Anybody considering picking up an Oculus Rift..?


Looks like OR might be launching a VR controller for the Rift   -> http://techcrunch.com/2014/09/19/oculus-controller/
 Yep, some glimpses of something from the Carbon design team were spotted and rendered earlier this year -

http://boards.openpandora.org/topic/11543-anybody-considering-picking-up-an-oculus-rift/page-14#entry342040

In other news, Nvidia seems to have made some VR relaqted announcements also -> http://www.slashgear.com/nvidias-asynchronous-warp-made-me-love-virtual-reality-19347228/
Per-eye rendering is making an SLI setup look very appealing now, wallet permitting! 90fps 1440p VR looks absolutely plausible now, in time for the 'CV1' launch. Surely a single-card optimised for VR will follow.

I'm holding off getting all the bits until they've got something like this that'll last me a year or two....

http://anandtech.com/show/8526/nvidia-geforce-gtx-980-review/5

http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

Have you seen Sony effort? It looks bulkier.
They did point out that it was still a prototype, and their consumer version, whenever it comes, would probably be a different beast. Apparently it's a lot lighter than it looks!
 
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A lot of news coming out for the OR ,

App store plans -> http://www.engadget.com/2014/09/20/oculus-platform-app-store/

New cresent bay VR headset -> http://www.engadget.com/2014/09/20/oculus-rift-crescent-bay/

 


Tried the dk2 rift yestrrday at the tgs2014

 


And?
You can read my impressions over at Pandoralive, but to make things short: I was disappointed. A LOT. I had heard so many good things about it I expected it to be massively better than the DK1, and in a way it was (latency is much shorter, resolution is much better too) but you still see the pixels (and that is a deal breaker for me) and you still feel like you see the world through a window, because the field of vision is sooo damn limited. I can't believe people who say they are "immersed" by actually using this, it's better than nothing but for me this is very far from what VR should actually be. And on top of that, maybe it's just me, but I found the 3D effect is not there. It feels flat, again - this is probably due to a combined lack of resolution (which prevents you from getting the right depth of field) and diminished field of vision. 

I heard they have a new prototype nowadays (DK3 or whatever they call it) which is apparently better, but I'm not still not sure it's going to be "good enough" to convince people to buy this.
 
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Well, that's why they are called prototypes. ;-)

I expect them to develop better versions until they are good enough.
 
Are there 2 Sony VR systems?
No, just the 'Morpheus' prototype so far AFAIK (all their other HMDs aside).

They have said several times that it doesn't necessarily represent a final product, this is their 'DK1' in effect.

A lot of news coming out for the OR ,

New cresent bay VR headset -> http://www.engadget.com/2014/09/20/oculus-rift-crescent-bay/
Higher resolution, must be the new Samsung screens (1440p) - the fiends, the DK2 just dropping on everyones doormats and then this!

I notce the Unity news there - there was a rumour that Unity was considering selling out (a la Mojang) and there was an Oculus push for Facebook to break out the chequebook again. The free version of Unity doesn't support the Oculus plug-in, they tried to negotiate a deal to get it to but it came to nothing - looks like there will now be a free version that will let everyone have a go, soon enough...
 
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I just hope the controller or whatever they come up with has the same "open" concept as the headset.
 
I was going to make a tongue in cheek comment about the virtual boy in response to:

I can't believe people who say they are "immersed" by actually using this, it's better than nothing but for me this is very far from what VR should actually be.
I was way too slow...
 
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Hands-on with the new 'Crescent Bay' Rift:

http://www.roadtovr.com/hands-on-oculus-rift-crescent-bay-prototype/

Though Oculus isn’t sharing specs for now, my best guess is that we’re looking at a resolution of 1440p or possibly higher. Compared to my experience with Gear VR, it looks higher than 1440p, but it could have been a difference of more anti-aliasing. Regardless, it looked incredibly impressive, with the ‘screen door effect’ so reduced that I was focused wholly on the scenes in front of me. From Oculus’ rhetoric when revealing the Rift Crescent Bay, I would guess they are running at 90Hz right now, but I can’t be certain.
There's a real possibility a 4k screen (already rumoured for 2015 in Samsung devices) is on the cards...

The lenses on Crescent Bay are no longer a perfect circle, they’re now asymmetrical. (...) The field of view of the lenses was wider than that of the DK2 to my eyes, even without any adjustment to reduce the lens-eye distance, I felt like there was room to bring the lenses even closer, which may have further increased the field of view.
News about NVidia cards and VR -

http://www.roadtovr.com/nvidia-maxwell-graphics-card-gpu-designed-for-virtual-relaity/

Free Rift support for all Unity developers:

http://www.roadtovr.com/oculus-connect-oculus-partnership-means-free-rift-support-unity-developers/
 
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You don't need to feed it 4k resolution, it'll practically eliminate the screen-door (visible grid) effect though.
 
Yupp, I hope the glasses will support lower resolution, so far I didn't read about that. I know the high res screen is mainly to reduce the visible pixel grid. A lower ingame resolution should not be visible that clearly if Anti Aliasing is added properly. :) However, it seems you will still need a beefy PC to really enjoy the Occulus.
 
Yupp, I hope the glasses will support lower resolution, so far I didn't read about that. I know the high res screen is mainly to reduce the visible pixel grid. A lower ingame resolution should not be visible that clearly if Anti Aliasing is added properly. :) However, it seems you will still need a beefy PC to really enjoy the Occulus.
You dont get it. Its not AA that will solve the problem of having too much space between pixels on a non plane surface.

4K display? That's alot of pixels to render. Sounds like the OR will not run well onto the Pyra (yes, I had hopes).
If the Ps4 struggle with VR what hopes did you have for the Pyra?
 
You dont get it. Its not AA that will solve the problem of having too much space between pixels on a non plane surface.
I get it, of course AA only helps if the screen has a high resolution AND you can display the actual image lower res. But it seems like they want to display the image 1:1 matching to the screen resolution anyways so AA doesn't paly a big role then.
If the Ps4 struggle with VR what hopes did you have for the Pyra?
I had...well... hopes. ^^"And does the PS4 VR thingy struggle? I thought Sonys VR project goes well and is already more advanced than the Occulus project?
 
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