Oculus Rift dev kits delayed until March

The target launch for Oculus Rift developer kits has been pushed back until March, with the company citing the lengthy time required to set up production.

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Oculus Rift, the head-mounted VR display that earned well beyond its initial Kickstarter goal, has had its kickoff delayed a few months. When Oculus opened pre-orders for developer kits, it was hoping to send them out in January. That target has now been pushed to March.

A post on the Kickstarter page announced the new date, and explained the difficulties of getting mass production up and running. It will take at least 90 days to prepare for production, and that's once the feature set is locked down. It's aiming to manufacture 7,500 kits in all, and will be doling them out in order of the Kickstarter pledges, along with the Kickstarter rewards. That means some might not get theirs until sometime in mid-April. Those who ordered after the Kickstarter will get theirs later still.

The post also states that the company is starting to plan out the consumer version of the Oculus Rift, and promises details of that to come as it continues R&D and starts to lock down features.

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  • reply
    November 29, 2012 9:00 AM

    Steve Watts posted a new article, Oculus Rift dev kits delayed until March.

    The target launch for Oculus Rift developer kits has been pushed back until March, with the company citing the lengthy time required to set up production.

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      November 29, 2012 9:11 AM

      As a multiscreen gamer... I hope this tech is a worthy replacement.

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        November 29, 2012 10:34 AM

        doubt it seriously. The peripheral vision effect of having the side screens will not be there. The field of view is still going to be pretty narrow, even though it's way way better than previous HMDs.

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          November 29, 2012 11:07 AM

          Is your multiscreen FOV greater than 110°?

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          November 29, 2012 11:11 AM

          That's pretty much the opposite of what everyone who's worn one has said.

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            November 29, 2012 12:56 PM

            I don't have a multi screen setup, I do have an oculus rift on order. The multi screen rigs I see online here and other places are closer to 180, depending on how close you sit to them. Some of the driving sim setups on youtube have the side screens almost reaching to even with the players ears.
            Vertical field of view on the rift is going to be a lot more than anyone is used to, for sure.

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              November 29, 2012 1:01 PM

              also, try telling someone like valcan_s about your awesome 1280x800/2 resolution when he's running in 8388608x1080 or whatever his setup is :P

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              November 29, 2012 1:08 PM

              They're not usually anywhere near 180. I do game on three screens, and it's...maybe 120, at most.

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              November 29, 2012 1:36 PM

              But the difference here is that with three screens the sides are covering the fact that you might move your eyes and/or head a little bit. But with this you don't need to move your eyes very far off the center of the screen because you can literally turn your head to look in that direction. I might be wrong, but I have a feeling that field of view is less important when you have full movement of your neck and head.

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              November 29, 2012 1:47 PM

              All that is fantastic but it's still pretty much the opposite of what people who've used it have said about the experience.

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                November 29, 2012 11:23 PM

                Herman's right ^^^

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                  November 29, 2012 11:43 PM

                  I wish I could have tried one out before I ordered it. I just went by the specifications. So there's no problem with stretching 640 pixels across more than 100degrees of view?

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                    November 30, 2012 12:46 AM

                    My understanding is that it's not a linear stretch. They warp the whole image so that you have a higher concentration of resolution near the center of your vision and less concentrated resolution at the periphery. People have been really impressed by the result.

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                      November 30, 2012 12:47 AM

                      And by warp, I mean there are optics in this thing that take a warped render and stretch it around your vision cone.

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              November 30, 2012 1:48 AM

              My multi screen rig uses 1 42" TV and one 23" monitor, both very angled and spaced apart, and they're less than 90° when I sit back.

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          November 29, 2012 1:32 PM

          From what I've read, the screens pretty much cover your entire field of view and the added effect of 3D and the reaction of the environment to your head movement would probably make up for whatever little bit you are missing in your peripheral view (in terms of immersion I mean).

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          November 30, 2012 2:52 AM

          wtf I am reading.

          The whole point of the VR is that you can turn around your head, and unlike with a monitor, the character's head also turn with you, so you have an effective 360º of vision (if you turn your chair 360º!).

          Talking above the FOV of the google without counting of that "little feature" is very silly.

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            December 1, 2012 10:48 AM

            Uh, try sticking your eye up to a toilette paper roll and swiveling your head around. FOV is a pretty important silly little feature lol. (Just like having paper on that roll you just used).

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              December 1, 2012 10:50 AM

              And if you were really curious, not that you will be judging on your post, humans have almost a 180 degree forward facing field of view. Anything less starts to fell very unnatural when it encompasses your entire eyeball. The nice thing is, i believe they simulate a higher field of view by changing pixel density via the optics. I need to find better corroboration of that before i chime in on it though.

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