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[WSJ] Facebook to Acquire Oculus - Page 37

post #361 of 383
causing motion sickness is relative. Some things translate poorly which makes some people sicker than others. Going Over 1:1 may take some getting use to for some people but is definitely the way to go. especially if you're looking to be competitive
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post #362 of 383
I wonder if VR will make you play the game any better?
like SC for example: the head tracking might be useful for checking your six on occaision, but I wonder if it will be to sensitive and precision aiming more difficult--like when your blood is pumping can you keep your head steady for lining up important shots. im a caffeine fiend so its a real problem for me

im thinking it'll make people play worse in roles of long-range and sniping, like it'd be more for immersion and roleplay. who knows maybe not
but when im trying to snipe in arma 3, i'll move my eyes close to the screen to watch the pixels flicker to know where/when to shoot--not something you could really do with headgear strapped to your face.

hopefully its just more immersion and graphics, that way i can still sit comfortably in front of a screen blasting all the rose-smellers out of the cosmos tongue.gif
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post #363 of 383
I will have a distinct advantage over OR users in SC via 7680x1440p + trackir5. Might not be as immersive but I really don't care. I have 3x the real estate on screen at any given time. The stretching in SC is already minimal and is supposed to get even better acording to the dev blogs.
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post #364 of 383
Quote:
Originally Posted by skupples View Post

I will have a distinct advantage over OR users in SC via 7680x1440p + trackir5. Might not be as immersive but I really don't care. I have 3x the real estate on screen at any given time. The stretching in SC is already minimal and is supposed to get even better acording to the dev blogs.

 

Surely it's a matter of how much information can be delivered to the player? If OR fills the entire FOV and provides high enough pixel density (in the centre at least) then it could provide pretty similar levels of visual input?

 

Also, I thought VR users are more searching for an experience than a competitive advantage - or maybe that's just me.

post #365 of 383
Lets think about this for a second..

for FB-VR they will want to target a wide audience, phones, consoles, older laptop's (which is the majority of PC gaming community according to steam survey) so the 1080p is the high water mark, even if they do stick with that standard .. given the hardware demographics and the need for consistent high FPS there wont be super 120hz 1440p versions or 4k versions for a very long time as most laptops and of course consoles don’t have the correct output capability for 1440p let alone the power to run games. Now 1080p IS NOT good enough, they may use interpolation or upscaling, we don't know but there will still be a grid and each eye will be 540p resolution ! ok for casual's? sure.. but for PC enthusiasts.. i don’t think so.

So, i dont see FB-VR being a problem for PC gamers. Just because oculus wanted higher than 1080p and Valves Top man wanted it too doesn’t mean they will be able to get it if the management teams hear that nothing runs smooth for the end users... hence oculus knew this and so did Abrash.. they followed the money.

The one the PC Geeks will want is the 4K models at 120hz and as always the circle jerk will be complete and the PC will be the Master.
Edited by Pip Boy - 3/31/14 at 11:38am
post #366 of 383

My hope is that they include a higher res screen and a scaler (which can be bypassed if wanted) so to reduce the Screendoor effect while still being possible to run on low-end hardware.

 

Problem is that a scaler introduces lag, and for VR that needs to be as low as possible. A scaler could eat into their "lag budget" considerably, so a CV1 being 1080p is still very likely. Unfortunately.

post #367 of 383
Valve missed out because they are focused on promoting Alpha unfinished games on steam....

Microsoft missed out because they have the worst marketing. They are still scratching their heads over this....

Oculus will regret this in 5-10 years when it becomes a 100 billion business.
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post #368 of 383
Quote:
Originally Posted by Moragg View Post

Surely it's a matter of how much information can be delivered to the player? If OR fills the entire FOV and provides high enough pixel density (in the centre at least) then it could provide pretty similar levels of visual input?

Also, I thought VR users are more searching for an experience than a competitive advantage - or maybe that's just me.

If you would like to run an experiment on 1080P or 1440P it doesn't really matter... Go into your favorite FPS of choice, slide the FOV slider to max, then see how long it takes you/if ever to properly interpret the image. Basically, my point is that ultra wide resolution>high FOV on a single screen. OR's FOV has to be perfectly balanced or it is going to completely ruin the immersion & greatly increase risk of VR sickness.

(I feel completely blind on even a single 1440p screen)

I would call the "experience stage" the honeymoon stage. It will wear off eventually.

As to screen door, it is my understanding that the switch to OLED + being 1080P has reduced it greatly. I don't see CV1 releasing as anything other than 1080P, maybe 1920x1200.

I honestly expect OR to start gobbling up other VR upstarts to acquire better technologies and or remove competition.


edit: one other thing... I would assume OR takes just as much/more power to run as a 1080P stereoscopic 3D screen. That doesn't come easy, & that is going to be an issue for mass adaptation. This is why I predict a IGPU unit will be released in the future.
Edited by skupples - 3/31/14 at 12:25pm
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post #369 of 383
Quote:
Originally Posted by Moragg View Post

Surely it's a matter of how much information can be delivered to the player? If OR fills the entire FOV and provides high enough pixel density (in the centre at least) then it could provide pretty similar levels of visual input?

Also, I thought VR users are more searching for an experience than a competitive advantage - or maybe that's just me.

thats what I was thinking.
But my guess is it will actually depend on SC itself: will you have padlocked targeting cursors or will the ship's computer give target bearing, heading, & speed.

people not using VR won't really have an advantage, they just won't be sidetracked by the neat visuals biggrin.gif

i almost always turn the fov up to max in fps games. after all im not looking at where the stretching is--the stretched edges of the screen are just for peripheral fov
anyways, "Numpad 2" will always be quicker than turning my head all the way around tongue.gif
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post #370 of 383
John Carmack responds to OCULUS/FACEBOOK criticisms

http://vrfocus.com/archives/1734/john-carmack-responds-oculusfacebook-criticisms/
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