2016 : A Pivotal Year For AMD, Nvidia, PC Gaming And VR

You need the sweetfx and HUD colour change. Helps quite a lot with ED but yer, res is the thing with it but I found the more I played, the less it was a hindrance.

I took a quick flight in the MiG-15 in DCS and to say I have never felt so immersed in a sim before is an understatement. I actually got vertigo a few times during rapid climbs and a rapid change of direction (roll) made my stomach churn slightly. I am highly impressed with the feeling of being in the cockpit and flying and I don't suffer from motion sickness but I had to stop after a while because I started to feel dizzy. There is quite a disconnected feel in that your eyes are telling the brain "I'm upside down" but your body is saying "No I'm not".

I can only imagine how people who suffer even remotely from motion sickness would never take to VR.

Overall impressed but I can see me selling this DK2 on before long as I feel a few more years are required to get the res up to acceptable standards. CV1 doesn't improve enough over DK2 (at least on paper) IMHO.
 
With the CV1, the guys who have been lucky enough to have a play and review it have said the res is no longer an issue, which I must confess, I find hard to believe because it is only slightly more than the DK2 but I am hoping it is true.

I did a rollercoaster sim and that did the same for me when it jumped off the track. I only had one go, as I knew another would have me feeling a little sick but it was super low quality and not very well done but still generally worked pretty well.
 
I WASN'T ARGUING :(

Andy says - "the controllers have much the same sensors etc. as the headset, and there are two of them... if that Valve guy is correct and the screens are only 1/6th of the cost of the headset, the sensors must be quite costly, because there's very little else in the headset that can make also make up a sixth or more of the cost"

Then i explained the sensors were not expensive photodiodes/accelerometers/gyros..... Jesus do you even follow your own train of thought?

Damn you made me a liar.

If you still believe i'm trying to somehow attack you, you really have a warped sense of reality. Right I have to sooth my teething daughter now and I can really only deal with one kid at a time, so to save temptation :-

K thx bye, /ignore.

Yeah, notice how I didnt actually say the sensor were expensive, I said that IF the panels were cheap, and various people had said already ruled out other parts as being cheap, if you are going to razor away all the major components you end up loading the cost on to the parts that are left over, at that point the only things left were the sensors. So again congratulations on arguing against something I never said.

And then it is only relevant if you can show that the sensors in the Rift are expensive and the ones in the Vive are cheap.

You're the one who wants to ignore the entire context of what was said to create an argument, but that makes me the one who cant follow a train of thought?

I didnt think you were attacking me, until you had to point out you weren't attacking me by calling me a child. Warped reality indeed.
 
Last edited:
Tested: Oculus Rift vs HTC Vive Pre

CES this year was different: for the first time, I got to try out the HTC Vive and the Oculus Rift back-to-back (big thanks to AMD for accommodating me and providing the time for multiple demos). Testing the two HMDs together solidified a few things for me: the Vive definitely offers a larger field of view, the Oculus Rift is definitely the lighter and more refined headset, and both of them have to be adjusted perfectly to offer a clear, focused image.
Right now, the best VR experience is a combination of Oculus VR and Vive VR. Both have their own strengths. If wishes were magic VR amalgamations, I’d use the Vive’s screen and tracking system in the Oculus Rift’s body, with Oculus Touch controllers on my hands. But since most of us are going to be buying one headset or the other, here are my observations from back-to-back testing.

http://www.pcgamer.com/tested-oculus-rift-vs-htc-vive-pre/
 
A rather interesting AMA with Palmer Lucky (CEO of Oculus) and some good questions. I like his honesty in truth and here is a snippet when asked about PC requirements.

Will Oculus drive PC upgrades?

User Manoko asked Palmer what his options for VR tech look like, given that his system hardware is “a crappy computer.” Palmer’s response is rather interesting:

“Your crappy PC is the biggest barrier to adoption, which is why we are working with all the major hardware vendors to optimize for VR — if ‘normal’ PCs get good enough to run VR, then the majority of people will be able to buy a relatively cheap headset and just use whatever computer they already own to drive it.”

At the same time, however, Palmer clearly expects Oculus to boost PC sales, noting:

“We have been working with Nvidia, AMD, and Intel since basically the start of Oculus — they know that virtual reality is going to demand better and better hardware, and drive demand for powerful GPUs and CPUs beyond the existing gaming and enterprise market. That extends to PC manufacturers using their components, obviously.

“Most people have not had a reason to own a high-end PC for a long time. VR will change that, much like video-related stuff drove high end CPU adoption.”

In the short term, therefore, Lucky thinks that enthusiast demand for components will increase as VR becomes more popular. In the longer term, however, the goal is to bring those improvements and capabilities down to a larger market. As ExtremeTech’s hardware reviewer and a gaming enthusiast for nearly my entire life, I’m not sure which way this situation will break.

First, the positive: It’s absolutely possible for hardware advances to drive game developers to create new, immersive types of games. The advent of more powerful consumer CPUs made games like Wolfenstein, Doom, and Quake possible. 3D graphics turbo-charged Quake, Quake 2, and every title that followed.

In many other cases, however, the industry has moved more slowly. Multi-core adoption in gaming moved at a snail’s pace past the dual-core mark. Quad cores were available and useful from 2005 forwards, but it took time for the benefits of that purchase to move from the high-end workstation to common consumer software.

In the case of VR, I suspect it’s going to be very difficult to push the technology into low-end PCs. High Bandwidth Memory should give AMD unprecedented APU bandwidth by 2017-2018, but VR targets a constant 90 FPS frame rate — and that’s a very high bar for any kind of mobile chip. There are certain technologies, like foveated rendering, that could theoretically make it easier for low-end graphics cards to deliver high-quality VR experiences by only rendering the area the eye is looking in high detail — but that takes better head tracking than we currently have.

I think Lucky is right when he talks about VR driving enthusiasts to upgrade. I’m much less certain that the technology will prove central enough to drive the entire computer industry towards the myriad technologies that will make VR available on lower-end hardware. But then, as the head of the highest-profile VR company, it’s his job to cast a rosy future for the tech.

http://www.extremetech.com/gaming/2...rift-spurs-gamers-to-upgrade-their-crappy-pcs
 
I did a rollercoaster sim and that did the same for me when it jumped off the track. I only had one go, as I knew another would have me feeling a little sick but it was super low quality and not very well done but still generally worked pretty well.

Up for a shot of this?:eek:


Alton Towers has announced plans to open a virtual reality-based roller coaster called Galactica. Rather than replace a coaster entirely, Galactica will have riders wear Gear VR headsets during their face-down thrill ride. The three-minute ride will take passengers on a visual trip through space, timed perfectly with the dips, twists and turns of the actual coaster. Galactica will employ three sets of coaster carts at a time, each carrying 28 passengers. The track measures 2,775 feet with the highest drop measuring 66 feet. The coaster itself, which is a modified version of the park's Air roller coaster, will hit a maximum speed of 47 mph.
 
this one from Gamespot, this review is a bit more direct, doesnt feel scripted, best review i saw so far of both sets

 
Last edited:
"For $299.99, anyone can order an OSVR Hacker Developer Kit 1.3, which includes everything you need to get started with virtual reality (er, other than a PC). For this price, you get the headset, which includes a 5.5-inch Full HD OLED display and adjustable optics for a clear view, and an infrared tracking system, which tracks your headset position in three dimensional space. The headset includes a removable face gasket made of a soft touch foam, and the head strap is made of thick stretchy fabric, somewhat reminiscent of a ski mask strap. "


full Article here Razer store page here


so this is OSVR 299$ from Razer, from keyboards to VR headsets...ppl tested it and said it was actualy better than the DK2, screen is oled 1080p but only 60hz refresh, the headset is made to be upgraded by swaping parts, and it's open source :p
this shows me that over time, the market will be flooded with headset like these, and unique features will be the selling point.


quick prentation of OSVR

 
Last edited:
Good info that AlamoX and a cheaper way for people to experience VR :cool:

what razer is doing is actualy smart, they dont do a lot of R&D, they just teardown a product and make one like it, and my guess they will do the same with controllers once they are out, then put parts for sale to upgrade like screens, sensors, lenses, etc (starting with 90hz screens in couple months)
and if razer is selling for 300$ it's probably that it did cost them a 100$ or less, competition on VR is going to be really fierce.
 
what razer is doing is actualy smart, they dont do a lot of R&D, they just teardown a product and make one like it, and my guess they will do the same with controllers once they are out, then put parts for sale to upgrade like screens, sensors, lenses, etc (starting with 90hz screens in couple months)
and if razer is selling for 300$ it's probably that it did cost them a 100$ or less, competition on VR is going to be really fierce.

Can't blame 'em tbh, esp when it's such a cost effective solution for both them and us!!!

It's certainly an option for me in a few months...:cool:
 
what razer is doing is actualy smart, they dont do a lot of R&D, they just teardown a product and make one like it, and my guess they will do the same with controllers once they are out, then put parts for sale to upgrade like screens, sensors, lenses, etc (starting with 90hz screens in couple months)
and if razer is selling for 300$ it's probably that it did cost them a 100$ or less, competition on VR is going to be really fierce.

Yep as I said; Rift is making money on these; to say they are at cost just a little white lie.......

the big winner honest as I said before will be PS4 VR - 36 million soon to be 40 million PS4s out there already - vs maybe 20+ million PCs that can run VR - PS4 VR is said to be price 350-400 pounds.......so if you're building for VR cost is half compared to PC.

1500 - 1000 for pc - 500 for Rift.

400 dollars for PS4 - 750/800 *could be wrong could be 450* 850 for PS4 VR

.....console peasants are used to paying more for their stuff than PC users......
 
Good info that AlamoX and a cheaper way for people to experience VR :cool:

To be fair though, its cheaper than, and a bit less good, than a DK2, so you could just get a DK2 for cheap

Anyone with a smartphone can try VR to about the same standard by spending £25 on one of those ebay jobbies, particularly with most smartphones now coming with 2560 screens
 
To be fair though, its cheaper than, and a bit less good, than a DK2, so you could just get a DK2 for cheap

Anyone with a smartphone can try VR to about the same standard by spending £25 on one of those ebay jobbies, particularly with most smartphones now coming with 2560 screens

it's been reviewed by many ppl, and they agree that it's better than DK2, not just the screen, but the lenses adjustment and tracking is better

quick presentation

 
The VR world will have to be careful, if the headsets get too cheap and tacky they could do more harm than good for the VR image, as allways only time will tell.
 
Back
Top Bottom