• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
What if they streamed 45fps wirelessly and use the small mounted computer to ASW+ATW it to smooth 90fps, that way it wouldn't take as much bandwidth. ASW is more complex than reprojection, it basically feels exactly like 90fps with only certain fast movements causing small artifacts, but most of the time it is unnoticeable.
[QUOTE=Orkel;51171705]What if they streamed 45fps wirelessly and use the small mounted computer to ASW+ATW it to smooth 90fps, that way it wouldn't take as much bandwidth. ASW is more complex than reprojection, it basically feels exactly like 90fps with only certain fast movements causing small artifacts, but most of the time it is unnoticeable.[/QUOTE] You can't really do that because ASW doesn't just use previous frame, it also uses depth data and whatnot, which is no longer present in the final frame sent over to the display. [editline]8th October 2016[/editline] [QUOTE=Orkel;51171524][url]http://www.pcgamer.com/this-is-what-oculus-new-wireless-prototype-rift-is-like/[/url][/QUOTE] Oh god, don't read the comments. I filled out half my new VR hater bingo card.
Just found this on amazon. [T]https://dl.dropboxusercontent.com/u/71184478/ShareX/2016/10/chrome_2016-10-08_19-13-15.png[/T] Open your wallets those of us in the UK. :(
[QUOTE=Clavus;51171881]You can't really do that because ASW doesn't just use previous frame, it also uses depth data and whatnot, which is no longer present in the final frame sent over to the display. [editline]8th October 2016[/editline] Oh god, don't read the comments. I filled out half my new VR hater bingo card.[/QUOTE] Depth data is just a 4th channel to the RGB of video. Like transparency.
Tom's Hardware also has a nice write-up of the untethered Rift prototype: [url]http://www.tomshardware.com/news/oculus-rift-untethered-project-santa-cruz,32830.html[/url] [editline]8th October 2016[/editline] [QUOTE=Ott;51171987]Depth data is just a 4th channel to the RGB of video. Like transparency.[/QUOTE] Depth values usually need a higher precision than a single color channel though. Anyway, Orkel's idea might be doable as long as you don't require as much extra data for creating an ASW frame compared to sending a whole extra frame.
so with Touch the Vive and Rift are about the same price
I have an interview with MS about a VR intern opportunity :dance:. Now I just have to fool them into thinking I'm competent..
[QUOTE=J!NX;51172318]so with Touch the Vive and Rift are about the same price[/QUOTE] Yup. Though Oculus recommends a third camera ($80) for room-scale setups, but you can now also get away with a cheaper computer due to the lowered spec. In the end it's all in the same ballpark.
[QUOTE=J!NX;51172318]so with Touch the Vive and Rift are about the same price[/QUOTE] Rift+Touch bundle is $1 cheaper!!!!!!
All I want is the Vive 2.0 to have twice the clarity and I'm 👌👌👌 [editline]8th October 2016[/editline] [QUOTE=Orkel;51172364]Rift+Touch bundle is $1 cheaper!!!!!![/QUOTE] looks like the rift wins bar none guys vive fails in this
[QUOTE=Clavus;51172356]Yup. Though Oculus recommends a third camera ($80) for room-scale setups, but you can now also get away with a cheaper computer due to the lowered spec. In the end it's all in the same ballpark.[/QUOTE] notably, while they do recommend additional coverage to eliminate tracking occlusion if not taking their recommendation to have two forward facing cameras, [t]https://i.imgur.com/PCyhg8T.jpg[/t] what people tend to call "roomscale" is what they are calling "360"; two cameras in opposing corners work the same
Yeah it's obviously becoming a bit of a mess when you have different metrics being thrown around for room-scale VR, standing VR, 360 VR, seated VR, etc :v: Half the discussion on the subreddits so far has been people misunderstanding the difference between "recommended" and "required", and using different definitions while talking right past each other.
Why the fuck is Serious Sam VR priced at 40$ when it's being released as an Early Access side project? That seems grossly overpriced for a wave shooter, let alone one that is in Early Access. It also doesn't help that the only other Early Access Serious Sam title is basically being treated like a community mod that gets an update like once a year. The new episode that's being promised on the store page will probably also never be released.
[QUOTE=Doom64hunter;51172604]Why the fuck is Serious Sam VR priced at 40$ when it's being released as an Early Access side project? That seems grossly overpriced for a wave shooter, let alone one that is in Early Access.[/QUOTE] And don't forget they are reusing assets from Serious Sam 3, a 5 year old game, again. They already did that with Egypt levels in The Talos Principle. [QUOTE=Doom64hunter;51172604]It also doesn't help that the only other Early Access Serious Sam title is [U]basically being treated like a community mod[/U] that gets an update like once a year. The new episode that's being promised on the store page will probably also never be released.[/QUOTE] That IS a community mod. It is made by a guy who did internship at Croteam and a bunch of other fans.
Alright, so I don't know what happened, but now I suddenly find my headphone jack to not work. I know Windows is sending audio to my Vive, I can see the bars moving in the audio manager. I tried mirroring audio to both the Realtek and Vive, but nothing plays when I plug my headphones into the headset. It was working just fine last night, too.
[QUOTE=bitches;51172378]notably, while they do recommend additional coverage to eliminate tracking occlusion if not taking their recommendation to have two forward facing cameras, [t]https://i.imgur.com/PCyhg8T.jpg[/t] what people tend to call "roomscale" is what they are calling "360"; two cameras in opposing corners work the same[/QUOTE] You should of watched 20 seconds after that. [t]http://i.imgur.com/locqITL.png[/t]
[QUOTE=Sivics;51175804]You should of watched 20 seconds after that. [t]http://i.imgur.com/locqITL.png[/t][/QUOTE] yeah no shit? I'm not sure what your point is my point was that they're clearly not defining playing space terminology in the same way that Valve is Touch has already been extensively proven to work great, so what is your problem?
So what's the difference between room scale and 360 exactly
[QUOTE=Ryo Ohki;51176522]So what's the difference between room scale and 360 exactly[/QUOTE] Oculus is promoting flawless tracking experiences above anything else; that's a part of why they're pushing a two forward facing camera setup (instead of two opposing corners) with their main marketing. They'd rather people make content for the common denominator of available playspace to help VR get widespread adoption, and within such small spaces they recommend two forward cameras. This is because, with either the Rift or Vive, a two opposing corner tracking setup means that you can occlude a controller's tracking by blocking it with the other hand on one side, and your body on the other. They made a point of saying that you can have 360 degree tracking experiences with only two opposing corners, but insist that consumers spending over a thousand dollars on VR between the computer and the VR hardware should have three points of tracking reference if they're serious about having flawless tracking. Given all the videos of Touch with two corner setups working great, there is no rational reason to doubt them in this.
You didn't really answer my question I don't know about the rift but there's no occlusion problems with the Vive if it's set up correctly, I know that from personal experience
I can't speak for Oculus. I'm just going by the proof that it works great and what they've said their goals are. If I had to guess what they specifically mean, it's that mostly standing in place for something like a wave shooter is "360" and really moving about in a playing space that requires intimate hand interactions is "roomscale".
So the Rift's "360" is Vive's "Standing" and "Room scale" is still Room scale
[QUOTE=Sivics;51175804]You [B]should of[/B] watched 20 seconds after that.[/QUOTE] [url=http://www.elearnenglishlanguage.com/blog/english-mistakes/should-have-vs-should-of/]m8 pls[/url] lemme just grammar nazi a bit
[QUOTE=Ryo Ohki;51176960]So the Rift's "360" is Vive's "Standing" and "Room scale" is still Room scale[/QUOTE] and Oculus has a different philosophy on what kind of small-scale hand interactions players should be having with their environment, resulting in a greater desire for additional tracking perspectives
For real though third party peripherals are going to be sweet
[QUOTE=bitches;51176971]and Oculus has a different philosophy on what kind of small-scale hand interactions players should be having with their environment, resulting in a greater desire for additional tracking perspectives[/QUOTE] Earlier you said 360 and room scale was the same thing though Denial is no good, friend
[QUOTE=Ott;51176997]For real though third party peripherals are going to be sweet[/QUOTE] Yeah I'm actually wondering what the Rock Band accessory is that supposedly ships with every Touch, and if it can serve as a blueprint for other types of peripherals.
it's possible to move your steamvr bounds in real time, right? someone needs to make a hack of some kind that allows you to move your bounds as a way of locomotion in any game [editline]9th October 2016[/editline] or make a custom openvr vive driver with a position offset you can change in real time
[QUOTE=Shadaez;51177644]it's possible to move your steamvr bounds in real time, right? someone needs to make a hack of some kind that allows you to move your bounds as a way of locomotion in any game [editline]9th October 2016[/editline] or make a custom openvr vive driver with a position offset you can change in real time[/QUOTE] you mean like [url=https://www.youtube.com/watch?time_continue=42&v=pW6nlLV88Zk]this[/url]? it didn't get popular because pacing back and forth is even less fun than teleporting
[QUOTE=Ryo Ohki;51176522]So what's the difference between room scale and 360 exactly[/QUOTE] in a 360 configuration you can turn your back to one camera and cover one controller with the other. Adding a third camera prevents this from happening.
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