Oculus Rift

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On another topic ;

Has anyone got a email about;
Touch Launch, Touch will be available for pre-order October 10 and ship in volume December 6*. The launch line-up features over 30 great games with even more content to follow, like Arktika.1 and Lone Echo.
 
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dunno. Im still trying to decide whether to get Dead Secret or not. (steam) And even after that i might be selling my rift havent decided yet. Star Trek VR is coming soon...
 
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Just got mine setup with a new 1070. Haven't tried it yet, have a few glasses of cava then hit the Apollo 11 VR, wonder if the missus will demand a shot first :mad: :D
 
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Do they even do sales on the Oculus store? Everything seems so expensive. I don't regret Chronos at all, though, it's the best thing I've seen so far. It beats Climb hand down (no pun intended)

You guys probably all know that place, but just in case:
https://forums.oculus.com/community/discussion/39560/oculus-rift-community-reviews-directory-games-apps-please-vote#latest

This shows the most popular apps and games. There's a top 5 at the bottom. Interestingly, the latter doesn't include Chronos, which I find breath taking.
 
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dunno. Im still trying to decide whether to get Dead Secret or not. (steam) And even after that i might be selling my rift havent decided yet. Star Trek VR is coming soon...

Why are you thinking of selling ?

I got mine about 2 weeks ago. My 1st reaction was OMG god-rays, poor resolution etc.

But then I started to remember an era where gameplay was more important than graphics. I remember playing the original elite in the early 1980s. The graphics back then were rubbish.

Modern elite dangerous played on the rift reminds me of that. The gameplay is amazing, the sense of depth, space, size and genuine vertigo is awesome. Sure the resolution is a bit pants and yes someone has put vaseline all over my glasses, but it is truly the beginning of a new dawn - just like my 1st experience of the Geforce 256 and the original Unreal game.
 
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Why are you thinking of selling ?

I got mine about 2 weeks ago. My 1st reaction was OMG god-rays, poor resolution etc.

But then I started to remember an era where gameplay was more important than graphics. I remember playing the original elite in the early 1980s. The graphics back then were rubbish.

Modern elite dangerous played on the rift reminds me of that. The gameplay is amazing, the sense of depth, space, size and genuine vertigo is awesome. Sure the resolution is a bit pants and yes someone has put vaseline all over my glasses, but it is truly the beginning of a new dawn - just like my 1st experience of the Geforce 256 and the original Unreal game.

I agree with all the positives of VR. The resolution also for me is fine. VR porn is amazing as well.

But its not comfortable to wear at all. Its far less comfortable than the DK2. I find i can only play vr games in short sessions due to it.

I dont like that they totally ***** up the image in the CV1 when you get this sortof double vision overlay...yes it goes away but thats because your brain just tries to ignore it. It comes back..i have to force myself to ignore it. Its beyond belief that this massive technical issue is in the CV1 when it was nowhere to be seen in the DK2.

Luckily my headset doesnt seem to be afflicted as much with the other problems users have reported...god rays...red tint etc. I rarely see the red tint fog except in totally black spaces and god rays i can live with.

Its also a massive headache to take on and off for me because i wear glasses. I havent decided yet though...i quite like the look of this new Star trek VR game coming out in Nov i think.
 
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you can enable it now with a registry tweak:

https://www.reddit.com/r/oculus/comments/56af3t/detailed_stepbystep_guide_to_enabling_asw_through/


The thing is you aren't really gaming at 45 fps with this... it's not perfect in the sense that it can get some artefacts, but it really is forcing it up to 90fps.

Basically ATW was limited in the sense that any positional movement would still be choppy, as would movement of objects on the screen. ASW really ups the ante by smoothing out BOTH the objects moving on the screen and the positional movement.

It basically uses the last two frames to figure out what the skipped frame should be and that includes objects. Say for example someone threw a ball at your face - ASW would see the ball shaped object getting bigger between the two previous frames and then put a proportionally bigger ball into the extrapolated frame.

It'll never be absolutely perfect under all conditions, but it probably does a good enough job that the majority of non-hardcore gamers would never even notice it doing it's thing. There is no substitute for holding a good 90fps according to the keynote, but this is a dman good backup for those times that it fails to do so. It does a good enough job that they felt comfortable lowering the minimum spec on the back of it which is saying something in my opinion.

edit - oh and I think you want to make sure you have latest NVidia drivers.
 
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So if ASW is on, its always on, despite if you can render at 90fps? As far as I knew ATW was an option that was only fallen back to if fps dropped (and when it kicks in I notice instantly) ASW on the other hand (on paper) reads like its either fully on or fully off all of the time

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Actually after just watching the Tested VR Minute I'm still on the fence.

Supposedly ATW only kicks in when it needs to. So if your game is being rendered at 90FPS and dips a bit below ATW kicks in.

However with ASW you are locked at rendering at 45fps and ASW is always interpolating the mid frame to upsample it to 90 fps.

That is a pretty substantial difference between ATW and ASW. I'll leave it on for now but personally I would prefer if I could to render at 90fps instead of faking every second frame. That said though as you pointed out you can render at a higher res or quality with ASW but you sacrifice with interpolated frames every second frame.

Full post - https://www.reddit.com/r/oculus/comments/56af3t/detailed_stepbystep_guide_to_enabling_asw_through/
 
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