piratepwnsninja
Member
Why do people think this is going to be super limited supply? I mean, I fully expect it to sell out, but they've been in production for awhile now.
As far as we know are the technical specs of the Rift identical to the Vive?
It will be $499 max. Anything more than that and it will be a ultra-niche product.
If they are smart they will bust their ass to make sure Elite Dangerous supports CV1 at launch. That game is ridiculously good in VR and seems more in-depth than many other games that will have Rift support.
This might not be the right thread to ask this, but the answer does possibly effect whether or not I will pre-order:
The finalized specs that I'm seeing show a total resolution of 2160 x 1200 over both screens. I also keep hearing that you are supposedly no longer able to see pixels (screen door) on this new version. How is that possible though? My Samsung Gear VR has a total resolution of 2560 x 1440 and I can still easily make out the pixels. Much improved over the DK1, but it's still noticeable.
Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?
I don't see it that easy. traditional fps doesn't translate very well to VR, Arma 3 doesn't reach easily 90 fps without drops even on sp, the core gameplay is done thinking on shooting things at hundreds of meters (little pixels on your screen), etc
There are many factors which contribute to screen door effect. Fill rate of the screen technology, optical diffusion etc. It's also true that you can probably make slightly more effective use of pixels by having them split on two screens.Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?
There are other ways to remove SDE than resolution - PSVR's single 1080p screen, for example, has no SDE by all accounts, though it's the same resolution as DK2.
There are many factors which contribute to screen door effect. Fill rate of the screen technology, optical diffusion etc. It's also true that you can probably make slightly more effective use of pixels by having them split on two screens.
Of course, when it comes to actual resolved detail there's no substitute for resolution.
Obviously there are challenges, but I'm sure those will be resolved with better VR hardware (higher resolution / foveated rendering) and more powerful CPU's / GPU's. I can play SP in 1440p @ 60fps with i7 4790K + GTX 780, so playing in 90fps on 2016 or 2017 hardware should not be impossible.
Unless it's room-scale and the user has control by moving through the roomThe big problem is first-person VR where the user has full control over movement will make people sick.
The big problem is that first-person VR where the user has full control over movement will make people sick. It tends to give people motion sickness if their view turns without their head physically feeling a turn. First-person-view games built from the ground up for VR are working around the issue in different ways - some put you in a cockpit, which really helps (your brain is used to being in cars and stuff). Others make the turns happen in like 45 degree intervals (smooth turns with varying velocity are bad), others have a steady camera that warps from place to place.
But standard FPS-like games, those do not do well in VR at all for most people. Which is why you won't see a Half Life 3 launching with the Vive. Oculus tried to fix the motion-sickness issue, but it became too much for them - they said in the end it's really a medical issue, and if they solved it, it would be a medical breakthrough.
This might not be the right thread to ask this, but the answer does possibly effect whether or not I will pre-order:
The finalized specs that I'm seeing show a total resolution of 2160 x 1200 over both screens. I also keep hearing that you are supposedly no longer able to see pixels (screen door) on this new version. How is that possible though? My Samsung Gear VR has a total resolution of 2560 x 1440 and I can still easily make out the pixels. Much improved over the DK1, but it's still noticeable.
Does this have something to do with higher quality lenses being used in the Oculus? Or is it just all market speak and you'll still be able to see the pixels?
Yeah, but Arma 3 isn't really a standard FPS. It has helicopters, cars, tanks, fighter jets, all already freelook / Track IR enabled with full cockpits, and I think that already transforms well into VR. It should help pilots much with enviromental awareness during helicopter landings or dogfights, for example.
Unless it's room-scale and the user has control by moving through the room
As far as we know are the technical specs of the Rift identical to the Vive?
Do we know what's the new speaker-like thing on the new Touch?
Do we know what's the new speaker-like thing on the new Touch?
Do we know what's the new speaker-like thing on the new Touch?
Every time I enter a VR thread, especially an Oculus thread, I feel like people just enter it with pitchforks already in hand. Whatever. I'm already sold on the medium. The price is coming folks. CES is happening now and I'm sure the price will be announced very, very soon.
I'm still playing on my dev kits even after 2+ years and I'm still finding new and fun experiences to play around with. Just last week I finally found a way to get Elite Dangerous to work with the DK2 and it's just blowing my mind at the thought that I'm playing something like that in that medium. A couple of weeks before that I was playing Dead Space and Legend of Grimrock on a giant theater screen with 3D enhanced features using VorpX and those were completely enthralling experiences for me (think of theater mode like looking through a giant window rather than something projected on a screen). A couple of months before that I'm playing Legend of Dungeon and Mythos and loved the diorama setups those games provide. A month before that I'm setting up my own retro arcade with custom made kiosks and marques. And the list goes on.
So whatever the price I'm completely down for the medium and the future experiences it's going to provide me. Even with all that I have already played and experienced on it I know it barely even touches the surface of what I'm going to get out of this medium in the future.
Those look like little bumps, not holes.
Do we know what's the new speaker-like thing on the new Touch?
yep yep!Malick[AI];191225889 said:Owning a DK2 is going to help tide me over until Valve & Sony reveal their final specs and price point.
Wait, they aren't including a touch controller but an xbox one instead???
Am I the only one who thinks that is a HUUUUUUUUUGE mis-step?
This is going to end up forcing EVERY single developer who makes games for the rift to have to make them with the xbox controller in mind rather then the touch.
That means if a dev wants to focus on making a game that's meant to be interacted with tihe touch and motion controls (And doesn't work with xbox one) they will end up splitting up the player base of the rift, on top of all the CS issues when people buy a game that requires the touch and they don't have one and don't understand why it doesn't work and all the returns/hassles with that.
Seems like it'd be a MUUUUUUUCH better business decision for both developers and consumers to delay it a tad bit longer so they can include the touch instead of an xbox one controller and then this allows developers to develop with the touch in mind rather then being forced to develop with the xbox one controller.
Wait, they aren't including a touch controller but an xbox one instead???
Am I the only one who thinks that is a HUUUUUUUUUGE mis-step?
This is going to end up forcing EVERY single developer who makes games for the rift to have to make them with the xbox controller in mind rather then the touch.
That means if a dev wants to focus on making a game that's meant to be interacted with tihe touch and motion controls (And doesn't work with xbox one) they will end up splitting up the player base of the rift, on top of all the CS issues when people buy a game that requires the touch and they don't have one and don't understand why it doesn't work and all the returns/hassles with that.
Seems like it'd be a MUUUUUUUCH better business decision for both developers and consumers to delay it a tad bit longer so they can include the touch instead of an xbox one controller and then this allows developers to develop with the touch in mind rather then being forced to develop with the xbox one controller.
I'm interested. I've personally not tried any VR equipment yet but I'm very, very interested in pre-ordering one of these. My PC is more than capable for it.
My concern is how many games are compatible with it. Do we have many that will work with it?
Unless it's room-scale and the user has control by moving through the room
I made a list of some "high profile" games, with their trailers, here:
http://www.neogaf.com/forum/showthread.php?t=1162925
Vive needs to give more details so I know which one to preorder. I'm leaning toward the Rift so far.
It sucks, but I don't think it will be that big an issue first gen. From what I've noticed, most of the games focusing on motion controllers are just prioritizing the Vive (and or the PSVR) first with plans to make it for Rift later. So at worst, it's going to get late ports.
Not including it with the base rift will mean that every developer who develops a game will be forced to develop two control schemes, which are not as simple as our current pc mouse and kb vs controllers but much different becuase of motion control, or they will have to figure out a way to make sure people can't buy games without a touch since it won't work.
This kind of thing is exactly why things like the 32x, VMU for dreamcast, and about another other thing never works well for almost any system.
It makes it so much harder to get an install base because you have both developers who want to "wait for a market" and then you have a market who want to "wait for gamesa that use it" and you end up getting neither.
Including it with tihe rift would ensure that every-single rift has it and no splintering of the install base, make a game for rift? Then people will have motion controls and all is good, no non-motion control development required, no smaller install base, no customers complaining thait their new game "doesn't work" because tehy don't have the actual controller needed to use it. A half-year delay or whatever seems like a much smarter long-game plan then "fuck it, lets include an xbox ocntroller and hope that people buy our touch controller on top of our already expensive rift and then hope that developers develop for the touch and the install base grows."
Not including it with the base rift will mean that every developer who develops a game will be forced to develop two control schemes, which are not as simple as our current pc mouse and kb vs controllers but much different becuase of motion control, or they will have to figure out a way to make sure people can't buy games without a touch since it won't work.
Actually interested in snagging one of these...but any GAF users here who wear glasses have trouble with these?
I have a feeling that CV1 will launch in the next 7 weeks.
The thing is most of the games coming out for the rift now have been in development for 2+ years. They did not have touch back then for devs. Releasing it with touch now would be a huge disservice to those devs that spent all their time developing for a gamepad in mind.
Another thing is not every game will be suitable for the touch controls anyway. Just look at the 2 games being included with the rift now: Lucky's Tale and Eve Valkyrie. The touch controls do nothing for those games. Racing games and flight games also have their own desired input methods.
Touch will come along with content but it will take time. I don't think there will be a splintering issue as you say. There are very compelling experiences for touch in development and many more that will probably be groundbreaking.