Oculus Rift Raises Another $16 Million
Craefter writes "It seems that the Oculus Rift virtual-reality headset caught the attention of investors after its showing at E3 this year. Spark Capital and Matrix Partners were able to push $16 million at Oculus VR in the hopes that the product will live up to the hype. The HD unit looks a bit more slick than the ski-goggles-with-a-tablet-glued-to-it prototype, but the device would look even more appealing if the next-gen consoles would commit to supporting it. (We all know how well the PS3's 'wave-stick' did as an afterthought.) That said, major titles like the 9-year-old Half-Life 2 and the 6-year-old Team Fortress 2 are getting full support for the device. Hopefully some developers are looking into support for the Oculus Rift as a launch feature, rather than an addition years after the fact. IA bit like the EAX standard from Soundblaster. That worked out well too."
I am really looking forward to the Oculus' public release, but I really hope they fix the lag in head tracking that results in motion sickness or dizziness in the users. As a guy who used to get nauseous after a few hours of Duke Nukem or Doom, that'd be a pretty major negative in determining whether I will buy one or not.
Also, I'm glad we've finally hit Johnny Mnemonic levels of tech in real life. Bring on the talking dolphins.
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1920 x 1080 is not enough (960 x 1080 per eye ..not counting the lost edges). The resolution on the kickstarter dev headsets looks horrible (granted its not 1920x1080) .. but I am 1000% sure that there's no way boosting up to merely 1920x1080 is going to fix it. In my opinion, they are going to need at least 4K .. possibly as high as 8K .. and that's assuming they use some sort of a diffusion sheet to get rid of the screen door grid effect.
Jamie Hyneman Tests the Oculus Rift Virtual Reality Goggles - YouTube
Yea, they never did release updated drivers for EAX did they?
If you mounted cameras on the back of this thing, and fed them back into the display, it would be just like you where where you were!
Who would win this election: Andrew Weiner vs Andrew Weiner's weiner.
First time I've seen this before. First thought that comes to mind is an application allowing two people wearing the devices to engage is some sort of electronically enhanced sexual experience.. I'm not really sure what that would entail as I haven't thought it through completely but there is something waiting to be found.
It's been a year since the kickstarter funding and the company formation. They got 2.5M from kickstarter and I suppose another 2.5~3.5 as a personal investment from the current CEO. So they basically had around 6M in the bank at start.
Then they hired a lot of people. I think they have 20 employees in total if my sources are correct. Assuming a average of 100k/person including bonuses/insurance/etc that is at least 2M/year in expenses.
Then there is renting, utilities and taxes. That is another 500k/year at least.
And finally there is the actual development/deployment of the dev kit and promotion(E3 booths, CES, etc) as well as R&D infrastructure build up so there goes most of the rest of the money.
Without this VC investment, I feared they'd sell off and/or close doors in a question of months. I just hope the VCs don't let their "expertise" go out of control.
The reasons that HMDs never took off for gaming are low resolution, small field of view, high cost and poor head tracking. These are all things that the Oculus fixes.
If it gets released at $300 or less, I'll buy it on day one and so will many other people.
Get rid of your Nintendo VirtualBoy then. Things have come a long way since then.
Only $16 million? I'm surprised the people at Oculus haven't raised ten times that amount, given that this is going to be the next big wave in gaming. It certainly wasn't going to be that Wii U tablet thing.
I remember Quake on the VFX1. Novel, but not practical for everyday gaming. How's this any different?
This one is less fun, but realistic from a point of view of FPS gamer.
https://www.youtube.com/watch?v=NxCWwa7u7uM
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This couldn't come soon enough. Can't wait to play Amnesia on this, and when I say play, I mean up to the first dark corridor just before piss my pants and turn off the game.
Hardware positioning, occlusion and effects... It makes me sad every day that I have all this unused processing capacity sitting on my X-fi.
The next big thing is gonna be the metaAR for the simple fact that you can't walk around on the street in VR glasses.
I figured that out right after I pressed submit on the Oculus order form. As usual.
(At least I'll be able to read books the way I always wanted to without building a half-sphere to the top of my bed.)
Since motion sickness pre-exists VR there are also pre-existing solutions. If it's cool enough I predict a sharp spike in the sale of motion sickness pills, shortly to be followed with a surge in our understanding of the health effects of prolonged acute usage.
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I have to say, TF2 is one of only a very FEW games I continuously come back to and play, over and over again. I never really get bored with it. Maybe I'm in the minority, but I get the idea an awful lot of people abandoned that game simply because they got their attention re-focused on the latest and greatest, shiny new releases.
But IMO, Team Fortress 2 checks all the boxes for a truly fun gaming experience. The 3D shooter category only has so many basic concepts for multiplayer play, anyway. You have your "Capture the Flag" mode, your "Deathmatch", your "Domination", and so on. The only thing that really changes when you pay your $50 for the latest one are the background scenery, design of the levels and the characters. You get some unique weapons too, once in a while, but even those are usually re-hashes of the same ideas 90% of the time.
To me, TF2 ensures plenty of people to play against at any time, because they gave the game away free and it runs well not only on multiple platforms, but has reasonable hardware requirements so even older machines can run it. The bandwidth usage isn't too bad either, so your people stuck on say, a 3mbit DSL connection, can still play it without issues.
I'd rather see more development on top of something great like TF2 than wasted "reinventing the wheel" on yet another FPS title that will just get played for a little while and scrapped.....
(The best thing Valve could do for TF2 though, IMO, is to release some more official levels for it. I've played a few really good custom made ones, but also a lot of buggy, not so well thought out ones that even crashed the game at times. It definitely doesn't have NEAR the enthusiastic level building community that we had for older classics like Quake. It could use an official "level pack" or two from Valve, even if they cost a few bucks to download.)
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