[QUOTE=SEKCobra;51628447]Ok this is just childish, you are telling me the picture doesn't look like what the Vive looked like [B]to me.[/B][/QUOTE]
Well it's not what the Vive looks like so obviously the one you used had something wrong with it. I imagine that VR store setups that have a ton of different people using them probably isn't good for the headset.
Simkas, you're not really adding anything to the conversation with all of that. Pretty much everything has been said and done.
SEK didn't see a very good picture, most likely it was due to a poorly adjusted headset, it happens.
Honestly at this point I'm not sure what there's to really debate or argue about.
In his opinion the display could be better.
Honestly, despite me almost never noticing the pixels, I agree, the displays could be better, however, it would also make them much more expensive, as at this point you'd have to go for 4k or 5k, and that would be even more difficult for current hardware to push for VR.
There is ONE headset with true VR in mind going for that, and that is StarVR. Though I doubt it's ever going to get a consumer release, and will likely just be in IMAX Theaters (since they're funding it)
[QUOTE=Dracon;51628532]Simkas, you're not really adding anything to the conversation with all of that. Pretty much everything has been said and done.
SEK didn't see a very good picture, most likely it was due to a poorly adjusted headset, it happens.
Honestly at this point I'm not sure what there's to really debate or argue about.
In his opinion the display could be better.
Honestly, despite me almost never noticing the pixels, I agree, the displays could be better, however, it would also make them much more expensive, as at this point you'd have to go for 4k or 5k, and [B]that would be even more difficult for current hardware to push for VR[/B].
There is ONE headset with true VR in mind going for that, and that is StarVR. Though I doubt it's ever going to get a consumer release, and will likely just be in IMAX Theaters (since they're funding it)[/QUOTE]
Have and will never understand this argument, you can push whatever render resolution you want to a display, if you need perf just lower the framebuffer size. A 4k headset where the only thing at full res was a text layer would still be worth it.
[QUOTE=SEKCobra;51628374]I included a random google result showing pretty well what the picture looked like on the Vive, that's a fact. Because I am the one doing the comparison. There were at best minor differences in the quality of that DK2 picture compared to the Vive and I never claimed it is what the Vive looks like. It's a great indication of everything not good about the picture quality tho.
[editline]5th January 2017[/editline]
Or are you seriously claiming the Vive doesn't look anything like that? Because the one I used looked almost exactly like that.[/QUOTE]
Consider a few things that come along with doing a store demo: The lenses could be blurred/smudged from previous users. They could be scratched by people's glasses or improperly cleaned by employees/customers. The IPD likely wasn't adjusted since apparently the guy giving your demo didn't even realize that was a thing. The screen distance likely wasn't adjusted either. The headset itself most likely wasn't adjusted properly for your head, you have to adjust both the sides [I]and[/I] the top strap to get it fit properly and to a point where the image is focused correctly. You also, as far as I can tell, only played Google Earth VR and a Star Wars demo. Google Earth is a nice and crisp experience but the Star Wars demo is pretty blurry/aliased on its own, this is an issue with certain VR games. If you tried The Lab you would have gotten to see the gold standard for VR rendering imo, by far the crispest and smoothest experience to date.
The point is, you did a shitty in-store demo and you're trying to tell people who live and breathe these little gadgets that their gadgets have poor visual quality.. Meanwhile we're all sitting here with our own shiny, new, clean and cared for headsets telling you that isn't true. Who do you think has the more accurate reading here?
[QUOTE=SEKCobra;51628447]Can someone maybe take a photo through the Vive lens?
Ok this is just childish, you are telling me the picture doesn't look like what the Vive looked like [B]to me.[/B][/QUOTE]
Man there comes a point where you have to say "whoops, yeah, I posted a picture of a lower resolution older gen devkit, that's my bad". This is embarrassing...
VR could use some higher res, sure, I get it, but that was a fuckup.
[QUOTE=Elspin;51628622]Man there comes a point where you have to say "whoops, yeah, I posted a picture of a lower resolution older gen devkit, that's my bad". This is embarrassing...
VR could use some higher res, sure, I get it, but that was a fuckup.[/QUOTE]
No, it's literally what the Vive looked like (barring minior differences) and no matter how much anyone tries to tell me it isn't, it is.
If you buy a Vive right now and it arrives new in box looking like that DK2 picture, I'll comp your Vive lol
You know, except it isn't.
[url]http://imgur.com/a/5gPLC[/url]
Everyone knows that there is room for improvement for resolution, but you're far exaggerating it by comparing it to a developer kit that doesn't accurately reflect the current consumer version (of an entirely different product I might add).
the above image gallery really says it all for the quality, but-
[QUOTE][T]http://i.imgur.com/kPIXTL6.jpg[/T][/QUOTE]
I'd also like to point out that photo was taken from a sizeable distance away from the lens and isn't indicative of the total resolution of that model by far; due to how the lens focuses, the view of the screen stays the same exact scale even if you pull the headset away from your position. Due to this, as you pull the screen away, the hole you're looking through shrinks while the scene is still the same size/pixel density. I'd get a short vid if I had my set plugged in right now but this is like looking through a toilet paper tube at movie theater screen
The FOV grants a lot of awareness of your surroundings, and viewing through two separate screens (along with your head's natural constant motion/adjustments) allows your brain to stitch together a shitton of extra information you don't interpret from a still photo.
A real thing you can do to exemplify this information is if you stand perfectly still with a screen door/window mesh in front of you. your view's going to be muddled and look pseudo pixelated, but the moment you shift around a little, the screen practically vanishes and you have a crisp view of everything past it
:ass:
[QUOTE=lilguy;51628758]You know, except it isn't.
[url]http://imgur.com/a/5gPLC[/url]
Everyone knows that there is room for improvement for resolution, but you're far exaggerating it by comparing it to a developer kit that doesn't accurately reflect the current consumer version (of an entirely different product I might add).[/QUOTE]
I don't get what you guys are on my ass about, these pictures show the exact same issues, color fringing is toned down a lot, but everything else is there just the same.
Is the Vive Pre's screen worse than the consumer version?
[QUOTE=Wickerman123;51628922]Is the Vive Pre's screen worse than the consumer version?[/QUOTE]
The Vive Pre was almost the exact same aside from lack of pass through camera IIRC.
SEK, buddy, can I give you some real, genuine advice for a moment?
This conversation is a waste of everyone's time, including yours. You're not going to find anyone here who's going to agree with you entirely, and you're just wasting keystrokes saying the same thing over and over again.
Nobody likes some asshole coming into their space and telling them their interests are shit and they're wasting their money. You're kind of being that asshole right now, man, and that's not cool.
This isn't an argument you have to win.
I've been having loads of issues with tracking lately, it's like one camera stops tracking at full speed and one of my hands is like a slide show. No head set issues at all. Happens at random.
Anyone had this at all?
[QUOTE=SEKCobra;51628831]I don't get what you guys are on my ass about, these pictures show the exact same issues, color fringing is toned down a lot, but everything else is there just the same.[/QUOTE]
Screen door effect (SDE) was [i]highly[/i] noticeable in the developer kit versions. The consumer versions do exhibit some SDE behavior, but it is unanimously not an issue once you play actual games that either are either engaging (where you are concentrating on objects "further" away and physical activities) and/or support a much greater degree of visual fidelity (super sampling, better models, less glaring color contrast).
Is the graininess of the SDE there? Yes, always. Will you notice it when you play "real" games in VR instead of experiences? No, not at all. Our point is that what you do in VR does significantly affect your experience with VR. Keep in mind that the displays are literally 2 centimeters from your eyes; you're gonna notice a lot of tiny little details from that close if you're looking for them (and especially if its for a public demo, where it can become dirty very easily). If you can't get past that, then by all means, wait for the next generation of VR and hope that Samsung makes huge cuts in the cost of manufacturing high resolution displays.
[QUOTE=shadowboy303;51629018]I've been having loads of issues with tracking lately, it's like one camera stops tracking at full speed and one of my hands is like a slide show. No head set issues at all. Happens at random.
Anyone had this at all?[/QUOTE]
Is it the right hand tracking glitch? I've heard removing and replacing the battery can help with that.
[QUOTE=lilguy;51628972]The Vive Pre was almost the exact same aside from lack of pass through camera IIRC.[/QUOTE]
Uh, it has a camera on it.
[media]https://www.youtube.com/watch?v=NBQc3rLS7vU[/media]
Oh god, it's the Power Glove all over again.
[media]https://www.youtube.com/watch?v=SAKbtJjAV18[/media]
[QUOTE=lilguy;51629650][media]https://www.youtube.com/watch?v=NBQc3rLS7vU[/media]
Oh god, it's the Power Glove all over again.
[/QUOTE]
I'm so glad I get to live in a time where the power glove makes a come back.
Also, really digging the "hood over VR headset" look. Doesn't look uncomfortable [I]at all.[/I] I'll probably start playing all my VR games like that for cool points.
[QUOTE=WillerinV1.02;51629674]I'm so glad I get to live in a time where the power glove makes a come back.
Also, really digging the "hood over VR headset" look. Doesn't look uncomfortable [I]at all.[/I] I'll probably start playing all my VR games like that for cool points.[/QUOTE]
reduces the tracking efficiency though, since the hood will occlude the headset from more angles
VR Powergloves are like the ideal solution to being able to use both a joystick and hand controls in a virtual cockpit. I worry though with that specific design that puck on the wrist might wiggle around and throw off the tracking. Wouldn't it be more accurate to have on the back of your hand? Maybe it's too heavy for that or something.
Put weights on your future VR Power Gloves.
Become swole as fuck just by playing video games.
[QUOTE=AJ10017;51629944]reduces the tracking efficiency though, since the hood will occlude the headset from more angles[/QUOTE]
Yeah, I was being sarcastic. It looks dumb as hell.
[QUOTE=lilguy;51629986]Put weights on your future VR Power Gloves.
Become swole as fuck just by playing video games.[/QUOTE]
actually I've been playing Gorn and Raw Data with arm weights and my chainmail on.
the swole is real
[QUOTE=kyle877;51630040]actually I've been playing Gorn and Raw Data with arm weights and my chainmail on.
the swole is real[/QUOTE]
Meanwhile I played Gorn naked just so I was on the same level as my opponents.
I've been doing it wrong this whole time :v:
[QUOTE=kyle877;51630040]actually I've been playing Gorn and Raw Data with arm weights and my chainmail on.
the swole is real[/QUOTE]
The Vive had already made somewhat of an impact on my fitness, since my x hours a day of playing video games now involved standing up and swinging my arms every which way. this sounds like a genuinely good idea, joke or not. especially with something like gorn or climbey.
Overview of some of the Windows Holographic VR HMDs by major OEMs: [url]http://www.windowscentral.com/these-are-first-windows-holographic-headsets-hp-dell-and-more[/url]
[media]https://twitter.com/samihamidvr/status/817385069262278656[/media]
Very interesting. It seems there is an equal amount of consumer Rifts and Vives used at universities, but also the same amount of DK1+2 Rifts as there are consumer Rifts.
[media]https://www.youtube.com/watch?v=-O0D331ujyM[/media]
[media]https://www.youtube.com/watch?v=s5Uj_-W3xU0[/media]
Holy shit I want those gloves now. Actual finger gesturing and shit.
[editline]6th January 2017[/editline]
Actual article from RoadToVr:
[url]http://www.roadtovr.com/noitom-hi5-vr-glove-htc-vive-finger-tracking-hands-on/[/url]
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