[QUOTE=bitches;47896766]If you're actually arguing that phones provide presence, you're not a valid source of any information.
[/QUOTE]
Presence is a completely subjective matter get over yourself.
[QUOTE=kimr120;47898758]Sounds like some kind of interlace[/QUOTE]
It's not interlace or motion blur, it's something called time warp
Basically what it means is head rotation is monitored by the computer or console, and it warps the previous frame based on rotation or position or both. In VR you would want rotation only as position causes ugly visual artifacts as seen in the video below.
It makes head rotation feel and look smoother and more responsive, and reduces delay in between movement and reaction on screen. Even a single frame would look and feel as responsive as whatever the refresh rate is (when rotating your head)
One of the reasons they chose a 120hz screen is so they can render VR games at 60fps, and utilize time warp to make turning your head look and respond like 120fps. If they had used a 90hz screen they'd have to either run the prettier VR games at 45fps which is bad. Also, devs have the option to choose simpler graphics at native 120fps. Time warp also works even if the fps is the same as the refresh rate, in which case it will still make the latency feel lower.
More info on how time warp works.
[url]http://www.extremetech.com/gaming/181093-oculus-rifts-time-warping-feature-will-make-vr-easier-on-your-stomach[/url]
This video from the article explains it in better detail with good examples.
[video=youtube;WvtEXMlQQtI]http://www.youtube.com/watch?v=WvtEXMlQQtI[/video]
[QUOTE=CrimsonChin;47899623]One of the reasons they chose a 120hz screen is so they can render VR games at 60fps and the time warp makes things feel smoother, if they used a 90hz screen they'd have to use 45fps which is definitely not enough for VR. [/QUOTE]
Yeah, it seems they designed the screen tech around that technique. The difference between 90hz and 120hz is almost negligible from what people have said though, so I don't think the Morpheus will feel smoother. One other advantage the consumer Rift and Vive will have is the dual display (making hardware IPD adjustment possible), and the global pixel update (not sure if the Morpheus supports that or if it's still using rolling-update).
Apparently newest Win10 build supports DK2 on DX12
[url]http://www.reddit.com/r/oculus/comments/38xxht/breaking_win_10_wddm_20_amd_1520010235_driver[/url]
[url]https://forums.oculus.com/viewtopic.php?f=34&t=24052&p=276980#p276980[/url]
[QUOTE=Orkel;47900334]Apparently newest Win10 build supports DK2 on DX12
[url]http://www.reddit.com/r/oculus/comments/38xxht/breaking_win_10_wddm_20_amd_1520010235_driver[/url]
[url]https://forums.oculus.com/viewtopic.php?f=34&t=24052&p=276980#p276980[/url][/QUOTE]
A great step toward a more streamlined and user-friendly set up process.
[QUOTE=Clavus;47900239]Yeah, it seems they designed the screen tech around that technique. The difference between 90hz and 120hz is almost negligible from what people have said though, so I don't think the Morpheus will feel smoother. One other advantage the consumer Rift and Vive will have is the dual display (making hardware IPD adjustment possible), and the global pixel update (not sure if the Morpheus supports that or if it's still using rolling-update).[/QUOTE]
I knew some cameras had rolling updates (well, shutter) but I didn't know displays had that. Is it common for OLED to have that?
[QUOTE=CrimsonChin;47900718]I knew some cameras had rolling updates (well, shutter) but I didn't know displays had that. Is it common for OLED to have that?[/QUOTE]
That's how most displays work. I don't think there's a display that has global update yet, because of the way resistance works. We can get pretty close, though.
[QUOTE=Clavus;47901425]SteamVR developer kit setup pamphlet: [url]https://imgur.com/a/FDUwM[/url][/QUOTE]
I love that they use the portal figures for all of their instruction-related things, even if they aren't portal related
Oh yeah, so in that instruction guide, there is a link to a developers forum for people messing with the Vive, which is accessable by any average joe:
[url]http://steamcommunity.com/app/358720/discussions/[/url]
Its mostly troubleshooting at this point, but its still an interesting read if you're really aching for some VR related stuff.
Just got cardboard, tested it on iPhone 5S. Besides my screen being a bit too small and missing the presence as people say, it's quite cool and the future for VR definitely looks promising.
Unity 5.1 just released with integrated Rift support: [url]http://blogs.unity3d.com/2015/06/09/unity-5-1-is-here/[/url]
[url]http://www.reddit.com/r/oculus/comments/3968y0/some_final_cv1_images_probably_buried_in_the_css/[/url]
[QUOTE]
[IMG]http://i.imgur.com/tfChGN1.jpg[/IMG]
[IMG]http://i.imgur.com/VqYSRhT.jpg[/IMG]
[IMG]http://abload.de/img/oculusinput3fus8.jpg[/IMG][/QUOTE]
[QUOTE][IMG]http://i.imgur.com/t9YDcWR.jpg[/IMG][/QUOTE]
edit:
[url]https://www.reddit.com/r/oculus/comments/3968y0/some_final_cv1_images_probably_buried_in_the_css/cs0p260[/url]
[QUOTE]This is an old placeholder concept image that we accidentally leaked. Everything in it is ancient, certainly nowhere close to final (as evidenced by the GPU specs and the game named "war")
Enjoy checking it out, at this point, but don't expect everything to carry through to the stream on the 11th.
[/QUOTE]
heh, 9800 GT
[editline]9th June 2015[/editline]
I don't like their new logo.
[url]https://www.oculus.com/en-us/[/url]
Countdown until the event.
New logo is a bit bland.
new logo sucks, old one was excellent.
[QUOTE=alien_guy;47915155]new logo sucks, old one was excellent.[/QUOTE]
it was also hella generic and lots of companies have had similar eye logos [i]for decades[/i] and I'd half expect a final product to get hounded by numerous sources for copyright infringement
[t]http://logok.org/wp-content/uploads/2014/03/CBS-logo-old.png[/t]
in a similar vein, 75% of photographers you find out there have an aperture logo, which while being an understandable conclusion (and sometime hilarious when they literally steal the aperture science logo entirely), is incredibly not creative and shows that the person making that choice isn't a designer. You know who's a one-man show and who's a group who's invested a lot into being a full studio with equipment and advertising.
It'd be pretty terrible if such a huge investment like oculus ended up sticking to the graphic design choice of their initial small non-graphic-designer-employing studio
yeah but now instead of being generic it's shit
While I agree (their previous logo wasn't that great) the current logo is still pretty bad. It just looks like it is a mislabeled button on the website, and is totally boring/unmemorable.
They would have honestly been better if they axed the logo pictogram entirely and just went with the strong typographic logo using the same typography they are using now.
I'll agree it's way to minimal/~futuristic~ at the moment, could [I]probably[/I] get away with the current logo if it had like, one or two more details added to it
if that stuff isn't much different from what they announce, I've gotta say I'm going vive for sure.
[QUOTE=Scot;47915408]yeah but now instead of being generic it's shit[/QUOTE]
[I]0/10 logo is terrible fuck it I'm done with VR[/I]
[QUOTE=Beacon;47915951]if that stuff isn't much different from what they announce, I've gotta say I'm going vive for sure.[/QUOTE]
what are you talking about?
it doesn't list any features
that whole thing is just concept visuals
what are you crying about?
Waiting for Oculus still. Vive may be coming out first, but I'm going to stay on the ship I started sailing in.
[QUOTE=Daemon White;47916256]Waiting for Oculus still. Vive may be coming out first, but I'm going to stay on the ship I started sailing in.[/QUOTE]
that's ridiculous
you shouldn't buy an inferior product unless it costs significantly less, just for the sake of hype-loyalty
not that we actually know anything yet
[quote][img]http://abload.de/img/oculusinput3fus8.jpg[/img][/quote]
You know, that trackpad looks exactly like those on the Steam controller. Makes me wonder if they've still got some things going with Valve in the background. Could be that they include this simple input by default, but also announce compatibility with the Lighthouse system. That'd be grand.
[editline]9th June 2015[/editline]
I mean, they're not going to set a GTX 970 as min-spec GPU and then ask you to play with a remote would they?
the remote would be wonderful for basic stuff that only requires navigation and maybe one or two buttons. (I do that a lot with architectural tour junk). Saves the pain of having a person who's not experienced with a controller fiddling for five minutes trying to remember which joystick does what or why pulling the trigger doesn't make you move forward and why they keep jumping every time they accidentally mash literally every button just trying to grip the thing
Yea, but that controller seems bad for VR games. I hope this "simple input" isn't the final solution (which it won't be if Palmer is to be believed)
Their logo should somehow involve 2 eyes. It is VR, after all.
[QUOTE=bitches;47916281]not that we actually know anything yet[/QUOTE]
That's exactly why I haven't ditched Oculus yet. I don't know what their specs are currently / officially compared to the Vive. We don't have a solid release price yet either.
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