WHAT THE FUKC NOOOO
[editline]20th September 2014[/editline]
I love how Carmack's the one speaking when it comes back
He never left for lunch, he was just sitting there talking the whole hour
Carmack confirms what I suspected: they integrated their own audio solution so that they have a guarantee that users have headphones, and can build their software around that.
[editline]20th September 2014[/editline]
Also worth noting: Oculus has not announced anything about rolling their own VR controller. So I don't think we'll see anything added to the CV1 package.
[QUOTE=xalener;46033988]I wonder how many "premium" headphones actually have shitty little $10 drivers if you open em up. I'm sure there's quite a few I just haven't looked into it.[/QUOTE]
In the world of Hi-fi speakers, count on 10% of the final price being devoted to the actual components. That includes the cabinets and everything. I would assume the same for headphones.
Eye tracking: shooting bullets by staring intently!
[editline]20th September 2014[/editline]
Palmer's trans-humanist side is showing.
[editline]21st September 2014[/editline]
For anyone just joining us, we're watching the Oculus Connect livestream ([url]http://www.twitch.tv/oculus[/url])
Oculus Rift + racing/driving games + steering wheel
best combination
Question to the panel: "What would it take for VR to fail this time?"
Palmer: "Well, we usually try to take different planes"
[editline]21st September 2014[/editline]
They handled the feminist question quite well :v:
Now please don't be dramatic about it...
CARMACK BTFO
[img]https://i.imgur.com/xA8LLRu.png[/img]
I need more of these
This is the UE4 demo that is being shown on the Crescent Bay prototype:
[media]http://www.youtube.com/watch?v=1dVAYmbIdfU[/media]
A possible 4K screen? dear god
[QUOTE=bitches;46035484]A possible 4K screen? dear god[/QUOTE]
There's no way. To run BF4 at maximum at 4K even at barely 60fps you'd need SLI Titan Z's. 4K, at this stage, would be a bad thing in my opinion.
Demo looks awesome, but the background noise is so anticlimatic.
[QUOTE=Ajacks;46035877]There's no way. To run BF4 at maximum at 4K even at barely 60fps you'd need SLI Titan Z's. 4K, at this stage, would be a bad thing in my opinion.[/QUOTE]
Ajacks! I'm surprised, honestly. Surely you know about the wonders of upscaling? Sure, running something like that at 4K is nigh impossible, but upscaling 1440p to 4K is easy, and the higher pixel density alone will make almost anything look better.
That said, I would not be surprised if the reality distortion of the event isn't interfering with their perception. I expect a 1440p screen, maybe higher if they can source a better panel, but overall 1440p would most likely be the target resolution on the software side of things. Then again, if they decide they want to future-proof the thing, 4K isn't exactly impossible for a CV1, and it's certainly within the realm of possibility for a prototype.
[QUOTE=Ajacks;46035877]There's no way. To run BF4 at maximum at 4K even at barely 60fps you'd need SLI Titan Z's. 4K, at this stage, would be a bad thing in my opinion.[/QUOTE]
Just because a screen is 4k doesn't mean you have to run at 4k. Just upscale from 1080. It will still look better than a 1080 or 1440 screen
[QUOTE=thrawn2787;46036236]Just because a screen is 4k doesn't mean you have to run at 4k. Just upscale from 1080. It will still look better than a 1080 or 1440 screen[/QUOTE]
And you neither need to run it at max settings.
Engadget has a nice article with video of the Crescent Bay prototype:
[url]http://www.engadget.com/2014/09/20/oculus-rift-crescent-bay-vr-headset-hands-on/[/url]
[editline]21st September 2014[/editline]
Besides integrated audio, there will also be an integrated microphone in the consumer version:
[url]http://vrfocus.com/archives/7314/oculus-confirms-consumer-rift-will-integrated-microphone-headphones/[/url]
[editline]21st September 2014[/editline]
Keynotes are up on Youtube by someone who recorded the streams. Oculus will probably upload its official videos later.
Iribe and Abrash:
[media]http://www.youtube.com/watch?v=KS4yEyt5Qes[/media]
Carmack:
[media]http://www.youtube.com/watch?v=N7NL5DkVFpc[/media]
Panel with Abrash, Binstock, Carmack and Luckey:
[media]http://www.youtube.com/watch?v=SHv9T3M2FKs[/media]
(misses first 60 secs due to stream fail)
Does anyone know what was the song playing before Carmacks brain dump? (not calling it a presentation, cause he said so)
[QUOTE=Ajacks;46035877]There's no way. To run BF4 at maximum at 4K even at barely 60fps you'd need SLI Titan Z's. 4K, at this stage, would be a bad thing in my opinion.[/QUOTE]
4k won't need as much anti aliasing by a fair amount, and you can upscale and still reap benefits. it's not about the size of the pixels, it's more about the gap [I]between[/I] the pixels/subpixels being amplified by the oculus lenses
God, I had a dream my Oculus Rift arrived, I was playing it all day and then woke up sad.. Fell back asleep and was like ''phew, it was just a dream that I woke up'' then played Oculus Rift again, only to wake up and be sad again.
[QUOTE=xalener;46034440]CARMACK BTFO[/QUOTE]
[QUOTE=Clavus;46034496][img]https://i.imgur.com/xA8LLRu.png[/img][/QUOTE]
What, did this happen during the Oculus presentation or something?
[editline]21st September 2014[/editline]
[QUOTE=Clavus;46033770]Here's the schedule again, for those that missed it:
[url]http://www.roadtovr.com/oculus-connect-schedule-update-samsung-gear-vr/[/url]
In half an hour we're getting a panel with Luckey, Carmack, Abrash and Binstock.
[editline]20th September 2014[/editline]
[img]http://i.imgur.com/lxRymjV.png[/img]
So apparently they're not actually $10 headphones :v:[/QUOTE]
I'm sure that their headphones are nice, but I hope I get the option to use *my* headphones.
[QUOTE=SGTNAPALM;46039959]I'm sure that their headphones are nice, but I hope I get the option to use *my* headphones.[/QUOTE]
Yes it's optional. They have been saying that since the start.
The audio is rather interesting.
They will probably have their own audio subsystem for developers to tie into, as such they have the final say on the signal sent to the drivers. If they can accurately characterise the drivers they are using they can, in software, compensate for the shortcomings in the design. Indeed this sort of processing could be done on a DSP chip within the rift itself, completely transparent to the host machine. This processing can go beyond simple equalisation/dynamic range compression such making use of Physco-Acoustic Phenomena, Manipulating harmonic content to infer lower frequencies is quite common.
They aren't going to be competing with Shure, Senn., AKG and Beyer, however they are in a good position for taking on digital processing, the entire system is known, from DAC to Driver to Enclosure.
The Register is running a series of articles on how Oculus isn't going to deliver a consumer product for another decade, and I can't help but wonder how they've missed the newest announcement of a consumer Rift next Summer.
The main reason they're incorporating audio is so they can be sure everyone will have some sort of headset. If not one of their own, then atleast a pair on their Rift. They can then develop specifically for headsets only, and standardize the audio.
[QUOTE=woolio1;46036135]Ajacks! I'm surprised, honestly. Surely you know about the wonders of upscaling? Sure, running something like that at 4K is nigh impossible, but upscaling 1440p to 4K is easy, and the higher pixel density alone will make almost anything look better.
That said, I would not be surprised if the reality distortion of the event isn't interfering with their perception. I expect a 1440p screen, maybe higher if they can source a better panel, but overall 1440p would most likely be the target resolution on the software side of things. Then again, if they decide they want to future-proof the thing, 4K isn't exactly impossible for a CV1, and it's certainly within the realm of possibility for a prototype.[/QUOTE]
For some reason I absolutely wasn't thinking about upscaling. I'm slipping in my old age.
[url]http://www.feelthree.com/2014/09/crescent-bay-using-new-219-samsung-screen/[/url]
[quote]Samsung was awarded a patent for a 21:9 ratio screen back in March 2014 and it’s quite clear that a wider screen not only means a better field of view but puts more pixels on eyeballs. It’s obvious Oculus are using a new type of screen from Samsung but they’re extremely tight lipped on it’s specifications and resolution.
Using the best available image from Oculus here we can work out the ratio of the screen.
With 1575 horizontal pixels its a matter of simple mathematics to get the ratio. Dividing the 1575 by 21 gives us a convenient 75 which multiplied by 9 gives 675, very close to the 700 vertical pixels. This is a 1:2.25 ratio, or very close to 21:9.[/quote]