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[oculusvr] Oculus Rift Development Kit 2 Announced - Page 12

post #111 of 248
Quote:
Originally Posted by zinfinion View Post

Warning: Spoiler! (Click to show)
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
Quote:
Originally Posted by Moragg View Post

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.
I'm by no means suggesting that resolution should be treated the same between the two, OR is simply significantly different from a monitor, and is a completely different experience. I'm saying I won't make the jump until the resolution has gotten better, and OR provides more support for games I play. I won't be treating OR the same as a monitor, nor replacing a monitor with OR, but it would be a nice toy to have. I said I wouldn't consider OR until it hit 1440p not because I want to view things at the same resolution as a 1440p monitor, but because I know of how big of a jump in resolution 1080p to 1440p is, even if in actuality the resolution is treated differently.

By "better than a monitor" I meant a more immersive experience not observed resolution. The whole "downgrade on my resolution" part is my bad though, I guess in a sense I want it to be full blown 1440p in each eye because I know how fantastic that resolution is, but as you both said it's fundamentally different, and at some point it's going to be worth it for me to buy it, maybe when it's 1080p and not 1440p, or maybe when it's an even higher resolution than that.

I'm going to keep my eye on it regardless, I blew 500$ on a new graphics card almost solely for Skyrim after all, the consumer version may very well be worth it.
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post #112 of 248
Quote:
Originally Posted by Nintendo Maniac 64 View Post

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.
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.

ahhh, TIL
post #113 of 248
Quote:
Originally Posted by ArchieGriffs View Post

I'm saying I won't make the jump until the resolution has gotten better, and OR provides more support for games I play.I said I wouldn't consider OR until it hit 1440p not because I want to view things at the same resolution as a 1440p monitor, but because I know of how big of a jump in resolution 1080p to 1440p is, even if in actuality the resolution is treated differently.

Ah, gotcha. I completely understand now what you were getting at and I agree that 1080p is probably not where it needs to be for total immersion.
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post #114 of 248
I'm going to PAX east. Hopefully they got DK2's on the floor. If I like what I see I'm certainly going to spend the $350 for DK2 AND a consumer version on release.
post #115 of 248
Quote:
Originally Posted by serothis View Post

this may sound like a silly question but, is there anyway to color calibrate the screens? It would be a shame to have nice oled screens then have the calibration be out of whack.
You would think that since every one of them will be in the same working environment with the same amount of ambient light there should be no need to calibrate it. They should in theory all be really really close to perfect or as least as close as the screens will allow. I would think it would be better off not being able to adjust them as long as they come calibrated from he factory so that the Devs know exactly what your looking at and can give you the exact colors they want. It's not like with a TV and each person has their monitor in a different lighted environment. You would think they would tell you certain windows calibration numbers to use and then it would make the Rift exactly as the person making the software sees it no matter what computer your on.
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post #116 of 248
The bigger issue with calibration is that OLED displays can typically display a wider gamut than the sRGB that is typically used on PC. However, considering that games by design are fictional it may not be blasphemous to have the Oculus's OLED screens "extend" the standard color range into supposedly "inaccurate ranges".

I mean, it's one thing when you're trying to match a photo of a landscape to the actual thing the photo is of, but it's another when the landscape in question doesn't even exist in real life. Therefore, we must first ask ourselves:

"In the case of something fictional, what is accurate?"

If "accurate" means what the artist intended, remember that the artist's representation of that idea may have been limited by the technology of the time. (i.e. if an artist wanted black they would have to settle for the "dark grey" that 99.99% of modern PC monitors output)
Edited by Nintendo Maniac 64 - 3/22/14 at 3:52pm
 
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post #117 of 248
Palmer saying 90-120fps is a bit alarming for image quality.

I thought 1080p-1440p at 60fps would be a good baseline for the next year or so. I hope Oculus isn't overeaching here and kind of being too critical on perfect VR.

i've no doubt its much better, I'm all for 120fps screens and higher res than 1920x1080,
Edited by routek - 3/22/14 at 6:15pm
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post #118 of 248
Yes 2560x1440 @ 120hz & 4k @ 60hz is not achievable by most PCs, even here on OCN. OR might be overshooting the average PC gamer if going that that route.

And don't forget that 3d cuts framerate in half, unless programs use a psuedo form of 3d. But not sure since it is displayed on 2 different screens. Anyone?
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post #119 of 248
Quote:
Originally Posted by Swolern View Post

Yes 2560x1440 @ 120hz & 4k @ 60hz is not achievable by most PCs, even here on OCN. OR might be overshooting the average PC gamer if going that that route.

And don't forget that 3d cuts framerate in half, unless programs use a psuedo form of 3d. But not sure since it is displayed on 2 different screens. Anyone?

 

Performance shouldn't be an issue in that sense, since the overall resolution is the same. However, due to barrel distortion the game would have to be rendered at a higher resolution and then barrel distorted, which would rob some performance.

 

If OR/someone could come up with a way of implementing gradients into rendering - i.e. only the middle part of the image is rendered at the higher resolution, so reducing the performance cost. With high-speed eye-tracking this would provide a huge boost in fps as detail levels could be massively reduced for things not in the centre of the eye's view - foveated rendering, which I'm personally hoping for in CV2/CV3.

post #120 of 248
Quote:
Originally Posted by Swolern View Post

And don't forget that 3d cuts framerate in half, unless programs use a psuedo form of 3d. But not sure since it is displayed on 2 different screens. Anyone?

The OR doesn't have that issue. Its not alternating frames to each eyes, since each eye has its own (half of the) screen.
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