[QUOTE=Orkel;47724591]SDK 0.6.0.0 beta released.
[url]https://developer.oculus.com/history/[/url]
The layers are pretty huge.
So let's imagine we have a 4K or 8K HMD. They can set text and HUDs and all that shit that needs the resolution, to render at full 8K, while less important stuff like backgrounds can be 720p-1080p. Or in something like EVE Valkyrie, they can render the enemy ships at 4-8K resolution and the rest of space is at 480p or something. It reminds me of foveated rendering.[/QUOTE]
Couldn't you already practically do that with different render targets.
What the new layer system is for is that you can render completely different applications on top of each other.
[QUOTE=jazzpunk;47725150][url]http://www.roadtovr.com/yes-you-can-juggle-in-vr-with-the-htc-vive/[/url]
lol[/QUOTE]
That really is remarkable that real-life proficiencies can transfer somewhat seamlessly into VR like that. Never mind the idea of being able to reverse that process; being able to learn something in VR which you can then apply in the physical world.
juggling seems hard enough
juggling without physical feedback must be terrible
What do you guys think about the [url=http://www.dextarobotics.com/products/Dexmo]Dexmo[/url]?
Just heard about it. In short = It is an exoskeleton to your hand that tracks your movement, and also, if you were gripping a ball for example in the game, when the game detects collision, it locks the joints in place, preventing your fingers to move "through" the virtual object and allowing you to "feel" the object.
[media]http://www.youtube.com/watch?v=TPW5OKoc7dQ[/media]
Potential?
[QUOTE=Str4fe;47729530]What do you guys think about the [url=http://www.dextarobotics.com/products/Dexmo]Dexmo[/url]?
Just heard about it. In short = It is an exoskeleton to your hand that tracks your movement, and also, if you were gripping a ball for example in the game, when the game detects collision, it locks the joints in place, preventing your fingers to move "through" the virtual object and allowing you to "feel" the object.
[media]http://www.youtube.com/watch?v=TPW5OKoc7dQ[/media]
Potential?[/QUOTE]
What if in the heat of the game you grab something really fucking hard and break the locking mechanism.
Rift specs and requirements out
[url]https://www.oculus.com/blog/powering-the-rift/[/url]
[quote]The recommended PC specification is an NVIDIA GTX 970 or AMD 290, Intel i5-4590, and 8GB RAM. This configuration will be held for the lifetime of the Rift and should drop in price over time.[/quote]
[quote]On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast,[B] the Rift runs at 2160×1200 at 90Hz split over dual displays[/B], consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.[/quote]
[QUOTE=Orkel;47730088]Rift specs and requirements out
[url]https://www.oculus.com/blog/powering-the-rift/[/url][/QUOTE]
So we need that Tri-SLI now.
Just get a 980 in Q1 2016, more than enough for the CV1 and most likely cheaper than it is now.
[editline]15th May 2015[/editline]
The full recommended setup
[quote]NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
2x USB 3.0 ports
Windows 7 SP1 or newer[/quote]
[QUOTE=Orkel;47730088]Rift specs and requirements out
[url]https://www.oculus.com/blog/powering-the-rift/[/url][/QUOTE]
what specs?
Didn't they say a while ago that an SLI setup would be best?
Having specs is rather silly, no? You could be playing minecraft or the witcher 3 in the rift and would need very different hardware
[QUOTE=thrawn2787;47730225]Having specs is rather silly, no? You could be playing minecraft or the witcher 3 in the rift and would need very different hardware[/QUOTE]
They're planning on having Oculus approved games aren't they? Probably just means you can play the game on at least the minimum settings.
[QUOTE=thrawn2787;47730225]Having specs is rather silly, no? You could be playing minecraft or the witcher 3 in the rift and would need very different hardware[/QUOTE]
Yeah, there will be games that require less. The recommended specs are more of a guideline that Oculus wants developers to follow.
[quote][B]The goal is for all Rift games and applications to deliver a great experience on this configuration by default.[/B] We believe this “it just works” experience will be fundamental to VR’s success, given that an underperforming system will fail to deliver comfortable presence.
The recommended spec will stay constant over the lifetime of the Rift. As the equivalent-performance hardware becomes less expensive, more users will have systems capable of the full Rift experience. [B]Developers, in turn, can rely on Rift users having these modern machines, allowing them to optimize their game for a known target, simplifying development.[/B][/quote]
yeah, it's going to be used as a guideline for developers and a way to predict performance for games
[editline]15th May 2015[/editline]
fucking ninja'd damnit orky
Steep but expected.
[img]http://i.imgur.com/6vz7yrR.jpg[/img]
When can we expect to hear the specs of the CV1 itself do you think? Also, did they say they're going to show off input at E3 or do I remember it all wrong?
[QUOTE=asXas;47730581]When can we expect to hear the specs of the CV1 itself do you think? Also, did they say they're going to show off input at E3 or do I remember it all wrong?[/QUOTE]
They will talk about input and the specs in the upcoming weeks. So far they only revealed the PC you'll need to run most Rift titles, and that the CV1 is 2160x1200 @90HZ.
I wonder if the i5-2500k's still suitable, or if it needs the 3% core speed increase of the 4950.
i just so happen to have basically that exact recommended specs (I built this computer specifically for the rift)
in reality i'll probably need to buy another 970 for SLI
I have a feeling most games will target lowers specs for a bigger target audience, so I don't think using say a 770 would be a problem for most games
[QUOTE=woolio1;47730813]I wonder if the i5-2500k's still suitable, or if it needs the 3% core speed increase of the 4950.[/QUOTE]
haha yes it should be fine
graphics card is the most important thing
[QUOTE=Orkel;47731074]haha yes it should be fine
graphics card is the most important thing[/QUOTE]
alright, now i know what to spend my money on
Ironically my biggest bottleneck is USB 3.0
My motherboard only has one USB 3.0 lol and literally nothing uses it. And my mobo is somewhat current
The new SDK also includes Positional Timewarp
[quote]
Positional Timewarp
One possible way to address positional judder is to implement full positional warping, which applies both translation and orientation fixups to the original rendered frame. Positional warping needs to consider the depth of the original rendered frame, displacing parts of the image by different amounts. However, such displacement generates dis-occlusion artifacts at object edges, where areas of space are uncovered that don’t have data in the original frame.
Additionally, positional warping is more expensive, can’t easily handle translucency, has trouble with certain anti-aliasing approaches, and doesn’t address the other ATW artifacts discussed below.[/quote]
[QUOTE=EcksDee;47729646]What if in the heat of the game you grab something really fucking hard and break the locking mechanism.[/QUOTE]
Well, they said in the video that parts would be made out of metal.
[quote]For testing purpose, the prototype was 3d-printed: To improve rigidity, the braking system will be redesigned and made with metal pieces when actually manufactured[/quote]
Something like titanium could maybe withstand some force.
Palmer confirms high pixel fill rate for CV1 display!
[url]https://twitter.com/palmerluckey/status/599306843404541953[/url]
[quote]CV1 displays are on the cutting edge of current display fabrication technology. Low persistence/high fill/90hz/global update is critical![/quote]
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