Oculus Rift

Massive FOV will only really be useful from a performance perspective when foveated rendering is in use with eye tracking and also something like nvidias or AMD's VR rendering techniques where images in peripheral are rendered at a much lower quality than what your looking at.
 
More the better. I never feel restricted by the FOV on the DK2, but if you look for it, it's there, would be good to have complete coverage.

The main problem with VR at the moment is GPU tech, not the VR hardware. I'm hanging on for the next gen of GPUs to get a solid upgrade in.
 
I've been following the Tested channel's youtube Rift vids for a couple of years and they've been playing with the CV1. Loads of info for them's that are interested...

 
I've been following the Tested channel's youtube Rift vids for a couple of years and they've been playing with the CV1. Loads of info for them's that are interested...


Yeah lots of info sounds good! Though the two of them didnt talk a lot about the games/demos they saw. They only briefly mention them - a lot of "yeah that shooting bit was great!" A lot of the video is hearing tech specs from the developer and how they have changed/implemented things e.g. adjusting IPD on the fly - which is great btw.


For me i'm both doubtful and hopeful of the connect. Dont know many games that can successfully implement thumbs up / sticking two fingers up in a significant way in a game....more as a gimmick.

However opening doors, interacting with objects in a more realistic way does sound like it could be implemented meaningfully and can immediately see how that makes immersion better.
 
Yeah lots of info sounds good! Though the two of them didnt talk a lot about the games/demos they saw. They only briefly mention them - a lot of "yeah that shooting bit was great!" A lot of the video is hearing tech specs from the developer and how they have changed/implemented things e.g. adjusting IPD on the fly - which is great btw.


For me i'm both doubtful and hopeful of the connect. Dont know many games that can successfully implement thumbs up / sticking two fingers up in a significant way in a game....more as a gimmick.

However opening doors, interacting with objects in a more realistic way does sound like it could be implemented meaningfully and can immediately see how that makes immersion better.

Re the vid, they are much more based on the tech side of things which appeals to me at the moment more than the game demos. I always like how they ask the Oculus rep (can't remember his name atm but is always the same guy in thier vids) really nerdy q's about the fov and the lenses and general ultra nerdy stuff etc that catch him off guard, and his look of dismay followed by the "I haven't got that information right now..." Epic geek bantz...

Open minded about the prototype moon glove things too, certainly a step in the right direction if nothing else.

Oh, also interested to hear that the cv1 is based on 2x oled screens in portrait instead of 1x in landscape split into 2 as I understand dk2 was - which is the only rift I've tried btw.
 
I'd say the next generation of GPUs will be much better for VR but it will be 2-3 generations before we are able to render insanely high resolutions 4K+ in stereoscopic at 90+ fps.

Is it really necessary for GPUs to go to all the hassle of rendering in 4K? Wouldn't it be more cost effective for them to render at lower resolution and for cheaper upscaling technology to upscale to 4K (as a compromise)?

Wouldn't that be a viable alternative?
 
Possibly...as mentioned earlier, you only really need the crazy high DPI in the centre of the image so it may be viable to render a small central viewport at very high resolution and just use an upscaled image on the outer parts.

The latest Oculus SDK introduced a layering and compositing service which in theory should let you do that I guess...although the primary reason for that was to enable things like rendering your UI overlays at a lower refresh rate than the scene behind it.
 
Can you pre-order cv1 or is it buy in store in Q1 2016?

I have just been on a site that says its ships in December 2015

Where does it say it ships December 2015... They've always said it will be Q1 2016 before release and anyone with any sense is going to assume that means March 31st 2016 rather than get their hopes up :)
 

Yeah, ok, you can ignore that like the plague my friend. That isn't even using pictures of the consumer version, that's images of the last prototype.

The only place you should even consider ordered the rift from is the oculus site as that was the only place the DK1 and DK2 were made available for preorder. From what has been said since the Oculus site will likely be the only official place to purchase the consumer version for preorder and at launch.
 
I really want the Vive to succeed, but there's been no mention on what titles it will support. Whichever product I buy needs to support Elite: D, Assetto (and other racing sims) and Eve: Valkerie
 
I really want the Vive to succeed, but there's been no mention on what titles it will support. Whichever product I buy needs to support Elite: D, Assetto (and other racing sims) and Eve: Valkerie

For games like Elite and Assetto, then it really up to the devs to support the Vive (and I imagine they will). However, for Valkyrie, it's a Rift exclusive if you want to play it on PC (it'll be available on PS4/Morpheus for console).
 
The HTC Vive should be out earlier and by all accounts is way ahead of the rift in every way, including no motion sickness from what they have been saying which really is a significant point

Oculus have pretty much evened it up now with the reveal of Touch. Some videos seems to put it on par, and some seem to prefer the Touch to Valve's VR contollers. They're not really ahead in any way at all.

The thing about no motion sickness is that every demo they showed was with natural movement (no walking/turning with a joypad), which massively reduces nausea. Joypad/controller yaw in VR is a killer, and I'd bet it would be no different with any HMD.

It's all going to come down to price and software at the end of the day. Oculus seem intent on snagging exclusives - not something I'm a fan of, but I can see why they're doing it.

It'll be interesting to see the final prices. Being first to market, Valve/HTC have a chance to snag a lot of impatient VR enthusiasts, but only if they get the pricing right.
 
Back
Top Bottom