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Post by Eorl @ 09:31am 08/08/13 | 22 Comments
Legendary developer and game programmer John Carmack has announced that he has joined the Oculus Rift team as head Chief Technology Officer, now splitting his time between co-founded studio id Software and his rocket-orientated company Armadillo.

The news was revealed earlier this morning through an official post on the Oculus website, stating that Carmack would be taking up residency in the company's yet-to-be-open Dallas office. Those worried that Carmack would be leaving id Software can rest assure that this isn't the case, though going by his most recent Twitter post his time will divided by "Oculus over Id over Armadillo. Busy busy busy!"
“I have fond memories of the development work that led to a lot of great things in modern gaming – the intensity of the first person experience, LAN and internet play, game mods, and so on. Duct taping a strap and hot gluing sensors onto Palmer’s early prototype Rift and writing the code to drive it ranks right up there. Now is a special time. I believe that VR will have a huge impact in the coming years, but everyone working today is a pioneer. The paradigms that everyone will take for granted in the future are being figured out today; probably by people reading this message. It’s certainly not there yet. There is a lot more work to do, and there are problems we don’t even know about that will need to be solved, but I am eager to work on them. It’s going to be awesome!”
The Oculus Rift initially begun as a Kickstarter project in August of 2012, gathering more than $2 million in funding over its original $250,000 goal. Developer kits have since been heading into the hands of those willing to put up the $300 cost, offering 720p immersive virtual reality. Recently the Oculus Rift dev team announced a new 1080p version would replace the dev kit, enabling customers the chance to experience groundbreaking virtual reality at crystal clear quality.

For more on John Carmack's addition to the team, check out their full update on the official website. Currently no set date has been given on when a consumer version of the head unit will be available, but hopefully now with Carmack joining the team we'll soon see the yet-to-be-shown Doom 4 with virtual reality support.



oculus riftjohn carmackdevelopmentvirtual reality





Latest Comments
trog
Posted 10:02am 08/8/13
This is awesome news.

My prediction for the next step: Michael Abrash leaves Valve to join him - or Valve buys Oculus.
arkter
Posted 10:14am 08/8/13
Valve buys Oculus.


That would be hot.
WirlWind
Posted 04:19pm 08/8/13
At least this time it seems like VR is actually gonna be a thing. When such a big name puts his official support behind it and claims that it's the future of gaming tech, I start to feel less worried about dropping the $$$ when the consumer version comes out.
dais
Posted 04:41pm 08/8/13
Fast track to awesomeness.
bepatient
Posted 05:04pm 08/8/13
Came here to post this just now. Holy s*** this is incredible news.

gXr53a1
fpot
Posted 05:11pm 08/8/13
trog showed a picture of an Rift on his facebook and Dan mentioned trying up one of the 1080p models at PAX or whatever and yet we haven't had a single news post about it. Well, apart from this one of course :P

I demand to hear first hand knowledge of what it is like dammit!
Audi
Posted 05:21pm 08/8/13
I'd be more annoyed that my three monitors were about to be rendered obsolete by the Oculus Rift.


Oh. And there was me thinking you had one.
kos
Posted 05:32pm 08/8/13
Well he did say 'about to be', not 'has been' ;D
Tollaz0r!
Posted 05:34pm 08/8/13
Hopefully his involvement in Oculus Rift doesn't turn out like his rocket science stuff ;P
trillion
Posted 06:50pm 08/8/13
his armadillo subsidiary was a boon for amateur rocket science
Tollaz0r!
Posted 07:37pm 08/8/13
:D I was poking fun at the rocket that fell over ;P
ravn0s
Posted 08:48pm 08/8/13
here's a vid of an aussie guy who's developing a cover based shooter for the oculus. it also uses 2 razer motion controllers for the weapon aiming. apparently, people that have tried the game have become so absorbed that they've tried to physically lean and support their weight on the virtual crates.

edit: at 5.03 you can see him put his hand up to lean on the wall.

trillion
Posted 09:02pm 08/8/13
the yt channel has some epic mach barrier splosions, balanced out with successes though so it was probably money well spent

i mean well, it won't compare to SpaceX who are the reusable launcher program leaders it seems, which is why i had to mention 'amateur'

it would have been cool to be there to see it and not sift through the vicarious visions like a boss interneter

#spacegoggles
eski
Posted 04:34pm 09/8/13
I demand to hear first hand knowledge of what it is like dammit!


It makes most people motion sick when they first use it, at least amongst my group of friends. One guy had absolutely no problems, I don't know if the fact that he jumped straight in while horrid drunk had much effect. Took me a few sessions to get accustomed to viewing VR now it's not a problem. I reckon this is the biggest barrier to it achieving wide spread commercial success. The first time I saw an object that was both in front of and behind something f***ed my brain up.

The screendoor effect is really obvious, and the low res makes small objects really pixelated. As soon as something moves a few metres away from you it becomes a jagged mess of blocks.

It nearly melted one of my systems, as it has to double down on the rendering to accommodate each eye.

Its like looking at the world through a scuba mask. You only have a small field of view in the current model, and trying to look at your desktop is a nightmare. The current implementation is really clunky, and sometimes you need to set the Rift to be your main monitor, which is no fun at all.

I felt genuine fear in the Kraken demo. I ripped the thing off my head a couple of times trying to play Slender. The immersion is off the charts.

It is really really f*****g awesome, and it is the future.
fpot
Posted 04:34pm 09/8/13
Can't wait for the consumer model to hit the stores. I would buy a developer model but I kind of feel c***ish doing so because I reckon it should just be developers and media outlets receiving the limited amount at this stage.
eski
Posted 04:37pm 09/8/13
I reckon they're cranking them out for now. My order arrived about 4-5 working days after I placed it. The more people that see this thing, the more viable the ultimate commercial release will be.
fpot
Posted 04:40pm 09/8/13
Hmmm so so tempted. TriDef have released experimental Rift support for a selection of games as well if you want to give them a try. There is a trial version you can download.

edit: have you tried HL2? Apparently that's the tits.
eski
Posted 05:48pm 09/8/13
yeah, Valve definitely have the best VR code going around.

You can use 3rd party software to hack the Rift into other games, but it only replaces standard x-y mouse movement. The Valve code incorporates head roll, which makes a huge difference .

Havent tried using Tri def, I've been using Vireio, its pretty good, but without that head roll it can be pretty uncomfortable.

Was playing HL2 last night and I couldnt stop looking down to try and see my keyboard, but it WASNT THERE :o Looking down and seeing someone else's body can be pretty strange.

Gonna give iRacing a go with the wheel this weekend. Probably gonna get REALLY sick :D
Infidel
Posted 05:07pm 09/8/13
i want it for this game called war thunder, on the side it seems you cant wear headphones with these
trog
Posted 05:13pm 09/8/13
fpot: wait for the commercial one. If/when you are in BNE you can drop by and try our dev kit. It's awe-inspiring but the consumer version will kick its ass up and down.
eski
Posted 11:15pm 09/8/13
iRacing is amazing with this thing. Everything feels so natural, like looking over your shoulder to reverse, or looking down at your dash to see how fast you're going. All the trackIR menu overlay stuff is really cool, look up for rear view mirror, down for lap times, etc. Took me a while to realise they hid all the Quit/Start buttons above me, but very cool once I sussed it out. I've spent the last 30 minutes just sitting in other peoples passenger seats looking around as they race. F*****g awesome and I don't feel ill at all.

The low res is a problem for racing, can't see far enough in front of your car. Hanging out for the 1080 version.
f**les
Posted 03:02am 10/8/13
Yup definitely going to replace my three 27 inch leds(iracing) with 1080 version going by the reviews so far, also work out a way to go hook it up to my quad, phantom fx61 and bixler!!
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