[QUOTE=Uberslug;44689893][media]http://www.youtube.com/watch?v=_fNp37zFn9Q[/media]
How is this not vomit city? It doesn't seem faked.[/QUOTE]
I noticed that there's just one webcam mounted on the Rift. It's faked or those coordination problems are caused from zero depth perception.
I watched this before and it never occurred to me that there was only one webcam.
The dk2 is only half of the power of their secret prototype? Fucking hell. And it is is a photorealistic experience requiring an entire room of servers to run? Are they creating the matrix?
[QUOTE=lunarwalrus;44693790][url]http://www.reddit.com/r/oculus/comments/24fr6a/oculus_rift_will_finally_go_on_sale_to_consumers/[/url][/QUOTE]
As stated in the thread, any news about the release date is just more speculation. So far the only real thing we have to go on is Palmer saying "if we don't release by 2015, something went wrong". That was some months back.
[editline]1st May 2014[/editline]
[QUOTE=Orkel;44693876]The dk2 is only half of the power of their secret prototype? Fucking hell. And it is is a photorealistic experience requiring an entire room of servers to run? Are they creating the matrix?[/QUOTE]
I think the article might've been sensationalising it a bit. At most they're toying with a 4K screen that needs something very high-end to run smoothly. But since there aren't any 4K 5" displays yet, it could just as well be Valve's original double 1080p (or maybe double 1440p now?) display setup.
[QUOTE=Clavus;44693902]As stated in the thread, any news about the release date is just more speculation. So far the only real thing we have to go on is Palmer saying "if we don't release by 2015, something went wrong". That was some months back.
[editline]1st May 2014[/editline]
I think the article might've been sensationalising it a bit. At most they're toying with a 4K screen that needs something very high-end to run smoothly. But since there aren't any 4K 5" displays yet, it could just as well be Valve's original double 1080p (or maybe double 1440p now?) display setup.[/QUOTE]
Two 1440p monitors is would be close to the number of pixels of 4k resolutions.
Two 1080p monitors would be about 60% of 4k
Assuming same 5" display area 1440p x 2 is pretty much just 4k density, while 1080p x 2 would be 60% (roughly)
Also, you don't have to send it a video at native resolutions necessarily - you could just two 1080p shared and have the additional pixel density help with the screen door effect.
I wonder if there'd be some magical projection that devs could use render higher pixel counts right in the center of the oculus's vision, and decrease it around the edges:
[media]http://www.youtube.com/watch?v=4I5Q3UXkGd0[/media]
[QUOTE=bord2tears;44694524]Two 1440p monitors is would be close to the number of pixels of 4k resolutions.
Two 1080p monitors would be about 60% of 4k
Assuming same 5" display area 1440p x 2 is pretty much just 4k density, while 1080p x 2 would be 60% (roughly)
[/QUOTE]
4K is used to denote 2160p, so it's exactly 4x 1080p.
In more troubling news, Zenimax is sueing Oculus because they claim they have to rights over all Carmack's research from when he still worked at id.
[url]http://www.gamasutra.com/view/news/216776/Zenimax_Oculus_in_legal_dispute_and_John_Carmacks_caught_in_the_middle.php[/url]
[url]http://www.engadget.com/2014/05/01/zenimax-claims-oculus-stole/[/url]
Basically fuck Zenimax with a rake.
Random lawsuits were bound to happen as oculus became more popular, didn't think it would be carmack's old employer though. Also remember that oculus has the fuckhuge Facebook legal team covering their back now, they can't lose this.
[img]http://i.imgur.com/SD4Gc7w.png[/img]
I remember a while back when Carmack tweeted that he found it frustrating he had to rewrite code he knew he wrote before (EDIT: [url=https://twitter.com/ID_AA_Carmack/status/457599632252485633]found the tweet[/url]). But this is exactly the reason why he couldn't bring any along.
[QUOTE=Orkel;44695144]Also remember that oculus has the fuckhuge Facebook legal team covering their back now, they can't lose this.[/QUOTE]
[URL="https://www.youtube.com/watch?v=qLlUgilKqms"]Accurate representation of facebook v zenimax legal battle[/URL]
EVE: Valkyrie moves to Unreal Engine 4, ditching Unity.
[url]http://www.gamasutra.com/view/news/216799/EVE_Valkyrie_drops_Unity_in_favor_of_Unreal_Engine_4.php[/url]
Fuck zenimax all they want is a piece of that facebook dough. They never believed in carmack or VR while he was at id.
This kinda blows, instead of focusing on making VR better now everyone at oculus is probably scrambling to rewrite code in preparation for the imminent lawsuit.
[QUOTE=CPShArp;44699285]Fuck zenimax all they want is a piece of that facebook dough. They never believed in carmack or VR while he was at id.
This kinda blows, instead of focusing on making VR better now everyone at oculus is probably scrambling to rewrite code in preparation for the imminent lawsuit.[/QUOTE]
I don't think they're saying Carmack stole code (because he's not stupid). I think they're claiming all his VR related efforts during his time at id, and whatever ideas grew out of that, are their property.
Plus Oculus now has FB Legal to back them up, so I think they can keep doing what they're doing while the lawyers burn some money in court.
And now having Facebook behind them isn't necessarily a bad thing.
In fact, it's probably the best thing for them.
[QUOTE=woolio1;44699481]And now having Facebook behind them isn't necessarily a bad thing.
In fact, it's probably the best thing for them.[/QUOTE]
Zenimax are probably only suing because Oculus has come into the facebook money. They are probably hoping for a settlement.
Still, I hope this is an action that they're taking because they're secretly desperate for money, not because they thought "hey we could make some money if we sue lol".
[QUOTE=Biscuit-Boy;44700722]Still, I hope this is an action that they're taking because they're secretly desperate for money, not because they thought "hey we could make some money if we sue lol".[/QUOTE]
Zenimax sued Mojang a few years ago. I'm honestly pretty sure they're just as lawyer-happy as the rest of them.
Welp, shit. :(
Oculus is hard at work at researching hand tracking.
[url]http://vrfocus.com/archives/2826/oculus-researching-vr-hand-tracking-control-ccp-reveals/[/url]
[quote]Senior Programmer Sigurður Gunnarsson teased Oculus VR’s work while fielding a question about hand-tracking control input. The team first addressed the Myo arm band that can be used for gesture control before revealing that the Oculus Rift makers had been researching this kind of control input itself. The developer was quick to note that he couldn’t comment on the topic any further, however.[/quote]
[media]http://www.youtube.com/watch?v=2aVJWIrvunM[/media]
Nice video on how to mess with UE4 settings to improve your framerate and detail in the Rift by messing with the render buffer size and field of view.
Ideally, I think game devs should try to make their game detect and benchmark for the best settings automatically. VR depends on a good framerate. You don't ever, EVER want random users to experience framedrops.
[QUOTE=Clavus;44713870][media]http://www.youtube.com/watch?v=2aVJWIrvunM[/media]
Nice video on how to mess with UE4 settings to improve your framerate and detail in the Rift by messing with the render buffer size and field of view.
Ideally, I think game devs should try to make their game detect and benchmark for the best settings automatically. VR depends on a good framerate. You don't ever, EVER want random users to experience framedrops.[/QUOTE]
You could probably have the game change those values on the fly based on framerate.
I wonder what solution they're going to use to get vsync with 60+ hz screen. Gsync?
You can get vsync at any refresh rate screen. The problem is, you need to render the frames just in time or faster for vsync to have it's positive effect. So for example if the Rift uses 90 Hz screens, you PC must handle rendering at least at 90 fps to have a flawless experience with vsync enabled.
Gsync has an advantage if your PC struggles at keeping up with the screen, because it changes the screens refresh rate to match the FPS at which your PC renders the image.
Isn't VSync not really a thing with the current rift tech? Their low-persistence OLED technique (rendering the image to send to the screen, then sending it to the screen and then turning OFF the lights, turning them back on at that 90hz interval to show either the same image again, the image with time-warp, or the next frame) means you can't have any tearing, just low framerate issues.
Your monitor needs VSync because it updates the pixels in a line, moving across the screen, not all at once.
Current versions of the Rift don't update all the pixels at once, they scan them from right to left, afaik. However there's a software compensation for that. I think that vsync is still needed, because the low persistance is only a display thing. It should work that the display shows the image for much shorter time so you see it only in the moment it's actual, then the display turns off. To compensate for displaying of black in between of frames, you need higher framerate, so that's why I think DK1 required 60fps and DK2 75 or 90, not sure atm. But Vsync should still be needed, as even though the frame has much smaller time window, it's still possible that GPU renders multiple of them and they get drawn on the screen together.
Note: I'm not educated in this and I might be saying complete nonsense, it's just things I caught from various interviews and documents.
You're misunderstanding. The 'persistence' problem is when looking around (making new frames) looked blurry, in a problem sort of similar to not having VSync. To get around this, they changed the display to OLED. This means they can create the whole image, show it, then go to black until its time for a new image to be flashed. You don't draw multiple frames at once.
[QUOTE=bitches;44717858]Isn't VSync not really a thing with the current rift tech? Their low-persistence OLED technique (rendering the image to send to the screen, then sending it to the screen and then turning OFF the lights, turning them back on at that 90hz interval to show either the same image again, the image with time-warp, or the next frame) means you can't have any tearing, just low framerate issues.
Your monitor needs VSync because it updates the pixels in a line, moving across the screen, not all at once.[/QUOTE]
You have no idea what you are talking about.
VSync has nothing to do with how the pixels update. Its to solve the problem of grabbing a frame from the buffer while it is being overwritten with a new frame, the effect being that a teared image is passed onto the display.
Fox News made an article.
"Facebook twists reality again [I]and risks ruining your children[/I]"
[url]http://www.foxnews.com/opinion/2014/05/03/facebook-twists-reality-again-and-risks-ruining-your-children/[/url]
[QUOTE=Orkel;44729331]Fox News made an article.
"Facebook twists reality again [I]and risks ruining your children[/I]"
[url]http://www.foxnews.com/opinion/2014/05/03/facebook-twists-reality-again-and-risks-ruining-your-children/[/url][/QUOTE]
If I had smell-o-vision, I'd be unconscious from the fumes of burning brain cells.
Fuck "conservative" hypocrites that only want less government control when it fits within their narrow minded ideas of how the world should be.
[QUOTE=Orkel;44729331]Fox News made an article.
"Facebook twists reality again [I]and risks ruining your children[/I]"
[URL]http://www.foxnews.com/opinion/2014/05/03/facebook-twists-reality-again-and-risks-ruining-your-children/[/URL][/QUOTE]
"Woooaoaooaoaoh, look at all that [B][I]twisted[/I][/B] [B][I][U]REALITY[/U][/I][/B]"
"I think I'm tripping Bill, even the [I]road's[/I] upside down"
"We gotta lobby for banning this shit stat. For God's sake, think of the reality! [I]And the children[/I]!"
Title jokes aside, this is a really goofy attempt at jabbing at the whole VR market. I do see the potential behind letting folks "slip away" on things like the Rift, although I doubt it'll be anything more intensive than the current cases of life problems induced by playing your games too much.
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