Watch the full Oculus E3 2015 press conference here [Update: Watch the replay!]
The major E3 2015 press conferences are set to begin on Monday, but Oculus is not waiting until then. Their big press conference and today and you can watch it right here on Shacknews.
The major press conferences for E3 2015 are set to begin on Monday, but Oculus is about to beat everyone to the punch. Their big E3 press conference is actually today, which must be some sort of record.
This event begins at 10AM PT/1 PM ET and is expected to last about two hours, with all the biggest virtual reality news. You can keep it on Shacknews to catch up with the biggest announcements. You can also check out the full press conference below or on Twitch.
Update: The stream is over, but you can catch the full archive below.
-
Ozzie Mejia posted a new article, Watch the full Oculus E3 2015 press conference here
-
-
-
Previous render
https://sketchfab.com/models/591ff55a0f7b401cbb14fe454175b8b2
-
pre-orders later this year.
stolen from reddit.
https://pbs.twimg.com/media/CHOwidmVIAEfXdA.jpg:large -
-
-
-
It's never word soup. I love his talks. Here's one on the physics of light and history of rendering from a couple years ago:
https://www.youtube.com/watch?v=MG4QuTe8aUw
-
-
-
-
-
-
-
https://www.oculus.com/en-us/
Hopefully they're not just embedding twitch. -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
It is. It's not necessarily smaller. It's lower resolution for sure (you're bound to the VR device res), but it can be "bigger" - it all depends on the "screen size" of the environment. Watching a movie on a virtual reality IMAX theatre does sound super silly, but it's a great experience.. I'd assume it's a bit similar for games.
(I think the video they were showing crashed hence why you only see the first few seconds of someone playing on a "normal" screen)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
What were you expecting? This is a general presentation for the wider media, they have to spend a bit of time explaining what the hell VR is.
It's been a lot smoother than most MS / Sony / Ea / Ubisoft presentations.
It's still got 90 minutes to go, if they don't unveil any of their own internal studio developments, THEN i'll be pissed.-
-
Why should oculus be the one to provide that as part of a package?
It's not at all clear what people want from VR or what developers will do with it. The last thing they want is to box people into some kind of power glove bullshit.
The time will come for all that, but ultimately it needs to start with what people are familiar with. -
-
-
-
Didn't they have hacked together test units? They didn't have finished products with a release date did they?
This is a media presentation, they're not going to go onstage and say "hey here's this new controller thing we haven't quite figured out yet, we also have no idea what anyone will do with it, but its kinda cool!"
-
-
-
-
-
-
-
-
It's becoming blindly obvious that Oculus is going for the low end mass market with this device. Vive will be the premium high end experience and the Rift will be the mass market device that everyone can afford. Well that assumes the price point comes in low enough. I have to assume the Xbone controller was a move to cut costs and avoid packing in more costume hardware on top of the headset.
-
-
-
-
-
Ofcourse they will, that's not the problem. The problem is how much control they will assert that might stop others from doing things they want to do. There is no indication that they will be dicks but they would have the power and that's enough. If Valve wants to add an independent balance to the industry they can't wait, they have to start now or Oculus will be too established.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
I can see the argument there, it's not just enthusiasts watching, there's also lots of boring suits who are just in it for the investment returns.
Still the way that they ordered things, it felt like it was almost an after thought.
"Thank you for attending our conf... OH RIGHT! THE INNOVATION! Uhhhh Palmer, come on stage!"
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
I guess, it looks cool but just seems cumbersome for the exact kind of finger movement described. I mean he mentioned "Imagine picking up a gun and firing with your index finger.." There is no way I can simulate picking something up when my hand is already full, i'll basically just be gesturing by moving my hand towards it..
I don't see how it will work for anything apart from thumbs up and pointing.
-
-
-
-
-
-
-
-
So we're all going to have to get the Vive AND the Occulus, right? I mean, with vastly different native control schemes, games are often going to only support one or the other
What about the VR integration itself? Are we likely to see cross-device support there, or is it an entirely different API for each headset?-
-
-
-
I think the goal of something like Steam VR is that it would have the capability to work with different interfaces and still function. Sure people might like using a mouse and keyboard or a controller with many Steam games, but they can use either or in many circumstances. Some games will work better with one interface or the other.
I don't plan on buying both, but it may happen. I will wait until we have some more live info on the Vive.
-
-
-
I don't think increasing the price is where you want to be when trying to sell a whole new device category predicated on growing a market. Especially since as you try to bootstrap that market the majority of your VR experiences will use regular controllers since that's what devs have, know how to use, and work with ports of existing games.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
I still don't know how each setup compares, really. The Vive has lightroom (which is like the connect sort of?). So that part can sense the pointing I'm guessing.
I'm not sure I like the Oculus mass market approach. When it comes to tech like this, it seems that early adopters are the ones who really give it a push. Their feedback allows proper optimizations and improvements, then from there the product can be delivered to a wider audience.
Maybe I've overblown the issue, since both units are going to be gobbled up almost exclusively by early adopters. But the approach described above is a really good way to improve a product before it hits a wider audience. The pressure with a mass market approach is much greater.-
No, lightroom isn't like connect.
The main difference between the two is that the positional sensors in the Vive are on the controller and headset itself, and detect the laser from the two light nodes to determine their position based on timing, while the sensor on the oculus is a camera on your desk (or wherever) that picks up LEDs embedded in the rift headset (and the hard part of the strap in the back) and the two ring areas of the touch controllers.
Both have gyros and whatnot that also help.
Valve's solution can track in a larger space (and in fact can be stacked to track very large spaces), but it'll be tough to tell in advance how much of an advantage that is in the home.-
Also, more info on Oculus's solution:
“Constellation will allow for a bigger room area,” says Oculus CEO Brendan Iribe, “so you will be able to move around in it – and we have a number of different things that we are going to be talking about as we move forward on this.”
As shown the Constellation system uses a “single camera solution” on a basestation but the headset has “full 360 tracking, all off of a single camera – which is very impressive,” says Iribe. But that single solution won’t be the end of its bag of tricks.
The HTC Vive uses a combination of two tracking sensors to create a trackable space of about 15’x15′ – with the capacity to add more sensors to enhance the trackable volume and space. It looks like Oculus will be following suit. “We do support multiple sensors,” says Iribe, “It doesn’t require you to mount things on your walls – but you can if you want to. We’ve made it so the sensor has a standard screw hole that you can screw in if you want to mount them in different places.”
So it looks like if you have room for a setup like the Vive uses, that may be an option. -
-
-
-
-
-
Terrible promo shot. Cant even tell what im looking at
http://static.giantbomb.com/uploads/original/28/281548/2757540-oculus+touch.png -
-
lol holy shit this is funny https://www.youtube.com/watch?v=oW-8VeSEsP4&feature=youtu.be
this is trippy, talking heads in a virtual room, this is one of the many futures of VR -
-
Here's my take on the Xbox One controller: I'm okay with it.
First off, not everyone who is interested in using VR has two hands...or even one hand. There are plenty of accessibility options that integrate with XInput that will allow everyone to utilize the controls.
The primary use case for Oculus appears to be the seated use case (as opposed to the Vive's 15' walking box), so having your limbs focused on a single wireless controller, especially one where most users keep the controller near their lap or chest, will help minimize "flailing" and reduce accidental "knocks" outside the play area.
Finally, if they had to go with a current controller, they could have done a lot worse than the Xbox One controller. Imagine if they'd tried to make their own...you'd probably end up with something like the Ouya one. -
My two cents:
1. I am not sold on third person VR experiences in games. Are you just floating in the air while you watch some little person (gender neutral) run around a maze? I guess I have experience it to see how this is implemented.
2. I think in the end a low price is what moves units. PS4 won the opening round this console cycle based on its price. I actually am predicting a significant cost savings over Vive (the Xbox 1 bundle suggests this) and therefore the Vive, even though likely superior, will have challenges unless there is a killer app. Which would be Portal 3 or Half Life 3 (I wish)
3. I am concerned about occlusion of the camera's line of sight of the oculus touch by the desk edge. I guess you need to step back so you can hand your arms down on your sides? No seated experience.
4. I would love to see how VR also addresses haptics and full hand/finger tracking. So far sight, sound have clear solutions but input and haptics don't have a consensus yet, yet I think having 1:1 interaction and feedback on your hands play a critical role in presence. Anchoring your hands to an Xbox controller and not seeing your hands is probably a critical component of presence
I can't to hear the impressions on the upcoming game demos!!-
It depends, unfortunately it's hard to judge from the videos but there are some "diorama" games that make good use of VR. If you have access to a Gear VR try James' Legacy and Oculus' own game Herobound. In Herobound the camera position is fixed similar to the Resident Evil games. Lucky's Tale is supposed to work really well in VR.
While I like the game idea of Chronos I'm still not convinced VR will add much. Hard to tell, really. Let's wait for Hands Ons from E3. -
Third person can actually work really well - Lucky's Tale is a fantastic experience, and there was a VR Jam game recently called Phase Shift that also is good fun.
And you'll want to be standing or sitting away from the desk, sure. It's not been too big an issue with the DK2, and they've said (in the article I linked above) that they support large spaces and multiple sensors. -
-
-