• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
I've heard people say that a public demo is not the best way to experience the Rift, due to it not being calibrated for you (like you said). I also seem to remember that the FOV was reduced from the DK1, but only by a few degrees. Has Oculus said anything about it being higher again for CV1?
[QUOTE=Uberslug;46167777]I've heard people say that a public demo is not the best way to experience the Rift, due to it not being calibrated for you (like you said). I also seem to remember that the FOV was reduced from the DK1, but only by a few degrees. Has Oculus said anything about it being higher again for CV1?[/QUOTE] I can't say they've confirmed anything about it going back up, but at the moment they've said that the edges of the FOV in the device's current state are a minimal increase in visible light with negative benefits, since you can't see much of the edges directly anyways, and the increased space the screen would have to stretch to would mean it'd visibly be lower DPI in the center, increase screen door, etc.
You know, if they weren't afraid to raise the price a bit, they could get some nice curved OLED panels from Samsung, and increase the FOV considerably. It seems like their mentality of using exclusively phone panels might bite them in the ass a bit if they decide to ship an HMD with a 100-110 degree FOV. Then again, I am not a VR wizard. I'll trust Palmer Luckey and John Carmack know what they're doing. I just hope they realize we don't want to experience VR through a tube.
[QUOTE=woolio1;46167978]You know, if they weren't afraid to raise the price a bit, they could get some nice curved OLED panels from Samsung, and increase the FOV considerably. It seems like their mentality of using exclusively phone panels might bite them in the ass a bit if they decide to ship an HMD with a 90 degree FOV. Then again, I am not a VR wizard. I'll trust Palmer Luckey and John Carmack know what they're doing. I just hope they realize we don't want to experience VR through a tube.[/QUOTE] read my past two posts, but let me kind of reiterate for a new page 90 degrees is far from constricted by any standards today. It's no worse than having to wear large glasses and not see outside the rims, by comparison. Many other HMDs are often tubevision and it's unusable in pretty much any situation. Increasing FOV just a [I]little [/I]means you have to utilize a LOT more screenspace, meaning you have a lower visible DPI where you're actively looking. tl;dr Extremely diminishing results between cost and return. If you increase the FOV, you're not actively looking directly toward the edges, partially because of the lens distortion, partially because of how your brain works. You want to center things in front of you, and very little important data will come from stretching off into the darkness. HOWEVER having special lenses that distort the concentration of pixels depending on where you're looking (and having the proper distortion in the game being played) you could utilize more screenspace towards the center to increase density where it's needed the most, and make the most out of fewer pixels being stretched off into your peripheral vision, allowing a kind of pseudo width to the scene where you're still capable of seeing things come into view from the corner of your eye I haven't read into the fancy crystal cove lenses but I'm hoping they're moving that direction
[QUOTE=PHrag;46167690]So I had my first VR experience with the DK2. There was a Nvidia booth at an expo I attended and they had it hooked to GTX 980 with the UE4 street demo. Sadly, I was slightly disappointed. Expected the resolution to be a bit better (man, DK1 must've been horrible) and the fov was super awful, felt like looking through some sort of gasmask or something, but I think it was Nvidia's fault - they probably put the lens adjust on the very far setting and left it there. The experience was still very good, I might've been overhyped by /r/oculus and the Crescent Bay reports. The 3D and rotation tracking was awesome and I jumped a bit at the end, that robot was REALLY close![/QUOTE] Public demos generally leave them at the furthest setting indeed.
[QUOTE=woolio1;46167978]You know, if they weren't afraid to raise the price a bit, they could get some nice curved OLED panels from Samsung, and increase the FOV considerably. It seems like their mentality of using exclusively phone panels might bite them in the ass a bit if they decide to ship an HMD with a 100-110 degree FOV.[/QUOTE] I assume curved displays give quite a headache both with the optics and the distortion compensation in software.
From what I've heard atleast, the reason for the lower FOV on DK2 is to not have performance issues. You have to consider the fact that internally most demos render at about ~1400p before barrel distorting, which would be even more if the FOV was to be increased.
[QUOTE=Smith;46163009]Could anyone please measure their DK2 for me? I'd like to know the length, width and height but also the size and depth of the holes on the side where you adjust the lenses. Thanks![/QUOTE] Sorry for asking again but I would really appreciate if somebody could do this. Length and diameter + depth of the holes is enough. It doesn't have to be very precise.
[QUOTE=dije;46172193]From what I've heard atleast, the reason for the lower FOV on DK2 is to not have performance issues. You have to consider the fact that internally most demos render at about ~1400p before barrel distorting, which would be even more if the FOV was to be increased.[/QUOTE] It's a pretty bad excuse when video settings exist for a reason. If I ever were to not hit 75fps constant then it is as simple as dropping the settings from Ultra to Very High.
[QUOTE=K1ngo64;46172284]It's a pretty bad excuse when video settings exist for a reason. If I ever were to not hit 75fps constant then it is as simple as dropping the settings from Ultra to Very High.[/QUOTE]But it isn't really when you consider the fact that the average consumer doesn't pack SLI 970/980's or even single ones. Oculus is building an experience for the average user, which is what VR needs to be going properly, not something which you need a $1500 computer to run.
[QUOTE=dije;46172302]But it isn't really when you consider the fact that the average consumer doesn't pack SLI 970/980's or even single ones. Oculus is building an experience for the average user, which is what VR needs to be going properly, not something which you need a $1500 computer to run.[/QUOTE] Then simply don't use the maximum graphics settings if you haven't got a goliath machine. Same goes for playing regular games on your computer too. Most of the DK2 demos I've tried though only seem to push my GTX 580 to about 20% usage so they haven't been too demanding however UE4 demos tend to rape it a bit.
[QUOTE=dije;46172302]But it isn't really when you consider the fact that the average consumer doesn't pack SLI 970/980's or even single ones. Oculus is building an experience for the average user, which is what VR needs to be going properly, not something which you need a $1500 computer to run.[/QUOTE] Haha right. Oculus is shaping VR to be the best whenever you have a shitty pc or not. If you can afford VR you could afford new hardware for your pc. If not well turn graphics to lower. VR isnt stopping with 1440P whatever you might say. He'll id be angry if they dumbed it down for lower end hardware and im sure most people here to.
[QUOTE=dije;46172302]But it isn't really when you consider the fact that the average consumer doesn't pack SLI 970/980's or even single ones. Oculus is building an experience for the average user, which is what VR needs to be going properly, not something which you need a $1500 computer to run.[/QUOTE] I think that goal might be long gone. Think about it, how many people can actually run most games on high at 1080p at 60fps? How about 75? 90? Now, what about 1440p? 3D? Oculus isn't building a Rift for the Everyman. They're building a Rift for gamers, because this thing sure as hell won't run on anything but the newest graphics cards and fastest processors. You're not going to have people picking one of these up and using it with their i3 and Intel Iris laptops, you will need a dedicated gaming machine. At least for now. The Everyman comes later, because they just can't do that right now.
Hey guys, I've been mucking around with the DK2 for a while and decided to put together a little tech demo of a game I was playing around with in Unity. It's actually really satisfying once you get the hang of it and that's why I thought it would be nice to share it with you guys instead of greedily keeping it to myself. There is a fairly steep initial learning curve working out how to correctly balance and control the jumpjet but once you get the hang of it it gets pretty satisfying to fly around. Currently there is no objectives however I'd like to add multiplayer and a ship editor in future (ships are currently super modular by design) but don't really have the technical skills right now to implement that. It requires an XInput controller, I currently use an official Xbox 360 controller and have not implemented any keyboard/mouse support etc. Settings are also maxed out and audio is set to surround sound by default. [url]https://www.dropbox.com/s/ey85f6670xdt8yv/Jumpjets%200.1.rar?dl=0[/url]
VR on the International Space Station [img]https://pbs.twimg.com/media/BzMfotQCcAAH2ML.jpg:large[/img] [url]https://twitter.com/Astro_Alex/status/518793167634984963[/url]
[QUOTE=dije;46173909]VR on the International Space Station [img]https://pbs.twimg.com/media/BzMfotQCcAAH2ML.jpg:large[/img] [url]https://twitter.com/Astro_Alex/status/518793167634984963[/url][/QUOTE] NASA is going to love the rift when they get them up there one day. That looks like a pain, even with no-gravity.
[QUOTE=dije;46173909]VR on the International Space Station [img]https://pbs.twimg.com/media/BzMfotQCcAAH2ML.jpg:large[/img] [url]https://twitter.com/Astro_Alex/status/518793167634984963[/url][/QUOTE] I love how I somehow thought "That looks heavy for his neck" :v:
[QUOTE=Intoxicated Spy;46173957]NASA is going to love the rift when they get them [B]up there[/B] one day.[/QUOTE] I'm probably asking a stupid question ... But would the gyro tracking stuff on the Rift still work in zero gravity?
So the new alien game is out. Im still waiting on my DK2. Im wondering could I still play that game with it? Even thought it has no support for it. As in still 3D effect but no headtracking.
That sounds like a barfy idea.
Didn't they show off Alien: Isolation with the Rift a while back? What's caused them to drop it?
[QUOTE=woolio1;46175154]Didn't they show off Alien: Isolation with the Rift a while back? What's caused them to drop it?[/QUOTE] Beceuse there was no release date for CV1. and it was not worth dev time for DK2 users or something like that.
I got the VorpX to work with the rift, except that it forced me to stare in one direction the whole time.
In relation to the oculus and Alien game. [url]http://facepunch.com/showthread.php?t=1429601[/url] Gonna go try that shit now, wish I had the dk2 though.
Picking up AI tomorrow. Just heard Grid Autosport is getting patched in support aswell, and imo it is one of the funnest racing games to use with a G27. Such good news today!
[QUOTE=Sgt. Khorn;46180624]In relation to the oculus and Alien game. [url]http://facepunch.com/showthread.php?t=1429601[/url] Gonna go try that shit now, wish I had the dk2 though.[/QUOTE] Yes yes yes!! you have no idea how happy I am now. This is one of my favorite games so far and now I know I can try it as soon my DK2 arrives with headtracking?! what a day to be alive. Or lets say to die of heartattack.
reddit worked out how to get Rift support in A:I in a day haha, definitely gotta try that, apparently it's amazing
When I change the file to allow for the Rift my game straight up doesn't launch. Maybe because I'm using DK1 but I've never had a trouble with a demo aside from ones that need head-tracking to be playable.
[QUOTE=HybridTheroy;46181211]When I change the file to allow for the Rift my game straight up doesn't launch. Maybe because I'm using DK1 but I've never had a trouble with a demo aside from ones that need head-tracking to be playable.[/QUOTE] Scratch that. Works Fine. Weird problem where each eye is rendering the lighting differently, some bright lights cast their rays a little farther in my left eye. It's more annoying than lens flare in the rift. Other than that this game is a blast in VR, had quite a few pant shitting scares so far.
[QUOTE=HybridTheroy;46190586]Scratch that. Works Fine. Weird problem where each eye is rendering the lighting differently, some bright lights cast their rays a little farther in my left eye. It's more annoying than lens flare in the rift. Other than that this game is a blast in VR, had quite a few pant shitting scares so far.[/QUOTE] Did you do anything to get it working? I can't launch with DK1, either.
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