
- Joined
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- Sythe Gold
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Too new, will likely be super buggy. Once it starts to become more mainstream I'll likely get it ^-^

Yeah they're buggy at the moment but it's only a preview / development system. The one being released next year is apparently a lot better. Still its a good time to start developing for the rift.

That's awesome though haha. I remember closing my eyes and pretending to ice barrage when I was like 9 years old. As long as it's not like $1,000 then I'll be sure to pick one up for myself.
Quick question: is this a replacement for the screen? Like is there still a controller, but the rift just replaces the screen by making it an ugly headband? (sorry, but it is ugly. Awesome concept, but ugly looking lols)

It's a replacement for your screen yes. You put on the headset and it tracks your head rotation and movement in realtime -- showing you a virtual world that you can look around in, under objects, etc.
Oculus are developing free-hand controllers which give you virtual hands for the virtual world. Two seperate companies are developing omni directional treadmills off the back of kickstarter projects both due to be released this or next year. Haptic feedback suits which simulate pressure, hot and cold are in development are expected to come out around the same time.
Being in the rift, even on a DK2 is an experience unlike any other gaming. It is as different to flat screen gaming as colour hd tv is to black and white movies with no sound.

I hope there is a way to integrate conventional handheld controllers as well as the hands-free ones, so that you have the option to switch back and forth. As I can think of games where I'd rather just stick to a normal controller as opposed to flailing my arms and hoping it works lol. And the treadmill... I'm not a fan of that either, but I assume it'd be necessary with a hands free controller, as how else would you move? It just sounds very expensive upon initial release, and even quite pricey for years after.


During my internship this summer, I spent a majority of my time working with a DK1 or a DK2. I loved both of them, and luckily my school has a few that I can rent out whenever so I can continue working with themMy friends and I are considering incorporating a DK headset in our next hackathon project (few weeks from now).
As for my own personal headset-- I was planning on buying my own based on how much I enjoyed working with it on the job until they announced their consumer model. Now I feel that it'd be pointless to buy it when a newer version is just a few months away.

Yeah I agree, unless you're going to develop for it there's not much point getting DK2.
But my guess is the consumer version will come out in late Q1 2016 (like April) if it comes out in Q1 at all, otherwise they would have managed to push it back into the Christmas season. Probably they won't even make that target and it'll be this time next year before they start shipping.
The very real problem with these headsets, as I think you'll agree, is motion sickness. For the average joe if the headset plays up they're going to feel queezy and that's not a good look for Oculus. That's why they're trying so hard putting LEDs on the straps etc to keep constant realtime head tracking. If you've ever clipped the view angle of the IR camera you know what I mean, the world freezes and stops moving with you. It's really unpleasant.
For that reason I think they'll want to be really sure of their product before shipping to consumers.

Have you ever played around with incorporating a Kinect or a Leapmotion sensor with your DK2? It's quite cool to have hands in VR. Even playstation move or razor hydra controllers do the trick. Also, have you ever tried making your own projects for the DK2 in Unity? It's quite fun![]()



I own a Dk2, some of the demos are VERY cool to play. Due to my right eye though, I'm feeling like I'm missing something important. I still got chills when playing it though, any demos you would suggest?

