• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[QUOTE=itsthejayden;45593326]I'm planning to build a pc once I get the money together and was wondering if I could handle games with the oculus rift. It's gonna be an i3-4130 with the GTX 750ti.[/QUOTE] Depends on what you're trying to run. The game sets the requirements. I don't expect developers and Oculus want to exclude the majority of PC systems out there from the get-go. Instead, I expect VR games will dial back the eye candy to compensate for the higher framerate and resolution requirements. So who knows. It's a decent mid-range gaming rig with those specs. Just put some money aside for upgrades in the future.
so i'm curious how the oculus actually works. it sounds to me like what you see is essentially just displayed on to a phone screen in two different halves and then displaced by two eyeglasses, which is fine and dandy but when you put that on a 1080 screen it's going to still be reduced to about half the resolution solely because the edges of the image are going to be stretched out of bounds and therefore the screen is going to be stretched anyway on top of that it's essentially taking a 1080 screen and stretching it out to a 70 inch monitor. sure, it's 1080, but because of the standard per-pixel resolution, it's still going to be a pixelated mess. if you boot your computer on to an HDTV you can see the blurred out pixels almost immediately, 1080 or not, and that's just because you're taking the equivalent of a 20 inch screen and blowing it up to beyond what it should be viewed as. that's essentially what you'd be doing with the oculus too; you're taking a phone, which is meant to be viewed from at least a foot or so away, and are literally shoving it maybe an inch or so from someone's eyes. the pixel density is pretty much halved as well, so 1080 or not, I can only imagine how bad the picture still looks I kind of want to get my hands on DK2 just to see how blurry it is, but to me it just sounds like an aging technology already until they create their own displays so everything isn't a complete blurfest. or at least render two images on two different displays so you can double the resolution right from the get-go
[QUOTE=69105;45593562]so i'm curious how the oculus actually works. it sounds to me like what you see is essentially just displayed on to a phone screen in two different halves and then displaced by two eyeglasses, which is fine and dandy but when you put that on a 1080 screen it's going to still be reduced to about half the resolution solely because the edges of the image are going to be stretched out of bounds and therefore the screen is going to be stretched anyway[/QUOTE] I don't quite get what you mean by this. The image does not appear stretched when you're inside the HMD. You have the same amount of details horizontally and vertically, comparable to what your eyes see. [QUOTE=69105;45593562]on top of that it's essentially taking a 1080 screen and stretching it out to a 70 inch monitor. sure, it's 1080, but because of the standard per-pixel resolution, it's still going to be a pixelated mess. if you boot your computer on to an HDTV you can see the blurred out pixels almost immediately, 1080 or not, and that's just because you're taking the equivalent of a 20 inch screen and blowing it up to beyond what it should be viewed as. that's essentially what you'd be doing with the oculus too; you're taking a phone, which is meant to be viewed from at least a foot or so away, and are literally shoving it maybe an inch or so from someone's eyes. the pixel density is pretty much halved as well, so 1080 or not, I can only imagine how bad the picture still looks[/QUOTE] And that's what's known as the screendoor effect, seeing the gaps between the pixels. They made huge strides moving to 1080p though, and if they're moving to a 1440p screen for CV1 then I expect it'll be good enough for the first wave of VR games. [QUOTE=69105;45593562]I kind of want to get my hands on DK2 just to see how blurry it is, but to me it just sounds like an aging technology already until they create their own displays so everything isn't a complete blurfest. or at least render two images on two different displays so you can double the resolution right from the get-go[/QUOTE] It's not actually 'blurry', it's just hard to make out distant details mostly. This site still gives a nice comparison of what it might look like: [url]http://vr.mkeblx.net/oculus-sim/[/url] Select 1080p and tick low-persistence to get a sense of what the DK2 looks like, although in reality uses a different pixel arrangement, where the pattern is more like dots in hexagon formation.
the resolution is still something they'll be improving on. at 1080p it's not exactly perfect, but I'm sure they'll go above that. think 1440p is supposed to be in the release? I haven't tried the rift yet, but I'm sure most of the wow factor revolves around not being able to see anything but the game and positional tracking. makes it feel more like you're actually there compared to just looking at a monitor and seeing the "real world" behind it
I'd still like to see an attempt to creating the sharpest image available. There's not much point to it if small text is unreadable and/or everything makes you feel like you need to wear glasses I [i]suppose[/i] that kind of technology isn't quite here yet though since obv you're rendering the sceenspace twice and on top of that these super HD screens are new technology still. it just doesn't seem all too feasible for long-term use
[QUOTE=69105;45594488]I'd still like to see an attempt to creating the sharpest image available. There's not much point to it if small text is unreadable and/or everything makes you feel like you need to wear glasses I [i]suppose[/i] that kind of technology isn't quite here yet though since obv you're rendering the sceenspace twice and on top of that these super HD screens are new technology still. it just doesn't seem all too feasible for long-term use[/QUOTE] And yet, somehow, it seems to be working fine for everyone who has one. I think the pessimism's not exactly warranted, especially since it's getting such rave reviews. Can we dial it down a bit?
[QUOTE=woolio1;45594891]And yet, somehow, it seems to be working fine for everyone who has one. I think the pessimism's not exactly warranted, especially since it's getting such rave reviews. Can we dial it down a bit?[/QUOTE] 69105 has good points, and his tone is civil so there's nothing to dial down. On the other hand, those critiques are for the dev kit versions, and I think it's a reasonable assumption that everything will be better in the consumer version.
Are there any aimed "specs" out for the CV1? or is totally up in the air?
[QUOTE=Orki;45602504]Are there any aimed "specs" out for the CV1? or is totally up in the air?[/QUOTE] All the hints and speculation are pointing at a 1440p 90hz panel with higher FoV (110+) and a sleek, light profile (to look cool for the consumers). Nothing has been officially revealed yet though.
[QUOTE=Orkel;45602592]All the hints and speculation are pointing at a 1440p 90hz panel with higher FoV (110+) and a sleek, light profile (to look cool for the consumers). Nothing has been officially revealed yet though.[/QUOTE] 1440p 90hz That's gonna require some power
[QUOTE=Lurklet;45603572]1440p 90hz That's gonna require some power[/QUOTE] 1080p upscaling.
Some people's orders from late 19th and even early 20th got their credit cards charged, shouldn't be long till you guys receive your DK2.
Just imagine if Oculus rocked our socks off with a seemingly impossible CV1 4K announcement.
[QUOTE=Lurklet;45603572]1440p 90hz That's gonna require some power[/QUOTE] I think that's just the density required to get rid of the screendoor effect without diffusion. I don't think you'll actually need all that resolution. [QUOTE=69105;45594488]I'd still like to see an attempt to creating the sharpest image available. There's not much point to it if small text is unreadable and/or everything makes you feel like you need to wear glasses I [i]suppose[/i] that kind of technology isn't quite here yet though since obv you're rendering the sceenspace twice and on top of that these super HD screens are new technology still. it just doesn't seem all too feasible for long-term use[/QUOTE] You're rendering twice at half horizontal res though.
[QUOTE=bitches;45604245]Just imagine if Oculus rocked our socks off with a seemingly impossible CV1 4K announcement.[/QUOTE] I would not be surprised if it's something in-between QHD and UHD.
I wouldn't be surprised if we end up seeing a 1440p/4K CV1, depending on when they announce it and when they ship it. If we're looking at an early 2015 launch, it'll probably be 1440p or higher, depending on the highest resolution tiny OLED panel Samsung's making by that time. If it's a late 2015 launch, it could very well be 4K, since recent advances in pixel miniaturization are pointing toward that being a thing sometime over the next year. Two years ago, the smallest 4K screen was 9.6". A lot changes in two years. I can't, however, find evidence that anything smaller exists yet, but I don't doubt that it does somewhere. Whether or not it's ready for consumer use is a different matter entirely.
[QUOTE=woolio1;45605958]I wouldn't be surprised if we end up seeing a 1440p/4K CV1, depending on when they announce it and when they ship it. If we're looking at an early 2015 launch, it'll probably be 1440p or higher, depending on the highest resolution tiny OLED panel Samsung's making by that time. If it's a late 2015 launch, it could very well be 4K, since recent advances in pixel miniaturization are pointing toward that being a thing sometime over the next year. Two years ago, the smallest 4K screen was 9.6". A lot changes in two years. I can't, however, find evidence that anything smaller exists yet, but I don't doubt that it does somewhere. Whether or not it's ready for consumer use is a different matter entirely.[/QUOTE] If this is so, I hope they have several ranges. Not everyone will have an absolute beast of a PC to handle 4K 3D.
[QUOTE=Bugga12;45607167]If this is so, I hope they have several ranges. Not everyone will have an absolute beast of a PC to handle 4K 3D.[/QUOTE] hence upscaling
[QUOTE=Bugga12;45607167]If this is so, I hope they have several ranges. Not everyone will have an absolute beast of a PC to handle 4K 3D.[/QUOTE] If everything is right, you could be free to upscale any res to 2k/4k (there could even be some process that would dynamically scale the resolution to keep the required refresh rate target!). Yep, it might not be sharp but it'd eliminate/suppress the screen door effect. 720p would get perfect 1:4 scaling to 1440p and 1080p the same for 4k (as in UHD - 2160p).
[QUOTE=PHrag;45607286]If everything is right, you could be free to upscale any res to 2k/4k (there could even be some process that would dynamically scale the resolution to keep the required refresh rate target!). Yep, it might not be sharp but it'd eliminate/suppress the screen door effect. 720p would get perfect 1:4 scaling to 1440p and 1080p the same for 4k (as in UHD - 2160p).[/QUOTE] Had just woke up so brain was still rebooting. But yeah, this makes a lot of sense if they manage to pull it off.
I've tried out the Oculus and it's definitely a case of you need to try it on to see for yourself! We played a few test games including a driving one - and going over loops and such and just turning your head around to check out the view is a fun experience!
people as late as march 22nd are having order statuses changing, uiadsfohasd why did I have to pre order on the 28th, hopefully mine will ship next week, this is getting hard.
[QUOTE=PHrag;45607286]If everything is right, you could be free to upscale any res to 2k/4k (there could even be some process that would dynamically scale the resolution to keep the required refresh rate target!). Yep, it might not be sharp but it'd eliminate/suppress the screen door effect. 720p would get perfect 1:4 scaling to 1440p and 1080p the same for 4k (as in UHD - 2160p).[/QUOTE] 720p also gets perfect 1:9 scaling to 2160p.
[QUOTE=alien_guy;45608674]720p also gets perfect 1:9 scaling to 2160p.[/QUOTE] correct me if i'm wrong but wont that be blurry as fuck
[QUOTE=Lurklet;45608699]correct me if i'm wrong but wont that be blurry as fuck[/QUOTE] a 720p image on a 2160p screen would look similar to the same image on a 720p screen of the same size. In theory it should look better than the native screen because of the subpixels.
[QUOTE=alien_guy;45608906]a 720p image on a 2160p screen would look similar to the same image on a 720p screen of the same size. In theory it should look better than the native screen because of the subpixels.[/QUOTE] so its not the same as stretching a 800x600 picture out on a 2560x1440 screen?
[QUOTE=Lurklet;45609057]so its not the same as stretching a 800x600 picture out on a 2560x1440 screen?[/QUOTE] nope.
[QUOTE=Bugga12;45607167]If this is so, I hope they have several ranges. Not everyone will have an absolute beast of a PC to handle 4K 3D.[/QUOTE] 1080p Upscaling.
can someone explain upscaling to me? it just seems to me like you're stretching out the pixels until you reach that resolution which definately sounds like a blur. I know I'm wrong but plz why?
There are more types of upscaling, one that makes the image smoother and less pixel-y (which is dislike for reasons), and the other one just stretches the image without any change of the quality.
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