[QUOTE=Orkel;46476251]GearVR has no positional tracking. You'll always be a "camera on a stick", quite literally.[/QUOTE]
welp back to rendered porn then
Just spent 82 minutes in windlands [sp]and tried out some bioshock[/sp], for the first time on my new PC build.
glorious 75 guaranteed frames at all times makes me feel glorious
direct mode is still my favourite; I get no troubles with it, it doesn't fuck with my screen order, and it doesn't have that super annoying problem that extended has where each eye displays both images
[QUOTE=bitches;46479043]glorious 75 guaranteed frames at all times makes me feel glorious
direct mode is still my favourite; I get no troubles with it, it doesn't fuck with my screen order, and it doesn't have that super annoying problem that extended has where each eye displays both images[/QUOTE]
It's Oculus' intention to only support Direct Mode by the time CV1 rolls out. Problem right now is that they're fighting the myriad of operating systems and graphics drivers out there to get it done.
[QUOTE=TheNerdPest14;46470757]So how much will the 'consumer release' cost?[/QUOTE]
$200-400, Facebook intends on selling CV1 at or near cost, unless they've made any official statements more recently that contradict what they said before Oculus Connect. They want VR to finally [I]happen[/I].
Zuckerberg is on record as saying, basically, that he wants to create a VR market, and that means getting as many units into the public's hands as possible. Facebook's bank account is effectively infinite, so Oculus doesn't have to worry about running out of money while they spend a few years just getting Rifts out there so there's a user population.
Credible competition's great, too. More competition means better VR sooner.
You know, we're going too have a great retirement...
[QUOTE=woolio1;46481863]You know, we're going too have a great retirement...[/QUOTE]
after spending my life savings on VR equipment and upgrades, there won't be any money to retire on
[QUOTE=bitches;46482506]after spending my life savings on VR equipment and upgrades, there won't be any money to retire on[/QUOTE]
It's ok. We can rent tiny cubical sized rooms and live a better life in VR.
Like... Even though we'll be old, we'll still be able to be young through VR. Holy shit.
I played half life 2 on the dk2 for a couple hours straight and now I'm feeling what can only be described as a vr hangover
I played Superhot at Pax AU. Feeling the bullets right infront of your face was frightening, a few times I accidently leaned my head into bullets though. The way they're making the game (or atleast the demo) you really have to lean to dodge things you can just move your head or walk around them.
Oculus had a space shooter (not EVE or Star Citizen or Elite Dangerous), it was an indie 3D bullet hell looking gaming I think. Lucky's Tail and Alien Isolation were also up there.
All the kits were Dev Kit 2s and they gave out stickers and pins. I got to play Lucky's Tail elsewhere during the day (without the 1 hour wait) and it's good, better than a normal platformer but not as hyped as they made it out to be (the stuff about looking into another world where you work with Lucky). I still got vertigo moving the camera off a cliff though.
Also notably, there was a first person Rift cricket game called Don Bradman Cricket 14.
So I'm looking into getting into the Oculus probably when the consumer version comes out, but I'm wondering what I should upgrade on my current computer to get it to run things well enough for it. I'm rocking a 2GB 560ti, an AMD FX 6100 overclocked to 4.4GHz, and 8GBs of single-channel DDR3 RAM at 671mhz. What would I need to upgrade the most?
[QUOTE=MadCatMkII;46509827]So I'm looking into getting into the Oculus probably when the consumer version comes out, but I'm wondering what I should upgrade on my current computer to get it to run things well enough for it. I'm rocking a 2GB 560ti, an AMD FX 6100 overclocked to 4.4GHz, and 8GBs of single-channel DDR3 RAM at 671mhz. What would I need to upgrade the most?[/QUOTE]
You should wait for the consumer release and decide then.
[QUOTE=Flumbooze;46483267]Like... Even though we'll be old, we'll still be able to be young through VR. Holy shit.[/QUOTE]
I've been having sudden realizations lately that I'm becoming an adult and soon won't be a teenager, literally next year I turn 20 which is weird.
So this kinda calms me a bit. It's good to know our later years will be well supported by our imagination.
Unless there's a nuclear war or something idk
[QUOTE=Coyoteze;46509942]I've been having sudden realizations lately that I'm becoming an adult and soon won't be a teenager, literally next year I turn 20 which is weird.
So this kinda calms me a bit. It's good to know our later years will be well supported by our imagination.
Unless there's a nuclear war or something idk[/QUOTE]
You're only 19??
[QUOTE=Orkel;46473023]Samsung just announced "Project Beyond", a VR 3D camera.
[url]http://www.engadget.com/2014/11/12/samsung-project-beyond/[/url]
[img]http://o.aolcdn.com/hss/storage/midas/b704816fb718a090be19acd52eeaf082/201079178/P1010896.JPG[/img][/QUOTE]
this is incredibly deceiving-
[img]http://i.imgur.com/wWxaeMt.png[/img]
let's break this down- there's 16 cameras, so each one is generating 62.5MP/s. If the cameras are running 30fps, this means the sensors on the cameras are roughly 2.08MP, or 1.04 if they're actually pushing 60fps. I sure hope the raw quality of the sensors makes up for the lack of definition you'll be getting
[QUOTE=MadCatMkII;46509827]So I'm looking into getting into the Oculus probably when the consumer version comes out, but I'm wondering what I should upgrade on my current computer to get it to run things well enough for it. I'm rocking a 2GB 560ti, an AMD FX 6100 overclocked to 4.4GHz, and 8GBs of single-channel DDR3 RAM at 671mhz. What would I need to upgrade the most?[/QUOTE]
everything but your ram
[editline]17th November 2014[/editline]
[QUOTE=dai;46512530]this is incredibly deceiving-
[img]http://i.imgur.com/wWxaeMt.png[/img]
let's break this down- there's 16 cameras, so each one is generating 62.5MP/s. If the cameras are running 30fps, this means the sensors on the cameras are roughly 2.08MP, or 1.04 if they're actually pushing 60fps. I sure hope the raw quality of the sensors makes up for the lack of definition you'll be getting[/QUOTE]
if it's 30fps then it's gonna be a total flop. that will be so jarring
[QUOTE=.Lain;46512625]if it's 30fps then it's gonna be a total flop. that will be so jarring[/QUOTE]
I half agree there. If the VR software viewing it runs 60-75 fps, the motion of your head being smooth might alleviate some of the headache.
also for the people asking about what happens if you look up/down, I bet you'll be in a fully viewable 3D environment, but the video is basically a big cylinder surrounding you. If you look up or down, there's a black ceiling or floor
So I got to try out the DK 2 for all of 2 minutes before the school workstation crashed. All I can say is that in that time, I would have sworn I was really sitting at a desk.
[editline]17th November 2014[/editline]
but I was, so
[QUOTE=lekkimsm;46510757]You're only 19??[/QUOTE]
Yep
Why? :v:
im 12
I just want to preorder the consumer version already
[editline]18th November 2014[/editline]
You know what'd be cool? Preordering it this early and just forgetting about it. Then one day you get a package and go "Wait, what's this?" And inside is a fucking oculus and oh god.
That would be the greatest. But then again, could you really forget you ordered an Oculus Rift?
plus you'd surely hear about the big release when it happens, so you'd be bracing for the delivery
I really hope they'll make it commercially available in the Netherlands. Import taxes and all that shit are so extremely expensive right now, it would be great to just buy it at big retailers or pre-ordering it without needing to import it and in the process pay €100+ extra for no real reason. Anyways, once it goes up for pre-order I'm going to hog the shit out of the site to make sure I'm getting one of the first batch, I've held off long enough :v:.
I had the chance to try out Elite: Dangerous with Oculus Rift on a gaming convention in Saturday, and I have to say that I am very much satisfied with the effects, even if the resolution did seem off and the computer diagnostics were super fucking blurry. Had a bit of a ride around a space station and, turning to the side to look out the cockpit window really did feel incredible. Though, if anything, I just hope it won't have a massive performance impact. The rigs they used on the convention looked like absolute BEASTS, high quality stuff that people attending the con wouldn't be able to afford without major savings, and it'd really suck if most games would require that kind of a rig to run at 60FPS.
[url]http://www.feelthree.com/2014/11/2560-x-1440-wqhd-80fps-hand-input-for-oculus-cv1/[/url]
[url]http://spectra7.com/S7-VR7050-Press-Release-20141008-F4.pdf[/url]
[quote]Until now, VR headsets have required standard gaming consoles for gesture and motion control
which are difficult to use because they are not visible or intuitive when a user is wearing immersive
head mounted displays (“HMDs”). Virtual Reality needs the ability to capture human gesture and
motion with a natural, user-friendly interface integrated into the HMD. Such integration can now be
accomplished with VR7050-based ultra-thin cables which are capable of achieving the high
bandwidth and low latency requirements for gesture controlled VR.
To achieve unprecedented gesture recognition for VR, industry leaders are looking to integrated
forward-facing cameras to capture user motion and gesture without controllers. These cameras
must be capable of transferring massive amounts of capture data at ultra-high speed with nearzero
latency back to the processing computer (“gesture backhaul”). This low latency and massive
data backhaul to the host processing unit is now available for the first time ever in ultra-thin,
lightweight interconnects designed with Spectra7’s VR7050.[/quote]
[url]http://web.tmxmoney.com/article.php?newsid=70866748&qm_symbol=SEV[/url]
Something/someone has ordered 500,000 of these chips. Seems likely it might be in the CV1. The timeframe matches, the facts match (oculus is working on their own input system for CV1) and the amounts match (500k CV1s is completely feasible)
[quote]Spectra7 Receives Order for New Virtual Reality Chips
Multi-Product Order Moves Company's New VR Product Line into Production
PALO ALTO, CALIFORNIA and TORONTO, ONTARIO--(Marketwired - Oct. 14, 2014) - Spectra7 Microsystems Inc. ("Spectra7" or the "Company") (TSX VENTURE:SEV), today announced that it has received a significant multi-product order for its new virtual reality ("VR") devices[B] from an industry-leading consumer original equipment manufacturer[/B] ("OEM"). The order calls for delivery of over 500,000 devices including the Company's recently announced VR7050 Gesture and Motion Backhaul Processor and the second generation of the previously announced VR7100 ultra-miniature Digital Video Link Processor chip. The devices will deliver a thinner, lighter and higher performance interconnect system to the OEM's VR head-mounted display ("HMD").
Spectra7's embedded VR chips can reduce the number of cables required from 4 to 1 when compared to first generation VR HMDs, increase video throughput by up to 100%, deliver up to a 10X increase in sensor/gesture backhaul data throughput and reduce the cable conductor cross-sectional area and weight by up to 90%. [/quote]
[QUOTE=croguy;46517205]I had the chance to try out Elite: Dangerous with Oculus Rift on a gaming convention in Saturday, and I have to say that I am very much satisfied with the effects, even if the resolution did seem off and the computer diagnostics were super fucking blurry. Had a bit of a ride around a space station and, turning to the side to look out the cockpit window really did feel incredible. Though, if anything, I just hope it won't have a massive performance impact. The rigs they used on the convention looked like absolute BEASTS, high quality stuff that people attending the con wouldn't be able to afford without major savings, and it'd really suck if most games would require that kind of a rig to run at 60FPS.[/QUOTE]
I built my computer for about $800, and it can handle Elite just fine with the DK2. The [I]only[/I] time I experience minor judder is when I'm in an asteroid field, even on the lowest settings. The CV1 is going to be pushing 1440p per eye, not 1080p, and the target refresh rate is going to be 90hz. DK2s operate at 75hz, and therefore need 75fps to prevent extreme judder.
The CV1 is going to need a beast of a machine to be used properly. That's 1440p [I]per eye[/I] at 90fps. Hopefully the VR solutions that NVIDIA are developing will provide a cost-effective solution to achieve the proper VR experience when the CV1 is released.
Then again, NVIDIA and cost-effective don't go together, so I wouldn't hold my breath.
[QUOTE=haloguy234;46522074]That's 1440p [I]per eye[/I] at 90fps.[/QUOTE]
Doesn't the Oculus perform on a single screen split in half (which means 1440x1280 per eye)? You're essentially only using the 2560x1440 on one screen, not per eye.
Correct. The dk2 is 960x1080 per eye. Technically less than that since the rift doesn't use the entire screen.
[QUOTE=Daemon White;46522206]Doesn't the Oculus perform on a single screen split in half (which means 1440x1280 per eye)? You're essentially only using the 2560x1440 on one screen, not per eye.[/QUOTE]
Yeah but because of the distortion effects, upscaling is super worth it. Even with the DK1, even though it was a 720p screen, the difference between 720p and downscaled 1080p was night and day.
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