• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
[QUOTE=Clavus;45891486]Samsung doesn't sell its displays to potential competitors. Oculus is giving them foothold in an entirely new industry so it's mutually beneficial.[/QUOTE] Ehhh... Even that much is wrong, Samsung is a major supplier of displays to Apple across two product lines. Granted, they don't directly compete with what Samsung does, but Apple is a competitor in other product lines. Samsung will sell displays to anyone who can offer a compelling case and a reasonable compensation. That's how business works, and how Samsung runs theirs.
[QUOTE=Stents*;45890326]The Note 3 was (until yesterday) the latest gen Galaxy Note. It's also the display the DK2 uses.[/QUOTE] yes, but the display wasn't the most advanced thing they had [editline]4th September 2014[/editline] it's actually quite a bad display.
SDK 0.4.2 is out. Also new firmware and runtime. [quote]New Features Added OVRServiceLauncher Windows service, resolving the issue with the service not launching automatically on some systems. [B]Added a new chroma setting for minimum eye relief, improving chromatic aberration correction when configured through the Oculus Configuration Utility. Added “Riftsaver” mode, which turns off Rift display in direct mode if the headset is not in use.[/B] Bug Fixes Oculus SDK Fixed an issue where the built-in latency tester would randomly stop working and the DK2 would have to be reset. This fix requires an update to the provided 2.12 firmware in the latest runtime installer. Removed ATL references from the LibOVR Win32 Display code. Fixed full core utilization of Oculus Configuration Utility when in Desktop mode. Fixed the lag in Oculus Configuration Utility when the service is stopped. Miscellaneous improvements to the Oculus Runtime Service (now called OVRServer). Unity Fixed crashes and corruption when using 64-bit client with 32-bit service. Fixed NullReferenceExceptions due to script initialization order. [B]Fixed race conditions in TimeWarp responsible for camera stutter.[/B][/quote]
Honestly, I'm glad they finally implemented some sort of screen saver thing. OLED burn-in could have been a serious issue in the long run.
yay new SDK!
Carmack says the 1440p screen of the Note 4 / GearVR cannot reach 90hz. [url]https://twitter.com/ID_AA_Carmack/status/507464731196915712[/url] Seems the CV1 will use something else.
[QUOTE=woolio1;45891913]Honestly, I'm glad they finally implemented some sort of screen saver thing. OLED burn-in could have been a serious issue in the long run.[/QUOTE] one of my DK1's got bumped back on at my office and left for a weekend. burned pretty hard but after a few days of running burn-in reduction videos it was mostly fixed up. A few months of not touching that particular model and I'm not sure anybody can even tell tl;dr unplug when not in use
So from that we can infer that the CV1 using whatever secret Carmack display it'll use will come along with the next wave of Samsung products, or perhaps earlier if they get hold of the tech sooner rather than later.
[QUOTE=Orkel;45892015]Carmack says the 1440p screen of the Note 4 / GearVR cannot reach 90hz. [url]https://twitter.com/ID_AA_Carmack/status/507464731196915712[/url] Seems the CV1 will use something else.[/QUOTE] He might just mean that the Note 4 itself can't run at 90hz. Could be that they're still using the Note 4 screen as the base, but modify it for CV1 in order to reach higher refresh rates.
[QUOTE=Clavus;45892170]He might just mean that the Note 4 itself can't run at 90hz. Could be that they're still using the Note 4 screen as the base, but modify it for CV1 in order to reach higher refresh rates.[/QUOTE] Could be true. I know that's a thing with most conventional LCD screens, they're often capable of running much faster (TFT doesn't have a physical maximum refresh rate, technically), but they're locked with timing chips to 60/120/140hz depending on application, presumably because they have a tendency to burn out if run too quickly.
Installed new runtime and updated my Rift firmware to 2.12. Now let's wait for all the judder-fixed Unity games to pour in.
[QUOTE=Clavus;45892170]He might just mean that the Note 4 itself can't run at 90hz. Could be that they're still using the Note 4 screen as the base, but modify it for CV1 in order to reach higher refresh rates.[/QUOTE] It might be the case that it's not practical to enable 90 Hz or dynamically switch between 60/90Hz on the Note 4. Since it is still a phone after all, it's not like the Oculus where there's no other constraints on the display beyond being great for VR (which will be great if VR "takes off" since it takes pressure off everyone to cram silly resolution displays into every phone without removing the incentive to make the high res panels).
Hm, is there any way to check what your IR camera sees? I sometimes have the feeling the tracking isn't rock solid (sometimes makes small jumps) because there might be interfering objects in my room, but I have no clue what they might be.
Not unless it uses standard camera drivers... If it did, you could run it through a viewer program to see what it sees. A lot of projects that use the PS Eye do that.
Fuck Yes rift saver mode Also imo 1440p is not enough to get rid of the screen door. They need 4k, even if everything just upscales.
[QUOTE=thrawn2787;45892329]Fuck Yes rift saver mode Also imo 1440p is not enough to get rid of the screen door. They need 4k, even if everything just upscales.[/QUOTE] People say that, but people who have tried on the Galaxy Gear with a Note 4 say differently. I guess we'll see once these products are in the field.
[QUOTE=Clavus;45892271]Hm, is there any way to check what your IR camera sees? I sometimes have the feeling the tracking isn't rock solid (sometimes makes small jumps) because there might be interfering objects in my room, but I have no clue what they might be.[/QUOTE] running in E:D, I'll notice the longer I play, the more often I see the scene blink gray* for a quarter second at a time, usually a few bursts then it's ok for a while. I'm not sure if it's the game just slacking or if the unit is buggering. After an hour or two, it'll die completely but comes back if I restart the game. *it desaturates to tell me that tracking info has stopped. I still get rotational value but positional is dead and it's almost jarring how different oculus feels without the 6DOF
it's amazing that E:D is still using 0.3.2 pls devs pls
[QUOTE=Beacon;45890313]yeah, it's been said before that Samsung will give Oculus screens in return for their software and hardware expertise[/QUOTE] Exactly. Why else would oculus offer to help samsung?
[QUOTE=woolio1;45892347]People say that, but people who have tried on the Galaxy Gear with a Note 4 say differently. I guess we'll see once these products are in the field.[/QUOTE] True... 1440p doesn't seem like a big bump from 1080 but I guess it is close to 1.5 times the amount of pixels (at least horizontally).
[QUOTE=thrawn2787;45892931]True... 1440p doesn't seem like a big bump from 1080 but I guess it is close to 1.5 times the amount of pixels (at least horizontally).[/QUOTE] 1.777... times the total pixels
[QUOTE=Clavus;45892271]Hm, is there any way to check what your IR camera sees? I sometimes have the feeling the tracking isn't rock solid (sometimes makes small jumps) because there might be interfering objects in my room, but I have no clue what they might be.[/QUOTE] I've seen screenshots on reddit of someone seeing through theirs, so it's possible
[QUOTE=Beacon;45892958]I've seen screenshots on reddit of someone seeing through theirs, so it's possible[/QUOTE] Yeah, but nobody gave a good explanation of how to do this yourself.
If you have a Kinect you can use it for IR display. [editline]4th September 2014[/editline] any flames may interfere, such as candles
[QUOTE=alien_guy;45892956]1.777... times the total pixels[/QUOTE] Which is almost twice the total DPI, which could significantly increase sharpness in the Rift. In fact, double-DPI text in Elite: Dangerous would become very legible. It'd also almost halve the screen door effect, which is kind of big.
[QUOTE=bitches;45894272]If you have a Kinect you can use it for IR display. [editline]4th September 2014[/editline] any flames may interfere, such as candles[/QUOTE] To be fair it's probably unwise to leave untended open flames around, especially when you're strapping shit to your face and ears.
Sigh, another week of no progress for Aus/NZ
streamin' E:D again, gonna be a few hours -closed-
[QUOTE=dai;45894945]streamin' E:D again, gonna be a few hours [url]http://instagib.tv/daijitsu[/url][/QUOTE] Up for a little bit of multiplayer?
bought a dk1 second hand for cheap and even with the SDE (which doesnt really bother me as much as i thought it would so yay) this is the future of gaming
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