Oculus Rift

Finally seen some Razer Hydra's for sale, just under £200.. I've heard both good and bad but not sure what to do.

It's either them or Sixense..

Just checked, Sixense comes to about £200 just before the shipping costs.. They ship for December.
 
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And rumoured to be less than 1000 euro... http://www.fudzilla.com/reviews/39226-h ... ed?start=1
It was always going to be more than the rift (2 base stations + 2 6DoF input controllers), I just hope it's under the £700 mark!
It will surely be less than £700.

I expect between $600-700, so hopefully not any more than £500.

Finally seen some Razer Hydra's for sale, just under £200.. I've heard both good and bad but not sure what to do.

It's either them or Sixense..

Just checked, Sixense comes to about £200 just before the shipping costs.. They ship for December.
Do you desperately need some motion controllers for something?

Are you not planning on upgrading to a Vive or Oculus CV1?

£200 is well overpriced for what they originally cost. Prices are only so high due to scarcity. They are also not all that fantastic and need regular recalibrating. The only thing they have going for them over Vive wands or Touch controllers is that they dont require line-of-sight to any external hardware, and they also have some use outside VR.

But if you're getting them for VR applications, I cant really recommend it unless you just need some motion controllers ASAP for whatever reason and dont have the cash to get a consumer headset.
 
I don't NEED motion controllers. I didn't NEED a Rift etc the list goes on.

I bought it because it looked and is good, I just wanted to add to the immersion.

CV1 is a maybe but right now the DK2 is fine.
 
I don't NEED motion controllers. I didn't NEED a Rift etc the list goes on.

I bought it because it looked and is good, I just wanted to add to the immersion.

CV1 is a maybe but right now the DK2 is fine.
I mean, it sounds like you're a fan of VR, so I dont know why you wouldn't upgrade to a CV1. It's gonna be worth it and there's no telling how well supported the DK2 will be once the consumer headsets come out. Then you can get the Touch controllers, which should be a lot better than the Hydra's and will likely get a lot more support.

Or of course go with the Vive, which will come with motion controllers out-of-the-box.

Up to you, though.
 
Really surprised by your findings, most hands on vive reviews I've read/watched (and there have been many) give the impression the tracking is flawless and the screens are good enough to invoke 'presence' - I wonder if you got stuck with a faulty install or had hardware issues. I'm holding onto the dream the vive is a true VR solution ☺

The tracking is good, good enough to chop lemons in half with a sword, it's not perfect though. We had Valve guys themselves set it up so I highly doubt it's a dodgy install.

If you're expecting the Vive to be some wonder VR solution that solves everything that's annoying with the DK2....well you're going to be disappointed. You still have to push the fact you're looking at a pixelly LCD display to the back of your mind and ignore the tiny disconnect between your hands and the motions you see.

If you try a Vive as your first VR experience, you're going to be blown away, there's no doubt about that. Anyone that's used a DK2 for any length of time is going to go...meh.
 
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If you try a Vive as your first VR experience, you're going to be blown away, there's no doubt about that. Anyone that's used a DK2 for any length of time is going to go...meh.
Just because you had that reaction doesn't mean everybody else will, too. I've seen plenty of long-time DK2 owners be blown away by the Vive(as many were Crescent Bay or CV1 as well).

I dont doubt it's not going to be some miracle device that solves everything, and most impressions will agree with that, but I think you should realize that different people will react and feel differently to the same experience, so you cant necessarily project your opinion onto others so easily.
 
You want the beefiest possible single GPU you can get for VR. Crossfire/SLI introduces too much latency.

Hasn't AMD been working closely with Oculus for some VR tech?


One of the biggest problems with the future of VR gaming is the latency - the time in which moving your head, and seeing that movement happen in the virtual world, is measured. This needs to be as small as possible, with the hope of removing it completely. In order to achieve this, the software and GPU need to be tweaked to the max. AMD has teased that multi-GPU, hardware-accelerated time warp, and direct-to-display technologies within its Liquid VR. Starting with hardware-accelerated time warp, which uses updated information to the user wearing the VR headset, and the position of their head after a frame has been rendered, and then it warps the image to reflect the new viewpoint as soon as it sends it to the headset. The multi-GPU side of things will see each independant GPU in your system, which would end up being a Radeon R9 390X or so, with each card rendering a separate eye, and then into the single image that is blasted to your VR headset. The direct-to-display part of Liquid VR sees users with the ability to boot directly into the VR display.

Read more: http://www.tweaktown.com/news/43896/amd-announce-liquid-vr-goal-removing-latency/index.html

If latency was heavily reduced, then multi-GPU and much higher res wouldn't be a problem, tackling the some of the larger hurdles VR has to jump to encourage more of the normal gaming market. High resolution screens they can make for VR has been produced for years, cheaply and in mass for phones. If liquid VR pulls through, then it seems all the ingredients for decent kit is there.

Reading a bit about liquid VR, i cant tell whether a game requires Crossfire support for it to work or not, since rendering each eye separately with each GPU behaving independently sounds quite different to our standard Xfire.
 
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Well, people are entitled to be blown away by a very-but-slightly-less-pixellated display if they want :) There's no way the resolution makes any tangible difference to 'presence' though, it's still a blocky LCD attached to your face....we're a few years away from resolutions that really start fooling your eyes.

I'm not sold on the Lighthouse part either...maybe there will be some great uses of it in future but it just feels like a gimmick right now....I was done after 10 minutes of sword-waving and aircraft flying, if I want to exercise I'll go outside and not sweat into some electronics :)
 
Hasn't AMD been working closely with Oculus for some VR tech?




If latency was heavily reduced, then multi-GPU and much higher res wouldn't be a problem, tackling the some of the larger hurdles VR has to jump to encourage more of the normal gaming market. High resolution screens they can make for VR has been produced for years, cheaply and in mass for phones. If liquid VR pulls through, then it seems all the ingredients for decent kit is there.

Reading a bit about liquid VR, i cant tell whether a game requires Crossfire support for it to work or not, since rendering each eye separately with each GPU behaving independently sounds quite different to our standard Xfire.
Both Nvidia and AMD are working on dual GPU solutions that dont render frames alternately. Right now, it's frame 1 = GPU1 then frame 2 = GPU2 then frame 3 = GPU1, etc. This creates latency. But what they'll be doing with VR SLI/LiquidVR is split-frame rendering. Each frame is split in two vertically and each side is simultaneously rendered by a dedicated GPU. This is a way better way of doing it that adds no latency(and actually improves it through increased performance). So yea, this does not work like Crossfire does. It will need its own specific implementation. Right now, it's something that is being worked on incorporating straight into the main game engines, making it something that will be much easier to get going for devs than current Crossfire support.

Well, people are entitled to be blown away by a very-but-slightly-less-pixellated display if they want :) There's no way the resolution makes any tangible difference to 'presence' though, it's still a blocky LCD attached to your face....we're a few years away from resolutions that really start fooling your eyes.

I'm not sold on the Lighthouse part either...maybe there will be some great uses of it in future but it just feels like a gimmick right now....I was done after 10 minutes of sword-waving and aircraft flying, if I want to exercise I'll go outside and not sweat into some electronics :)
Well by most accounts, the resolution improvement combined with larger sweet spot in the optics plus a reduced screen door effect add up to a significant improvement. It doesn't suddenly make everything look crystal clear, but a good improvement nonetheless(from what I hear again, haven't tried one myself yet).

As for Lighthouse, you're not sold on the tech, or on motion controls? Frankly, I'm super excited about motion controls coming back with VR. It's the ideal place for them.
 
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As for Lighthouse, you're not sold on the tech, or on motion controls? Frankly, I'm super excited about motion controls coming back with VR. It's the ideal place for them.

Just not sold on motion controls in general. For me the quintessential VR experience is still ED with a HOTAS setup...having the physical controls under your hands *and* on screen....it just works.

Having a clammy plastic trigger in your hand, and a sword on screen....even with the rumble and stuff....as soon as you hit something with it in VR and there's no reaction in the real world the immersion is gone.

Also, I have a pretty big apartment, but I'd have to take over the entire living room to have a space I could use Lighthouse in, and even then I'd be concerned about smashing the place up.

I think the future of VR is in sim type seated cockpit games. When the display tech gets up to 8k, games like Elite...well they are just going to make any 2D game seem boring. There are just too many compromises in this first gen imo.
 
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Having a clammy plastic trigger in your hand, and a sword on screen....even with the rumble and stuff....as soon as you hit something with it in VR and there's no reaction in the real world the immersion is gone.

People are experimenting with haptic feedback, or even physical additions to at least give air resistance to motion controls, so they have some feeling of real-world presence.

Touch controls will be a necessity for some VR stuff to work well, Job Simulator for example where you are emulating your hands in VR.
 
There's still a ton of applications that dont involve you bashing objects onto other objects. Motion controls aren't the best input solution to absolutely everything, but they've got a ton of potential still.

The future of VR is in all kinds of things. It will not just be one specific(and niche) genre like cockpit games. That genre certainly justifies VR place no matter what, but it is hardly the only thing VR works well for.
 
The future of VR is in all kinds of things. It will not just be one specific(and niche) genre like cockpit games. That genre certainly justifies VR place no matter what, but it is hardly the only thing VR works well for.

Vive is proof of this. Should still work with sit down sim games but hopefully the majority of games and apps for it will take advantage of the two independent controllers and the holodeck style space to operate in.
 
SteamVR/Vive has been slated as April 16, no early small-supply this year as rumoured.

http://www.engadget.com/2015/12/08/htc-vive-vr-headset-launch-april-2016/

Thinking is the Rift will still come out slightly earlier.
The limited release this year was not a rumor. At first, HTC and Valve officially claimed a 2015 release when they announced the Vive earlier this year. This claim was officially repeated for quite a few months. Then it changed to 'well, it'll be a limited release'. Also not a rumor, officially confirmed from HTC/Valve themselves. They were saying this all up til last month and then silence happened. No reveal of the consumer headset, no price, no date, no nothing. Finally, during the month it was supposed to release, they announce there will be no limited release at all and the whole product launch is delayed til April.

Which is a bummer for anyone who spent money upgrading their PC in anticipating of it coming out this month. They handled this *very* badly.

Also, Oculus, unless they delay, are definitely releasing the Rift first now, as it's a Q1 launch, while Vive is now Q2.
 
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