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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Don't knock it off before you try it. People who tried the the 1080 version loved it (pretty much all the screen-door effect is gone). Plus, there's no point having a 4K or 8K resolution with our current level of graphics processing power, since one of the main requirements for a good VR is at least 60fps. These will come in a few years. Until then, people will enjoy the hell out of playing video games from within, instead of watching it through a rectangle.
Try it before you get too locked into your position. I tried Sony's headset last year and almost forked over $800 for it. Same resolution as the current OR headsets. The main thing that kept me from buying it was the resolution. I agree that it's not sufficient. But it was close. And the consumer OR headsets will almost certainly be 1920x1080. That would be enough of a bump to look pretty darn good.
Would more pixels be better? Of course. But what do we have on the consumer market that can drive 4k displays? Nothin'. Okay, there are a few things that can upscale to 4k at 30Hz so I guess one could claim a few edge cases. And the Mac Pro will be able to improve on that by the end of the year. But that's it. There's simply no point in trying to make a 4k headset until we have something to plug it into and content to deliver.
I don't trust the opinions of all journalists, but I do trust some. Also, there are currently over 6000 DK's out there, and I have communications with many of the people who have them. And NONE, absolutely NONE have found the Oculus Rift a bad experience. Most, even agreeing that the current 720p resolution is low, still have an amazing experience , being immersed in Virtual Reality. I have no doubt the consumer version will spread like wildfire when it's released. About the HMZ, it's absolutely a whole different animal. It's not a VR device. Not only it lacks head tracking, but it also has an extremely small FOV, is very heavy and costs nearly 3x what the Oculus does.
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.
I would like to project Google Street View photography based on my GPS location and compass orientation. Then I would go walking on the streets (system powered by huge batteries) and trying to navigate my way around.
Everyone I've shown my Rift to has been delighted by the experience of being inside the game world. The immersion is unquestionably impressive, despite the many flaws. Oculus nailed the important parts of delivering real VR (low-latency, high-FoV) at a cheap price - but I don't think their success is assured yet.
Things like resolution will certainly help, though most people quickly looked past the chunky screen-door effect, and I'm sure it'll get smaller, lighter and cheaper too. What concerns me is that all but one of the dozen-plus people I showed it to experienced some degree of simulator sickness within 15 minutes, including myself. Most of those had no prior problems with fast FPS games, and it appears to me to be tied largely to the greater immersion. This usually reduced a lot after a handful of sessions, but I feel that this may be a real barrier to adoption - professionals can work through that, but I think a lot of gamers and casual users will have one go, quickly feel sick, and be put off.
More appropriate game design will surely help, and by minimising lateral & spinning movements and sharp accelerations, I think people can be eased into it. But this is outside Oculus' control, many games will do it poorly at first, and I'm expecting a pretty severe backlash when it hits the market, given the current hype. I just hope VR will survive it.
Why would anyone engrave "Elbereth"?
Finally a way for 2 lonely dudes to have sex with each other while both are looking at a VR woman. This is the end of the human race.
I remember Quake on the VFX1. Novel, but not practical for everyday gaming. How's this any different?
because it's practical. it's that much better, even the dev unit.
world was created 5 seconds before this post as it is.
OK, as a HEAVY Quake 1 and Quake 2 player and modder back in the day, I can say that with those engines at least, what you are describing is what you get when the FOV value is set too high. By default in id games, it's 90. A LOT of serious gamers up that to 120 or higher (so they can see more). As a result the fish-eye effect is enhanced and objects are stretched at the edge of the screen, and compressed in the centre.
In almost ALL games, FOV is user definable. A little bit of research at the time would have solved your issue completely.
-Jar
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I found that more reminiscent of Louis CK's rant on "Everything is amazing and nobody is happy". :-)
There are some valid points though, the screen door is an issue on the dev kits. Personally I find that after a while you don't think about it too much. It feels more like watching "the real world" with a net in front of your eyes than a low resolution screen.
That the current screen is a compromise is not really a surprise to anyone who has followed the project. They had to swap screens as they started to produce the dev kits, so they went with a 7" screen because that was the best they could get with respect to resolution and refresh rate. Unfortunately it leaves a large part of the screen area unused as it's outside what you can actually see through the lenses.