chromatic9
Member
i7 930 is at 3.8ghz
cool
I was planning on upgrading my GPU soon to match my recent CPU upgrade. I kinda felt like splurging on a 980ti, but I think I'll wait for Pascal. Even so, the main reason for such a substantial upgrade is for VR, so I think I'll need to see compelling software before I can justify paying $1500 for a new GPU and Vive.
Works for me. Hopefully Valve will implement Nvidia's VR SLI and this will further improve.
Uh, yeah you're wrong there.Don't expect them to implement standard Sli or Crossfire in VR games...
Uh, yeah you're wrong there.
Vr is where SLI will finally be redeemed -- you just have each gpu render one of the two screens. That way all the slowdown/judder from the two trying to sync with each other goes away.
Edit: Okay you got it haha.
And I think that's a good decision, since the first wave of VR games might well not support multi-GPU.This has multi-GPU support, you just need to manually enable it. See my earlier post.
So how does the Vive and controllers all connect through one USB port?
From impressions the general consensus is that the Vive has a slightly larger vertical FoV, while Rift has a slightly larger horizontal FoV. Of course, this makes sense when you consider the intended use cases (room scale vs. seated). Anyway, it's a very subtle difference, and many people who tried both didn't even mention it. The major difference is the tracking.I looked and it seems the Vive and Rift have essentially the same sort of screens. Both OLED, both the same resolution, both the same refresh.
Do they differ anywhere in how games will look on them?
The major difference is the tracking.
Which from impressions seems to favour the Vive, right?
Speaking of seated vs standing too, this is swaying my decision in favour of the Rift. But I'm also thinking some point down the line most games will be functioning on either headset anyway.
What's with the resolutions too? I assume they need to render for each eye individually. So does that mean games are being rendered twice at 1080x1200 per frame?
I saw in the test part of the screens were blacked and I'm guessing that part isn't actually rendered at all. Is this maybe 'multires shading'? (maybe that's a question for Andy from nVidia)
WTH, not avaliable in my region ?
FFS Valve.
Yes. I think for tracking that's not controversial.Which from impressions seems to favour the Vive, right?
I think that's very likely.Speaking of seated vs standing too, this is swaying my decision in favour of the Rift. But I'm also thinking some point down the line most games will be functioning on either headset anyway.
Games are likely rendered at somewhat higher than the native resolution of each display, but yes, once for each eye. (In more advanced / future implementations, at the same time for both eyes)What's with the resolutions too? I assume they need to render for each eye individually. So does that mean games are being rendered twice at 1080x1200 per frame?
I saw in the test part of the screens were blacked and I'm guessing that part isn't actually rendered at all. Is this maybe 'multires shading'? (maybe that's a question for Andy from nVidia)
Which from impressions seems to favour the Vive, right?
Speaking of seated vs standing too, this is swaying my decision in favour of the Rift. But I'm also thinking some point down the line most games will be functioning on either headset anyway.
Is there a list anywhere of what games will be available at the Vive's launch in April? (not the two pack in Iphone games)
http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
4th and 8th slide. Oculus is I think similar (when it comes to the pixesl/sec numbers), but Valve recommends rendering at higher res compared to what Oculus does? They don't even have TimeWarp?
It's available, just not officially out yet, thus no store page.
click
(In more advanced / future implementations, at the same time for both eyes).
By then though, Vive's orders will probably be pushed into summer.
When asked if they anticipate having any preorder shortages as Oculus experienced with the $599 Rift in January, HTC and Valve said they have no such worries.
Free USB ports is like the best feature.
What resolution are games going to be running at when using the Vive?
That doesn't answer the question though.both vive and the rift are 2160x1200
Yeah, I never get this. The whole point of USB is its modularity. You can turn 1 USB port into 127 by using hubs. If somebody uses 3 USB 3.0 ports it doesn't mean you need 3 USB 3.0 ports. You need 1 USB 3.0 port and a hub for $20 that turns it into 8 USB 3.0 ports. It's like nobody knows how USB works anymore. I read about people building a new PC because they don't have the required number of USB ports and I want to smack my head against the wall.
Possibly a stupid question, but where do I see my results? The test ran, finished and... nothing.
It's not really versus, per se. Seated already works identically on the Vive (if not not better due to less occlusion) as it would on the Oculus. You could literally place the Vive base stations on the opposite corners of the desk in front of you and be done with it.
https://www.youtube.com/watch?v=tpWz_LcPXrI
Neither of the pack-ins were ever anything other than VR headset games.
Hrmmm well I feel better now.
What resolution are games going to be running at when using the Vive?
both vive and the rift are 2160x1200
I don't get why oculus specs are so damn high. Maybe they're basing a minimum level to be something like Eve Valkyrie? Also does anyone know if the vive is picky about its USB 3.0 chipset like the oculus is?
only 1 USB 2.0 for Vive.
Prooobbably because VR is intensive. Like, just VR by itself.I don't get why oculus specs are so damn high. Maybe they're basing a minimum level to be something like Eve Valkyrie? Also does anyone know if the vive is picky about its USB 3.0 chipset like the oculus is?
Yeah, I never get this. The whole point of USB is its modularity. You can turn 1 USB port into 127 by using hubs. If somebody uses 3 USB 3.0 ports it doesn't mean you need 3 USB 3.0 ports. You need 1 USB 3.0 port and a hub for $20 that turns it into 8 USB 3.0 ports. It's like nobody knows how USB works anymore. I read about people building a new PC because they don't have the required number of USB ports and I want to smack my head against the wall.
I don't get why oculus specs are so damn high. Maybe they're basing a minimum level to be something like Eve Valkyrie? Also does anyone know if the vive is picky about its USB 3.0 chipset like the oculus is?