I didn't realize Oculus was 3D. Thought it was just screens for your eyes.
Yea, no reason why it couldn't work in 3rd person. Your eyes will basically just be the camera. Playing 3rd person games where you can circle and zoom the view around your character and whatnot would be pretty fun.
Its virtual reality.I didn't realize Oculus was 3D. Thought it was just screens for your eyes.
I didn't realize Oculus was 3D. Thought it was just screens for your eyes.
That's right, with a different image for each eye.I didn't realize Oculus was 3D. Thought it was just screens for your eyes.
It would depend on the software, I imagine. You need to have whatever game/application running at a solid 60fps.What kind of hardware is required for this? Will my asus g750 be able to handle it?
What kind of hardware is required for this? Will my asus g750 be able to handle it?
If Sony really put their mind to it, they could easily out-Rift the Rift in terms of engineering, by sheer power of capital and resources. But I don't think they will.
God I hope not.
Palmer Luckey (a 20 year old dude) has single handedly brought VR back from the dead after toiling for years in his parent's garage. He claims he wouldn't really mind as long as VR became a reality, but imo it would be a travesty if a big company like Sony ripped it off and took all the credit.
I could easily see Sony ether supporting the Rift through the PS4 sdk or producing a Sony "branded" Rift in partnership with Oculus.
A Playstation Rift + inde self publishing on PSN would = massive win for Sony, developers, gamers, and VR in general.
It needs 60fps total, but each of those 60 frames is made of 2 smaller frames. So you're almost correct. Basically you need to be running 960x1080 (note that's NOT 1920x1080) @ 120fps. Requires more power than running a single 1080p frame at 60fps but less than running a single 1080p frame at 120fps, if that makes sense.
As a guess I'd say it's not going to be the most demanding game out there, but considering you need to run the game at 120fps (60 in each eye, correct if wrong) to get the full experience, I'm not sure if even the best gaming laptops will be able to handle it without reducing the graphics. I'm personally waiting at least a year to build a new tower so I know it'll be able to handle next gen games.
Just my limited input.
You're wrong.As a guess I'd say it's not going to be the most demanding game out there, but considering you need to run the game at 120fps (60 in each eye, correct if wrong)
What about no one buying anyone and keeping misplaced brand loyalty in check?Buy them Sony. Quickly before MS does.
It needs 60fps total, but each of those 60 frames is made of 2 smaller frames. So you're almost correct. Basically you need to be running 960x1080 (note that's NOT 1920x1080) @ 120fps. Requires more power than running a single 1080p frame at 60fps but less than running a single 1080p frame at 120fps, if that makes sense.
Edit: That's for the 1080p consumer version of course. For the current dev kit you should be running 1280x800@60fps, but with the split image nature of the Rift its closer to 640x800@120fps
You're wrong.
It needs to run at 60 fps, and each eye simply sees HALF of the frame rendered.
What about no one buying anyone and keeping misplaced brand loyalty in check?
You're wrong.
It needs to run at 60 fps, and each eye simply sees HALF of the frame rendered.
What about no one buying anyone and keeping misplaced brand loyalty in check?
If developers(inde or otherwise) were making a game for a theoretical Playstation Oculus Rift, they would just need to target a lower resolution, 720p for each eye. The PS4 should easily be able to pull off something like Half life 2 quality graphics or better with 60 frames per eye.
Twist: Cargohold only contains 1xExotic Dancers (male).Step one: Load a few PLEX into the cargo bay of a nice, strong Ibis
Step two: Broadcast on forums and /r/eve that you're about to stream yourself flying the S.S. PLEX, touring across the universe until someone blows up the ship.
Step three: Escape all the incoming fire for as long as possible, playing Titanic final-moments-band-music for the stream.
No, it's not.it's the same thing said differently ...
No, it's not.
Rendering a frame and looking at its two halves with each eye is different from rendering two different frames.
I'm not claiming there is a big difference in computational power required, I'm saying it's a different process and it doesn't require "120hz" as someone was claiming.as far as the processing power needed is going, where is the big difference? that is what that discussion is about right?
I'm not claiming there is a big difference in computational power required, I'm saying it's a different process and it doesn't require "120hz" as someone was claiming.
Don't know... Distracting as you want, I'm going to take a stance for performance over IQ, IF a trade-off is necessary.Note that, to fully use the available FoV, you need to actually render an image that is ~40% larger than the display resolution on the Rift. And obviously good AA is even more important than on a normal display, simply because artifacts such as aliasing or flickering are much more obvious and distracting.
This so much. The Rift should remain an open platform that all can experienced by all. Sony AND MS should support it. The SDK is also supported by Mac OSX and Android. Try to think a little bigger than console wars here, people.
I'm sure with a little tweaking on the software side, third person games will work fantastic with this also. I'm pretty sure you just can't take third person game that didn't take Oculus Rift in mind to begin with and expect it to be a perfect experience.
Ideally, you want both. And a 4k display with 120 HzDon't know... Distracting as you want, I'm going to take a stance for performance over IQ, IF a trade-off is necessary.
Fluidity and low latency should be absolutely mandatory in a VR environment, even if that means more jaggies.
Note that, to fully use the available FoV, you need to actually render an image that is ~40% larger than the display resolution on the Rift.
GPU manufacturers are actually the ones who should invest in VR.
Why would you want to render pixels that will not be visible?
I was just finding out about this yesterday but it makes sense. It's because of the barrel distortion I believe. Pulls the edges of the image inward to expand the center.
Some more twitter posts from the last couple hours. God I need this thing NOW.
Dave Oshry @DaveOshry
Hard to describe playing CCP's eVR with @Oculus3D. Other than saying that I literally just flew a spaceship.
Go and get one you YuShtink ... I have mine for a month now and I won't give it away. Not even when I get the new HD version sometime in the future, I will just use the old one for multiplayer
Played it earlier today and its truly one of the most immersive gaming experiences I've played. Fantastic stuff & I want a build for my dev kit now!
Here Sony about Oculus
http://www.engadget.com/2013/06/12/playstation-4-oculus-rift/
here Oculus about Sony
http://www.digitalspy.co.uk/gaming/...t-we-would-love-to-be-console-compatible.html
So it sounds like it would be possible but nothing official at the moment.