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PC Oculus Rift - VR

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Nicht mehr lange
 
Oculus Rift schrieb:
The first batch of official DK2s have left the manufacturing facility and are making their way to our distribution centers now. We expect to ship roughly 10,000 DK2s from the factory in July, with just over half of the units through distribution centers and on their way to doorsteps before the end of the month. The very first units are expected to reach developers the week of July 14th. Tracking numbers for all DK2s will be generated as soon as the shipment has been processed by a distribution center.

Please take a moment to confirm that your shipping address is up to date via the Oculus Sales page (https://www.oculusvr.com/sales/). We'll ship to the address on file, and if the information is incorrect, it may cause delivery delays. In the event that your payment information is no longer valid, you'll receive an email prior to shipment with instructions on how to complete your payment.

We're now over 45,000 DK2 pre-orders, which is incredibly exciting. That said, we're slightly behind in manufacturing and there's currently a high chance that some developers with estimated shipping in July may not have their DK2s shipped until August. We have a team in China working on continued ramp of production at our factory, and we'll work our way through the queue as fast as we can.

Once your Development Kit 2 is ready for shipment, you'll receive an email with a tracking number which can be used to see an estimated delivery date. Please do not contact Oculus support asking for a shipping estimate, as we do not know the status of your package until a tracking number has been generated.

We'll continue to post status updates, so everyone can stay current on what's going on behind the scenes. Thanks again for your continued support, and we hope everyone is excited to be begin working with DK2!

Hab leider nicht am ersten Tag bestellt :wand:
 
Oculus Rift Development Kit 2 Teardown
https://www.ifixit.com/Teardown/Oculus+Rift+Development+Kit+2+Teardown/27613


Besonders interessant ->

The display is—drumroll please—literally the front panel of a Samsung Galaxy Note 3.

This seems to make economical sense, since Oculus is working to ship something like 45,000 DK2s—a goodly number for a mid-development prototype, but certainly not enough to warrant a fully custom display. It looks like Oculus is already taking advantage of their partnershipwith Samsung.

The Galaxy Note 3 display panel that Oculus is using features a 5.7" Super AMOLED 1080p screen.

We take a closer look at the display panel, and find that Oculus even left the Synaptics S5050Atouchscreen controller intact.
Maybe they're planning on releasing an eyelash touchscreen controller add-on later.

Oculus claims that the DK2 display is a low-persistence OLED screen capable of a 75 Hz refresh rate. This means that Oculus is overclocking the Note 3 display panel from its stock 60 Hz, which results in smoother motion.



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bisher kotz ich ins essen :D was aber daran liegt, dass das updaten der projekte, die ich mit dem dk1 gemacht umständlicher is, als gehofft. und was mir mißfällt, beim ersten devkit musste man auf dem rechner keine software installieren, das lief so. das geht nicht mehr.
ma gucken, ob ich heute noch zum testen der hardware komme.

war tatsächlich einfach so. war heute bei nem kunden und der hat mir eins von seinen in die hand gedrückt :D guter kunde ;) mein "eigenes" wird wohl noch was auf sich warten lassen :)
 
auftrag. ich mach für die tui ein kreuzfahrtschiff in oculus rift. ich hab mit dem ersten devkit angefangen, aber nun muss es auf das 2. gebracht werden.
 
"We're very close to having the first death in VR"

Cloudhead Games' Denny Unger warns devs of the responsibility that comes with VR's immersive power
The emergence of virtual reality is one of the most exciting trends in contemporary game development. The unparalleled sense of immersion it affords points toward a whole new era of interactive entertainment, but that potential carries significant responsibilities.
In a Q&A session following a VR panel at Unite 2014 in Seattle, a member of the audience followed up the discussion around the incredible power of persuasion that VR developers can now harness with a provocative question: What are the "VR evils" that pioneering developers should avoid?
At first, the panel's responses were measured, but Denny Unger, creative director at Cloudhead Games, met the query head on. Unger reminded the audience that VR demands a greater consideration for the well-being of the player.
"I have some pretty strong views on this," he said. "The low hanging fruit of VR, to me, is horror games that purposely do jump scares. We're very close to having the first death in VR - I firmly believe that.
"When the commercial version comes out, somebody is going to scare somebody to death - somebody with a heart condition or something like that. It is going to happen. Absolutely."
While this may seem sensationalist at first glance, Unger was entirely sincere in his intent. If the supreme evocative power of VR is now beyond doubt, it follows that it poses certain risks to users with fragile mental or physical conditions.
"I hope that all developers are taking that seriously," Unger continued. "If you haven't had the dev kit in your hands, you need to get it in your hands to understand the weight of that consequence. You really could kill somebody. You really could. We all have to be mindful of that."

http://www.gamesindustry.biz/articl...&utm_medium=email&utm_campaign=european-daily
 
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