Although the idea of looking at satellite photos might not be the most exciting idea for Oculus Rift demos, it is nice to see a huge company like Google support the headset.
As the demand for the Oculus Rift dev kit has kept increasing, their expected shipping date on the pre-order page has kept moving, from april to may to june. This time they've skipped July entirely, and are now stating August as the month you should expect to recieve your kit if you order today.
A little over 3 weeks ago the Oculus founder, Palmer Luckey, stated in a reddit comment that he expected all orders placed before April to ship within May. After the last shipping update Oculus seemed unlikely to meet this goal.
Palmer posted this update on r/oculus today:
Production is going well and getting faster as we go along. We're on track to deliver all the Kickstarter orders before the end of May (though the last international orders are may not reach backers til early June since some countries take a long time to move a package through).
We'll start fulfilling website pre-orders in late May / early June. It's impossible to give exact dates/numbers when we're dealing with so many moving parts, but if you ordered in 2012, we expect you'll have your kit in June. If you're placing an order today, the wait will definitely be a little longer. Our order rate keeps going up, we had a lot more orders last month than previous months; We just updated our website to reflect that current pre-orders will not ship until August (we hope that we can scale up our production to deliver units even faster as the line gets longer).
Sorry I was off in the last shipping post!
Yours truly will be following closely to see if they manage to get through kickstarter rewards within May, as I am at the front of the pre-order queue. Fingers crossed.
Oculus has just released version 0.2.1 of their SDK, which you can download here, if you have developer access.
Here's the changelog for the latest update:
- Added initial magnetometer-based yaw drift correction. Press ‘X’ and ‘Z’ keys to calibrate in OculusWorldDemo.
- Added support for chromatic aberration correction.
- Added Mac OSX support to C++ OculusWorldDemo and Unity integration.
- Redesigned SDK internals to make use of portable HID abstraction layer.
- Added motion prediction to OculusWorldDemo app, it can be toggled with ‘P’ key.
- Exposed new properties in OVRCameraController to toggle prediction, chromatic aberration, etc.
- Added 64-bit Windows support.
- Fixed deferred rendering shadow issues with Rift integration.
- Modified StereoConfig to adjust projection center based on lens centers instead of IPD; this approach is correct considering collimated light.
- Fixed renderer crash triggered on HD3000 when mip-maps were dropped.
- Fixed occasional USB re-opening issues when USB connector is plugged back in.
- Adjusted reported distance between lens centers to 63.5 mm.
From the Oculus developer forum
We're a student group of 3D artists and programmers who have put together this playable demo in 3 months part-time during our final year of study, developed from the ground-up specifically for the Oculus Rift using UDK.
The kickstarter has already reached its goal of $65000, so they don't need help in that regard. But if you have a Rift, or are waiting to recieve one, you might be interested in pledging for one of the rewards that gets you some early access.
For instance, the $30 tier gives you "early access to Episode #1 beta content" in august. The game itself is scheduled for release a year from now. (But we know all to well how reliable kickstarter estimates can be ;) )
If you want to support development aimed specifically at Rift or VR in general, I encourage you to back this kickstarter, as I have done.
Really comprehensive test, going through all the alternative configurations of TF2, in a well edited video.
Oculus are at GDC, showing off their brand new Rift devkit, using fresh demos like Hawken, Team Fortress 2 and their own driving game, DriVR.
Here's some videos from various publications testing the Rift out.