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[POLYGON] Oculus Rift has a new minimum spec, $499 entry-level PC - Page 3

post #21 of 69
Quote:
Why are so many of you guys crapping on this new development?

Talking about why it's worse than running the game at a higher framerate is 100% fair

45fps render warped to 90fps adds ~22.22ms of latency on the frame render (1000/45)

a 120fps render would add 8.33ms (1000/120) so ~14ms less

14ms is a huge amount for a head mounted display with motion tracking and latency is really high up on the list of reasons that you want triple digit framerates for VR
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post #22 of 69
Quote:
Originally Posted by Shatun-Bear View Post

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.

PS VR is terrible if you have seen the reviews.
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post #23 of 69
change from Windows7 to Win8?...do not approve.
post #24 of 69
Quote:
Originally Posted by Asmodian View Post

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.

No, it's certainly not. That said, not everyone can afford ideal, and this is a great compromise for a non-sickening VR experience on a budget.

Quite frankly, the only real time you notice the warping is when you move your head in the environment a long ways really, really fast. For 99% of cases, you don't even notice because the warping is occurring in your peripherals, and not much detail can be seen there anyway unless you're looking right at it.
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post #25 of 69
Quote:
Originally Posted by Cyro999 View Post

Talking about why it's worse than running the game at a higher framerate is 100% fair

45fps render warped to 90fps adds ~22.22ms of latency on the frame render (1000/45)

a 120fps render would add 8.33ms (1000/120) so ~14ms less

14ms is a huge amount for a head mounted display with motion tracking and latency is really high up on the list of reasons that you want triple digit framerates for VR

The head movement latency would be fine because of the timewarp. What also would work very well with high input latency are devices like joysticks, including the ones on controllers.

But input devices like mouse or hand trackers could be a big issue. And both big VR headsets makers seem to push for them. Maybe they could render the virtual hand trackers every frame and put them on top of the timewarp corrected image.

If they polish this technics enough it also means way better "high end" games because of less performance limitations for everyone.
post #26 of 69
Quote:
Originally Posted by ZealotKi11er View Post

PS VR is terrible if you have seen the reviews.
I haven't heard that at all.

http://www.metacritic.com/feature/playstation-vr-headset-reviews?ref=hp

33 positive reviews (3 very positive), 7 mixed, none negative.
post #27 of 69
Quote:
Originally Posted by Pyrotagonist View Post

I haven't heard that at all.

http://www.metacritic.com/feature/playstation-vr-headset-reviews?ref=hp

33 positive reviews (3 very positive), 7 mixed, none negative.

A lot of problems with tracking because they used old PS Camera. Does not come close to Vive and Rift.
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post #28 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.
This could end up giving people a sub par experience and then those people end up thinking VR as a whole is trash. Then you've shrank the market for it.
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post #29 of 69
Quote:
Originally Posted by ZealotKi11er View Post

A lot of problems with tracking because they used old PS Camera. Does not come close to Vive and Rift.
The total expense is also about half of either of those, especially factoring in the $200 Oculus controllers that aren't out yet, the headset is on another level as far as comfort, especially for those who wear glasses, and the tracking issues are a "bit of a problem" (Eurogamer). Furthermore, the display technology used mitigates the screendoor effect, better than the more expensive Vive and Oculus.

It's not powered by a $500-750+ PC and it's not using $800 worth of VR kit ($250+ console and $500 of VR kit), but it's by no means "terrible" in my opinion, and that's certainly not the consensus either. Both experiences have their pros and cons. Although I'm not sure if any of them are really worth their asking price at this point.
Edited by Pyrotagonist - 10/6/16 at 6:15pm
post #30 of 69
Wow, and I though Oculus sucked before.

"Now we're giving the most compromised VR headset on the market an even more compromised VR experience."
Hopefully no-one makes any Oculus games.

Thank goodness Sony had the foresight to make their screen 120hz.
PSVR is hands down the best VR headset on the market and the gap just keeps widening.
Not only did they use a proper RGB display that hides the screen door effect better, but PSVR is the only headset with 120hz capability.

If only it were available on PC.

Sony has a 60fps/120hz mode, but that actually sounds kind of reasonable to allow physics to run at 60hz, it allows VR games to co-exist with standard PS4 games, and you still get the best head tracking on the market.


If Valve is smart they'll get a 120hz 4K headset on the market ASAP.
These CV1 headsets on PC are just pathetic.
Edited by ILoveHighDPI - 10/6/16 at 7:09pm
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