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posted by janrinok on Friday March 09 2018, @01:24AM   Printer-friendly
from the IoT-just-got-better-dept. dept.

As reported by TechCrunch:

Someone at Oculus screwed up pretty badly today [Wednesday]: An expired certificate appears to have soft-bricked all of the company's Rift VR headsets, with users still unable to fire up software on the devices and no word of an incoming fix from the company yet.

Issues were first reported several hours ago on Reddit, where a post on the topic has already garnered hundreds of comments. The problem seems to have resulted from Oculus failing to update an expired certificate with the update, which is now leaving users with an error message saying that the system "Can't reach Oculus Runtime Service."

If it must phone home, it is not yours. Words to live, and die, by.


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  • (Score: 2) by bob_super on Friday March 09 2018, @01:36AM (10 children)

    by bob_super (1357) on Friday March 09 2018, @01:36AM (#649799)

    Some engineer is quickly putting the final touches on a time machine to warp back to the best possible time to sneak as a passenger into a certain roadster on a trip to far far away...

    What? Go back two days to renew a certificate on time, or at least far enough to buy stocks or cryptocurrency last year? Would you actually expect that level or rationality, from the kind of mind who made the Rift fail to operate if a certificate expired, and then didn't get the certificate renewed?

    Starting Score:    1  point
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    Total Score:   2  
  • (Score: 3, Interesting) by Ethanol-fueled on Friday March 09 2018, @01:49AM (9 children)

    by Ethanol-fueled (2792) on Friday March 09 2018, @01:49AM (#649801) Homepage

    This is why being an early-adopter is retartet. Shit, you still have motherfuckers standing in 2 mile-long lines and camping out in front of stores to pay a grand for a piece of iTrash that's more redundant and proprietary than ever before.

    Early adoption should come with a free dev kit and free or significantly discounted gadget with unlimited replacements for a year or two. Code-monkeys can fix firmware bugs, but hardware bugs are more elusive and some revisions of boards are just fucked beyond rework or repair. Oh, to be a fly on the wall and watch the hardware and firmware engineers squabble and play the blame-game all day.

    • (Score: 5, Funny) by c0lo on Friday March 09 2018, @02:02AM (2 children)

      by c0lo (156) Subscriber Badge on Friday March 09 2018, @02:02AM (#649805) Journal

      This is why being an early-adopter is retarted

      FTFY. Now it makes sense.
      retarted - like in "being hit with a tart/pie in the face again - usually because of not learning the lesson in the past".

      --
      https://www.youtube.com/watch?v=aoFiw2jMy-0 https://soylentnews.org/~MichaelDavidCrawford
      • (Score: 0, Disagree) by Anonymous Coward on Friday March 09 2018, @02:06PM (1 child)

        by Anonymous Coward on Friday March 09 2018, @02:06PM (#649951)

        This is why being an early-adopter is retarded

        Now it both makes sense AND is spelled correctly.

        • (Score: 2) by c0lo on Friday March 09 2018, @02:40PM

          by c0lo (156) Subscriber Badge on Friday March 09 2018, @02:40PM (#649970) Journal

          Not only boring, but insultingly boring.

          --
          https://www.youtube.com/watch?v=aoFiw2jMy-0 https://soylentnews.org/~MichaelDavidCrawford
    • (Score: 4, Informative) by takyon on Friday March 09 2018, @02:14AM (5 children)

      by takyon (881) <takyonNO@SPAMsoylentnews.org> on Friday March 09 2018, @02:14AM (#649813) Journal

      Reasons not to be a VR early adopter:

      1. High cost.
      2. Not enough content available.
      3. Tethered high-end headsets instead of wireless.
      4. 100-110 degree field of view, instead of ~200.
      5. You could just use your smartphone to do it with a $5 piece of cardboard, and upgrade later.
      6. Lower resolution and frame rate.
      7. Worse internal and discrete GPUs than what will be available later.

      --
      [SIG] 10/28/2017: Soylent Upgrade v14 [soylentnews.org]
      • (Score: 1) by Ethanol-fueled on Friday March 09 2018, @02:25AM (3 children)

        by Ethanol-fueled (2792) on Friday March 09 2018, @02:25AM (#649816) Homepage

        Holy shit, only 100-110 with a 200 degree cap? Man, am I doubly glad I never even considered going that route. How the fuck can you have full and fast spherical rotation in gaming with such poor specs with VR headsets? Not saying that VR should be even close to that standard, but much more could be done with an optical link and a local graphics card(s) doing the heavy-lifting. Well, I guess 100-110 degrees is okay if the ϕ axis has a similar range of rotation.

        Well, it is what it is. VR is a do-or-die application and turning your head quickly and seeing a blank screen with

        Buffering.
        Buffering..
        Buffering...

        Is unacceptable compared to your garden-variety flatscreen monitor porn vid watching.

        • (Score: 3, Informative) by takyon on Friday March 09 2018, @03:07AM (1 child)

          by takyon (881) <takyonNO@SPAMsoylentnews.org> on Friday March 09 2018, @03:07AM (#649828) Journal

          Eye tracking headsets can lower detail in the places you aren't looking at, decreasing the necessary specs.

          https://www.theverge.com/2016/7/22/12260430/nvidia-foveated-rendering-vr-graphics-smi-eye-tracking-siggraph [theverge.com]

          200 degree FOV is able to cover most of the FOV humans can see if they move their eyeballs in their sockets.

          I actually haven't put on a damn VR headset despite talking about it so much, but I expect 100 degree is worse for immersion.

          --
          [SIG] 10/28/2017: Soylent Upgrade v14 [soylentnews.org]
          • (Score: 0) by Anonymous Coward on Friday March 09 2018, @03:16PM

            by Anonymous Coward on Friday March 09 2018, @03:16PM (#650002)

            > I actually haven't put on a damn VR headset despite talking about it so much, but I expect 100 degree is worse for immersion.

            In my experience (with both the DK1 and the Vive), you adapt to it very quickly (i.e. don't notice you can't see peripheral).
            The screen-door effect is more noticeable because it affects what you are looking at directly.

        • (Score: 0) by Anonymous Coward on Friday March 09 2018, @01:14PM

          by Anonymous Coward on Friday March 09 2018, @01:14PM (#649939)

          What the heck does FOV have to do with rotation latency?

      • (Score: 3, Interesting) by Anonymous Coward on Friday March 09 2018, @06:54AM

        by Anonymous Coward on Friday March 09 2018, @06:54AM (#649876)

        Fuck headsets that require proprietary software and online activation to use.

        I want a goddamn VR headset that I can use anywhere, any time, and ideally has a fallback mode for use as a regular 1080p monitor if the device it is plugged into doesn't actually have VR support (meaning support for warping the image on the displays so the lenses work correctly with unmodified framebuffer content.)

        I had heard the Razer headsets were aiming to do that, but then they stopped releasing content and started pushing a 'buy our headsets then resell modified versions' angle, along with not releasing source code or promised hardware documentation.

        Has anyone made a serious attempt at another open hardware headset since Razer? I've seen a bit about drivers and a bit about headsets, but neither seem to have made it into either a salable product, nor into a end-user manufacturable form, whether as a kit, premade interface board for a cheap and easily available screen, or other packaged/unpackaged product.

        Why can't we start moving towards a REAL cyberpunk future and get the hardware/software base for these things open and competing on fit and finish, rather than on proprietary platforms?