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Oculus Rift Hardware Requirements Revealed, Linux and OS X Development Halted

An anonymous reader writes: Oculus has selected the baseline hardware requirements for running their Rift virtual reality headset. To no one's surprise, they're fairly steep: NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, and 8GB+ RAM. It will also require at least two USB 3.0 ports and "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture."

Oculus chief architect Atman Binstock explains: "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering." He also points out that PC graphics can afford a fluctuating frame rate — it doesn't matter too much if it bounces between 30-60fps. The Rift has no such luxury, however.

The last requirement is more onerous: WIndows 7 SP1 or newer. Binstock says their development for OS X and Linux has been "paused" so they can focus on delivering content for Windows. They have no timeline for going back to the less popular platforms.

227 comments

  1. in other news... by zlives · · Score: 2, Funny

    "They have no timeline for going back to the less popular platforms." that means windows 8 is doomed

    1. Re:in other news... by Anonymous Coward · · Score: 0

      Windows 8: An operating system that even Vista users turn their noses up, which is still far more popular than Linux.

    2. Re:in other news... by Anonymous Coward · · Score: 3, Insightful

      Win8/8.1 has more users than OSX, and the "Windows" platform means that supporting Win7 gets Win8.x for free.

    3. Re:in other news... by Anonymous Coward · · Score: 2

      Actually, as both a Vista user and a Windows 8.1 user, I'm pretty okay with 8.1.

      Vista was okay too, after they patched the heck out of it. Windows 7 was better than both, but Windows 10 will hopefully give me that Win7 feel with a new OS again.

      Of course, Linux and OSX never had a chance. My Vista box plays more games than either of them even though it is now showing its age.

    4. Re:in other news... by MichaelMacDonald · · Score: 1

      I dunno, 8.1 is pretty good with Command Shell. I like it better than 7, at least as long as I avoid the sides of the screen and metro apps. It's so much crisper than 7, the file operation dialog boxes are immensely better than 7's, and the performance charts are better and easier to get to. I do feel like I'm going backwards when I use a Windows 7 machine. *but this is with Command Shell installed, only. Using Windows 8 without it is just stupid and annoying.

    5. Re:in other news... by Anonymous Coward · · Score: 0

      I used Vista SP1 and SP2 for three years and never had a problem with it. When I upgraded to Windows 7, I found it was almost exactly the same OS. That's why I always have to laugh derisively at anyone who talks shit about Vista, but then defends Windows 7 as being somehow better (it's clear those people haven't actually used Vista). Basically Windows 7 was Vista SP3. The only thing it changed was the ability to have larger icons on the taskbar.

      The same is true of Windows 8. Most of the naysayers are people who only saw a screenshot and made an uninformed and biased judgement.

    6. Re:in other news... by bongey · · Score: 1

      Not really I do Oculus Development for all three. Windows 8/8.1 is the hardest to get to work well.

  2. Excellent by Lord+Apathy · · Score: 1

    Just the excuse I needed to upgrade my graphics card.

    --

    Supporting World Peace Through Nuclear Pacification

    1. Re:Excellent by Anonymous Coward · · Score: 1

      You already had the excuse of being an idiot, just like anyone who would spend at least 600$ (oculus+newest GPU) for a technology that was a massive commercial disaster in the '90s.

    2. Re:Excellent by darkain · · Score: 2

      "a massive commercial disaster in the '90s"

      Oh, you mean like virtually every internet tech company out there that went bust during the .com bubble? Good thing nobody has decided to attempt to build an internet company after that, since that was such a disaster.

    3. Re:Excellent by Anonymous Coward · · Score: 0

      This new version is better in many ways....but it will still make you sick.

      The head-tracking tech just isn't where it needs to be yet. That is a deal-killer for me.

    4. Re:Excellent by Anonymous Coward · · Score: 0

      High-end GPUs were a massive commercial disaster in the 90s? Good to know.

    5. Re:Excellent by Anonymous Coward · · Score: 0

      Why do you think your emotional problems are interesting to anyone but your therapist?

    6. Re:Excellent by Anonymous Coward · · Score: 0

      Wrong example. Ebay and amazon didn't go bust, and they are still here. Those that did go bust never resurrected again instead, and their business models and products died with them. Just like virtual reality.

    7. Re:Excellent by jeffmflanagan · · Score: 1

      >This new version is better in many ways....but it will still make you sick.

      No it wont, unless you're prone top motion sickness, in which case VR is not for you.

      Even VR a decade ago didn't make me sick, and I'm having a great time with my VR Gear and S6. Oculus fixed whatever caused the virtual world to warp as you turn on older VR systems like eMagin's device. It literally feels like being in a different environment. The phone version of Oculus is damn good, and the PC version will be much better. The head-tracking seems to be perfect in almost any app or game.

    8. Re:Excellent by Anonymous Coward · · Score: 2, Informative

      No it wont, unless you're prone top motion sickness, in which case VR is not for you.

      Yeah right, sure. That's why oculus games' developers themselves are complaining about VR sickness:

      http://arstechnica.com/gaming/...

    9. Re:Excellent by rtb61 · · Score: 1

      You can also exclude all people with neck problem. Apart from attaching a screen to your head, VR wont do much for them. For you ageist people, yes, this is a older person problem. Still of course it all counts, as you lose more and more market segments, the loss of buyers hugely inflates the development cost per unit. The target audience will run into economic limits, apparently quite major economic limits. That target market is shrinking all the time and everyone is already guessing that upon release as use spreads so will the target audience as they exposed to the actual uncomfortable reality of using the headset.

      --
      Chaos - everything, everywhere, everywhen
    10. Re:Excellent by ArmoredDragon · · Score: 1

      It could be the games themselves that are causing it rather than the platform.

      I remember HL2 would cause me to get motion sick, but only on the level where you drove the fan boat through the acid canals and nowhere else.

      The only other game to cause me to get motion sick was wolfenstein 3d if it was run on a modern computer. Older computers (that ran at a slower frame rate) didn't cause it for some reason.

    11. Re:Excellent by MichaelMacDonald · · Score: 1

      Hrm, because it's not the 90's? The VR being made now is nothing like the stuff they were building in the 90's?

    12. Re:Excellent by MichaelMacDonald · · Score: 1

      Hrm, there's no indication any of those responses came from astroturfers. Your comments are shit. That's all. You're a sad, angry human who doesn't have the money to buy a half decent pc, so you're taking it out on an innocent /. forum. Get over it. The specs aren't that harsh, I have 2 pcs that will be fine. Otherwise, if you don't like it, don't buy it.

    13. Re:Excellent by kiddygrinder · · Score: 1

      the idea that it's not a solvable problem is ridiculous, that article even says they're not sure if the guys complaining are using the dk1 or 2. ultimately we don't get sick from viewing 3d shit in real life, it's just a question of how realistic it has to be to get rid of the motion sickness and if how cheaply that level of realism is achievable

      --
      This is a joke. I am joking. Joke joke joke.
    14. Re:Excellent by smallfries · · Score: 1

      So... it's a question of whether the motion that we see has to match the motion that we feel in the inner ear? Because I don't see how that working in real life is a guarantee that it will work on VR hardware.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    15. Re:Excellent by Anonymous Coward · · Score: 0

      "I remember HL2 would cause me to get motion sick, but only on the level where you drove the fan boat through the acid canals and nowhere else."

      That is literally half the game.

    16. Re:Excellent by Anonymous Coward · · Score: 0

      The number of people with motion sickness and neck problems is marginal compared to the number of left handed people, yet we see plenty of mice that are exclusively for right handed people.
      It happens all the time, companies reduce the target audience in favor of a better product for a niche market.

    17. Re:Excellent by Electricity+Likes+Me · · Score: 1

      I remembering being fine with the Oculus till I walked backwards in an FPS. Turns out that entire movement is extremely unnatural to how you move in the real world. Never had a problem with Elite Dangerous.

    18. Re:Excellent by Anonymous Coward · · Score: 0

      You better go spread your insight and wisdom with Facebook, HTC, Valve, Nvidia, Sony, Google and Microsoft to let them know that they are all making a mistake developing virtual/augmented reality.

      I'm sure you're a lot brighter than anyone running those companies, after all you're a random Slashdot poster with a minimum wage job and they're just multi-multi-billionaires. What the fuck do they know about business and technology compared to you?

    19. Re:Excellent by Anonymous Coward · · Score: 0

      High-end GPUs were a massive commercial disaster in the 90s? Good to know.

      Considering the first "GPU" (Nvidia coined the term) in existence was the GeForce256 and that was released in late 1999, I would say that's a true assessment.

    20. Re:Excellent by Anonymous Coward · · Score: 0

      Hrm, there's no indication any of those responses came from astroturfers

      Nice try, Failbook.

  3. Well... by Anonymous Coward · · Score: 5, Interesting

    I'm not buying one anymore. I was super excited too.

    1. Re:Well... by Lord+Apathy · · Score: 4, Funny

      I'm not buying one anymore. I was super excited too.

      I'm still looking forward to it. I have a friend that is going to toss a bucket of blood on me while I'm playing Call of Duty. He is also going to hold a fish under my nose when I'm watching 3d porn.

      --

      Supporting World Peace Through Nuclear Pacification

    2. Re:Well... by I'm+New+Around+Here · · Score: 1

      Don't forget the unripe melons to simulate the breast implants, and a plucked chicken to simulate the razor bumps down below.

      --
      If you think I voted for Trump because of this post, you're wrong. I voted for Dr. Jill Stein of the Green Party. Again.
    3. Re: Well... by Type44Q · · Score: 1

      I have news for you; healthy... virtual... fish... doesnt have a smell.

    4. Re:Well... by cayenne8 · · Score: 2

      I'm not buying one anymore. I was super excited too.

      You know...if they would just release API info and good information AS they develop internally for Win7....to the public, then the Open Source folks will work on the Linux versions for them.

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    5. Re:Well... by PopeRatzo · · Score: 1

      I have a friend that is going to toss a bucket of blood on me while I'm playing Call of Duty. He is also going to hold a fish under my nose when I'm watching 3d porn.

      A very good friend indeed.

      --
      You are welcome on my lawn.
    6. Re:Well... by jeffmflanagan · · Score: 0, Troll

      They probably don't want a sub-par version out there harming their reputation, so it would be most likely be a mistake to let the open source people run with it. This is something that takes a lot of resources to create.

    7. Re: Well... by Anonymous Coward · · Score: 1

      I'm happy I didn't kickstart it now. I'll just wait for a competitor with support. For the amount of money they made during the kickstarter, there is no reason why they couldn't do that

    8. Re:Well... by Anonymous Coward · · Score: 0

      Online how-much-of-a-perv-r-u quiz: 1) At the supermarket do you buy: A: Hamburger and ketchup. B: An emormous salami and 2 boiled eggs. C: A small plucked chicken and a tub of vaseline.

    9. Re:Well... by houstonbofh · · Score: 4, Informative

      They probably don't want a sub-par version out there harming their reputation, so it would be most likely be a mistake to let the open source people run with it.

      Actually, if they release ALL of the specs, it may be the other way. And that would be embarrassing as well.

    10. Re: Well... by houstonbofh · · Score: 1

      I'm happy I didn't kickstart it now. I'll just wait for a competitor with support. For the amount of money they made during the kickstarter, there is no reason why they couldn't do that

      No doubt! And another reason kickstarter can bite you in the ass. I wonder if the Linux folks (who in the beginning of the humble indie bundle were much more that %1.5 of the revenue) are demanding their kickstarter bid back?

    11. Re:Well... by FatdogHaiku · · Score: 1

      I wonder if they are giving back the Oculus Rift Kickstarter money raised by having all those assorted OS logos on the page...
      It seems like yesterday...
      Oh, the logos are still there?
      https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/video_share
      Just above the "Team" blurb.

      --
      You have the right to remain sentient. If you give up the right to remain sentient, you will be elected to public office
    12. Re:Well... by nomel · · Score: 1

      I wouldn't be surprised if it worked on systems that didn't meet the spec...but I also wouldn't be surprised if they didn't guarantee *any* sort of pleasant experience on those systems including motion sickness, like they already have a problem with. All of the requirements are there to reduce latency, especially the synchronous display.

    13. Re:Well... by Anonymous Coward · · Score: 1, Insightful

      Ahh, the all powerful ego of Open Source zealots. Truly a marvel to behold.

    14. Re:Well... by MichaelMacDonald · · Score: 1

      Wouldn't it be easier just to have a girlfriend who had one too?

    15. Re:Well... by Anonymous Coward · · Score: 0

      Can't speak about their windows SDK, however the Oculus Rift Linux SDK has been a bad joke ever since I started working with it. Constantly changing directory structures, issues with case sensitive file and directory names ( Include/include ), public includes referencing back into various source directories, as well as memory leaks and crashes if you poll for connected devices. Not publishing a Linux version means I can tell my customers that Oculus integration is halted until we can be clear that it has a future on non Microsoft Platforms, maybe waiting for Valve to release theirs is a better idea.

    16. Re:Well... by Truekaiser · · Score: 2

      At least valve knows how to develop for linux.
      I'll wait for their headset rather than support facebook.

    17. Re:Well... by kiddygrinder · · Score: 1

      meh, i wouldn't write it off, i'm sure someone you know will buy one so you can give it a fair crack before you commit

      --
      This is a joke. I am joking. Joke joke joke.
    18. Re:Well... by smallfries · · Score: 1

      But a friend with weed is better?

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    19. Re:Well... by houstonbofh · · Score: 2

      You really believe that fat bloated HP print driver is better then mine? Ok then... (Note: this is the case with MANY drivers.)

    20. Re:Well... by Anonymous Coward · · Score: 0

      You still using a 486 or something? It's 2015, I've got tons of cheap storage space. I don't care if a driver is a few megs bigger or if I have duplicate libraries floating around because I still have four terabytes of free space.

    21. Re:Well... by houstonbofh · · Score: 1

      And you obviously do not have an office full of people all using snmp and ping to see if the printer is up now? How about now? And now? It can actually be a significant amount of your LAN traffic very quickly. Even bumping out netbios broadcast traffic! (And that takes some serious work!)

  4. Mac/Linux support removed... mildly surprised by Jax+Omen · · Score: 1

    Not surprised at all at linux support being removed, but being owned by facebook I'd think mac support would be a priority...

    1. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Same here. My hardware supports it, but my enthusiasm is gone if it doesn't support my OS. Seems like a golden opportunity for the competitors to swoop in and capture the "less popular" markets.

    2. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 2, Interesting

      For an apple can you even get that level of video card? Been awhile since I specd one out. Linux would be no prob. But macs are usually slightly wimpy on the vid card side?

    3. Re:Mac/Linux support removed... mildly surprised by Anrego · · Score: 2

      Definitely not surprised about Linux. I bought a dk1 and ended up installing Windows on a second drive to play with it. Linux support is in huge quotation marks. Once you manage to get it working smoothly, you then have a barren wasteland as far as things to actually do with it.

    4. Re: Mac/Linux support removed... mildly surprised by Anrego · · Score: 2

      Even if they support Linux, you still need people producing content for it that also supports Linux. I have a DK1, and while I did manage to get it going on my gentoo install, there was (and honestly still is) very little to actually play with. I ended up just installing Windows on a second drive.

    5. Re:Mac/Linux support removed... mildly surprised by viperidaenz · · Score: 2

      Mac support is pointless right now, you can't buy Apple hardware with enough GPU power.

    6. Re: Mac/Linux support removed... mildly surprised by jedidiah · · Score: 4, Informative

      Wait for Valve to get interested. Then both Mac and Linux support issues will be covered (at least somewhat).

      --
      A Pirate and a Puritan look the same on a balance sheet.
    7. Re:Mac/Linux support removed... mildly surprised by jordanjay29 · · Score: 1

      WARNING: Fanboy detected. Take appropriate countermeasures.

    8. Re:Mac/Linux support removed... mildly surprised by SpankiMonki · · Score: 0
    9. Re:Mac/Linux support removed... mildly surprised by ArcadeMan · · Score: 2

      Mac users account for 10% of the users at best. How much of that 10% is using the latest Mac Pro?

    10. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      In gaming, two D700s are probably close to 970, but crossfire sucks. Single GPU, even D700s lose to 970 hands down. Of course, they're 2012 tech but still..
      D500s in my Mac Pro benchmark individually to 660 Ti I had in my 2012 vintage gaming PC before upgrade. D700 is just bit faster.

    11. Re:Mac/Linux support removed... mildly surprised by LynnwoodRooster · · Score: 0

      You can design an Apple computer on Windows (in fact, Apple does that very thing). You cannot design a Windows computer on OSX - there is no parametric 3D CAD, schematic capture, PCB layout, etc. software available on OSX.

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    12. Re: Mac/Linux support removed... mildly surprised by jeffmflanagan · · Score: 0

      Valve is already interested. The HTC/Valve VR system is a competitor to the Oculus Rift, and will probably be better due to Valve's background in game publishing.

    13. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      there is no parametric 3D CAD, schematic capture, PCB layout, etc. software available on OSX...

      ... that you know of, because you never bothered to search.

    14. Re:Mac/Linux support removed... mildly surprised by weilawei · · Score: 1

      You cannot design a Windows computer on OSX - there is no parametric 3D CAD, schematic capture, PCB layout, etc. software available on OSX.

      You may mean that there is no Solidworks support and no Altium support in OS X. In that, you would be right. However, your claims of no 3D CAD, schematic capture,or PCB layout are all factually incorrect.

      You fail at Google. Stop trashing a 6-digit UID with blatantly false information.

    15. Re:Mac/Linux support removed... mildly surprised by SpankiMonki · · Score: 2

      How much of that 10% is using the latest Mac Pro?

      Virtually none of them? Did I get that right? ; )

    16. Re:Mac/Linux support removed... mildly surprised by tnk1 · · Score: 1

      Confirmed. There are Parametric 3D CAD programs for OSX. There seems to be schematic capture as well. Didn't bother with Googling others.

      Unclear if they are of the professional level needed to design actual commercial products, but I think we will call this myth: "Busted."

      Amusing aside, I recall doing digital design in college... on a Mac (pre-OSX). It worked, although that fucking program crashed at least once a session. Forget what it was called.

    17. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Yes, some neckbeard will swoop in and make a buggy wannabe clone that you have to compile yourself. It will be forked in 20 different directions,all more broken than the previous. All 100 users will smugly proclaim that their VR distro is better than the original Yuckulu$ Rift.

      By the way, no need to air quote "less popular".

    18. Re: Mac/Linux support removed... mildly surprised by houstonbofh · · Score: 2

      Valve is already interested. The HTC/Valve VR system is a competitor to the Oculus Rift, and will probably be better due to Valve's background in game publishing.

      And Linux support, and more Linux games, and not having just pissed off the Linux community by ditching them at the side of the road... Who world have thought how much the Linux community would support a DRM company?

    19. Re: Mac/Linux support removed... mildly surprised by amiga3D · · Score: 1

      I don't have a problem with DRM that doesn't get in the way. DRM that makes the product unusable is mostly what we've seen before.

    20. Re:Mac/Linux support removed... mildly surprised by unixisc · · Score: 1

      Not surprised at all at linux support being removed, but being owned by facebook I'd think mac support would be a priority...

      But do people normally swap video cards in & out of Macs? Only if they do would an OS-X version of this been useful. Also, while iOS may be wildly popular, the same ain't true about OS-X.

    21. Re:Mac/Linux support removed... mildly surprised by unixisc · · Score: 1

      Do people normally buy Mac Pros for games? I thought one did it if one needed a (UNIX) workstation

    22. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Mac upgrade directions:

      1. Pick it up
      2. Throw it away
      3. Buy yourself a new one

      It's so simple.

    23. Re: Mac/Linux support removed... mildly surprised by lordofthechia · · Score: 4, Interesting

      I don't have a problem with DRM that doesn't get in the way.

      Even more than that. Valve has worked hard to make Steam very feature rich. Unlimited installs, In home streaming, cloud synced saves, family sharing, big picture, VR mode, the card collecting meta-game, community features, Windows, Mac, & Linux support (most titles with access to all available versions), built in patching, built in modding support (workshop), etc.

      Sure it has DRM, but they hugely offset the inconvenience of the DRM with features that take care of a lot of annoyances and issues players have had with or without DRM.

      Not saying they're perfect. Their customer service could be greatly improved. That said, 7 years and I haven't had to call them for an account issue (knock on wood).

      --
      Georgia Tech, the leader in Chia(tm) technology.
    24. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Yes, Hackintosh.

    25. Re:Mac/Linux support removed... mildly surprised by armanox · · Score: 1

      I was of the same opinion too. A Mac Pro is a cheap UNIX workstation.

      --
      I'm starting to think GNU is the problem with "GNU/Linux" these days.
    26. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      no parametric 3D CAD, schematic capture, PCB layout, etc. software available on OSX

      My work place does all of these regularly on in OSX. The only time we've had the need to load another OS via a virtual machine is to run archaic UNIX programs doing those things to open up ancient files.

    27. Re:Mac/Linux support removed... mildly surprised by LynnwoodRooster · · Score: 1

      And what would these programs be that are suitable for designing something as complex as a laptop or desktop? I know, you'll point to FreeCAD - doesn't even come close. Something like NX, or Creo, or Solidworks or even Geomagic would be needed. I'm not aware of a single parametric 3D CAD package for OSX. Please enlighten me!

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    28. Re:Mac/Linux support removed... mildly surprised by LynnwoodRooster · · Score: 1

      OK, so what OSX package would you use to design something like a Macbook Air? Why does Apple choose to use Creo and Altium - both Windows based tools? Because they like to spend money on Windows licenses instead of using their own in-house OS?

      --
      Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    29. Re:Mac/Linux support removed... mildly surprised by Jeremi · · Score: 2

      I was of the same opinion too. A Mac Pro is a cheap UNIX workstation.

      Just out of curiosity, what these days would be considered a not-so-cheap UNIX workstation? Does anyone still sell such a thing?

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    30. Re:Mac/Linux support removed... mildly surprised by Antique+Geekmeister · · Score: 1

      The graphics workstations for special effects animations are still a very real market. They tend to have high end 10Gig, quite a lot of high speed RAM, flash drives for local processing, and very, very powerful video cards. They also used to have firewire for high bandwidth peripherals or external drives, but everyone's pretty much given up on that.

    31. Re:Mac/Linux support removed... mildly surprised by Jeremi · · Score: 2

      The graphics workstations for special effects animations are still a very real market. They tend to have high end 10Gig, quite a lot of high speed RAM, flash drives for local processing, and very, very powerful video cards.

      Hmm, can you give some example brand names or links? I googled around, and all I could find was this article on the evolution of workstations, which only lists the new Mac Pro and some (unnamed) souped-up Windows/Intel PCs as the modern equivalent of a Unix workstation.

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    32. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Wait for Valve to get interested. Then both Mac and Linux support issues will be covered (at least somewhat).

      Valve don't care about either of those. The only reason why they still existing is down to the modern game engines allowing near point and click to different targets, hence the plethora of shovelware indy shit reimagine 80s and 90s style games.

      Furthermore, Value's singular thought back in the day of the steambox was simply due to MS and their app store for win8+. Value were shitting bricks as it had the potential to destroy their monopoly of DRM and sales for big current titles. As it turned out, MS were too late (again) and nothing really changed. The steambox was wound down, and the non-win games are still ancient ports, or tablet/phone level turds.

    33. Re: Mac/Linux support removed... mildly surprised by Paradise+Pete · · Score: 1

      That's what I do, except for step 2. For me that's either sell it or donate it.

    34. Re: Mac/Linux support removed... mildly surprised by Truekaiser · · Score: 1

      Then where did the dying light same day port and bio-shock ports come from? not to mention boarderland's the pre sequel upon launch port?

    35. Re:Mac/Linux support removed... mildly surprised by lisaparratt · · Score: 1

      Because who'd want to sell a product to a market segment know for spending lavishly on superfluous hardware?!

    36. Re: Mac/Linux support removed... mildly surprised by Ilgaz · · Score: 1

      If both Mac and Linux mentioned, I suspect the reason is OpenGL and the fact that it is moving slowly compared to DirectX. DirectX 12 is a real breakthrough.

      Perhaps they should do what Firefox does. Use 3 different branches. ESR for military,business, industrial. Consumer with ever evolving rapid releases and Beta for gamers etc?

    37. Re:Mac/Linux support removed... mildly surprised by smallfries · · Score: 1

      Why 10%?

      I own a windows box for gaming, and use macs / linux for work. Many PCs sit in offices, or are owned by people who like Facebook but do not play games. Where do market share estimates come from for new gaming hardware? Surely it is not the installed base of each platform, because the platform is sold into many market segments, and most of them have zero probability of buying new gaming hardware.

      Just curious, I know the steam survey samples active gamers, but steam is still over-representative of the windows games in their catalogues. Who actually estimates numbers for the sizes of windows, linux and mac gamers?

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    38. Re:Mac/Linux support removed... mildly surprised by Bing+Tsher+E · · Score: 1

      Why would I buy a Mac Pro just to install NetBSD (UNIX) on it?

    39. Re: Mac/Linux support removed... mildly surprised by Bing+Tsher+E · · Score: 1

      The problem I have with Steam is the lack of full disclosure.

      I have bought a number of shrink-wrapped box games that didn't disclose anywhere on the package in a font size I could actually read in the store that they required 'A Steam Account' to load and play the game.

    40. Re: Mac/Linux support removed... mildly surprised by Bing+Tsher+E · · Score: 2

      Happy Smiley DRM is still DRM. The Infrastructure is in place and proven and operating for whomever comes along next to run the company.

    41. Re:Mac/Linux support removed... mildly surprised by Bing+Tsher+E · · Score: 1

      Yeah, we know you guys have all got Ashlar Vellum.

      Take out your Altivec unit and twirl it!

    42. Re:Mac/Linux support removed... mildly surprised by Antique+Geekmeister · · Score: 1

      I was careless: I actually meant a "Linux" workstation, not technically a "UNIX" workstation. I'm also rapidly approaching NDA material if I give out customer or partner names who use such hardware.

      I'd look into what ILM, Industrial Lgiht and Magic, is using these days for their artists. Their switch from SGI based workastations to Intel hardware running Red Hat software was an exciting piece of technology news some years back.

    43. Re:Mac/Linux support removed... mildly surprised by Bing+Tsher+E · · Score: 1

      There are Parametric 3D CAD programs for OSX. There seems to be schematic capture as well.

      There are several of each!

      SmithMicro probably still sells TurboCad! for Mac. Right? Right??

    44. Re:Mac/Linux support removed... mildly surprised by ArcadeMan · · Score: 1

      Who actually estimates numbers for the sizes of windows, linux and mac gamers?

      That's an excellent question. Those "10%" numbers always come, as you say, from counting all computers including those sold to businesses. The numbers are also skewed in Steam because of the cheer number of Windows-only games.

      Your question about the breakdown for games that are available for all three platforms is a good one, I'd be interested to see such numbers as well.

    45. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      I think the not-so-cheap Unix workstation don't exist any more. I've been in businesses where they used SUN workstations that cost 3-4 times as much as Mac Pro's cost today. But that was a long, long time ago, ... Maybe there still exists some company that offers these kind of workstation, but it is not really necessary any more. Even Microsoft managed to release a 64 bit OS eventually. I've seen businesses that switched to Mac Pro and I've seen businesses that switched to some server version of Microsoft on a powerful workstation. I've also seen a few SLES and Red Hat boxes. But I never knew the purpose of these kind of workstations to be honest except that the applications they ran needed lots of memory and processor/gpu power to do their calculations. 15 years ago there was still a lot of difference between 'super computers' and the office computer, but the law of Moore has turned even smart phones into workstations with lots of processor and gpu power.
       
      I've also seen a research centre that used hundreds (thousands?) of Mac Pro's to build their computer center because of Xgrid, the cheapest and easiest way to create an 'organic' super computer at the time. But even this technology is no longer Mac/Unix only, and there are lots of working open source projects that run on all kinds of OS's.

      What I don't understand however is why Oculus doesn't support at least Mac OSX. Yes Windows is the most installed OS, but it is not the most used OS in research and science. That's where OSX and Linux have a large market share. The average Windows using office drone doesn't even know what a virtual reality headset is...

    46. Re:Mac/Linux support removed... mildly surprised by Dogers · · Score: 1

      "Workstations" are generally servers in a desktop case these days. See:
      http://www8.hp.com/us/en/campa...
      http://www.dell.com/us/busines...
      http://shop.lenovo.com/us/en/w...

      Dual Xeon processors, lots of RAM, capacity for lots of disks & PCIe cards.

      --
      I am a viral sig. Please copy me and help me spread. Thank you.
    47. Re:Mac/Linux support removed... mildly surprised by armanox · · Score: 1

      Looking at the old vendors (HP, IBM, and Sun) apparently Apple is the only company that still even sells a UNIX workstation. Color me surprised.

      --
      I'm starting to think GNU is the problem with "GNU/Linux" these days.
    48. Re: Mac/Linux support removed... mildly surprised by armanox · · Score: 1

      Considering how much resell value Apple equipment has you would be a fool to throw it out instead of selling it. Sadly for me, by the time a Mac stops being usesful it's well past time to sell it (I still have a Quad G5 in service as soon as I fix the liquid cooling on it, and my MacBook Pro 1,1 is still usable, just not getting new software).

      --
      I'm starting to think GNU is the problem with "GNU/Linux" these days.
    49. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      I suspect a lot of the trash talk about Steam comes from morons who got VAC-banned or had their accounts disabled after buying codes on eBay from sellers who bought the code with a stolen credit card.

    50. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Well, I'd use standard hardware, like an ATX case, board, etc., instead of fucking around with "design". I want a computer, not a fucking art piece, and that's why I get three times the hardware at half the cost of Apple shit.

    51. Re:Mac/Linux support removed... mildly surprised by jones_supa · · Score: 1

      So can you just name the manufacturers of such Linux workstations?

    52. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Yes, until the 2013 refresh. Older Mac Pro systems used "regular" ATI/AMD graphics cards. They were great systems for gaming. The newer fire pro graphics are not designed for gaming so the gamer segment is gone.

      My wife has a Mac Pro from 2012 for gaming. Having 8 xeon cores plus hyperthreading and dual AMD graphics cards driving multiple monitors is awesome. She's also a programmer so the extra kick for other tasks is useful as well.

      I used to get her hand me downs, but when the Mac Pro 1,1, she gave me hit end of life on OS X, i went to a mac mini. It's pretty powerful but I can't upgrade due to the drop in CPU power on the new model (quad to dual and only a marginal frequency bump) .

      Apple is intentionally slowing their new systems down and segmenting them further. Tim Cook wants throw away computing but at apple pricing. He needs to drop the prices a LOT if they're not going to be worth buying. The only upside is the great flash memory in SOME models.

    53. Re: Mac/Linux support removed... mildly surprised by hitchhacker · · Score: 1

      Even if they support Linux, you still need people producing content for it that also supports Linux. I have a DK1, and while I did manage to get it going on my gentoo install, there was (and honestly still is) very little to actually play with. I ended up just installing Windows on a second drive.

      Extreme Tux Racer for Oculus Rift (released a few days ago): http://jdtaylor.github.io/tuxr...

    54. Re: Mac/Linux support removed... mildly surprised by Tom · · Score: 1

      I don't have a problem with DRM that doesn't get in the way.

      Then you want to stay away from Steam, because there are whole forums filled with people telling you that when something breaks, not only can't you play your games, Valve also doesn't give a fuck and will be about as helpful as a dead parrot.

      --
      Assorted stuff I do sometimes: Lemuria.org
    55. Re:Mac/Linux support removed... mildly surprised by Antique+Geekmeister · · Score: 1

      Without getting into personal anecdotes and non-disclosure material? That can get difficult.

      A fast check of HP and Dell show that for roughly $4000, either can deliver a high end workstation with dual 256 GB flash drives, 10 Gig ethernet cards, top-of-the-line graphics cards, and 3.6 GHz quad-core CPU's. That''s a pretty effective definition for a modern graphics workstation.

    56. Re:Mac/Linux support removed... mildly surprised by GNious · · Score: 1

      Doesn't matter - in the home-segment, most Macs are laptops or tablets, and the best GPU there is the GTX750m, which is below the minimum-specs of the Oculus Rift.
      Mac users may be willing to spend lavishly, but there's (currently) nothing effectively available that is usable with "Foculus".

    57. Re:Mac/Linux support removed... mildly surprised by unixisc · · Score: 1

      I was of the same opinion too. A Mac Pro is a cheap UNIX workstation.

      Just out of curiosity, what these days would be considered a not-so-cheap UNIX workstation? Does anyone still sell such a thing?

      I don't consider the Mac Pro cheap. If it is equipped w/ the amount of memory that workstations typically require, it would be right up there w/ an equivalent UNIX workstation, assuming that any are still openly sold. And it wouldn't be a bad value for money - it would essentially be BSD, w/ Quartz on top of it.

    58. Re:Mac/Linux support removed... mildly surprised by unixisc · · Score: 1

      That's fine - don't disclose anything, but do vendors like Oracle or HP sell custom boxes if you coughed up the cash? Would you get a modern SPARCstation of a Fujitsu chip in an Oracle box w/ either Linux or Solaris? Would you get an Itanium workstation from HP running HP/UX or FreeBSD? I was under the impression that the Mac Pro is the only UNIX workstation that you can get these days (even if you toss in Lintel boxes into the mix)

    59. Re:Mac/Linux support removed... mildly surprised by unixisc · · Score: 1

      You wouldn't! Since it comes w/ a FreeBSD OS on it, w/ the full backing and endorsement of Apple

    60. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      I bet she's mad ugly

    61. Re:Mac/Linux support removed... mildly surprised by Antique+Geekmeister · · Score: 1

      I suspect that you're over specifying. The last "Sparcstations" were manufactured 15 years ago, and the market has changed profoundly. As soon as you nail down the spec as "a modern Sparcstation" and try to pass that to a purchasing agent or a vendor, it will confuse them and you as they try to fulfill your needs.

      I suggest that you move at least a decade in architecture. Look at a modern CAD or graphics workstation as examples, or even high end gaming systems. Use top notch network components, flash drives for high speed local work, top notch video cards for a high resolution and high refresh rate display, with enough RAM to handle bulky software or even VM's for relevant work unavailable in the host operating system, and you have a very powerful Linux or even UNIX workstation that pays for the hardware costs in responsiveness and day to day efficiency.

      And like the old UNIX workstations surrounded by serial ports in the days of Sparcstations and IRIX hosts, most people don't need one on their desk. Most personnel can work with a modest laptop or netbook for email and web accdess and an office suite, with only occasional access to the high powered hardware.

      Discard the specialized CPU's if you'd like to get work done and your architecture supported for the next five years. Itanium is, effectively, a dead end: none of the major Linux or UNIX systems consider it their primary architecture. Sparc64, the key Fujitsu supported architecture, never even exceeded 1 GHz: there is no _point_ to spending more time and money on those uncommon architectures unless they offered ground breaking performance. That hasn't been the case for over a decade.

    62. Re:Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 0

      Since Microsoft owns a big stake in facebook are you really that surprised that it's only supporting windows?

    63. Re:Mac/Linux support removed... mildly surprised by im_thatoneguy · · Score: 1

      Ummm... I have no idea what you consider equivalent of a "unix workstation" but most VFX facilities are nearly exclusively linux and they just buy commodity workstations from companies like:

      Boxx http://www.boxxtech.com/
      HP http://www8.hp.com/us/en/campa...
      Dell http://www.dell.com/us/busines...

      etc..

  5. Meh. by Ralph+Spoilsport · · Score: 0

    Oculus Rift is this years flavour. No one really cares that much about 3D. I predict it will no longer exist in 3 years.

    --
    Shoes for Industry. Shoes for the Dead.
    1. Re:Meh. by Anonymous Coward · · Score: 0

      You mean the last 5 years' flavor. Oh right, you're probably not done with your ignorant trolling.

    2. Re:Meh. by Anrego · · Score: 1

      I think it has a lot of potential in certain home/small business level niches.

      I'm into simulation games (car, air, submarine, whatever), which is a prime example of something where VR could really add to the experience.

      I also see a lot of potential in data visualization. There are big companies already doing this with expensive gear, but I think this will trickle down to the small business scale. Being able to surround yourself with a visual representation of data is very powerful for certain kind of analysis.

      The question is whether there is enough to keep it going after the hype dies, and that I'm not so sure about.

    3. Re:Meh. by Anonymous Coward · · Score: 0

      Not really. Most people watched Transformers 4 in 2D.
      Nobody gives a fuck, Oculus is going to be a massive flop like the Virtual Boy.

    4. Re:Meh. by jeffmflanagan · · Score: 2, Insightful

      You're projecting your preferences onto others. I care about 3D, and VR is a lot more that 3D.

    5. Re:Meh. by Dunbal · · Score: 1

      Most people didn't watch Transformers 4 at all.

      --
      Seven puppies were harmed during the making of this post.
  6. Platform differences by netwiz · · Score: 1

    I wonder how far off the OSX requirements will be. Typically OSX users pay a higher price for the kernel's greater abstraction between layers, although I've not really dug into the internals terribly deep for a few major revisions. Is that still the case or have the graphics APIs come along at a similar pace to DirectX? What's Apple calling it now? Metal? IIRC this is an IOS-only bit of tech, but it would help whole bunches for it to get ported to the main OS.

    1. Re:Platform differences by viperidaenz · · Score: 2

      OSX requirements would be: Wait until Apple sell hardware fast enough.

    2. Re:Platform differences by jo_ham · · Score: 3, Informative

      Right now the "consumer Macs" don't have the GPU power (the Mac Pro does, but it's a sliver of their sales), and even if they did, Apple doesn't focus on the drivers in the way that happens on Windows - while it's possible for third party vendors to release drivers (Nvidia does it, for example), it's just not common - the vast majority of Mac users are running with the driver that ships with the OS and it doesn't get updated often.

      They have made some strides forward in shipping decent GPU hardware, but the software is still somewhat lacking for heavy 3D lifting.

    3. Re:Platform differences by Anonymous Coward · · Score: 0

      OSX requirements would be: Wait until Apple sell hardware fast enough.

      So what are the minimum hardware requirements for interfacing with vapourware? Daffy Duck's ACME integrating pistol?

    4. Re:Platform differences by Anonymous Coward · · Score: 0

      Well if just depends on the content you want to make. I'm a Mac oculus developer Witt a dk2 and all of my VR apps should run on any midrange off the shelf Mac. Now you'd need that for hyper realistic games etc. but you can definitely have a great VR experience with less.

    5. Re:Platform differences by Malc · · Score: 1

      I'd be happy if Apple would just expose the Intel QuickSync functionality. I can't even use this with Windows on my MBP.

    6. Re:Platform differences by Tom · · Score: 3, Insightful

      Because the only graphics that exist in the world are the high-end games that were intentionally written for hardware that didn't even exist at the time of programming, yes?

      Wake up, man. High-end gamers have long ago become the minority, ever since the rest of the world discovered that you can use computers to play games. "My little pony" games outsell most of the games reviewed in gaming magazines except for the top 20 or so. Farmville has more players than World of Warcraft had even at its peak.

      Occulus Rift is a cute toy for a gamer, but for people working in the 3D design sphere, it could have been a tool. I'm talking visualisation, architecture, construction, event management. Everything where a look at what it will look like before you build or make it can save you thousands or millions. Now have you checked lately what creative people use? I sat down in a room full of design people less than two weeks ago, and every single one of them had a MacBook Air or MacBook Pro. Zero windows computers in the room. You think they're going to give a fuck for your technical argument about driver support? If it doesn't support what they're working with, they'll not be using it, and that's it.

      --
      Assorted stuff I do sometimes: Lemuria.org
    7. Re:Platform differences by Electricity+Likes+Me · · Score: 1

      I think that all those MacBook's cab run Windows, and that most CAD software is Windows-based.

    8. Re:Platform differences by Tom · · Score: 1

      If you think that many people use Bootcamp anymore, you're stuck in 2010. What I see in Windows stuff running on Mac is running in VMWare or Parallels.

      --
      Assorted stuff I do sometimes: Lemuria.org
    9. Re:Platform differences by jo_ham · · Score: 1

      I think you mistake my comment about the nature of GPU driver availability as some sort of criticism of the platform. I'm merely commenting on the reality given the original commenter in this thread wondered about OS X support. I'm just laying it out as I see it. Colour me unsurprised that OS X development of the Rift has been put on hold (almost certainly indefinitely).

      Guess what platform I use for the bulk of my computing work?

    10. Re:Platform differences by jo_ham · · Score: 1

      I bootcamp to run Windows-only steam games on my iMac, but that's the only thing I use it for.

      All my work-related stuff that is Win only (Origin 8, ACD labs, Omnic, etc) is done via VM. With Unity mode in Fusion you barely notice the VM itself, other than the fact that the windows look like Windows.

  7. Supporting Multiple Platforms... by Anonymous Coward · · Score: 0, Flamebait

    They're trying to avoid feature creep, it seems. Smart move, even it annoys users of more obscure platforms.

    I also made the mistake of reading thru some of the comments. This guy explained himself pretty clearly, yet still tons of bitching? I hate the Internet.

  8. Still in the super-early adopter phase by allquixotic · · Score: 3, Interesting

    If you're a developer wanting to write software or games that'll work with this kind of thing, now is a great time to gain some experience with the technology -- go out and buy one.

    Otherwise, only those with a ridiculous amount of disposable income, or some other compelling business justification to buy one, are probably going to be purchasing an Oculus Rift, or even a lesser knockoff, for at least 5 years.

    I don't think this will reach "power gamer" audiences for 5-7 years, and it won't reach the masses of the "core gamers" for probably close to 10 years.

    We also need to make a few assumptions that may not necessarily be true:

    (1) The capabilities of GPUs, especially at the mid-range and lower-end, start to be able to push enough pixels to satisfy something this hungry. We were stalled for a number of years because TSMC dragged their feet on the 28nm process. If they delay another couple of years to go smaller than 20nm, the market probably will not be able to support $250-and-under GPUs that can power Oculus Rift or anything similar.

    (2) Game developers stop the exponential increase in scene complexity, fidelity, draw calls, shader complexity, etc. I don't see this slowing down at all; if anything, game developers are making their games heavier and heavier at a faster rate than the GPU manufacturers can keep up. There used to be a time when you could buy a single discrete GPU of the highest make/model available on release day of a game, and you'd be able to run it with the maximum detail settings. Now, you either need SLI/CrossFireX, or lower your resolution beyond what's "standard" for the present day. Unfortunately, if texture size and scene complexity continue to climb, it won't matter if the options menu has a detail slider -- if your GPU can't keep up with the required number of pixels per second, it doesn't matter whether you're using big textures or tiny ones.

    If "VR" is really going to be a thing, we cannot continue business as usual in the game dev and GPU industries. GPU manufacturers have to pick up the slack and make up for YEARS of lost time. Game devs have to slow down the procession of ever-increasing game requirements.

    If you're designing your games to run at 58 to 60 fps at 1080p on max detail with two 980s in SLI, no one is going to be able to install six 980s in SLI to chunk out the required amount of pixels for an Oculus Rift. And trust me, the people who'll be buying VR will not be willing to settle for medium detail. Not til the price of all this comes down to core gamer levels -- no more than $250 for the GPU, and $100-$200 for the VR kit.

    1. Re: Still in the super-early adopter phase by Namarrgon · · Score: 1

      Game developers stop the exponential increase in scene complexity, fidelity, draw calls, shader complexity, etc.

      the people who'll be buying VR will not be willing to settle for medium detail.

      Contradiction detected. You want developers to stop building in high levels of detail, but then say their audience won't settle for anything less?

      This is exactly what the detail slider is for. You can't really fault developers for making their game look even more awesome on future hardware while still being playable today.

      Just turn the detail down if you need smoother play (in VR or not), and have a closer look at your apparent need to max all the sliders. Don't force the developers to artificially limit detail for everyone.

      --
      Why would anyone engrave "Elbereth"?
    2. Re:Still in the super-early adopter phase by Anonymous Coward · · Score: 0

      Posting anonymously due to job policy

      I work with game development and at our studio, we look at VR as a niche thing for a few reasons: Asking around, most of the people we know don't want to shut themselves away. Then there's the cost of the equipment. There's also the issue with the fact that a significant minority of all humans have issues with stereoscopic vision. In fact, at our studio, that rate is above average. And we're not going to fire otherwise excellent workers just because they have impaired or completely missing stereoscopic vision.

    3. Re:Still in the super-early adopter phase by nehumanuscrede · · Score: 1

      "Game developers stop the exponential increase in scene complexity, fidelity, draw calls, shader complexity, etc. I don't see this slowing down at all; if anything, game developers are making their games heavier and heavier at a faster rate than the GPU manufacturers can keep up. There used to be a time when you could buy a single discrete GPU of the highest make/model available on release day of a game, and you'd be able to run it with the maximum detail settings. Now, you either need SLI/CrossFireX, or lower your resolution beyond what's "standard" for the present day. Unfortunately, if texture size and scene complexity continue to climb, it won't matter if the options menu has a detail slider -- if your GPU can't keep up with the required number of pixels per second, it doesn't matter whether you're using big textures or tiny ones."

      At one time, games were what pushed the hardware makers to keep innovating. There were games that, at top detail levels, exceeded the existing hardware capabilities of what was once considered state-of-the-art. ( As recently as 2004 actually. See Doom 3 or Everquest II for examples )

      As a result, one wasn't able to run the game with all of its settings maxed out at all. Was just a fact of life then.

      Some used texture maps that just flat out exceeded the Ram capabilities on the GPU. I think both games I mentioned required a minimum of 512MB Ram on the card to run the top tiers of textures. ( If memory serves me correctly ) At the time of their release, no GPU existed with those specs.

      If you want better / more powerful hardware, then the game developers don't need to stop what they're doing. They need to do quite the opposite. Keep pushing the limits so the hardware folks will have a significant goal to work towards.

    4. Re:Still in the super-early adopter phase by Zzzoom · · Score: 0

      2016 GPUs will have plenty of power for VR with the jump to 16nm FinFET processes and HBM. It's going to be a fun year.

    5. Re:Still in the super-early adopter phase by Fallen+Kell · · Score: 1

      (2) Game developers stop the exponential increase in scene complexity, fidelity, draw calls, shader complexity, etc. I don't see this slowing down at all; if anything, game developers are making their games heavier and heavier at a faster rate than the GPU manufacturers can keep up. There used to be a time when you could buy a single discrete GPU of the highest make/model available on release day of a game, and you'd be able to run it with the maximum detail settings. Now, you either need SLI/CrossFireX, or lower your resolution beyond what's "standard" for the present day. Unfortunately, if texture size and scene complexity continue to climb, it won't matter if the options menu has a detail slider -- if your GPU can't keep up with the required number of pixels per second, it doesn't matter whether you're using big textures or tiny ones.

      You don't need to worry about this one too much anymore. You see, the "next gen" consoles are already out. That means if the game can't be played on a XBone or PS4, it won't get produced (by the mainstream producers). The only thing that will be pushing graphics much more are developers still trying to figure out what they can squeeze out of the existing hardware (which usually takes 2-4 years time, of which we are already in year 2). And given past generations, Microsoft and Sony won't be looking to replace these consoles for at least another 6 years or more (because it takes that long to make back their investments now due to selling the hardware at the losses they due, plus the R&D costs).

      --
      We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
  9. Kickstarter by Stormy+Dragon · · Score: 3, Insightful

    Hope all the kickstarter backers are happy with what became of their money.

    1. Re:Kickstarter by binarylarry · · Score: 3, Informative

      The Kickstarter was for the DK1, which was shipped.

      But this is still massively fucked up. The HTC headset Valve is launching sounds much better.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:Kickstarter by Anonymous Coward · · Score: 1

      Can you elaborate on why this is fucked up and why valve's sounds better? Genuinely curious.

    3. Re: Kickstarter by Namarrgon · · Score: 4, Interesting

      I certainly am. I got my DK1 on schedule at a great price, AND I'm getting to see VR succeed in the marketplace. And as a bonus, I'm watching Oculus and Palmer do quite nicely out of it.

      I don't remember "stick it to the Big Guys" being a campaign goal on the Kick starter pitch.

      --
      Why would anyone engrave "Elbereth"?
    4. Re:Kickstarter by janoc · · Score: 5, Informative

      Let's put this stupid never ending meme to rest, shall we?

      The 9500 Kickstarter backers got their DK1 for their money. Including me. I was one of the first ones. They have delivered what they have promised in the campaign, nothing less, nothing more.

      Or do you really think that the development beyond the DK1 and the massive hiring that included people like Abrash and Carmack that has brought Oculus from a 3 person startup to a large company acquired by Facebook was actually financed by the Kickstarter money? You need to get real, those Kickstarter 2.5 millions were long gone by then. Yes, the Kickstarter got it off the ground but everything else was paid by venture capital - and Facebook. So the Kickstarter backers really don't have any reason to not be happy about what became of their money nor does Oculus have anything to report to them anymore.

      Now whether the direction in which Oculus is going meshes with the ideals about "democratization of VR", cheap VR that everyone could enjoy etc. that is another discussion. Personally, I am not happy with what they are doing, because instead of making the VR cheap and easily accessible it is going to be a toy for the rich kids only. The minimal PC requirements are actually the least of the issues, even though it is something that the lay person is most likely to deal with.

      The much worse problem is that their SDK is becoming more and more proprietary, closed binary blob that requires your 3D engine to pretty much build everything around it, otherwise it is a nightmare to integrate. It is pretty telling that even Unreal Engine 4 *still* doesn't have a good DK2 integration, year after DK2 is out - it is that complex and that intrusive to do and their heavily threaded and pipelined engine is not a good fit for the expectations the SDK has. I am afraid that with these crazy requirements the adoption by actual content producers - game studios, application developers, etc. is going to be minimal.

      The massive effort required to re-engineer the games (both the engines and to adapt the content) to support the Rift will not pay off when only a small niche will be able to actually use it. Heck, current games are barely able to consistently hit 60fps at 1080p, here we are asking double the resolution and, should we follow the recommendations from Oculus, we should be targeting 90-120fps. Good luck with that ... Either the Oculus games will have massively reduced visual quality compared to the "normal" versions or will require insane hardware. Most likely both. I just don't see the game studios jumping on this bandwagon on a massive scale. I am afraid that what will most likely happen is that it ends up as yet another obscure and poorly supported gizmo, like the Razer Hydra, things like the Vuzix glasses, various shutter 3D glasses that were sold for PC over the years etc. A pity and a massively wasted opportunity, really.

      That they have stopped the Linux and Mac support - I think it was obvious that this was only a matter of time. The writing was on the wall ever since they have released the DK2 with the two-part SDK architecture (closed source binary blob runtime and an open library to talk to it). The Linux and Mac SDKs were much delayed and when the SDK finally arrived, it wasn't full featured - e.g. the "direct" mode has never arrived to Linux (even though it is possible to make something like that work and probably with fewer bugs and glitches than the horrid driver hack they do on Windows).

      The Mac SDK may eventually come back, but I am not having much hope - most Mac users have laptops and most laptops with discrete GPUs actually don't render directly to the external output but into a framebuffer of the integrated ("slow") GPU which then sends the image out. Which is the architecture that is explicitly not supported by Oculus. The Linux SDK is very likely dead for good, even though they won't say so. It just doesn't make commercial sense to go there, the market is small. So it will be likely languishing in limbo forev

    5. Re:Kickstarter by houstonbofh · · Score: 2

      Can you elaborate on why this is fucked up and why valve's sounds better? Genuinely curious.

      A history of actually shipping the stuff they talk about... And lots of shipping Linux games.

    6. Re:Kickstarter by Dracos · · Score: 1

      Because Facebook.

    7. Re:Kickstarter by Zzzoom · · Score: 0

      I think that it's the other way around: They need 90 fps to prevent motion sickness. If they can't power through that threshold, no amount of eye candy will make consumers stop looking at VR headsets as 5-minute demo gimmicks.

    8. Re:Kickstarter by janoc · · Score: 1

      That "90fps needed for no motion sickness" is just a big red herring. Sorry. We had VR for much longer than Oculus exists and there were ways to have usable VR even at 30fps. Sure, 90 looks better, but things can be done with less. Moreover, the motion sickness is primarily function of content, not framerate - you can have even 120fps and you will still get sick if the camera is wildy gyrating around.

      And if nobody will have hardware that will be actually capable of hitting those 90fps at those resolutions that we won't have 5 minute gimmicks but only demos that companies will show off at tradeshows on hardware that mere mortals can't afford to buy. I am not sure that that is any less gimmicky ...

    9. Re:Kickstarter by ArsonSmith · · Score: 1

      At 30FPS it is based on content exactly like you say, at 90 that gets much less so. I've been playing with the DK2 (75FPS target) for quite some time and I've had some very simple movements at low frame rates make me nearly insta barf, yet I've had good experiences with even swooping and sweeping flying motions if the game is keeping up with the rules found by recent VR developers (especially Oculus) which includes frame rate, persistence, no motion blur etc...

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    10. Re:Kickstarter by ArsonSmith · · Score: 1

      Oculus has talked about 7 diffrent headsets and they have shipped 4 and plan to ship 1 more in less than a year.

      Steam has shipped how many headsets?

      Oculus:
      DK1 - shipped
      Crystal Cove - demo'd never shipped
      DK2 - shipped
      Crecent Bay - demo'd never shipped
      GearVR - shipped
      GearVR S6 - shipped
      CV1 - shipping in future

      Valve:
      http://www.engadget.com/2015/0...
      Vive - demo'd
      DK1 - shipped only to select partners/developer houses
      CV1 - shipping in future

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    11. Re:Kickstarter by Anonymous Coward · · Score: 0

      They did not deliver what they promised. - They sold the foamcore prototype and delivered a much better product.

    12. Re:Kickstarter by Bing+Tsher+E · · Score: 1

      The Kickstarter was for the DK1, which was shipped.

      Traditionally, Kickstarters pay their money for the long haul, because they want a project to go. Not just for the swag.

    13. Re:Kickstarter by Bing+Tsher+E · · Score: 1

      Can you elaborate on why this is fucked up and why valve's sounds better?

      Marc's body odor problem.

    14. Re:Kickstarter by Electricity+Likes+Me · · Score: 1

      Can you elaborate on why this is fucked up and why valve's sounds better? Genuinely curious.

      A history of actually shipping the stuff they talk about... And lots of shipping Linux games.

      HL3 is any day now...

      Seriously? I have a DK2 sitting on my desk right now. I was plaing Elite Dangerous with it a couple of hours ago.

    15. Re:Kickstarter by deathguppie · · Score: 1

      Simple. Oculus is dropping multi platform support. Valve won't do that. People should have choices. If someone wants to be locked into Oculus-windows, that's fine but it definitely isn't they way I and many other people would have things.

      --
      once more into the breach
    16. Re:Kickstarter by Stormy+Dragon · · Score: 1

      The 9500 Kickstarter backers got their DK1 for their money.

      Which is now about as useful as an HD-DVD DK. Great if you want to play around on your own, but useless for actually developing anything because it's an abandoned platform that has no compatible consumer product.

    17. Re:Kickstarter by binarylarry · · Score: 1

      I don't know about that.

      Usually you aren't buying stock in some company but helping provide them with money for producing a specific property.

      I expect that if they did expect stock in the company the US SEC might have some issues with how Kickstarter is run.

      --
      Mod me down, my New Earth Global Warmingist friends!
  10. Or... by wonkey_monkey · · Score: 1

    ...or you could try not to cram in so many effects and just make a game that's fun to play and doesn't stutter.

    --
    systemd is Roko's Basilisk.
    1. Re:Or... by Bing+Tsher+E · · Score: 1

      The problem with that is Yahtzee is a fun game to play. And you just need five dice, a pad of paper, and a pencil.

      Fun games 'build up' from there, and there are a lot of fun games with rather extensive 'resources' required to play them, but 'gee whiz' game developers need stuff to throw out in front of the pack of gamers to keep them from noticing there isn't an actual game in there.

  11. Not moving back to a less popular platform? What a by Anonymous Coward · · Score: 0, Insightful

    I'm amazed that anybody would think MS Windows is a popular platform. There is a difference between forced to use and most popular.

  12. Linux and Mac development stopped. by Chas · · Score: 4, Insightful

    Basically means that this is going to be a Windows-only platform. Since it'll just be SO EASY to use Microsoft's secret sauce to get things working.

    Making it totally impossible to duplicate on any other platform and requiring people to start from scratch with the platform again.

    So, stopping multi-platform development means it's never going start again. At least not seriously.

    Look at gaming in Linux. Now add an order of magnitude or three to that for Occulus support. And nobody's going to want to even try.

    They may as well just say "We're going Windows-only-forever so fuck the rest of you up your stupid asses".

    --


    Chas - The one, the only.
    THANK GOD!!!
    1. Re:Linux and Mac development stopped. by cheesybagel · · Score: 2

      Don't worry. The Occulus will most likely end up as a flop anyway.

    2. Re:Linux and Mac development stopped. by Anonymous Coward · · Score: 0

      They may as well just say "We're going Windows-only-forever so fuck the rest of you up your stupid asses".

      I think everyone who uses Linux or Mac have already heard that loud and clear. I know I did.

      But as another have said, they will most likely flop anyway, so just forget them.

    3. Re:Linux and Mac development stopped. by Anonymous Coward · · Score: 0

      Yeah! Shame on them for making the most logical choice by concentrating on developing for the largest platform.

      "We're going Windows-only-forever so fuck the rest of you up your stupid asses"

      God, I wish just one company had the balls to say that directly. You Linux faggots have an ego the size of Jupiter. It's long overdue.

      Here's an idea. Instead of crying about it on the Internet, develop your own Open Sores VR headset that only works with Linux. Tux Racer: VR edition. Oooooo!

    4. Re:Linux and Mac development stopped. by Anonymous Coward · · Score: 0

      They may as well just say "We're going Windows-only-forever so fuck the rest of you up your stupid asses".
      Basically, but the really cool stuff comes from the Linux kids that want to pull stuff apart and put it back together again in new and novel ways, and you can't do that with a locked down not-invented-here system. So it might have had really cool actually useful potential, but now it will be a game and a game only, and then the technology will die on the vine. (sound of the dropped mike hitting the ground).

    5. Re:Linux and Mac development stopped. by Anonymous Coward · · Score: 0

      The MS HoloLens is now a successful product since it has already made Windows ground zero for the battle of the coming generation of AR/VR products. It would be nice if HoloLens actually lives up to the hype of the first product teaser videos but even that luster has started fade as the limitations of a form-factor-correct implementation limit the usable field of view. Embrace, extend... you know the drill.

    6. Re:Linux and Mac development stopped. by TyFoN · · Score: 2

      No linux support + the facebook deal is one reason i will _never_ touch this piece of hardware.

      Actually, both of these reasons would be grounds enough alone to not get close.

    7. Re:Linux and Mac development stopped. by Anonymous Coward · · Score: 0

      F+++ them... We will build our own, GNU/linux supported, with blackjack and hookers!

  13. I already feel the smell of a GoogleGlass failure by Anonymous Coward · · Score: 1

    ... or, even worse, the Virtual Boy. People have already rejected virtual reality in the '90s, they will do it again. It's just too creepy and naive, I don't want to be "inside" a virtual world. Games and reality must remain separate, otherwise one goes nuts. And now they tell you that you must get the very last GPU to run it, yeah!

    And I've also read of many beta testers being sick after using oculus for hours...

  14. Not so steep by SoftwareArtist · · Score: 5, Insightful

    Those hardware requirements aren't really that steep. Those GPUs currently cost under $350, so high end but not top-of-the-line. But it isn't supposed to be released until early next year. By then, new high end graphics cards will have been released, and these ones will be solidly mid-range. Also, the initial customers for this will be enthusiasts, the people who already have high end GPUs or don't mind spending a bit extra to get one. By the time this is really mainstream, even low end GPUs will likely be able to handle it.

    --
    "I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
    1. Re:Not so steep by Anonymous Coward · · Score: 0

      This. I'd fully expect the next year's NVIDIA $200-250 GPU (like GTX 960 is today) to match GTX 970 performance.

      The only thing really missing is for Apple to start including real GPUs on their consumer hardware. However, you can't fit one into their current consumer desktop hardware (iMac case just can't fit one and I can't see Apple making it more bulkier to accommodate the cooling requirements of desktop GPUs) and there is no practical laptop hardware in existence today with enough performance - you'd need GTX 980M and even that is bit lacking.

      I wonder if VR would be the reason for Apple to start offering actual gaming-capable consumer hardware...

    2. Re:Not so steep by Anonymous Coward · · Score: 0

      The specs aren't completely insane, but they are very much in the "buy a new PC" category. Looking at the Steam hardware survey less then 5% of gamers have hardware matching the recommend spec.

    3. Re:Not so steep by RivenAleem · · Score: 1

      I had already planned on getting a 970 or better early next year. So the timing couldn't be better. I expect that the 970 has the required HDMI port?

  15. Uh, we had that like 20 years ago? by Anonymous Coward · · Score: 1

    I vividly remember, it must be 20 years ago... I was at a (local) IT fair. I bought OS/2 Warp there, so yes, really 20 years ago.

    Anyway, they had this game with VR headset. You were siting in a space ship and shooting rockets flying around. It had accelerometers and everything. Sure graphics was not HD, but that was 20 years ago.

    So, what exactly is the innovation and why the hype around oculus now, 20 years later?

    1. Re:Uh, we had that like 20 years ago? by phantomfive · · Score: 1

      So, what exactly is the innovation and why the hype around oculus now, 20 years later?

      1) It's more affordable.
      2) The tech is better (less likely to make you sick, etc)

      --
      "First they came for the slanderers and i said nothing."
    2. Re:Uh, we had that like 20 years ago? by ArsonSmith · · Score: 2

      I owned a Model T when it first came out, what is so different about a Tesla?

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    3. Re:Uh, we had that like 20 years ago? by Time_Ngler · · Score: 1

      Presence.

    4. Re:Uh, we had that like 20 years ago? by sound+vision · · Score: 1

      From a functional perspective, not much. You can go faster on many roads, it's less likely to break down. You plug it into a charger instead of a pump to fuel it up. That's about it.

    5. Re:Uh, we had that like 20 years ago? by Anonymous Coward · · Score: 0

      I had full 3D with my N64 20 years ago. Why the hell do I need A GTX 770 to play Metal Gear or Skyrim? It's all hype.

    6. Re:Uh, we had that like 20 years ago? by ArsonSmith · · Score: 2

      you don't know much about the functional aspect of the model T then do you? The steering wheel and the fact it has 4 wheels on the road are about the only similar things it has.

      Just like VR 20 years ago had a screen in front of your face and some accelerators for tracking.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
  16. Oculus Rift Linux development halted? by nickweller · · Score: 1

    "Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline,/i>."

  17. Re:Not moving back to a less popular platform? Wha by Anonymous Coward · · Score: 1

    You need to get out of the basement more.

  18. "to no one's surprise" by guises · · Score: 2

    I'm not clear on why this thing has requirements at all. Why are the requirements dependent on the hardware and not on whatever game you're playing with this?

    1. Re:"to no one's surprise" by Anonymous Coward · · Score: 0

      It'll only work with special facebook games, so they can have your data, and the hardware is needed to guarantee smooth rendering of ads.

    2. Re:"to no one's surprise" by smaddox · · Score: 1

      My understanding is that they are working directly with NVIDIA to get VR-specific extensions. If you're really interested, check out this blog post for a primer.

    3. Re:"to no one's surprise" by Bing+Tsher+E · · Score: 1

      Tux Racer is awesome on an Oculus Rift. Ask anybody in the Red Hat test labs.

    4. Re:"to no one's surprise" by guises · · Score: 1

      Great. So the question is: why does Tux Racer require 8 GB of RAM, a NVIDIA GTX 970 / AMD 290, etc.?

  19. Re:I already feel the smell of a GoogleGlass failu by meerling · · Score: 2

    Virtual Boy didn't fail because people don't want VR or immersive tech, but rather because the hardware used had serious issues. It was heavy, expensive, dorky, and the display was basically a lot of low res RED pixels. Just red. It was horrible. I wouldn't pay 50 cents for one new.
    Now mind you, I'm not saying that Occulus will succeed, just that if you are going to choose an example to back up your claim that people don't want VR, try to chose something that wasn't an obvious failure to begin with. For example, if you want to claim people don't like hamburgers, don't use the teriyaki & mustard maggot burger as an example of why people don't want hamburgers.

  20. Source/API Closing Up Oculus F*** Y** by bongey · · Score: 2

    The original Oculus API was very open. Now large swaths of code are being put into binary services. The latest API is massive change again. Now they are putting all the distortion related code in binary blob/service. Good luck trying to port it to Mac or Linux.

    Oh one more thing stop fing writing of your POS code from scratch. WTF a logger class, string class, smart pointer class and finally yet another fing linear algebra that class just plain sucks. Oh you want to do 3*Vector3M, nope ,have to do Vector*3. Now I see why it has taken so long to get a final product, you suffer from NIH syndrome.

    Finally can you fing decide if you are going to use tabs or spaces to indent your code or at least keep them the same in the same fing file.

  21. Re:I already feel the smell of a GoogleGlass failu by Anonymous Coward · · Score: 0

    I had more fun taking my virtual boy apart then playing it :)

  22. Re:I already feel the smell of a GoogleGlass failu by Anonymous Coward · · Score: 0

    Ok, fine. Since no VR project EVER succeeded, you choose your "favorite" to make an example of the failure of the technology. They have ALL been " teriyaki & mustard maggot burgers".

    I chose the Virtual Boy simply because it was the most "famous" among all the VR attempts.

  23. Re:I already feel the smell of a GoogleGlass failu by cheesybagel · · Score: 1

    The problem is nausea. I still remember Descent on VR glasses in the 1990s. Puke.

  24. Why? by Anonymous Coward · · Score: 0

    Is lower resolution not an option? This sounds like a set up for a bail out. "Nobody could meet the hardware requirements".

  25. kinda surprising for me by Anonymous Coward · · Score: 1

    We were running the rift on a computer who's only real claim to power is 16 gigs of ram, everything else kind of sucked. To be sure it could handle most recent games just fine but it wasn't anything special. This was the dk2.

    Now they're almost done with their third revision and suddenly you need a supercomputer? Bullcrap.

    I enjoyed the dk2. The resolution is fine to play games on. I don't really get why they're pushing for however many times the resolution and graphics power as it just limits the userbase and sales.

  26. my interest in oculus was slowed by Anonymous Coward · · Score: 0

    and now its completely halted, that will save me a chunk of cash for other projects, thanks mark!

    1. Re:my interest in oculus was slowed by Anonymous Coward · · Score: 0

      Yup. I gave about 60% of a crap about the occulus initially.
      That dropped to about 5% of a crap after they were bought by facebook
      And now it's at exactly 0% of a crap
      Good job!

  27. Re:Not moving back to a less popular platform? Wha by houstonbofh · · Score: 1

    You mean like in business? They HATE windows in business. People complain about it all the time. But like withholding taxes, they have no choice. So I guess withholding taxes are popular!

  28. Oculus who? by Anonymous Coward · · Score: 0

    They're creating a rift I won't be crossing. And didn't they know that Microsoft only like 4 sided Windows and not circular ones? Douche bags.

  29. laugh by koan · · Score: 1

    it doesn't matter too much if it bounces between 30-60fps.

    Never played Battlefield 4 eh?

    --
    "If any question why we died, Tell them because our fathers lied."
    1. Re:Laugh by Anonymous Coward · · Score: 0

      Facebook agreed to acquire Oculus VR for US$2 billion in cash and Facebook stock.[1]

      So, the actual value of the transaction was $2 billion then, right?

  30. Laugh by koan · · Score: 1

    Facebook agreed to acquire Oculus VR for US$2 billion in cash and Facebook stock.[1]

    ...

    --
    "If any question why we died, Tell them because our fathers lied."
  31. Crap resolution by DMJC · · Score: 1

    So I've used the DK1, the DK2, and the Samsung Galaxy GEAR VR. Of these the Gear VR had the best picture, but even it looked like a 1990s dithered image. VR needs to be at least 4k+ before it's going to look good. I'm really underwhelmed by the Occulus rift at this point. Sure they might have cracked the high refresh rate stuff but the resolution staying bad means it won't be an experience with anything close to presence.

    1. Re:Crap resolution by sound+vision · · Score: 1

      "Presence" is an illusion that is no sturdier than your suspension-of-disbelief when watching a movie. Higher resolutions can make a prettier experience, but they will not improve "presence".

    2. Re:Crap resolution by Anonymous Coward · · Score: 0

      Problem is that 4K rendering requires far too much GPU power.

      To meet the 90fps requirement with modern graphics, you'd be looking at 3-4 GTX 980s or GTX Titan Xs, $2000-$3000 of GPU hardware alone.

      Sure, you can go with simpler graphics and manage with a single GTX 980 or whatever the next high end NVIDIA GPU is.. still $700-$1000 of GPU hardware.

      Decisively NOT mass market. Even the current requirement is seriously high.

      VR is coming, but to get to really immersive stuff, it will need 2-3 years of maturing along with improved GPU hardware.

  32. Apple Mac's by Anonymous Coward · · Score: 0

    i cant beleive the day when
    an artsy fartsy application like this one bumped off the MAC..

    finally.. some realizes how much of a door stop the MAC really is...
    $1k+ paperweight.,,

    it just like, when a hew hire comes on board and says I want a mac cuz its shiny.. then about 2 days later they say I cant do my work, the learning curve is to steep, bla, bla, can you load a virtual windows 7 machine on top so I can have the shinny and the functionality at a premium price to the company.. Whats the real ROI in that situation??
    consider
    time, effort, software licensing, hardware licensing, the list goes on..
    also factor in the productivity lost during the learning phase.

    it goes on and on..

  33. Optimisation? by Anonymous Coward · · Score: 0

    Why isn't it being optimised, high res screens are nice and all, but the eye itself only has decent resolution in a fairly narrow field of view. There is no way in hell all those pixels need to be rendered, track the eye, and push the most pixels to the middle of where the user is looking. If frame rate > 75 then push more pixels further out from the eye. Means it should scale nicely across even fairly modest hardware and look 'good enough' ... (yah, I know not all gpu resources trade up like this, and this rendering scheme likely has a load of overheads associated, but it seems guaranteeing that framerate under varying gpu power and scene compleixty is worth any of those tradeoffs even if you have the 'minimum' hardware required, it seems to me like a nice solution to getting good end user experience and minimising vr sickness while putting the hard work in the rendering engine rather than offloading frame rate dependencies to content developers.)

    1. Re:Optimisation? by smaddox · · Score: 1

      What you're asking requires completely redesigning GPU pipelines. If VR catches on it will happen eventually, but it's a long way away.

  34. enjoy by Anonymous Coward · · Score: 0

    fuck em, the community will make something better

  35. Well, so much for affordability by Anonymous Coward · · Score: 0

    Well, so much for affordability. Slapping the additional $350 cost of a new video card on top of what they will be charging for their headset just kills this for me. This just might kill the headset overall because It brings the attainability up to Ultra-hardcore gamer level only, leaving out the mainstream or casual gamers.

    Very disappointing.

  36. Re:Not moving back to a less popular platform? Wha by jones_supa · · Score: 1

    I'm amazed that anybody would think MS Windows is a popular platform. There is a difference between forced to use and most popular.

    And what is that difference? Windows is popular due to Microsoft's monopoly on it.

  37. welcome back to 1995 by Tom · · Score: 3, Insightful

    Binstock says their development for OS X and Linux has been "paused" so they can focus on delivering content for Windows. They have no timeline for going back to the less popular platforms.

    Go fuck yourself.

    'nough said.

    --
    Assorted stuff I do sometimes: Lemuria.org
  38. Yet Plenty of games have done 3D without two cares by Khyber · · Score: 1

    I remember doing 60FPS 3D Gaming back on shutter glasses.

    At 2048x1536.

    Years ago.

    On FAR WEAKER hardware than a GTX970.

    What's your excuse, Oculus?

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  39. Mmm. by nospam007 · · Score: 1

    Couldn't they use more power for the dominant eye while reducing it for the non-dominant one to get a better overall result?

  40. Re:Yet Plenty of games have done 3D without two ca by Cederic · · Score: 1

    Object density and complexity.

  41. Re:Yet Plenty of games have done 3D without two ca by Anonymous Coward · · Score: 0

    They do not want the games to suddenly look like VR versions of iPhone 4 mobile games.

    I actually expect third party game devs to still go with "low end" visuals to get better compatibility with today's mass market hardware while still retaining the ~90fps that is kinda needed for immersion.

  42. No Linux? HTC and Valve will have my money by Skarjak · · Score: 1

    Anyway, the HTC vive is way more interesting, so even if the Oculus offered linux support, I would have probably gone with Valve.

  43. Re:Yet Plenty of games have done 3D without two ca by black3d · · Score: 1

    3D and VR are two different beasts. Moving your head while playing a 3D game (or watching a movie) doesn't affect the scene. There's no motion sickness to be had (besides a very small percentage of the population which actually do manage to be affected). When it comes to VR with head-tracking, you need another level of speed and fluid motion entirely. I've used the DK1 and own the DK2, and I can assure you there's a world of difference between playing a game that's been properly optimized to play fluidly on it (eg, Elite Dangerous) and playing one that hasn't been (eg, Portal 2). Within 30 seconds of playing Portal 2 with the DK2, and I had to turn off the PC and lie down from the motion sickness. (No, not from going through portals - hadn't even made any - the engine just wasn't "right" for it).

    You're right, you can do stereoscopic 3D on an onboard VIA chipset with a mobile processor. You don't suffer if there's any frame lag. put, but it into a headset where the scene moves where you look, and you'd suffer. Their original goal was to get frame lag down to under 19ms for head movement updates, but I believe the goal is now something like 9ms. That is, in less than 9ms after a head movement change, it now needs to have rendered the first frames it wasn't predicting and have calculated the speed and direction of your movement so it knows which frame to render next. It's not like a mouse where you've moved it to a precise location and the engine knows already exactly what frames are to be rendered next. You're organic, and it's using accelerometers and infrared head tracking to measure as carefully as possible (without the pinpoint precision that, say, a cursor or controller button has) exactly how you've moved your head, and correctly predict (it already needs to be rendering the frame before it flips it, because by then your head's moved again) what the next one's going to be.

    This all has to come together to give you a fast, seamless, fluid natural motion. And to pull this off with modern games at HD resolutions (neither DK1 or DK2 are "high definition" by any stretch of the imagination, which is the only reason they get away with fairly reasonable feeling - even though sometimes jerky - motion for games that are specifically optimized for them) will require a good video card and a good processor, because the average consumer wouldn't (and shouldn't) accept the image resolution of the development kits.

    A fixed viewpoint 3D render like you're discussing is much "cheaper" processor-wise, and even when it stutters, doesn't make people sick, hence not needing a powerful videocard.

    --
    "The true measure of a person is how they act when they know they won't get caught." - DSRilk
  44. Re:I already feel the smell of a GoogleGlass failu by Bing+Tsher+E · · Score: 1

    I wouldn't pay 50 cents for one new.

    The new-in-the-box price is about $1000 on eBay.

    That's kind of a misnomer, though. Probably a huge percentage of the Virtual Boys on the collector market right now are 'taken out of the box only a few times' examples. Still, one that is unopened is always a rarity.

  45. CodeWeavers is going to support Oculus Rift by Anonymous Coward · · Score: 0

    From : http://www.wine-reviews.net/2015/05/codeweavers-to-support-oculus-rift.html CodeWeavers is going to support Oculus rift on Mac and Linux and if you want you can save 25% off CodeWeavers CrossOver with promo code ( WEAVEME ) also found in this post. :)

  46. Re:Yet Plenty of games have done 3D without two ca by Khyber · · Score: 1

    "Moving your head while playing a 3D game (or watching a movie) doesn't affect the scene."

    Yes it does. You either see the screen, or you start seeing less of the screen.

    "When it comes to VR with head-tracking, you need another level of speed and fluid motion entirely."

    Anyone that's played the standup VR head/shoulder mounted mech game you could find in arcades can tell you that's bullshit, too.

    " It's not like a mouse where you've moved it to a precise location and the engine knows already exactly what frames are to be rendered next. You're organic, and it's using accelerometers and infrared head tracking to measure as carefully as possible (without the pinpoint precision that, say, a cursor or controller button has) exactly how you've moved your head, and correctly predict (it already needs to be rendering the frame before it flips it, because by then your head's moved again) what the next one's going to be."

    Then maybe Oculus should use technology that's been KNOWN to work and is already tested - like the arcade mech game mentioned above.

    "A fixed viewpoint 3D render like you're discussing is much "cheaper" processor-wise,"

    That sure as fuck was NOT the case when Crysis was first released and I'm pretty sure that holds true still to this day with whatever iteration of the latest 3D engine and the game code some random dev spews out.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  47. Types of Gamers by Anonymous Coward · · Score: 0

    I've never been hard core gamer, always casual. Whatever I could find in the bargain bin outside of a couple series, like the old Might & magic. In late 90s, made decision to go with Linux not Windows NT kernel (2000, XP, Vista, 7, etc) after leaving Windows 98. For a long time could make some of the bargain games run in Wine and later run in a stripped down Windows VM locked down and only used for games.

    Now, older with family, run games once in a while and only what I can get on the iPhone. I've not played a Windows game in years and don't miss them. Better yet, all the Linux experience got me hired as a Windows systems programmer, after I relocated for family but couldn't immediately come up with another Linux sysadmin position. In some ways, not much difference for Windows where I spend all my time on the command line or buried in the registry.

    So yeah, depends on what is important to you career or playing games. for me, breaking away from Windows has proven far more lucrative. Boss even sent me for Mac Casper training to bac up our Mac guy. Never touched Casper before training but with my combined Windows, Linux and OS X experience, came out with a certification.

    Oh, and my paycheck is far more than the Windows only gamers I work with. Maybe time to branch out a little bit, unless playing games is the most important thing in your life.

  48. Re:I already feel the smell of a GoogleGlass failu by jeffmflanagan · · Score: 1

    You're already nuts if you can't tell the difference between VR and reality. No, VR is not going to fail. It's amazing. You seem to be unable to live in the present.

  49. Re:Yet Plenty of games have done 3D without two ca by black3d · · Score: 1

    "Yes it does. You either see the screen, or you start seeing less of the screen."
    No, it doesn't, unless you're talking about an autostereoscopic display such as the 3DS. A 3d image rendered on a '3d enabled" TV or computer monitor is static. Take the glasses off and move your head left and right - they're just polarized pixels. The 3d effect is an illusion.

    "Anyone that's played the standup VR head/shoulder mounted mech game you could find in arcades can tell you that's bullshit, too."
    "Then maybe Oculus should use technology that's been KNOWN to work and is already tested - like the arcade mech game mentioned above."
    Riight.. because the requirements for 6-degrees-of-freedom HD gaming with spatial tracking and 9ms lag should somehow compare to a 276x372 8-bit render with 50 ms lag? And the former has to be less than a tenth the price? Guess where that's made up - in the requirements of the hardware you're plugging it into.

    "That sure as fuck was NOT the case when Crysis was first released and I'm pretty sure that holds true still to this day with whatever iteration of the latest 3D engine and the game code some random dev spews out."
    You're not even having the same conversation anymore. A fixed viewpoint 3D render is much cheaper than a non-fixed non-predictive one. It was when Crysis came out too. Are you simply pointing out that the graphics requirements were high for Crysis when it came out? Sure, nobodys questioning that. But now imagine if there'd also been a VR version at the same time, at the same resolution and graphical quality - guess what? The hardware requirements would be ... even higher!

    I get you're angry about something, but I can't tell what. There's not much coherence in what you're saying other than an underlying belief that "they should be able to render modern upcoming games, in 3D VR, with much lighter hardware requirements than they're insisting on.". Of course.. that's why all the other companies out there competing with them have done so.. oh wait.

    --
    "The true measure of a person is how they act when they know they won't get caught." - DSRilk
  50. To those expecting lower requirements for the Vive by mangobrain · · Score: 1

    Do you honestly expect HTC and/or Valve to have invented some magic which somehow manages to render images at the same (or higher) resolution & framerate, with the same image quality and in-game graphics options, with any less beefy hardware to back it up? Or do you think Oculus are simply lying about what is needed for a good experience?