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Yet another "should I wait for Crescent Bay?"

JETeran
Honored Guest
I'm sure this has being post before, but this is my particular case.

I'm planning to start a game development project in the last week of March.

The final use of the Oculus Rift will be done by the end of June, so I will start integrating it at the end of May.

We don't know when will the Crescent Bay will be release, but I'm planning buying the DK2 right now, should I wait? This is because I have the thought that maybe you should first understand the hardware and even the software before taking the next step (Crescent Bay). I am a programmer, so I see this like a "learn first C before C++" case.

Thanks everybody, and keep the work on.
José Eduardo Terán Global Educator. Video Game Developer http://www.jeteran.com
19 REPLIES 19

saviornt
Protege
"jeteran" wrote:
I thought about this too. The use of the OR is actually an extension of your actual application. For some developers (including) will need to use it only at the end of the development process.

In that case, what do you think about the SDK? For what I see, there is not a "simulator" that can help you create the connections before actually buying/using it. This will Very useful. Or is there a way to understand the usage of the software and the OR before using it? Again, like a simulator? (third party perhaps?)

Thanks for sharing.


It depends on how you're developing. The SDK is built into the Unity and Unreal engines. If your developing your own engine, then I would say that you will NEED the Rift just to make sure your implementation is correct. In that aspect, I can't give you an answer.

If you're using a "pre-baked" engine, then all it takes is a read of the best practices and some imagination. My thought experiment is this:

Go outside. Walk around. Visualize a HUD and how it will display information about your environment, where it is at, etc..
Current WIPs using Unreal Engine 4: Agrona - Tales of an Era: Medieval Fantasy MORPG

Darcanis
Adventurer
"pittsburghjoe" wrote:
Stop being so cheap and buy a dk2.


Ouch! lol

I'm holding off since I got a DK1 to Dev with and even though the DK2 is only $350 that along with shipping, taxes, duty, etc... works out to around $600+!!! Canadian at the moment. I can afford $350, but not really $600 for something I am replacing again later this year. I'm just being financially responsible with my limited budget that is food, housing, and bills first... Dev second...

As for "There will be no DK3"... Well they swore that about the DK1 too soooooo... lol I'm betting on a earlier Beta CV1 release for developers before the full CV1 release. Same device just not geared to consumer fully yet... Little things like SDK and Firmware tweaks left to do with help from community testing, but exact same hardware as CV1. Maybe released in summer like DK2 was to allow a few months for bug testing. Just a guess.... It's how I would do it though...
Fire and brimstone coming down from the sky! Rivers and seas boiling! Forty years of darkness! Earthquakes, volcanoes! The dead rising from the grave! Facebook buying the Oculus Rift! Human sacrifice! Dogs and cats, living together! Mass hysteria!

andrewtek
Expert Protege
A factor that might be important for the OP is whether the DK2 will be available side-by-side with the consumer version.

What I mean by that is, the DK1 stopped being available at some point before the DK2 started shipping. My DK2 was ordered in May/June, but did not ship until October (I think). I don't think I could have ordered a DK1 from Oculus in May/June had I wanted to.

The same could be true of the DK2 and CV1. At some point production/sales of the DK2 could stop when preorders/orders for the CV1 are opened up. If this occurs, you could be without a device for 3+ months.

None of us without an Oculus logo next to our screen name can predict with certainty how the CV1 rollout will work. If having a device is a requirement for the success of your project, you should consider getting a DK2.

"saviornt" wrote:
"jeteran" wrote:
In that case, what do you think about the SDK? For what I see, there is not a "simulator" that can help you create the connections before actually buying/using it.

It depends on how you're developing. The SDK is built into the Unity and Unreal engines.


saviornt's information about Unity and Unreal is correct. You can build in these engines without having the actual device. I don't think anyone else who has a device would recommend you go that route though. The world inside a DK2 can be very different than what you see on a flat monitor. Many things that look cool or "real" on a flat monitor look absolutely fake in VR. Things that work well on a flat monitor might even make your users sick in VR.

Check out this video from Oculus Connect to see some of the lessons learned by some of Unreal Engine's top minds:
https://www.youtube.com/watch?v=0oM6Xe7fT-8

reformdesigns
Honored Guest
Newbie here but wanting to get more involved in the community.

Can someone explain why if the final version will be released this year the benefits of getting a DK2 now?

Won't the final version be more polished?

JETeran
Honored Guest
Thanks everybody for your responses.

"saviornt" wrote:
If your developing your own engine, then I would say that you will NEED the Rift just to make sure your implementation is correct. In that aspect, I can't give you an answer.

Yes I didn't mention it before, I am planning to make my own engine (yet another dever who wants to reinvent the wheel), but I am shooting to a 2D game, using C and C++ to build up. I have many years of XP, and the best resource I have found to start creating yours is Handmade Hero: http://handmadehero.org/ Trust me, you will start making your own engine.

Also, where can I find the games you are making on U4? I saw it on your signature but doesn't have a link.

"andrewtek" wrote:
Check out this video from Oculus Connect to see some of the lessons learned by some of Unreal Engine's top minds.

Thanks for this, gonna check it up right now!

"reformdesigns" wrote:
Won't the final version be more polished?

Welcome. Me too newbie and learning about this hardware.

The final version will (has to) be more polished. The actual OR is only a "test" or open mouth for developers to start using it.

Look for your answer in other posts, I'm sure there is plenty of info out there.
José Eduardo Terán Global Educator. Video Game Developer http://www.jeteran.com

gutang
Protege
If money isn't an issue like you say, then why the heck wouldn't you buy a DK2? Especially if your planning on developing VR content, because I bet a great number of DK2 sales are from enthusiasts who can afford to toss $500 bucks on the experience alone...

edgewise
Honored Guest
In all i spend around 3000$ (dk2+desktop) I tried it for the first time yesterday 5 minutes on a very basic demo, the kind of demo that must take no more than 15 minutes to do with unity.
My opinion :
Wait you should not.

JETeran
Honored Guest
"gutang" wrote:
Why the heck wouldn't you buy a DK2?

This is mainly because I was thinking of getting the latest technology, and also I thought to get the Crescent Bay if it was out soon.

But yes, getting the DK2 is the wiser (and the only, actually) decision to kickstart you game production.
José Eduardo Terán Global Educator. Video Game Developer http://www.jeteran.com

gutang
Protege
"jeteran" wrote:
"gutang" wrote:
Why the heck wouldn't you buy a DK2?

This is mainly because I was thinking of getting the latest technology, and also I thought to get the Crescent Bay if it was out soon.

But yes, getting the DK2 is the wiser (and the only, actually) decision to kickstart you game production.


The public release of CB/CV1 is still about a year away if not more, despite what some people would optimistically have you believe. So yeah, I say if you can afford it why wait!

JETeran
Honored Guest
"gutang" wrote:
So yeah, I say if you can afford it why wait!

Thank you and yes, I think I will go for it.
José Eduardo Terán Global Educator. Video Game Developer http://www.jeteran.com