• Oculus Rift / Virtual Reality General
    4,360 replies, posted
I'm currently leaning mostly towards the vive, but I will wait and see what seems best. Will both headsets support binaural audio, or was that scrapped?
[QUOTE=Daemon White;48197022][B]I've said it before. No sense in jumping ship when the one you set sail on is still doing fine.[/B] I'll most likely get a CV1. But I'm also waiting for both "final" consumer versions to come out and have a fair contest to see which one I should get. Comparing two Development kits isn't exactly the best way to determine the final outcome.[/QUOTE] That's an extremely stupid thing to say about technology. Just buy whichever is better, I didn't wait for the Rift, I waited for a good VR headset. I'm just leaning towards the Vive purely because of Steam, but if in the end Oculus seems like the better choice then I'll go with that. It just seems like with the Vive comes a more... complete experience?
For the longest time I was all Oculus, but now I'm incredibly conflicted about the whole thing.
[QUOTE=kyle877;48201719]For the longest time I was all Oculus, but now I'm incredibly conflicted about the whole thing.[/QUOTE] Same here, but the Vive converted me real quick-like.
The thing that's personally selling the Vive for me is that it's completely nailed the positional tracking. I mean, there's literally no more precise of a way to measure it. Oculus is using esentially webcam tracking, which I'm sure may be accurate but considering it's a camera you'll have slight errors, either due to other bright lights blocking the sensor ( if the sun shines on it, you're fucked mate ). Oculus are also amost entirely basing their angles on accelerometers alone, which whilst good you'll get systematic errors over time. the rift will be cheaper, and probably just as good as the vive, and I really shouldn't be swayed either way. The vive does look better, but at the end of the day it is really down to whom is cheaper for me
Thing about the Vive is I guarantee the whole package, controllers and all, will be a lot more expensive than the full Oculus package and that would be a dealbreaker for me. basically what he said
[QUOTE=Instant Mix;48201967]The thing that's personally selling the Vive for me is that it's completely nailed the positional tracking. I mean, there's literally no more precise of a way to measure it. Oculus is using esentially webcam tracking, which I'm sure may be accurate but considering it's a camera you'll have slight errors, either due to other bright lights blocking the sensor ( if the sun shines on it, you're fucked mate ). Oculus are also amost entirely basing their angles on accelerometers alone, which whilst good you'll get systematic errors over time.[/QUOTE] I don't understand why the camera would be more inaccurate. They have a lot of tracking points so errors are nil, and saying Oculus bases their tracking 'almost entirely' on accelerometers alone after just talking about the camera is silly. The camera on the DK2 already prevents ANY sort of drift because you have a solid reference point. The accelerometers poll quicker so they're used for 'inbetween' frames, but that's not enough time to introduce any significant errors. Even the Vive has accelerometers for that reason.
[QUOTE=Scot;48202030]Thing about the Vive is I guarantee the whole package, controllers and all, will be a lot more expensive than the full Oculus package and that would be a dealbreaker for me. basically what he said[/QUOTE] how do you figure the full on Oculus setup will cost less than the Vive for equivalent performance? IIRC you might need to buy a bunch of the Oculus cameras to cover the same space as the Vive and those things probably aren't cheap
yeah, after additional tracking camera(s) and Oculus Touch, I'd definitely wager a total cost equal to or more than the Vive.
Because Oculus has Facebook money to subsidise the cost.
Except they backed away from their early statements about selling at cost
[QUOTE=Scot;48202689]Because Oculus has Facebook money to subsidise the cost.[/QUOTE] and Valve has HTC money to subsidize the Vive. HTC is a bigger company than Facebook, lol. plus HTC actually manufactures electronics, while facebook is going to have outsource it, which is going to add to the per-unit cost.
[QUOTE=Timebomb575;48202747]HTC is a bigger company than Facebook, lol. [/QUOTE] what fucking planet do you live on
[QUOTE=Scot;48202828]what fucking planet do you live on[/QUOTE] one were people completely misremember things and are incapable of checking wikipedia apparently :v:
[QUOTE=Timebomb575;48202895]one were people completely misremember things and are incapable of checking wikipedia apparently :v:[/QUOTE] They've been struggling for a while now, their phones don't sell as well as they used to.
I wonder how much a barf-a-thon this is going to be. I'd imagine this is going to be like reading a book in a bus, except reverse, your point of view is moving without your body. Also, how are you going to keep track of your hands position on the keyboard? You have no view of the outside world. These thought just surfaced when reading of this. I am going to be very careful with purchasing any of these products. Though playing Elite: Dangerous with VR would be LSD trip tier weird-awesome.
[QUOTE=NeverGoWest;48203003]I wonder how much a barf-a-thon this is going to be. I'd imagine this is going to be like reading a book in a bus, except reverse, your point of view is moving without your body. Also, how are you going to keep track of your hands position on the keyboard? You have no view of the outside world. These thought just surfaced when reading of this. I am going to be very careful with purchasing any of these products. Though playing Elite: Dangerous with VR would be LSD trip tier weird-awesome.[/QUOTE] I can tell you're new to this whole thing
Here are my thoughts: I don't give a toss if I can track a whole room. I'm probably going to spend most of my time seated at my desk, because I don't have a spare room I can clear out and I don't trust myself to walk around blind. I would probably kill myself in some tragic but hilarious VR incident. The Oculus does everything I want out of a VR headset. I can sit down, stick it on my face, and play games. I'm not looking for anything more than that.
[QUOTE=woolio1;48203727]Here are my thoughts: I don't give a toss if I can track a whole room. I'm probably going to spend most of my time seated at my desk, because I don't have a spare room I can clear out and I don't trust myself to walk around blind. I would probably kill myself in some tragic but hilarious VR incident. The Oculus does everything I want out of a VR headset. I can sit down, stick it on my face, and play games. I'm not looking for anything more than that.[/QUOTE] There's no way I could go back to seated-only VR after using the Vive for a while. You're way too limited sitting down.
[QUOTE=woolio1;48203727]Here are my thoughts: I don't give a toss if I can track a whole room. I'm probably going to spend most of my time seated at my desk, because I don't have a spare room I can clear out and I don't trust myself to walk around blind. I would probably kill myself in some tragic but hilarious VR incident. The Oculus does everything I want out of a VR headset. I can sit down, stick it on my face, and play games. I'm not looking for anything more than that.[/QUOTE] The Vive shows you the walls in-game if you get too close, so you're not walking around blind. Did you really think nobody in the dev team would think of that? :) And ehh, I think you'd be surprised how fun that can be. How epic would it be to sort of walk around your own spaceship, even if it's just the captain's room?
[QUOTE=Beacon;48203052]I can tell you're new to this whole thing[/QUOTE] I followed it for a bit when it was very early and thought "Huh, yeah probably just another try at the same old dead end technology" and stopped thinking about it. Now that I can see that Oculus have made serious progress, enough for major companies to take them seriously and start competing on the market, I am starting to think if they figured out a fancy pansy way to prevent motion sickness.
[QUOTE=NeverGoWest;48204296]I followed it for a bit when it was very early and thought "Huh, yeah probably just another try at the same old dead end technology" and stopped thinking about it. Now that I can see that Oculus have made serious progress, enough for major companies to take them seriously and start competing on the market, I am starting to think if they figured out a fancy pansy way to prevent motion sickness.[/QUOTE] Hardware-wise it's pretty much settled. The tracking is solid and the visuals crisp and low-latency. The ball is in the court of the game designers. Some game genres are a better fit than others. But everyone's convinced it's no longer a big issue.
[QUOTE=NeverGoWest;48204296]I followed it for a bit when it was very early and thought "Huh, yeah probably just another try at the same old dead end technology" and stopped thinking about it. Now that I can see that Oculus have made serious progress, enough for major companies to take them seriously and start competing on the market, I am starting to think if they figured out a fancy pansy way to prevent motion sickness.[/QUOTE] motion tracking latency is the biggest factor when it comes to motion sickness, and basically all models these days have completely eliminated it, or reduced it to the point that we no longer are able to perceive it. evidently there are still a very, very small number of people that are very sensitive to it, and still get VR sickness, but the vast, overwhelming majority of people have no issues. [quote] The physiology behind VR sickness is not currently clearly understood. Fortunately, research has uncovered some clear indications of certain conditions that cause VR sickness. It seems that the images projected from virtual reality have a major impact on sickness. [B]The refresh rate of on-screen images is often not high enough when VR sickness occurs. Because the refresh rate is slower than what the brain processes, it causes a discord between the processing rate and the refresh rate, which causes the user to perceive “glitches” on the screen.[/B] When these two components do match up, it can cause the user to experience the same feelings as simulator and motion sickness which is mentioned below.[/quote] the refresh rates on the consumer HMDs is so high that you basically have no chance of noticing it, provided your computer has the power to keep the framerate up. [editline]14th July 2015[/editline] If you're worried about it, and you have a decently high end phone, it might be worth the ~$10 (at most) investment for a [url=http://flash.newegg.com/Product/9SIA82T2YZ4798?nm_mc=KNC-GoogleAdwordsNF-PC&cm_mmc=KNC-GoogleAdwordsNF-PC-_-pla-_-TV+Accessories-_-9SIA82T2YZ4798&gclid=COW65syO28YCFQgtaQodYv4C3Q&gclsrc=aw.ds]Google Cardboard[/url], which basically turns your phone into the screen for a VR headset. It provides a really low-end experience obviously, but if you can handle that without getting sick, you'll be absolutely fine with any actual HMD.
[QUOTE=NeverGoWest;48203003]Also, how are you going to keep track of your hands position on the keyboard? You have no view of the outside world.=[/QUOTE] have you never used a keyboard before? or maybe keyboards in denmark don't have finger position nubs
[QUOTE=bitches;48204943]have you never used a keyboard before? or maybe keyboards in denmark don't have finger position nubs[/QUOTE] Plus the fact that I don't think any current VR setups are intended to be used with mouse/keyboard
[QUOTE=NeverGoWest;48204296]I followed it for a bit when it was very early and thought "Huh, yeah probably just another try at the same old dead end technology" and stopped thinking about it. Now that I can see that Oculus have made serious progress, enough for major companies to take them seriously and start competing on the market, I am starting to think if they figured out a fancy pansy way to prevent motion sickness.[/QUOTE] The "motion sickness" problem with VR was solved a long time ago You don't get motion sickness in current generation VR hardware (and even with older gen hardware you didn't get it except if you were really susceptible to it or the game was bad). The only thing that can cause motion sickness now is if you are very sensitive to it, and if the game was designed in a way that can trigger it (spinning you around a lot, taking control over the camera for you, etc).
Basically you get motion sickness from shit that would get you sick in real life. Doing loopty loops in a VR jet plane will still make you barf unsurprisingly.
[QUOTE=Ziks;48203801]There's no way I could go back to seated-only VR after using the Vive for a while. You're way too limited sitting down.[/QUOTE] Yeah, well, that sucks I guess, but I can't do anything about it. If this is all the space I have, why would I even bother worrying about room-scale VR? Unless you're willing to pay for the addition to my house, anyway. [IMG]http://i.imgur.com/niPtGT4l.jpg[/IMG] Bed's two feet to my left, and the front half of my room is another two bookcases, a television, and a couch. It's not a matter of not wanting to do room scale VR, I just physically can't. It's beyond possibility for me. Sure, it may be a better system for tracking, but if I'm never going to be able to take advantage of it, why would I buy one just on the possibility? That's something for further down the road, or a VR arcade if such things ever end up existing. I can't dedicate a whole room to walking around with a headset, and I'm sure most people can't either.
[QUOTE=woolio1;48205417]Yeah, well, that sucks I guess, but I can't do anything about it. If this is all the space I have, why would I even bother worrying about room-scale VR? Unless you're willing to pay for the addition to my house, anyway. [IMG]http://i.imgur.com/niPtGT4l.jpg[/IMG] Bed's two feet to my left, and the front half of my room is another two bookcases, a television, and a couch. It's not a matter of not wanting to do room scale VR, I just physically can't. It's beyond possibility for me. Sure, it may be a better system for tracking, but if I'm never going to be able to take advantage of it, why would I buy one just on the possibility? That's something for further down the road, or a VR arcade if such things ever end up existing. I can't dedicate a whole room to walking around with a headset, and I'm sure most people can't either.[/QUOTE] There's no VR arcade, but there's Arcade in VR.
[QUOTE=woolio1;48205417]Yeah, well, that sucks I guess, but I can't do anything about it. If this is all the space I have, why would I even bother worrying about room-scale VR? Unless you're willing to pay for the addition to my house, anyway. [IMG]http://i.imgur.com/niPtGT4l.jpg[/IMG] Bed's two feet to my left, and the front half of my room is another two bookcases, a television, and a couch. It's not a matter of not wanting to do room scale VR, I just physically can't. It's beyond possibility for me. Sure, it may be a better system for tracking, but if I'm never going to be able to take advantage of it, why would I buy one just on the possibility? That's something for further down the road, or a VR arcade if such things ever end up existing. I can't dedicate a whole room to walking around with a headset, and I'm sure most people can't either.[/QUOTE] Unless you live in a one room studio apartment I assume you have some sort of common room/living room/family room/larger room with enough space to accommodate a VR space occasionally. Its not like you need to have a holodeck room set up permanently for VR or anything. You can set up any sufficiently sized space as a VR space by sliding some furniture around. And if you don't want to move your PC temporarily, you could probably use signal boosters to lengthen your cables. [editline]14th July 2015[/editline] What Im saying is, Im willing to bet a lot of people have plenty of space for a VR area. Most people who've moved out of their parents house probably don't keep their PC in their bedroom.
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