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[oculusvr] Oculus Rift Development Kit 2 Announced - Page 11

post #101 of 248
Quote:
Originally Posted by maarten12100 View Post

I was kinda pissed that you stated 4K and 8K to be high and ultra while the industry leader in panel tech is having a hard time making 6 inch 1440P screens. It felt out of touch with reality that you state the medium standard as something that isn't available yet how can it be medium.

I would like them to be 4K or 8K as much as you but currently I think we are years from those panels.

the 8k was tongue in cheek bud wink.gif


apology accepted though tongue.gif
post #102 of 248
I think you guys are forgetting that high frame rates are a requirement to reduce motion sickness, OR are recommending 75fps or higher[1]. Even at low settings there are not that many rigs that can drive a 4k display to 75fps, which would reduce their target market considerably.

There would be no point in getting rid of the screen door effect if you ended up getting motion sickness after a few minutes and couldn't use it anyway.
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post #103 of 248
Quote:
Originally Posted by GingerJohn View Post

I think you guys are forgetting that high frame rates are a requirement to reduce motion sickness, OR are recommending 75fps or higher[1].

Yup. It definitely seems that framerate and precision response to movement are the most key factors for VR. I'm super stoked that the DK2 can do translation now with the IR tracking. Having gotten so accustomed to TrackIR's 6DOF, having only 3DOF rotation on a fixed point with the DK1 would have been super weird and nausea inducing I'm betting.
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post #104 of 248
Quote:
Originally Posted by GingerJohn View Post

I think you guys are forgetting that high frame rates are a requirement to reduce motion sickness, OR are recommending 75fps or higher[1]. Even at low settings there are not that many rigs that can drive a 4k display to 75fps, which would reduce their target market considerably.

There would be no point in getting rid of the screen door effect if you ended up getting motion sickness after a few minutes and couldn't use it anyway.

The game could be rendering at 1080p but upscale to a 4K display to have high framerate and reduce screendoor. Probably won't see a 4K panel in the Rift till CV2 though.
post #105 of 248
Thread Starter 
Quote:
Originally Posted by Aibohphobia View Post

The game could be rendering at 1080p but upscale to a 4K display to have high framerate and reduce screendoor. Probably won't see a 4K panel in the Rift till CV2 though.

I could be nice if Oculus developed their own scaler to work well with the unit. Have it housed inside the control box and any signal given to the box is automatically scaled to native. It could introduce more lag though.
 
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post #106 of 248

We definitely want to avoid a scalar.

 

I'll only be pre-ordering one if it's 1440p/higher, if it's 1080p I'd need a demo first.

post #107 of 248
I might end up biting the bullet and getting it if it's at 1440p. I'm happy with my gaming setup right now, there isn't any reason to downgrade on my resolution even if OR is better than a monitor only to have support for only a few games I would play. OR is still an infant, I'm going to give it time to let the resolution grow, and for other games to adopt it before spending hundreds of bucks.
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post #108 of 248
Quote:
Originally Posted by ArchieGriffs View Post

I might end up biting the bullet and getting it if it's at 1440p. I'm happy with my gaming setup right now, there isn't any reason to downgrade on my resolution even if OR is better than a monitor only to have support for only a few games I would play.

Even at 1440p OR would be a "downgrade" in resolution as compared to a 1440p monitor:



While that is in reference to the 1280x800 DK1, the general principle still applies with regards to the central 50% portion of the image being the "main viewable area". Having no personal experience yet (hurry up July!) I can't say how on the money that is, but if it is in fact correct, that would imply that even with a 1440p VR display, you'd really only be getting around the equivalent of 720p fidelity.

Source: http://www.eurogamer.net/articles/digitalfoundry-2014-project-morpheus-spec-analysis
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post #109 of 248
Quote:
Originally Posted by ArchieGriffs View Post

I might end up biting the bullet and getting it if it's at 1440p. I'm happy with my gaming setup right now, there isn't any reason to downgrade on my resolution even if OR is better than a monitor only to have support for only a few games I would play. OR is still an infant, I'm going to give it time to let the resolution grow, and for other games to adopt it before spending hundreds of bucks.

 

I don't think the two things could really be compared. If it just so happened that 1080p was "perfect retina" (it isn't by a long shot) for the OR then I wouldn't care that my current monitor is 1440p. VR is all about the experience, and that's something I trust Oculus to get right.

 

If the screendoor is minimal at 1080p and Oculus have got the rest of the experience nailed then (personally, everyone's different) CV1 would still be worth it for me. I don't think modded Skyrim on my 1440p monitor could compare to feeling in the game with a 1080p Rift.

 

Hopefully this 1080p OR vs 1440p+ monitor discussion is useless, and Oculus is able to source higher res panels.

post #110 of 248
Quote:
Originally Posted by Moragg View Post

We definitely want to avoid a scalar.
You could just do integer pixel doubling on a 1440p display so that you can still display 1280x720 and 640x480 and avoid the need for a scalar altogether.

Quote:
Originally Posted by APhamX View Post

as long as the oled displays are ips.
Uh....OLED doesn't work that way; IPS is a type of LCD display. This would be kind of like hoping a GPU will have hyperthreading.
Edited by Nintendo Maniac 64 - 3/21/14 at 5:27pm
 
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