assumption that the DK2 models will ship in august? I reference:

If this is correct, and it is using your new display screens, is it also correct to assume the stereo camera support? this could kickstart my project MUCH further, and a buddy I have been in talks with will move on to developing on this platform, he rejected the initial idea due to Resolution.


On another note,

we saw this, and now were thinking of implementation into a project we are working on using the rift :)

http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game

thoughts?

    86 replies

    Up and Coming
    November 15, 2013
    Apparently, component prices came down faster than expected, making a DK2 economically feasible, despite previous announcements stating clearly that a DK2 was not planned and was unlikely. Plans are subject to market conditions and component availability, which has apparently become favorable in this case, earlier than expected.
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    Up and Coming
    March 20, 2014
    Well DK2 is in preorder now. Low persistence 1080 with crystal cove integration. Eye tracking is missing and no oculus mounted cameras. Reportedly consumer release will have an excess of 1080, still hoping eye tracking is integrated. Onboard camera alternative cristal cove would have been nice but I highly doubt it will happen at least by the initial consumer version.

    This is how eye tracking data might look like if oculus chooses to develop it.
    https://www.youtube.com/watch?v=SQxrsUXqKCM
    Up and Coming
    March 22, 2014
    I've always wanted to ask - Why do people want eye-tracking for VR? I don't see the need for it.
    Up and Coming
    March 22, 2014
    Just preordered my kit.

    I dont see a need for eye tracking at all at this point.
    /-----------------------------------------------------------------------------------/ KogaShuko DK 2 - Received = Paperweight due to failure to cooperate between Nvidia and Oculus. Glad my livelihood was not resting on development!
    Up and Coming
    March 23, 2014
    Anyone know how many units they are shooting for in the first batch?
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Participant
    March 23, 2014
    "OnyXVR" wrote:
    I've always wanted to ask - Why do people want eye-tracking for VR? I don't see the need for it.


    There are couple of things.

    You could do "Foveated rendering", which means that you'd render at great detail in the area of the image that the player is looking at, where their vision is sharp, while taking detail down a LOD notch or two, for parts that are in their periphery. This could potentially save quite a bit of processing cycles.

    Another possible application, is to apply a field of view (Agh!) Depth Of Field effect that focuses on the depth of the object in centre of your gaze. This may not be as good as one would hope, for a couple of reasons: First, the changes may trigger your refocusing reflex, taking you out of your usual 7 mile stare witin the HMD, and Second, it is still not necessarily easy to determine what you are looking at - especially not if you are looking through things like foliage or a pane of glass; Are you reading the letters smeared into the dust on the window, or are you looking through it and at the axe-killer behind? :7

    Then there is the interactivity matter; We already have titles that have characters respond to your attention, and this would increase the accuracy of such.

    Those are the three off the top of my head, at the moment. :7