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  • Oculus Rift could work on current and next-gen consoles

    by 
    Sean Buckley
    Sean Buckley
    03.19.2013

    Think virtual reality is the exclusive playground of the PC gaming elite? It doesn't have to be. Oculus VR's Nate Mitchell says it's a matter of development support and interest. "Basically, the bar for a great VR experience is roughly 60 frames a second with stereoscopic 3D support in Vsync," said Mitchell in a recent interview. "The biggest challenge, actually, is working with the console platform providers, Microsoft and Sony, to make your peripheral a licensed peripheral." Oculus isn't reaching out to consoles, however -- Mitchell notes that while the current generation can reach 60fps in some cases, it often struggles to meet the demands of the Oculus Rift headset. Still, he admits there's no reason it couldn't work, and seems optimistic about the incoming console generation. "We'd definitely love to work with the console manufactures as we go down the road to get the Rift onto those platforms."

  • Virtual Reality now: hands-on with the Oculus Rift final development kit

    by 
    Mark Hearn
    Mark Hearn
    03.19.2013

    On a sunny Southern California afternoon, Oculus VR's founder, Palmer Luckey, its VP of Product, Nate Mitchell, its press agent, a film crew, photographers and a pair of Engadget's editors occupy a conference room in the company's Irvine headquarters. While it's the first time that most of the group has met in person, they're all here with a common interest. This assembly is gathered to take a look at what is said to be the final development hardware design of the Oculus Rift virtual reality headset. Outside of this intrigued mash-up of press and corporate executives, Oculus' heads-up headset has managed to generate a lot of buzz in a reasonably short amount of time. The original concept was constructed from leftover parts in the garage of a tinkerer who was trying to create an affordable VR experience. Looking to further the Rift's development, the newborn firm took to crowdfunding and smashed its 30-day Kickstarter goal of $250,000 by raising a colossal $2,437,429 this past August. During its early fundraising days we managed to go hands-on with a crude prototype of the equipment which left us yearning to get our hands on a final development model. A few short months later at CES, the company teased a larger, redesigned 7-inch development model, but only allowed us to try out an updated test unit that featured a 5.6-inch, 1,280 x 800 display wrapped in several layers of black gaffer tape. Fast-forward to today and here I am waiting to test-drive that elusive headset that got away from us back in Las Vegas. With all of the buzz surrounding the company's recent VR efforts, it's time for Oculus to put up or shut up.%Gallery-183179%

  • Valve experimented with VR in other games, Team Fortress 2 'obvious choice' for Oculus Rift

    by 
    David Hinkle
    David Hinkle
    03.18.2013

    Valve revealed that Team Fortress 2 will be the official first game to support Oculus Rift's VR headset, something Valve programmer Joe Ludwig told Engadget was an "obvious choice" for Valve – not only because of the size of the community, but because of how rapidly Valve is updating the game, meaning the community is used to being sort of a test group for new concepts."Team Fortress was sort of the obvious choice for this," Ludwig said. "The Team Fortress community is large and healthy. There are millions of people playing TF every week, but they're also used to us shipping a lot of updates." Team Fortress 2 receives updates nearly on a weekly basis, but it's not uncommon for players to see multiple updates to the free-to-play shooter in one week.Ludwig said Valve is currently experimenting with VR in its other games, but is hardly committing to anything beyond testing at this point. "We've played a bit in Left 4 Dead; we've played a bit in Half-Life 2. We haven't taken any of those other games to the point where they're anywhere close to being ready to be shipped; we've just sort of experimented with head tracking a little bit."Valve chose to partner with Oculus as opposed to creating its own display simply because it made more sense to go that way – the two companies each had something the other wanted. "We've done a bunch of experiments with various bits of hardware, but we don't have a display that we can ship. Oculus is actually out there doing this, and so we're partnering with them because they have the hardware and we have the software and we can help each other out. And we can both learn a lot in the process.""We don't know how strongly people will react to VR," Ludwig concluded. "We don't know how popular it will be, what people wanna see. It might be that we need to learn a lot more from TF before we move on to other titles. We just don't know what's gonna happen."

  • Valve's Team Fortress 2 is Oculus Rift's first game, free 'VR Mode' update coming soon

    by 
    Ben Gilbert
    Ben Gilbert
    03.18.2013

    We've known for some time now that Valve was working on virtual reality support for its perpetually updated free-to-play shooter, Team Fortress 2. The company's even giving a duo of talks at the upcoming Game Developer's Conference on the difficulties of game development for virtual reality. What we didn't know, however, is that said support is also headed to consumers as "VR Mode," and it'll get pushed to PC Team Fortress 2 players "sometime within the next couple of weeks." But how will you play it? Simple: Team Fortress 2 is the Oculus Rift's first official game. Valve programmer Joe Ludwig revealed as much during a recent visit Engadget paid to the Bellevue, Wash.-based game company. "This is a mode that everybody who has a Rift dev kit and access to Team Fortress 2 will be able to play, just on public and in the same servers that everybody else is playing in," Ludwig said. Of course, "everybody" doesn't include Mac or Linux TF2 players just yet. "We don't have a Mac or Linux SDK from Oculus quite yet, but once we get those, we'll get it ported over to those other platforms," he explained. Oculus tells us those SDKs are coming. "The Oculus SDK will only support Windows at launch, but we plan to add support for OS X and Linux as quickly as possible. It's just a matter of time," Oculus VP of product Nate Mitchell says. We'll have more from our visit to Valve in the coming hours, so keep an eye out! [Image credit: Michael Clinard]

  • Oculus VR's Nate Mitchell backstage at Expand (video)

    by 
    Alexis Santos
    Alexis Santos
    03.17.2013

    Nate Mitchell, vice president of product for Oculus VR, was in the spotlight here at Expand discussing gaming hardware, such as the firm's VR headset, and what it means for the future with folks from NVIDIA and Razer. Mitchell found his way backstage and we asked him about the largest challenges the headset is facing, how Oculus is supporting developers and creating standards for VR games and when an immersive holodeck experience might finally arrive. Take a leap past the break to catch the full interview footage. Follow all of Engadget's Expand coverage live from San Francisco right here

  • USC starts a web hub for DIY, open source virtual reality projects

    by 
    Jon Fingas
    Jon Fingas
    03.17.2013

    For the sheer variety of virtual reality headsets available, there's been few resources available for those who want to craft their own devices. USC wants to save us the effort of searching around. Its MxR Lab has just launched a showcase of creations and modifications that DIY enthusiasts can build, including open source code for both the devices and integrating full-body motion control through Kinect for Windows or OpenNI. The most ambitious is Socket HMD, a complete 1,280 x 800 headset that involves a 3D-printed shell and custom-assembled electronics. If your own ambitions don't stretch that far, you can still build the VR2GO viewer, which uses iPhones and iPod touch players as the eyepieces, as well as mods for the Oculus Rift developer kit that add stereo cameras or increase the field of view. Yes, you'll need a 3D printer and a knack for programming to get most of these projects going, but you won't have to wait for someone to make them for you -- a big help when many ready-made VR displays are either in development or priced out of reach for the average person.

  • Metal Gear Rising: Revengeance VR DLC looks and sounds like this

    by 
    Jessica Conditt
    Jessica Conditt
    03.10.2013

    It may be difficult to tell from the beginning of this video (after the title screen loads, duh), but it's a trailer for Metal Gear Rising: Revengeance DLC. The VR missions are exclusive to PS3 and drop on March 12, free through April 3.There are 30 VR missions in total, including one with a wooden sword that speaks – yes, speaks – in Solid Snake's voice when in use. Get a taste of the action above.

  • Oculus, Cliff Bleszinski and more talk VR at SXSW, watch live here at 7PM ET

    by 
    Donald Melanson
    Donald Melanson
    03.08.2013

    Virtual Reality is one of this year's big would-be comeback stories, led largely by the runaway success of the Oculus Rift Kickstarter and Valve's recent rumblings on the matter. Not surprisingly, that talk is set to continue at South by Southwest Interactive this week, where Oculus Rift vice president of product Nate Mitchell will be moderating a panel discussing virtual reality as the "holy grail of gaming." The panelists? Oculus VR's Palmer Luckey, as well as former Epic Games design director Cliff Bleszinski and Wing Commander creator Chris Roberts. We'd say this is one worth watching, and you'll be able to do just that today at 7PM Eastern (4PM Pacific) courtesy of the livestream after the break. We're also live at SXSW ourselves, and will of course bring you any news that may come out of the event if you happen to miss it. Update: Please excuse us, as we were misinformed of the panelists participating (this piece originally stated that John Carmack and Gabe Newell would both be involved). We've updated the post above to reflect the actual lineup.

  • The Daily Grind: Would you play a VR-enabled MMO?

    by 
    Jef Reahard
    Jef Reahard
    02.18.2013

    So next month marks the release of the Oculus dev kit, and if you have no idea what I just typed, think of it as one small step for virtual reality gaming and one giant leap for virtual world fanboy dreamers. While it's too early to say whether the Rift will catch on (or even function adequately), it's not too early to salivate a little bit and have a Daily Grind discussion or two. So, how about it? Would you put on goggles or a headset and play a VR MMO? Why or why not? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Project Holodeck gets a virtual hands-on ahead of launch (video)

    by 
    Jon Fingas
    Jon Fingas
    02.11.2013

    The team behind Project Holodeck has a daunting task ahead: it has to combine a virtual reality headset, two PlayStation Move controllers and a Razer Hydra into a unified VR input system that somehow feels natural. From what we've seen in Road To VR's hands-on with the system, the group might just pull that off. There's no mistaking the sheer amount of equipment strapped to your head -- not to mention the Lenovo laptop on your back -- but the effort does create an immersive virtualization of the player's body where walking, arm movements and body lean all work more or less as you'd expect. Although significant stretches of development lie ahead, including fully fleshed-out games and the eventual use of an Oculus Rift, there's already teases of potential commercialization and a second generation that would include lighter, sleeker components. Those curious enough to watch two grown men stage a living room swordfight (and provide insightful answers afterwards) can watch the battle after the break, and head to the source for more details.

  • Stay seated: Valve's Team Fortress 2 ported to virtual reality

    by 
    Ben Gilbert
    Ben Gilbert
    01.15.2013

    If Valve Software's Team Fortress 2 is anything, it's versatile. The company's demonstrating that versatility once more in porting the game to virtual reality goggles, which could result in some serious psychological trauma. Kidding aside, a Game Developers Conference blurb today revealed the internal project -- part of Valve's ongoing wearable computing efforts -- which says the talk, "will describe lessons learned from Valve's porting experience." In another talk, Valve hardware man Michael Abrash is diving into the possibilities he sees in the future of VR, as viewed through his own company's experience. It isn't clear whether Valve is using the much-loved Oculus Rift technology (seen above); the notes of the second talk only detail a general exploration of VR's weaknesses and strengths as they pertain to current technology. One thing is clear: both talks aim to educate game developers on what some Valve employees see as a burgeoning new frontier in game development. We welcome this bizarrely sci-fi future with open arms.

  • Engadget goes hands-on with Oculus Rift

    by 
    Sinan Kubba
    Sinan Kubba
    01.08.2013

    Former Joystiq heartthrob Ben Gilbert, now officially known as Bengadget, got some hands-on time with the Oculus Rift VR set at this year's CES. While Oculus isn't letting out the latest prototype for use, Ben took an old one through a new demo of the Unreal Engine 3-based Epic Citadel.

  • Oculus Rift distribution pushed back, shipping begins March 2013

    by 
    Sinan Kubba
    Sinan Kubba
    11.28.2012

    Oculus Rift developer kits aren't shipping until March 2013. Kickstarter backers can expect to get their hands on one by mid-April, while those with pre-orders must wait until late April. Oculus originally expected to complete backer and pre-order deliveries by January 2013, but it turns out finalizing design, testing, and mass production of a VR headset takes a lot of time. You can get an idea of just how extensive the task is on Oculus' Kickstarter page, which depicts the process in detail.As our friends at Engadget note, there are some signficant differences between the final dev kits and the prototypes first unveiled. There's now a 1280x800 7'' display as opposed to the original 5.6'' LCD, making the headset 30g heavier than it was before. Oculus says "the new display beats the old display in almost every key area including response time, switching time, contrast, and color quality," so an extra 30g is probably worth it.

  • Oculus Rift headset up for pre-order

    by 
    JC Fletcher
    JC Fletcher
    09.27.2012

    You can still enjoy the future of face-based displays, even if you didn't support the Oculus Rift Kickstarter in the past. The "Developer Kit," which includes one of the fancy VR headsets and access to the SDK so you can make your own VR dreamscapes, is now available for direct pre-order from the Oculus website. Delivery of the head gear is expected by January.The kit costs $300 in the US, and $345 shipped elsewhere. By the January ship date, you'll already be able to play Hawken and Doom 3 BFG Edition, although it should be noted, this release is more intended for developers than for consumers.

  • Oculus Rift developer kits go up for regular pre-order, catch VR procrastinators

    by 
    Jon Fingas
    Jon Fingas
    09.26.2012

    Anyone who's been wanting to make a game for the Oculus Rift headset, but hemmed and hawed during the Kickstarter run, now has a second chance. Oculus has kicked off its own pre-order campaign that offers the VR developer kit at the same $300 that it cost for the more proactive among us, or $345 for those beyond US borders. As an added incentive, the first 1,000 who pull the trigger still get a copy of Doom 3: BFG Edition to show what the Oculus Rift can do. Twiddling your thumbs will have cost at least a month -- these new kits won't ship until January -- but the pre-order still means a head start over competing developers that haven't yet seen the virtual light.

  • Hawken will support Oculus Rift when it launches on Dec. 12

    by 
    David Hinkle
    David Hinkle
    08.27.2012

    The Oculus Rift may not technically be a tangible thing yet, but as of December 12 it can boast support for one more game: Hawken. It makes sense: every time we've seen something with mechs in it, the pilots are always wearing goofy goggles. Appropriate.In an interview with Forbes, publisher Meteor Entertainment's Mark Long offered some insight on why Oculus Rift and Hawken make such a great match. "Why Oculus works so well is the sense of presence. You have to experience it. When the graphic world is all around you, it takes the experience to a completely different level.""Hawken is perfect for Oculus because its environments are well-suited for the level of visual density and distances you're looking it," Long added. "The shapes that are close and far away lend themselves well to 3D. When you're in a typical first-person shooter, you're a slave to the direction your weapon is pointing, which is unnatural. Being in a Mech, this offers a more realistic virtual reality experience."Of course, the question of lag is ever-present with VR headsets, but Long says Unreal Engine has certain things built in that alleviate that concern. "With Unreal we can dynamically change the point-of-view and make sure that the latency is as low as possible for the viewers to eliminate motion sickness. We're going to build out a cockpit that players can buy so they can see the inside of the Mech with Oculus for a more immersive gameplay experience. This is a subset of something we're going to be bringing to the PC game."And in the end, the cost for Adhesive Games to add Oculus Rift support was minimal. "The cost of an Oculus Dev Kit with two systems will be less than $300," Long said. "The technology uses a DVI connection and USB to do head tracking off a PC," so with some wires, a headset and a fairly nimble neck, it was a fairly inexpensive feature to implement.

  • Oculus Rift's latest VR headset prototype gets a showing at Gamescom 2012 (hands-on)

    by 
    Mat Smith
    Mat Smith
    08.16.2012

    "This is the latest prototype," the Oculus guys tell us. That's great, now strap us in. The team decided to make a sudden stop in Germany ahead of appearances back in the US over the next few weeks -- and we're glad, because it meant we got to call in on them and grab some time with the Oculus Rift. If you didn't know, the Rift is a Kickstarter-funded VR gaming headset (stay with us) that's caught the attention of several games developers -- most notably John Carmack. He liked it so much, in fact, that he developed a special Rift-ready version of Doom 3 for the headset and Doom 4 will also be heading to the VR peripheral too. We got to play with the earlier game and while there's a video after the break, we reckon you'll really need to try this in person to fully grasp how the Oculus Rift plays. Check out our impressions after the break. %Gallery-162593%

  • Doom 4 to be compatible with Oculus Rift VR headset

    by 
    Jessica Conditt
    Jessica Conditt
    08.05.2012

    Doom 4 will be compatible with the Oculus Rift virtual reality headset (the one that was over-funded via Kickstarter in less than 24 hours last week), just like its baby brother, Doom 3 BFG Edition. id Software has been involved with Oculus Rift for some time, showing off Doom 3 BFG running on Rift at this year's E3 and including a copy of the game with every Rift dev kit."I'm excited for once Doom 3 ships, and gets out there, I'll put all this stuff into the Doom 4 platform, which will be nice to take our current top-of-the-line stuff and have that in virtual reality," id's John Carmack told Polygon at QuakeCon. "I'm looking forward to doing that."The Oculus Rift Kickstarter has so far raised more than $1.26 million of its desired $250,000, with 26 days to go.

  • Oculus virtual reality headset looking for funding on Kickstarter

    by 
    Mike Schramm
    Mike Schramm
    08.01.2012

    Most "virtual reality" helmets tend to be disappointing to say the least, but the Oculus Rift has gained a bit of buzz this year. Developer Palmer Luckey is now looking for funding via Kickstarter. "The reason we're using Kickstarter is so that we can get these dev kits into the hands of developers as fast as possible," Luckey says in the pitch video above. "That way they can try it for themselves and start integrating support into their games and engines." The crowd-funding route has worked already, with the project securing more than double its $250,000 goal as of this writing. Limited prototype dev units – at $275 each – have all been claimed, leaving the $300 level as the cheapest route to get your hands on the hardware, which includes a copy of the upcoming, Rift-enabled revamp, Doom 3 BFG. In a related endorsement, id Software's John Carmack called the device "the best VR demo probably the world has ever seen." That price is likely higher than what consumers will eventually pay for everything once the software is optimized and the design is finalized. The dev kits are set to be shipped out in December, so we could see a final product as soon as next year.

  • John Carmack-endorsed Oculus Rift VR project hits Kickstarter, developer kits start at $300 (update: $250k goal met)

    by 
    Donald Melanson
    Donald Melanson
    08.01.2012

    We heard late last month that the John Carmack-endorsed Oculus Rift VR headset would be hitting Kickstarter any day now, and it turns out today is that day. The project has just launched on the crowd-funding site with a goal of $250,000. To reach that, the team (led by company founder Palmer Lucky) is offering a variety pledge options, starting with posters and t-shirts for $15 and $25 (or $10 for a simple thanks), and of course the headset itself that is initially only being offered as a developer kit. It will set you back $300, which also includes a copy of Doom 3 BFG, and is expected to start shipping in December (signed kits and a complete bundle are available as well). Those that act fast can also snag one of 100 unassembled prototype kits, which run $275 and ship a month earlier in November. Despite that developer-only status, though, the project is already off to an impressive start -- it's raised over $50,000 as of this writing. You can find the usual video overview of the project after the break.Update: The 100 prototype kits are now sold out, and the project itself has already sailed past the $100,000 $150,000 mark. John Carmack also clarified on Twitter that he's not "backing" the project in any official capacity, only endorsing it as a "wonderful advancement in VR tech."Update 2: And the project has now easily met its goal on the first day. Those interested are still able to make a pledge any time over the next 30 days.