Got my DK2 a few weeks ago, and I still get insanely motion sick after using it for more than a minute. What a bummer
has anyone tried gravol for that?
[QUOTE=TheClayMan;47283347]Got my DK2 a few weeks ago, and I still get insanely motion sick after using it for more than a minute. What a bummer[/QUOTE]
Having it properly calibrated for your IPD and playing "sitting" demos rather than ones where you move help with it a lot.
I've only done basic OpenGL stuff, but god help me when I eventually get an HMD. I might actually start learning Vulkan and write super shitty stuff purely to have an excuse to mess with my HMD.
I should probably start clearing my schedule for next year. And dedicate a room in my new place to VR.
What a time to live in.
Man, I just went through this whole thread. makes me hyped for the second part of the year! Though I probably should upgrade from my 5-6 year old laptop (my poor i7-2630QM has gotten me through a lot these past years). Would it be beneficial to start saving up for an upgrade now, or wait until more iterations of these things start arising? (Though I'll need to upgrade within the next year or two for college stuff)
[QUOTE=Magikoopa24;47284801]Man, I just went through this whole thread. makes me hyped for the second part of the year! Though I probably should upgrade from my 5-6 year old laptop (my poor i7-2630QM has gotten me through a lot these past years). Would it be beneficial to start saving up for an upgrade now, or wait until more iterations of these things start arising? (Though I'll need to upgrade within the next year or two for college stuff)[/QUOTE]
When you say upgrade, I hope you're talking about upgrading to a desktop. I imagine you'd have to shell out a lot of money to get a laptop that'll be able to handle it, though I could be wrong.
[QUOTE=Magikoopa24;47284801]Man, I just went through this whole thread. makes me hyped for the second part of the year! Though I probably should upgrade from my 5-6 year old laptop (my poor i7-2630QM has gotten me through a lot these past years). Would it be beneficial to start saving up for an upgrade now, or wait until more iterations of these things start arising? (Though I'll need to upgrade within the next year or two for college stuff)[/QUOTE]
tons of laptops use nvidia Optimus, which aims to save energy by piping the gpu through the cpu so that the cpu can decide to stop rendering with the gpu and do everything itself
this locks the framerate output to 60, and makes VR impossible
[QUOTE=FrankPetrov;47286277]When you say upgrade, I hope you're talking about upgrading to a desktop. I imagine you'd have to shell out a lot of money to get a laptop that'll be able to handle it, though I could be wrong.[/QUOTE]
Believe me, I plan on making my own desktop at some point that'll run VR (and other things) extremely well. Thanks for the warning though, definitely was warranted.
[QUOTE=Magikoopa24;47284801]Man, I just went through this whole thread. makes me hyped for the second part of the year! Though I probably should upgrade from my 5-6 year old laptop (my poor i7-2630QM has gotten me through a lot these past years). Would it be beneficial to start saving up for an upgrade now, or wait until more iterations of these things start arising? (Though I'll need to upgrade within the next year or two for college stuff)[/QUOTE]
I'd recommend saving up now, and buying when consumer VR products are available. A lot of stuff [I]could[/I] happen in the 6-7 months until the Vive.
[URL="http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf"]Valve's VR rendering GDC slides are up [/URL]
I love that they use the Portal 2 stickmen in their promotional art. They've really become the unofficial mascots of Valve.
So my Google Cardboard came in and I'm having a fucking blast playing with it.
Do you guys have any suggestions for cool apps that aren't in the play store or such? I've combed through some of them and I'm having a lot of fun dicking around with them, and the cardboard official YouTube app is fucking amazing, and I'd love to just spend hours watching videos in it, but the lack of an actual search function (voice + first result only) makes it kind of hard to use, since I have to spend like 5 minutes refining search terms in order to be able to watch what I want.
It doesn't just have to be experiences or demos either, actual applications built for cardboard-type headsets are cool too.
Interesting Vive article.
[img]http://horobox.reager.org/u/orkel_1426063267.jpg[/img]
[url]http://www.engadget.com/2015/03/10/valve-htc-vr-owlchemy-indie-games/?utm_source=Feed_Classic_Full&utm_medium=feed&utm_campaign=Engadget&?ncid=rss_full[/url]
Also
[quote]It won't be exclusive to the Vive, either -- Owlchemy wants Job Simulator on as many VR devices as possible, as long as they have "hands," the term he uses to describe dedicated input systems. This excludes the Oculus Rift, for now.
"We've talked to Oculus and they're not sure what is going on with input still," Schwartz said. "So we're kind of waiting on that. I'll be completely honest: I think it would be a mistake to launch consumer VR products without any input. ... There's nothing fun about looking around in a cartoon kitchen. It's all about fucking around in it. And you can't do that unless you have your hands, and that magic and that sense of wonder."[/quote]
[url]http://www.magicleap.com/#/home[/url]
what
[QUOTE=dai;47297078][url]http://www.magicleap.com/#/home[/url]
what[/QUOTE]
? that site has been up for months
A recent history of VR tracking, by the lead programmer at Cloudhead Games:
[img]http://www.thegallerygame.com/blog/wp-content/uploads/HistoryOfVR-590x5930.jpg[/img]
[editline]11th March 2015[/editline]
Polygon has footage of Cloudhead's Vive demo: [url]http://www.polygon.com/2015/3/10/8183489/an-exclusive-look-at-the-gallery-and-the-best-motion-controls-on[/url]
I tried out the HTC Vive today. It blew me away, really. I am still grinning ear to ear!
[QUOTE=Supernorn;47312277]I tried out the HTC Vive today. It blew me away, really. I am still grinning ear to ear![/QUOTE]
Oh god. You just saying that makes me think of Starbound having VR support. Imagine the backgrounds parallax in 3D.
[QUOTE=Supernorn;47312277]I tried out the HTC Vive today. It blew me away, really. I am still grinning ear to ear![/QUOTE]
Lucky bastard. Anything interesting to share about the demos?
I'm so sad about the fact that I'm broke. I won a pair of Rezzed tickets where I really wanted to try out the Vive, but I'm too sodding poor to even go to the UK atm. :[
[QUOTE=TurnDown4Wat!;47312794]I'm so sad about the fact that I'm broke. I won a pair of Rezzed tickets where I really wanted to try out the Vive, but I'm too sodding poor to even go to the UK atm. :[[/QUOTE]
sell the tickets and buy a dk2
Rezzed can't stream the developer sessions on Twitch due to internet issues. Kinda sucks because Chet Faliszek's SteamVR talk is on right now. They'll upload them to youtube after though: [url]https://www.youtube.com/channel/UCejV0ECovLMARGaPwzaRoOA/videos[/url]
[QUOTE=Clavus;47314930]Rezzed can't stream the developer sessions on Twitch due to internet issues. Kinda sucks because Chet Faliszek's SteamVR talk is on right now. They'll upload them to youtube after though: [url]https://www.youtube.com/channel/UCejV0ECovLMARGaPwzaRoOA/videos[/url][/QUOTE]
It's up.
[media]http://www.youtube.com/watch?v=MvXzXzydtzw[/media]
[img]http://i.imgur.com/drIUpqg.png[/img]
I guess using two screens has benefits with IPD adjustment, using multi-GPU setups, etc?
Yeah! Two screens also helps maximize the used pixels area, less black space.
Depending on the screen resolution, that may have just bumped up the hardware requirements to keep up.
...or has it?
[QUOTE=Daemon White;47318778]Depending on the screen resolution, that may have just bumped up the hardware requirements to keep up.
...or has it?[/QUOTE]
Even if the total resolution was increased (and I'm guessing it wasn't), the hardware requirements haven't been bumped up. If you want to render at the Rift's native resolution, then yes, you need better hardware. But that's unnecessary; a 1080p image looks about the same on a 1080p or a 1440p display.
[QUOTE=Baboo00;47319205]Even if the total resolution was increased (and I'm guessing it wasn't), the hardware requirements haven't been bumped up. If you want to render at the Rift's native resolution, then yes, you need better hardware. But that's unnecessary; a 1080p image looks about the same on a 1080p or a 1440p display.[/QUOTE]
in some cases it looks even better on 1440
If there are 2 1440 screens, I did some quick calculations and 1366*768 per eye would be closest to 1080p on a single screen (it would be a bit higher in terms of pixels rendered).
1920x1080 = 2073600
1366x768*2 = 2098176
Now I don't know how pixel density will come into play with 2 1440 screens on the 1366 resolution, or if there's an option to do a more stretched / split 1080p in the Crescent Bay / CV1. Just some observations / speculation.
I wonder if in about 3 years time VR in 4K will be a thing.
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