Oculus is now fulfilling Rift orders within two to four days

After a bumpy beginning to its VR revolution, Oculus appears to be sailing on smoother seas. The company says it's finished fulfilling Rift pre-orders, and it now expects new Rift orders from the Oculus store to ship within two to four business days. This milestone comes a little over a month after competitor HTC announced it could get a Vive order out the door in two to three business days.

Oculus will also be making it easier to try and buy a Rift at retail soon. The company says that "select Microsoft stores" will begin stocking Rifts this month. It also plans to roll out Rift demo stations in 500 Best Buy stores from now through the fall. Online retailers should also get greater stock of the Rift shortly, as well.

The next piece of the Rift puzzle—Oculus' Touch controllers—also seems to be on track. The company says it still plans to launch these hand controllers later this year. It'll talk more about those controllers and the launch titles that will show off their abilities at its Connect 3 conference October 5-7. That conference will feature keynotes from VR luminaries Michael Abrash and John Carmack, plus Oculus CEO Brendan Iribe. Interested parties can visit the Connect site for more information. Registration for the conference begins August 2 at 9 AM Pacific time.

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    • albundy
    • 3 years ago

    any Rift pr0n?

      • tipoo
      • 3 years ago

      Naturally, it was among the first things humans did with cave paintings, photography, motion pictures, and now it’s only natural that the porn industry was among the first to VR.

        • One Sick Puppy
        • 3 years ago

        Thankfully for the human race, sex inherently has more lasting appeal than shooting people. Sadly, the latter is still more socially acceptable a (virtual)pastime.

    • CScottG
    • 3 years ago

    This delay really worked-out in my favor: almost $900 in my favor (..bless my mercenary hart).

    Still, good to see that production has vastly improved.

    Want to see those controllers on the market ASAP!

    (..really, I’m most interested in seeing the next version with improved OLED’s – particularly with respect to enlarging the field-of-view.)

    • JosiahBradley
    • 3 years ago

    The oculus is the console port of true VR, may the experiment go under so the rest of us can enjoy a more open platform. I know people will be angered by that statement but I’m serious in my disdain for all things Facebook. They are killing the platform simply by existing.

      • psuedonymous
      • 3 years ago

      [quote<]The oculus is the console port of true VR, may the experiment go under so the rest of us can enjoy a more open platform. [/quote<]Both Oculus VR and 'OpenVR' (SteamVR) are closed-source, proprietary, and developed entirely by a single company. Both rely on installing a company-owned store (Oculus Home and steam respectively) to run. OpenVR allows other manufacturers to hook their own API onto the SteamVR runtime, but the functions exposed that way are determined solely by Valve; e.g. if you want eyetracking, OpenVR has no way for you to add that yourself. Same with Async Timewarp, that's not something you can do with OpenVR. The only open standard so far is OVR, which has an adoption of pretty much nil, and is far behind technically. [quote<] They are killing the platform simply by existing.[/quote<] Without Facebook, Oculus would be releasing pretty much a DK2 as a consumer product, with few if any games available.

        • tipoo
        • 3 years ago

        It’s the same with Steam, people seem fine with ignoring a near-monopoly or closed system when it’s Valve behind it for some reason. It’s why I hope the Windows Store ramps up into something competitive.

    • Variable
    • 3 years ago

    I somewhat inadvertently ended up with both a Vive and an Oculus.

    The Oculus is light years more comfortable, feels much lighter than the numbers suggest, and is much easier to get the sensor set up correctly. But, the Oculus doesn’t do room-scale, which turns out to be a pretty amazing experience. Visually they’re similar. To my eye, the Oculus might look a little better, but some of my friends think the Vive looks better.

    If you have the space to do room-scale, you’d be somewhat crazy not to get the Vive. The exception is if all you care about is racing or flight sims, in which case the Oculus is a better experience. It’s also why I originally pre-ordered the Oculus.

      • Andrew Lauritzen
      • 3 years ago

      I also have both – this is a good summary: agreed on all points.

      Once Oculus touch comes out it’ll be more interesting to be honest… the vast majority of Vive experiences work just as well standing roughly in a smaller space and rotating 360 degrees, which works fine with Oculus as well. A good number even work with just 180 degrees. Early Vive demos didn’t have the “teleport” mechanism and expected you to actually have a ton of space but honestly in being able to adapt to much smaller spaces, most of the games make the ability to move very far physically sort of irrelevant. There are exceptions, but I do think that 90% of it will work fine technically with Oculus as well if supported by developers.

      Vive is definitely the “wow” experience I show to folks who visit first though. Stuff like driving/flying in VR is awesome on Oculus (Dirt Rally VR is great!) but if you want to shock people with new technology throwing them into Vive is a pretty great way to do that.

        • tipoo
        • 3 years ago

        “I also have both”

        Intel making an integrated GPU that meets the minimum req of both confirmed!

          • Variable
          • 3 years ago

          It’s worth mentioning that I was hesitant to buy a VR headset because I have a GTX 970, which is borderline minimum specs. But so far, everything runs great, unless it’s scaling something down and I just don’t realize it.

          Are you saying you have both running on an integrated GPU (if so, which?), or do you know something about Andrew I don’t? =p

          Edit: Which is not to say that I know anything about Andrew…

            • tipoo
            • 3 years ago

            Was just a joke 😛
            He works at Intel in their graphics department in specific, so having both kits, yada yada.

            Wonder how much it would take to scale their skylake gen graphics up to 970 territory…

          • Andrew Lauritzen
          • 3 years ago

          Haha. Despite what people might think I pretty much have ALL THE GPUZ all the time 🙂

      • Billstevens
      • 3 years ago

      Yeah I have the Oculus and agree at this point it needs touch. They can’t come soon enough but at his point it looks like we will be waiting till November-December with pre-orders happening at Oculus Connect 3 in October.

      • Firestarter
      • 3 years ago

      so aside from comfort and ease of setup, is the vive actually worse for racing/flight sims than the oculus?

        • Variable
        • 3 years ago

        The visuals seem to boil down to personal preference. So not really. The Vive does appear to be more glasses-friendly.

        Download the Vive instruction manual and make sure you have stable places to mount the lighthouses. In my setup, I just had trouble finding a place for them, and really still haven’t found a good way to do it short of mounting them to the wall. By contrast, with the Oculus, you basically just have a webcam that sits on your desk.

        Also keep in mind that if you want to move the Vive from desk to room-scale, you have to reposition the lighthouses. I bought some clamp mounts for cameras that work pretty well and give me some flexibility without having to mount anything to the wall. But if you want to move them frequently, it is a pain.

        [url<]https://amzn.com/B00NIBQXGS[/url<] - Mounts like this.

      • Laykun
      • 3 years ago

      As a side note, with two cameras and the touch controllers the Oculus does room scale as well, to the same scales as the Vive (have the touch controllers at work). I share the sentiment that the touch controllers absolutely need to come out, having used them in my development I much prefer them to the Vive wands, they are oh so comfy and responsive.

      • psuedonymous
      • 3 years ago

      [quote<] But, the Oculus doesn't do room-scale[/quote<] This is a common misconception. The Rift can do room scale [url=https://www.youtube.com/watch?v=vyNKR_-uKfs<]with one camera with the HMD alone[/url<] (due to the tracking markers on the rear), or [url=https://www.youtube.com/watch?v=BEhOivWqGmA&feature=youtu.be<]with two cameras and Touch[/url<] (a second camera is included with Touch). There will probably be someone who pipes up with "but that's opposing camera! Oculus only support adjacent camera!": Oculus have not made an official statement one way or the other, and according to developers working close on them with Touch games [url=https://www.reddit.com/r/superhot/comments/4o82a5/dev_log_2_they_taped_a_hydra_to_dk1_you_wont/d4akrtb<]"Oculus Touch comes with an extra tracker camera. You can smack it right in front of you to just expand the tracking a bit (do a sort of a 270deg. tracking), or you can place it behind you, getting a full 360. [b<]It's still undecided what will be the recommended setup for consumers[/b<] - it is a bit of a pain in the ass to set it up for roomscale (same as with Vive) so I wouldn't be surprised if Oculus went for the simpler setup to push more VR mainstream. Still, [b<]we're not compromising on design and we're doing native 360 first.[/b<]"[/url<]. That makes it pretty clear that regardless of recommended setup turns out to be, developers can make games that assume an opposing-camera setup without issue.

        • Variable
        • 3 years ago

        Maybe I misunderstand you, but the Oculus seems to do 360 just fine with one camera (at least with HMD only, I can understand why the touch would need an additional camera). I understand that you can move around a little, but that’s quite different than the large space the Vive covers.

        From what I’ve read, the narrative coming from Oculus is that they’re focusing on desktop and “standing” experiences. Not “room-scale.” So, I didn’t think developers were really working toward that. I’d love to be wrong. I think if the Oculus did a Vive-size roomscale, I would prefer it hands down. The only plus for the Vive at that point might be the HDMI/USB repeater box (or whatever it is) that extends your range from the computer. Oculus could easily release something like that after the fact, though.

    • vargis14
    • 3 years ago

    I hope the best buy by my house gets a demo unit…I want to chk it out 1st hand before I do anything like thinking about buying a Rift.

    • sweatshopking
    • 3 years ago

    Meh. Let me know when its 150$.

      • PrincipalSkinner
      • 3 years ago

      Wake you up when it’s under $0.50/GB?

        • tipoo
        • 3 years ago

        Price per PPI? Yeah let’s go with that. PPPPI.

          • SlappedSilly
          • 3 years ago

          Hmm… but what is an inch in VR?
          How about price per MPPAM ( Median Pixels per Arc Minute )?

      • Andrew Lauritzen
      • 3 years ago

      Gear VR? Cardboard? 🙂

        • tipoo
        • 3 years ago

        And Daydream, which I really hope Apple copies and the 7 is higher res. I played with Cardboard on my 6S and it’s like sitting in front of a 90s CRT, like literally, huge pixel grid.

        • derFunkenstein
        • 3 years ago

        none of that runs on WP10. 😉

          • sweatshopking
          • 3 years ago

          SO I DONT NEED IT.
          #W10ORDIE

    • wingless
    • 3 years ago

    I like the screen and the weight of the Oculus headset, but HTC has the touch controls out and the game support. Oculus has a more polished VR implementation (stable frame times) according to testing but I can play the games I actually like on the Vive.

    I hate to say it, but Oculus came too late to their own party.

      • Billstevens
      • 3 years ago

      Eh, still plenty of time for any HMD to jump in. The adoption base is still minuscule and the games library is pretty thin. Fortunately it looks like so far owners of both HMDs will be able to play everything on both platforms by years end. Which is a pretty good start to things.

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