Oculus Rift
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Mon, 4th May 2015 23:24    Post subject:
That isn't an actual view - if you read the article you'd have seen they were not allowed to take any electrical equipment into the demo - so this is the author's representation of what he saw.


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shole




Posts: 3363

PostPosted: Tue, 5th May 2015 01:13    Post subject:
so apparently people don't give a fuck about threads or keeping vr/ar discussion separate
so here's my post from the proper thread;

indepth hands-on from Oliver Kreylos, who is known for his critical reviews
http://doc-ok.org/?p=1223
looks like it's what we expected
the promo videos are bullshit
screen is additive only (useless in a lit room)
it's a ridiculous 30° by 17.5° fov
near clipping plane is set at 60cm so you can't see anything up close (probably to avoid showing tracking jitter)
but it does make a 3d mesh of the room and the 6dof tracking does work
if they add a proper screen (it's just a dlp projector) with a wider fov it could be something
as is? not so much
half the promos couldn't be done with this thing



KillerCrocker wrote:
they won't change the fov I believe... And the images are wrong. Holograms are not transparent at all. And if YOu move Your hand in front of it, You cant see Your hand

nope
from doc ok's post:
Quote:
Another big question was: can HoloLens present opaque virtual objects? As the screen is transparent, it by itself can only add light to the user’s view, which would give virtual objects a ghostly appearance. There was some speculation whether HoloLens has an additional display layer that can turn the screen opaque pixel-by-pixel, but it turns out it does not. The screen is bright enough that, in a controlled environment like the darkened demo rooms, the background is effectively erased by virtual objects, but when viewing objects against a bright background (I used a table lamp), they become barely visible.
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Boneleech




Posts: 1439

PostPosted: Tue, 5th May 2015 01:25    Post subject:
Blu Ray started with VCR...give it some time.
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_untouchable_
Banned



Posts: 1383

PostPosted: Tue, 5th May 2015 08:04    Post subject:
Boneleech wrote:
Blu Ray started with VCR...give it some time.


Uhm yeah but we're talking about tech that they want to sell us this year or the next one or in the very near future, not some imaginary technology decades into the future.
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KillerCrocker




Posts: 20501

PostPosted: Tue, 5th May 2015 08:44    Post subject:
Vcr to bluray lol. So lets give vr 40 mpre years... The point is... Vcr, cd,dvd all were competent and impressive along the way


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sabin1981
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PostPosted: Wed, 6th May 2015 15:11    Post subject:
https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/

Consumer Kit shipping in Q1-2016 and first shots of the final build too.



~edit~

New virtual/physical theme park in Utah, called "The Void", and it's based around VR in a physical space. Sounds epic Very Happy

http://thedailywh.at/2015/05/theme-park-day-void-blends-virtual-physical-worlds/

http://thevoid.com/




Quote:
Visitors to their Virtual Entertainment Centres (VECs) will wear a specialized Rapture head mounted display, a vest with haptic feedback mechanisms that responds to your environment and gloves that allow you to interact with virtual objects like buttons or weapons.

Each gaming “pod” lets you to sense things like elevation changes, air pressure, temperature, moisture and smell to make it feel as if you are really there.

“At THE VOID you will walk into new dimensions and experience worlds without limits,” the site claims. “From fighting intergalactic wars on alien planets, to casting spells in the darkest of dungeons, THE VOID presents the Future of Entertainment.”

The games also offer a co-op mode so you can experience the various worlds with other people.


Everyone is freaking out over space combat and first person shooters, but do you know what interests me? Dungeon crawling. Oh fuck me that would be heaven. I don't care if it's high fantasy like Ultima/Legend of the Grimrock, or cyber/space/future like Space Shock or Star Crawlers... but a first-person dungeon crawl in VR? I think my wife would end up divorcing me out of loss of contact Crying or Very sad
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TiHKAL




Posts: 2350
Location: The Pub
PostPosted: Wed, 6th May 2015 20:42    Post subject:
sabin1981 wrote:


Everyone is freaking out over space combat and first person shooters, but do you know what interests me? Dungeon crawling. Oh fuck me that would be heaven. I don't care if it's high fantasy like Ultima/Legend of the Grimrock, or cyber/space/future like Space Shock or Star Crawlers... but a first-person dungeon crawl in VR? I think my wife would end up divorcing me out of loss of contact Crying or Very sad


+1

I mean don't get me wrong, space is cool and stuff. The video that really sold me on VR was Jogging in Skyrim from Omni.


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Phil2003




Posts: 1336
Location: Austria
PostPosted: Wed, 6th May 2015 20:54    Post subject:
sabin1981 wrote:
https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/


Nice one. Though im not that hyped anymore about it. My brain got used to it quite fast, which destroys the immersion. Still ill get the consumer version, but i wont pay double the price for it as i did for the DK2. Rolling Eyes
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Wed, 6th May 2015 20:59    Post subject:
sabin1981 wrote:

Everyone is freaking out over space combat and first person shooters, but do you know what interests me? Dungeon crawling. Oh fuck me that would be heaven. I don't care if it's high fantasy like Ultima/Legend of the Grimrock, or cyber/space/future like Space Shock or Star Crawlers... but a first-person dungeon crawl in VR? I think my wife would end up divorcing me out of loss of contact Crying or Very sad


THats what I want too. Dungeon master...bards tale...daikatana...well, atleast two of those Smile
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 6th May 2015 21:01    Post subject:
@TiHKAL @Ankh

Oh god.. could you imagine it? Going back to the classic dungeon crawler, but in VR? I want that so bad Very Happy

@Phil2003

That's a shame, hopefully the consumer kit isn't as easy to "get used to" in so much as you get bored of it, but as I said on the last page; my hype has already dropped quite a bit because I'm anticipating this being a rich man's toy... expensive gadget (it won't be <$400, I'm sure of it) and requiring INSANITY levels of PC hardware to really utilise it.
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Wed, 6th May 2015 21:02    Post subject:
sabin1981 wrote:
@TiHKAL @Ankh

Oh god.. could you imagine it? Going back to the classic dungeon crawler, but in VR? I want that so bad Very Happy


Exactly! Almost gives me a hardon lol! Very Happy
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KillerCrocker




Posts: 20501

PostPosted: Wed, 6th May 2015 21:49    Post subject:
better images
http://imgur.com/a/vZUny

that's it... I've came a full circle from loving first prototype, having doubts with usage of dk2 and now this... it will be 1080p(or worse 2k) 90fps... now try driving that with normal human pc that don't cost thousands...

And the deal breaker for me is headphones included. WTF.... those are some cheap looking on ear open headphones. I don't like those and that just dont make sense for vr. I hope those are detachable so I can use my hm5 and have immersive quality and no sound leakage


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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Wed, 6th May 2015 21:55    Post subject:
KillerCrocker wrote:
better images
http://imgur.com/a/vZUny

that's it... I've came a full circle from loving first prototype, having doubts with usage of dk2 and now this... it will be 1080p(or worse 2k) 90fps... now try driving that with normal human pc that don't cost thousands...

And the deal breaker for me is headphones included. WTF.... those are some cheap looking on ear open headphones. I don't like those and that just dont make sense for vr. I hope those are detachable so I can use my hm5 and have immersive quality and no sound leakage


Im pretty sure they will Smile

Gonna order this one the very same second its possible...and Valves. Lets hope they both are fun Smile
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KillerCrocker




Posts: 20501

PostPosted: Wed, 6th May 2015 22:01    Post subject:
I've used samsung gearvr for note4 and even tho its 2560x1440 oled, screendoor was just the same as dk2 at first glance.

I really hope they did some magic tricks in consumer version


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red_avatar




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PostPosted: Wed, 6th May 2015 23:16    Post subject:
KillerCrocker wrote:
I've used samsung gearvr for note4 and even tho its 2560x1440 oled, screendoor was just the same as dk2 at first glance.

I really hope they did some magic tricks in consumer version


Does the GearVR work with anything outside of android stuff? I have a Note 4 but it seems the amount of stuff you can do would be very limited if it was Android-app only.
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KillerCrocker




Posts: 20501

PostPosted: Thu, 7th May 2015 00:12    Post subject:
Only note 4 and only samsung and oculus specific apps. There are also few "games" like titans of space I think but few and far between. Main attraction here is oculus cinema.

There will be gearvr for s6 too which have a bit higher ppi


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Phil2003




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Location: Austria
PostPosted: Thu, 7th May 2015 07:08    Post subject:
sabin1981 wrote:


@Phil2003

That's a shame, hopefully the consumer kit isn't as easy to "get used to" in so much as you get bored of it, but as I said on the last page; my hype has already dropped quite a bit because I'm anticipating this being a rich man's toy... expensive gadget (it won't be <$400, I'm sure of it) and requiring INSANITY levels of PC hardware to really utilise it.


Thats what i hope too... i mean, even with getting used to it, its still a fun gadget. But some things just make it uncomfortable for me, like the resolution, the sweating when using it for more then 20 minutes and especially that fizzling around everytime because direct mode is STILL not working. Evil or Very Mad

Anyway, for every gamer with enough money its a must have gadget anyway.
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Interinactive
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PostPosted: Fri, 15th May 2015 18:22    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 00:51; edited 1 time in total
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Keit




Posts: 1134
Location: Sweden
PostPosted: Fri, 15th May 2015 20:05    Post subject:
Very meh announcement, just slightly higher resolution than DK2 and if what people are saying is true it will still have a pentile screen. I'm sure this is the best way for them since they want to be profitable, the juice for running anything above 2160x1200 would be incredible, but other than customized VR experiences it might still be unusable i.e. watching movies/using virtual desktop.
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Silent_Lurker




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PostPosted: Fri, 15th May 2015 23:26    Post subject:
Recommended specs :

Quote:
NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM


or

a Galaxy S6 phone ...


Laughing


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KillerCrocker




Posts: 20501

PostPosted: Fri, 15th May 2015 23:36    Post subject:
goodbye vr for me


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Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
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dodger2020




Posts: 3537

PostPosted: Sat, 16th May 2015 01:34    Post subject:
On the plus side, this should be a good indication of what I'll need to have by the end of THIS year to run the Vive acceptably since it's supposed to be out well in advance of the rift. Since they are both 2160×1200 at 90Hz, the system specs needed should be quite similar. I don't think the controllers and tracking system will change what is needed much if at all.
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Sat, 16th May 2015 02:23    Post subject:
Pretty much what I expected. Dying to get my hands on rift or valves VR set.


shitloads of new stuff in my pc. Cant keep track of it all.
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AmpegV4




Posts: 6248

PostPosted: Sat, 16th May 2015 02:35    Post subject:
Its good news, personally even found the dk2 good enough for first foray to vr. I thought twin 1440p panels above 90fps was unachievable so its better to give us something tangible and for now.

I'll be getting the vive unless oculus reveal some mind bending tech between now and November. Quake2 vr or hl2 VR was enough to keep me amazed for a a long time not to mention anything vice can do with its input controls.
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jippyuk




Posts: 1507
Location: Malta
PostPosted: Sat, 16th May 2015 09:24    Post subject:
I think this is good news personally. It's right that someone had finally taken a stance a created some decent specs which they want most titles to adhere to, means at least people have an idea of whats needed way ahead of launch.

Also bear in mind that those specs in a year or two will be pretty easily achievable cost wise if the tech starts to really take off. Still not convinced on Oculus since the Vive has made a splash, like ampeg said above, I'm still waiting to see what they release over the next few months re the input method.
If they have something similar to what vive are doing I'll likely hang on until that launches, otherwise I'll grab the vive before the oculus releases.

I dont think its fair that a lot of media dismiss this as being another 3d movie fad which will pass. Don't agree on that one, seems to be a hell of a lot of momentum this time round, fingers cross they'll pull it off.
Still havent even tried a DK oculus yet so I'm in for a surprise I hope Smile


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donka




Posts: 197

PostPosted: Sat, 16th May 2015 12:11    Post subject:
Quote:
On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.


Good luck entering mainstream with those requirements.
Another fad (like 3d) that's going to be dead in a few years.
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sabin1981
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PostPosted: Sat, 16th May 2015 13:47    Post subject:
It's a shame the recs are so high (in relation to standard PC gaming) but when the display is 2160x1200... it's not hard to understand why. Even so, 90Hz gaming is going to be largely unattainable with modern games unless you really start turning down visual options, which will then hit immersion even harder. This was always going to be the singular downside to VR gaming, so I'm not really surprised they're recommending a 970.

I'll wait and see the final price but yeah, I guess my initial excitement has gone Sad
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Sat, 16th May 2015 13:56    Post subject:
donka wrote:
Quote:
On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.


Good luck entering mainstream with those requirements.
Another fad (like 3d) that's going to be dead in a few years.


You do realize that its recommended specs...its not as if you are forced to have those components but if you want to be able to use all settings you do.
What did you expect really? Those specs are pretty much what most expected would be required to run a game in decent res/settings...
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bringiton




Posts: 3712

PostPosted: Sat, 16th May 2015 14:07    Post subject:
I haven't been following hardware prices lately, how much would a system like that set you back? And then again, as the CV comes out in 2016, prices might drop a bit until then?


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AmpegV4




Posts: 6248

PostPosted: Sat, 16th May 2015 16:15    Post subject:
sabin1981 wrote:
It's a shame the recs are so high (in relation to standard PC gaming) but when the display is 2160x1200... it's not hard to understand why. Even so, 90Hz gaming is going to be largely unattainable with modern games unless you really start turning down visual options, which will then hit immersion even harder. This was always going to be the singular downside to VR gaming, so I'm not really surprised they're recommending a 970.

I'll wait and see the final price but yeah, I guess my initial excitement has gone Sad


I guess it depends what fidelity your comfortable with, for example you can comfortably 300+ Fps playing Quake and 200+fps HL2 which means most anything source. There are so many moments where the added immersion is just jaw dropping.

- Jumping through levels, you stop to appreciate stuff you wouldn't care about all the time.

- Firing Railgun, Rocket Launcher, any projectiles are amazing.

- Those flying razor things in HL2, even

Will you be playing ARMA3 or StarCitizen maxed? unlikely, but there's still a shitload of titles out there to go nuts with typical PC hardware. There's a clip of a guy in HL2 throwing grenades with a hydra over his shoulders etc. in the shooting range, that stuff is spectacular. Ya I'm already sold just playing classic stuff let alone the built from ground up, vr cinema etc. that's coming. It's also very hard to judge if you haven't tested it exceeded my expectations a lot when i had DK2 for a few weeks.
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