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[Official] VR Gaming - Thread - Page 7

post #61 of 1905
Haven't the pre-orders been cancelled? I read so somewhere a few days ago.
post #62 of 1905
Quote:
Originally Posted by Rayce185 View Post

Haven't the pre-orders been cancelled? I read so somewhere a few days ago.

Mine got canceled and still no response from Oculus. My order was due in July so it is not a biggie for me as current pre orders are also stated for July.

However I had my brother in law who lives in San Francisco put a new pre order under his name, adress and American Express card.

There is a rumor that cancelations took place because orders were placed with an IP in a country where Oculus is not sold, or the credit card information is from another country as well.

We shall see in a few days.
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post #63 of 1905
Quote:
Originally Posted by Carniflex View Post

On a 4k display the actual test was running in a surprisingly small window. The VR headsets are really that low resolution? Or it's just the test window that is smaller than it would be in native resolution? I thought that it the headsets were supposed to be something like ~2000 x 1200 pixels or so in the first generation?

And by the looks the test is running in a 1024x768 window.

On my 1080p monitor, it also runs in a tiny window. Rift/Vive run at 2160x1200 total res.

I either saw here or in a different thread that maybe you can use "-novr" as a launch option so you can use your mouse to look around during the benchmark.
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post #64 of 1905
I believe they use the benchmark as a reference point and simply upscale. If you reach a certain value then you SHOULD be able to use a VR device with a playable performance.

I doubt that bench would use 2 gigs of VRAM just for what it was showing.
post #65 of 1905
post #66 of 1905
I like how they used an image of the Vive for a Rift article.

Edit: damn my bad. Got them mixed up. I'm still used to the DK style.
Edited by Rayce185 - 2/23/16 at 12:25pm
post #67 of 1905
Huh? The first pic on that article (assuming you're seeing a guy hold two motion controllers plus an HMD with built in head phones) is of the consumer Rift.
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post #68 of 1905
Quote:
Originally Posted by Rayce185 View Post

I like how they used an image of the Vive for a Rift article lachen.gif

It's a Rift.. in fact I am pretty sure it's the image from the press pack.




...unless we have been cruelly lied to.
post #69 of 1905
I dont see it as an issue but do we know If 4 USB 3.0 ports are required to hook Oculus would it be ok to run from monitors that have 4 USB 3.0 ports to power VR?
     
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post #70 of 1905
Quote:
Originally Posted by Arizonian View Post

I dont see it as an issue but do we know If 4 USB 3.0 ports are required to hook Oculus would it be ok to run from monitors that have 4 USB 3.0 ports to power VR?

The Oculus "tool" on their site to see if you're "VR ready" checks your USB 3.0 ports. Though, from what I've read from users on Reddit, it's pretty vague at best. Sometimes it'll show that you fail, but if you disable one of the USB controllers on certain MBs, you can get it to pass you. Not 100% sure how it will work for ports from the monitor. There's a thread on the Oculus sub reddit when someone asked what will and won't work. Seemed there was some good info in that thread. It was posted by "worm slayer" I believe, and it was within the last couple of days. I'd link it, but I'm on my work comp so I'm blocked from Reddit.
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