It's really silly to swear allegiance to any product at this stage. Just sit back and enjoy the show, I expect there are plenty of bombshells left for the coming months. You don't have to worry yourself with a buying decision till next Christmas.
Can see the Vive controllers in use here.
[hd]http://www.youtube.com/watch?v=n38gC5xgvBg[/hd]
[QUOTE=SIRIUS;47259729]That's a kind of poor buying decision[/QUOTE]
Well, I mean, I do feel a kind of dedication towards Oculus, but if the Rift comes out 6 months after the Vive it's going to be really hard to wait for it when the alternative is just as good or maybe even better.
what i said has NOTHING to do with dedication, but getting the first one that comes out, regardless of price or quality is silly
i don't think that's a surprise to anybody
Looks like 2016 is the year to figure out what to get.
[QUOTE=RoboChimp;47260582]Looks like 2016 is the year to figure out what to get.[/QUOTE]
we should know exactly what to expect from the cv1 before the end of 2015
if it's not clear by then, the oculus cv1 will be so far away that the vive will be the wiser buy for sake of huge time difference
if it is clear by then, then there's no need to wait till 2016 to decide, even if oculus is releasing in 2016
Prices will also matter. I don't doubt we'll be seeing some of these HMDs priced at the budget level. I believe Sony's already said they want the Morpheus to be a $50 peripheral with licensing picking up the slack, so it's possible these HMDs could be specialized further on to target specific markets.
If Oculus rolls out a $400 headset, someone's going to fill in the market space below them.
[QUOTE=bitches;47260624]we should know exactly what to expect from the cv1 before the end of 2015
if it's not clear by then, the oculus cv1 will be so far away that the vive will be the wiser buy for sake of huge time difference
if it is clear by then, then there's no need to wait till 2016 to decide, even if oculus is releasing in 2016[/QUOTE]You really should be looking at reviews before buying one.
[QUOTE=RoboChimp;47261269]You really should be looking at reviews before buying one.[/QUOTE]
If there's a half a year difference in release date and one product appears worth it, of course I'll still see the reviews. That doesn't mean I'm going to wait half a year for the competitor's reviews.
Titan x... 12gb vram. Apparently its being designed for vr.
[QUOTE=FrankPetrov;47261610]Titan x... 12gb vram. Apparently its being designed for vr.[/QUOTE]What makes you say that?
[QUOTE=FrankPetrov;47261610]Titan x... 12gb vram. Apparently its being designed for vr.[/QUOTE]
titan GPU's are for development involving CUDA and unfinished projects that would otherwise use a lot of video memory.
[QUOTE=FrankPetrov;47261610]Titan x... 12gb vram. Apparently its being designed for vr.[/QUOTE]
At the price of your current computer, times two. I don't think it'll have any particular VR features that can't be implemented on current cards.
[editline]5th March 2015[/editline]
[QUOTE=.Lain;47261755]titan GPU's are for development involving CUDA and unfinished projects that would otherwise use a lot of video memory.[/QUOTE]
That's actually the Quadro series. The Titan series is for gamers with too much money (iirc they gimped the double precision perf on the previous Titan so that businesses wouldn't replace their hopelessly expensive Quadros with it).
[editline]5th March 2015[/editline]
[media]http://www.youtube.com/watch?v=ZKK74Wh-J10[/media]
Footage from the Portal VR demo during the Valve VR Rendering talk at GDC.
[editline]5th March 2015[/editline]
Road to VR had a good liveblog of the talk: [url]http://www.roadtovr.com/valve-talks-advanced-vr-rendering-live-blog-5pm-pst/[/url]
[editline]5th March 2015[/editline]
[img]http://cdn1.24liveblog.com/images/2015/03/05/img_54f7ae07bfa0a.jpg[/img]
LiquidVR's multi-gpu VR rendering already delivers it seems.
[editline]5th March 2015[/editline]
[img]http://cdn1.24liveblog.com/images/2015/03/05/img_54f7b8ee5cba7.jpg[/img]
Valve utilizes a stencil mesh that pretty much gives a 50% perf increase across the board (masks away pixels that don't need to be rendered since they're not visible in the HMD anyway). SteamVR will provide these as they're different per headset.
Doesn't seem to have been mentioned yet, but apparently Epic had a UE4 demo featuring Smaug:
[img]http://gamasutra.com/db_area/images/news/238017/2Thief_in_the_Shadows.jpg[/img]
([url]http://www.gamasutra.com/view/news/238017/Epics_Sweeney_Unreal_Engine_is_at_the_epicenter_of_a_graphicsintense_future.php[/url])
[editline]5th March 2015[/editline]
[quote]"In order to build really compelling stories in VR, you need to take an entirely different approach" than film. These experiences will combine "digital sets with digital actors and digital performance"
And, of course, here's the punchline: "There is no substitute ... for running the whole experience live in a game engine."[/quote]
Which is exactly why I'm not very impressed when people talking about creating a VR experience by "recording 3D video". Shit has to be rendered in realtime man.
[editline]5th March 2015[/editline]
Okay even if I don't agree with the sentiment, this is just hilarious:
[media]http://www.youtube.com/watch?v=XP9MolWGZNE[/media]
goddamn, things are getting seriously exciting now
kinda called CV1 Rift for next year tho
Tested GDC impressions, VR topic starts around 10:44:
[media]http://www.youtube.com/watch?v=SOAEYFssZlE[/media]
[editline]5th March 2015[/editline]
They talk about the technical details of Lighthouse. The two base stations are laser projectors, and the sensors are actually on the tracked objects.
[editline]5th March 2015[/editline]
Sticking sensors on everything sounds expensive though.
[QUOTE=RoboChimp;47261683]What makes you say that?[/QUOTE]
[url]http://blogs.nvidia.com/blog/2015/03/04/smaug/[/url]
To me, this kinda says "hey, here's a gpu that took years to make but will be great for VR." not to mention the demo occulus is running, thief in the shadows, is using this gpu "at a smooth 90fps".
[Quote]Tim said that the new VR experience is so powerful that it requires a new graphics solution with unprecedented capabilities that aren’t currently available. “Does anyone have any ideas how we can do this?” he asked the crowd.
A moment of silence. Some rustling. Jen-Hsun quickly emerged from the back of the room, saying he had one. Unwrapping a concealed box artfully labeled TITAN X, he unveiled the company’s new top-end GPU.[/quote]
[Quote]“Oculus continues to work closely with Epic and NVIDIA to deliver incredible, immersive virtual reality to gamers everywhere,” said Brendan Iribe, CEO of Oculus. “The advancements in NVIDIA’s TITAN X and Epic’s Unreal Engine 4, combined with the latest Oculus Rift hardware and innovative Oculus SDK features like asynchronous timewarp and late-latching, enable developers to reach new levels of performance, comfort and presence in VR.”[/quote]
The HL2VR guy explains why Valve's positional tracking tech is pretty revolutionary, plus a technical details:
[url]http://www.neogaf.com/forum/showthread.php?t=1004254[/url] [B]Edit:[/B] apparently not completely correct. The sensors don't detect the patterns on the wall (so they're not camera sensors), they detect the lasers when they pass over them (they're simple light sensors).
User CarVac on the subreddit also gave me an explanation of how he thinks the laser turrets work:
[quote]Here is my interpretation.
The lasers illuminate a line which scan across the room 90 degrees apart, synchronized by an omnidirectional pulse from the mass of LEDs on the front of the beacons. The lasers are in spinning turrets, so the time difference between the pulse from the LEDs and the pulse from the laser gives you the angular position. There are two turrets in each beacon, so you can get two orthogonal angles. Orientation and distance is given by which sensors light up, and in what order, and how long it takes between them, plus data from the inertial sensors and magnetometer. Basically you can compute lines to each sensor from both beacons, and they constrain the position of the tracked device.
I'm fairly certain that's how it works.[/quote]
[editline]5th March 2015[/editline]
[QUOTE=Orkel;47258338]Oculus released the spatial audio SDK btw, so we should be seeing some cool updated demos in the next few days/weeks[/QUOTE]
In addition to this, here's a quick guide on how to set up the audio SDK in UE4 using FMOD:
[url]https://forums.unrealengine.com/showthread.php?61257-An-idiots-guide-to-using-the-Oculus-SDK-with-FMOD[/url]
The Unity plugin seems more straightforward. People expect Unreal to integrate it at some point.
[editline]5th March 2015[/editline]
How long before Garry puts in an automerge quota just for me?
More Tested and Vive/Valve stuff.
[hd]http://www.youtube.com/watch?v=leg2gS6ShZw[/hd]
[QUOTE=Clavus;47261758]
That's actually the Quadro series. The Titan series is for gamers with too much money (iirc they gimped the double precision perf on the previous Titan so that businesses wouldn't replace their hopelessly expensive Quadros with it).
[/QUOTE]
Stop talking bullshit. Titans are the only GTX cards without gimped Double Precision.
The Titan Black and Quadro K6000 have exactly the same single and double precision performance.
Looks like the race for VR is really starting to heat up.
Ladies and gentlemen, place your bets.
[QUOTE=asXas;47263093]More Tested and Vive/Valve stuff.[/QUOTE]
I just heard them say that the positional tracking was 100Hz
[url]https://www.youtube.com/watch?v=leg2gS6ShZw&t=898[/url] (@15:00)
Are there any other specs floating out there?
[url]http://store.steampowered.com/universe[/url]
Valve announced it, it's coming this year.
Apparently some UE4 demos at GDC were being demo'd on a AMD R9 390X:
[url]http://wccftech.com/amd-reveals-radeon-r9-390x-gdc-wip/[/url]
Vive resolution to be improved in the consumer version
[url]http://www.reddit.com/r/oculus/comments/2y2e5d/htc_vive_resolution_will_be_improved_for_the_cv/[/url]
[QUOTE=01271;47264722][url]http://store.steampowered.com/universe[/url]
Valve announced it, it's coming this year.[/QUOTE]
ohmygod
[QUOTE=01271;47264722][url]http://store.steampowered.com/universe[/url]
Valve announced it, it's coming this year.[/QUOTE]
We know that as soon as it was announced, didn't we? Didn't it say Holiday 2015 or something in the HTC conference?
How many cables are gonna have to be plugged into the OR or the Vive? Because I was thinking of getting one of [URL="http://www.monoprice.com/Product?c_id=102&cp_id=10255&cs_id=1025508&p_id=10764&seq=1&format=2"]these[/URL] HDMI cables since they're thin and flexible, but if I'm gonna have other cables to deal with too then I won't bother. I hope this is an aspect they're considering because cables, especially HDMI, are usually stiff as fuck.
Ah just saw that the consumer Vive will only have one cable. Hope they can keep it slim even though it must be handling a shit load of data.
Just ordered the oculus rift DK2, I wish i could had wait for the HTC Vive but i gotta present my thesis by june and the oculus shall do the job..
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