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[POLYGON] Oculus Rift has a new minimum spec, $499 entry-level PC - Page 2

post #11 of 69

nut shell:

 

"allowing systems to deliver a stable 45 frames per second, while the ASW technology effectively doubles that and fills in the gaps. That means smooth VR running on cheaper hardware​"

post #12 of 69
Quote:
Originally Posted by ZealotKi11er View Post

Quote:
Originally Posted by xSociety View Post

I really want to try VR but I can't bring myself to buy one until v2 or v3 Vive comes out and some worthwhile games.

Thats the problem with VR. Quality Content, full featured content and than V1 hardware.

I agree, VR is not good enough yet. Both the games and the hardware are lacking. I will have no interest in v2 or v3 if the goal is cheaper hardware, it needs to be significantly better even if it is more expensive. I am sick of the grainy image, you can see every sub-pixel, along with the blurry and streaky lenses. The sharp in focus field of view on these headsets is much smaller than the total field of view. I would get a new VR headset even if it only had much better lenses, even if it was $2000+. At least 1920x2160 per eye would be great too but it is the lenses that bother me the most.

Current VR is real VR, it not comparable to a good monitor with great speakers in that even with the lousy image the very low latency tracking tricks you into thinking you are there in a fundamental way. However, reducing the quality of the experiance further in order to offer a cheaper price seems like going backwards, if people try sub-par VR and are not satisfied they will probably not look for better VR content, etc. Asynchronous Spacewarp isn't good enough to use all the time to simulate 90 FPS out of 45 FPS, it is for masking the occasional delayed frame so you don't get nauseous.

Already the split marketplace (Oculus and SteamVR) is hurting VR a lot, we don't need developers trying to target a 960.

TL;DR Standard VR isn't good enough yet to try to make it cheaper.
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post #13 of 69
$500 PC. $650 headset.

That's interesting.
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post #14 of 69
Quote:
Originally Posted by Asmodian View Post



TL;DR Standard VR isn't good enough yet to try to make it cheaper.

This. thumb.gif
post #15 of 69
Quote:
Originally Posted by formula m View Post

nut shell:

"allowing systems to deliver a stable 45 frames per second, while the ASW technology effectively doubles that and fills in the gaps. That means smooth VR running on cheaper hardware​"

Doesn't fix movement-to-pixels lag
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post #16 of 69
Damn, lots of hate.

Asynchronous Spacewarp was a feature that was included in a FSX/Prepar3d plugin that allowed VR (FlyInside). It works astoundingly well; give it a shot before you totally write it off.
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post #17 of 69
Oculus are desperate. They're getting their backside kicked by the Vive (look at September's Steam Survey) and Palmer is a toxic character associated with the brand.

PS VR will show Oculus how to sell a VR experience soon with millions of sales.
post #18 of 69
Why are so many of you guys crapping on this new development? It's lowering the all-in cost of owning a PC VR rig by a huge amount: $500 lower than before. Many more people will be able to own a VR system, thereby increasing the total addressable market (TAM), thereby encouraging more developers to create more content for the ecosystem; that is precisely the problem that needs to be solved right now.
     
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post #19 of 69
Quote:
Originally Posted by firagabird View Post

Why are so many of you guys crapping on this new development? It's lowering the all-in cost of owning a PC VR rig by a huge amount: $500 lower than before. Many more people will be able to own a VR system, thereby increasing the total addressable market (TAM), thereby encouraging more developers to create more content for the ecosystem; that is precisely the problem that needs to be solved right now.

Same reason people crap on consoles. They stifle development.
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post #20 of 69
Quote:
Originally Posted by Cyro999 View Post

Doesn't fix movement-to-pixels lag

It does attempt to, it comes in after the frame was rendered and warps it with current head tracking data to attempt to move it into the right place. It uses the 2D frame data but does take GPU resources so you have to stop rendering the frame early enough that you have time to warp it with the GPU before V-sync.

This works reasonably well when everything is at the same distance but it starts going weird with a mix of up close and far away.
Quote:
Originally Posted by SectorNine50 View Post

Damn, lots of hate.

Asynchronous Spacewarp was a feature that was included in a FSX/Prepar3d plugin that allowed VR (FlyInside). It works astoundingly well; give it a shot before you totally write it off.

It is definitely not an ideal solution.

22.2ms between each frame at 45 fps and a new v-sync every 11.1 ms at 90 fps.

V-sync 0, Time 0 ms, frame 0:
Frame 1 gets game data based on current head position, starts rendering
V-sync 1, Time 11.1 ms, frame 1:
Nothing to display yet.
V-sync 2, Time 22.2 ms, frame 1w:
Frame 1 is warped with current head data. Frame 2 started based on current head position.
V-sync 3, Time 33.3 ms, frame 1w2:
Frame 1 warped again with new head data, Frame 2 still rendering
V-sync 4, Time 44.4 ms, frame 2w:
Frame 2 displayed but it started rendering 22.2 ms ago and we warped frame 1 with tracking data from only 11.1 ms ago so we already have to warp frame 2 for the current head position. Frame 3 started
V-sync 5, Time 55.5 ms, frame 2w2
Frame 2 warped again with current head tracking data. Frame 3 still rendering.

Using Asynchronous Spacewarp to double 45 to 90 fps means warping every single frame twice or having unacceptable latency in the head tracking. You never see an unwarped frame so you better hope the warp is really good in all situations.
Edited by Asmodian - 10/6/16 at 2:53pm
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