Oculus Rift Kickstarter Goal Surpassed Less Than 24 Hours
The Oculus Rift Kickstarter project has already received $1.1 million in pledges... and it's just getting started.
The Oculus Rift Kickstarter project opened its doors to financial backers on August 1. In less than 24 hours, the team surpassed its goal of $250,000 USD. And, the project still has 28 days to go.
"All of us at Oculus are in awe of the support we've received. Surpassing our goal so substantially in less than 24 hours is very humbling," said Palmer Luckey, founder of Oculus. "We're attending a few upcoming trade shows including QuakeCon, Siggraph, and Unite to chat with developers and gamers about the Rift and show off the latest prototypes."
The Kickstarter project was established to build development kits of the VR headset and get them into the hands of developers faster. All kits include and early prototype of the headset, and access to the Oculus Developer Center which provides the SDK, technical support, and serves as a community for Oculus developers. The SDK itself will include clean well-documented code, samples, and tutorials.
"We’re also working on out-of-the-box engine integrations for Unreal Engine and Unity, so that anyone interested in working with the Rift, including indie developers, can get started right away!" the Kickstarter page reads.
According to the FAQ, system requirements include a computer with an HDMI or DVI output port -- currently there's no VGA support. Otherwise, there's no set minimum hardware requirements although "any standard gaming computer should be sufficient."
Those who pledge $300 or more will get the early Rift developer kit and a copy of id Software's Doom 3 BFG Edition for the PC. Pledge $500 or more, and you will receive a developer kit, a copy of Doom 3 BFG Edition, access to the Oculus Developer Center, a T-shirt and a poster -- all signed by the Oculus team. Those who pledge $5000 or more will also be flown out to the Oculus lab where visitors will spend the day with the team.
"What I've got now, is, I honestly think the best VR demo probably the world has ever seen," says id Software's John Carmack.
"Needless to say, I'm a believer," says Cliff Bleszinski, Design Director at Epic Games. "We're extremely excited here at Epic Games to get the Unreal Engine integrated with Oculus."
"It looks incredibly exciting, if anybody’s going to tackle this set of hard problems, we think that Palmer’s going to do it. So we’d strongly encourage you to support this Kickstarter," says Gabe Newell, President and Owner of Valve Software.
For more information about the Oculus Rift Kickstarter project, head here.
If you mention it can connect in any way to an Apple product then yes.
I second this, calling for instant migraines.
We will look kinda silly in our living rooms ^^, but who cares trully an immersive experiance this will be xD
Perhaps, but if everyone is wearing such a thing in the livingroom, noone will see that you look silly :-)
But finally something that really adds something to gaming, instead of only better graphics. This in combination with a surround headphone is stuff wet dreams for nerds are made of :-D
If you mention it can connect in any way to an Apple product then yes.
WTF with the Apple haters? Can't you people just let it go? Why do you have to spew your idiotic comments everywhere? Get a life, get a job, go outside for a while...
amnesia woundnt be a good game for this. i have the game, but didn't play much yet, but an aspect of the game is taking control away from you.
when you think of things like this, think of the first person games that give you full control, think of raceing games with cockpit views, those are where this tech will be pushed first and get the most use.
me too, but i have used head mounts before, they were never very good, but they gave me an idea of how this would play out, i cant justify this with anything less than 1280x720 without a store demo...
from the kickstarter page
that means taller than wide. when i last wore a head mount it was 4:3 per eye, a wider ratio than this, and even that i was looking at the edges distracted. i would need a live demo of this before i would eve consider spending 300$ on it. not because it cant work, but because of past experience.
I'm also worried it might look a bit pixelated when you're that close to the eye, but there are more factors than plan resolution which will play into that so I won't make a judgement yet.
Also, I hope the 90 degree FoV is per eye, since we have a lot more vision than that (close to 180).
i believe this has head tracking, meaning if you move your head, you see more.
the problem that i see is, if i move my head to look, my eyes look that way first, and with the thinner screen size per eye, im worried that i would be looking at the edge to often and it would be less immersive because of it...
i have 100% faith in head mounts as a future game accessory... i just don't think this one will be the starting off point that i want it to be.