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[POLYGON] Oculus Rift has a new minimum spec, $499 entry-level PC - Page 4

post #31 of 69
Hell no, just no. This will probably hurt VR more than it helps with all the poor souls that will get nauseated. Status Quo for Oculus though!
post #32 of 69
Quote:
Originally Posted by ILoveHighDPI View Post

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.

Best head tracking on the market? I understand head tracking it its big weakness.

RoadToVR:
Quote:
PlayStation VR’s tracking system uses the PlayStation Camera to track visible-light markers on the PSVR headset, PS4 controller, and PlayStation Move controllers. And while the system works well enough for a solid VR experience, it performs notably worse than the tracking we see on the Rift and Vive, and may be PSVR’s biggest downside in an otherwise impressive system.

Their detailed review of the tracking make it sound quite bad, at least compared to my experiance with the Vive. The Vive's perfect tracking is the one thing I really like about it. tongue.gif

PSVR does sound like an amazingly nice headset, for the price. The lenses sound very good along with the way it mounts on your head. However bad mura artifacts, a low resolution, and poor tracking also make it sound too compromised to bother with until it is improved. I do say that about all the current VR options, only buy one of them if it doesn't seem too expensive and you are very interested in VR. Personally I think good tracking is the most important aspect, more or less gunk on my goggles is one thing but jitter that I cannot feel with my inner ear is a complete immersion breaker. I never forget I am wearing goggles in the Vive but I quickly think I am wherever in VR land, only wearing a weird googled suit with a cord and strange manipulator gloves.

What if you turn around?
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post #33 of 69
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.
Yeh same here, although I do have some thoughts about jumping on VR ASAP and trying to build some type of experience while things are still in early days...
post #34 of 69
Quote:
Originally Posted by Asmodian View Post

Quote:
Originally Posted by ILoveHighDPI View Post

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.

Best head tracking on the market? I understand head tracking it its big weakness.

RoadToVR:
Quote:
PlayStation VR’s tracking system uses the PlayStation Camera to track visible-light markers on the PSVR headset, PS4 controller, and PlayStation Move controllers. And while the system works well enough for a solid VR experience, it performs notably worse than the tracking we see on the Rift and Vive, and may be PSVR’s biggest downside in an otherwise impressive system.

Their detailed review of the tracking make it sound quite bad, at least compared to my experiance with the Vive. The Vive's perfect tracking is the one thing I really like about it. tongue.gif

PSVR does sound like an amazingly nice headset, for the price. The lenses sound very good along with the way it mounts on your head. However bad mura artifacts, a low resolution, and poor tracking also make it sound too compromised to bother with until it is improved. I do say that about all the current VR options, only buy one of them if it doesn't seem too expensive and you are very interested in VR. Personally I think good tracking is the most important aspect, more or less gunk on my goggles is one thing but jitter that I cannot feel with my inner ear is a complete immersion breaker. I never forget I am wearing goggles in the Vive but I quickly think I am wherever in VR land, only wearing a weird googled suit with a cord and strange manipulator gloves.

What if you turn around?

Right, I don't doubt that tracking is worst on PSVR, but it will have the lowest latency.
Maybe I would change my mind if I had both of them in front of me, but I know I like low latency gameplay, so for now that's the one I'm most interested in.

Previously I said that Valve should make a 4K 120hz headset, but given the subject of this thread that really means it should be a 240hz display.
Hopefully the VR industry does not settle with the current level of display quality for very long.
Edited by ILoveHighDPI - 10/6/16 at 8:42pm
post #35 of 69
Quote:
Originally Posted by ILoveHighDPI View Post

Right, I don't doubt that tracking is worst on PSVR, but it will have the lowest latency.
Maybe I would change my mind if I had both of them in front of me, but I know I like low latency gameplay, so for now that's the one I'm most interested in.

Previously I said that Valve should make a 4K 120hz headset, but given the subject of this thread that really means it should be a 240hz display.
Hopefully the VR industry does not settle with the current level of display quality for very long.

PSVR is warping 60 to 120 Hz, like this Oculus Asynchronous Spacewarp is doing for 45 to 90. Sony claims PSVR has a latency of 18 ms v.s. a 22ms latency for Vive, if we can trust either of those numbers. I agree that low latency is very good but I don't think a 4ms difference is worth jitter in the head tracking.
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post #36 of 69
and here i thought the headset also got cheaper...
post #37 of 69
Couple of questions from a VR noob....

1. What resolution do these typically run? Is the experience any good? Do you see lots of pixels and crap???

2. What's with the high refresh rate? Is <90Hz something that creates an overall bad experience? I'm at 85Hz currently for 1440p and I can imagine if the screen was any closer, a true 85Hz might make for some strain if its VR?

It's an interesting concept... it'll be interesting to see how much traction is actually gained in a few years...
post #38 of 69
Thread Starter 
Quote:
Originally Posted by epic1337 View Post

and here i thought the headset also got cheaper...

That was the first thing i checked as well. Depending on how well the PSVR sells, Oculus just maybe forced to.
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post #39 of 69
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.

Personally I'm glad that with this change my PC can now even attempt VR but I'm writing off Oculus because of Palmer Lucky and how they chose to handle the matter. Leadership pretty much said we don't give a **** and some of them even went further than that and said Lucky wasn't doing anything inappropriate. Palmer doesn't deserve a pat on the head trying to help make society worse in one way while making it better with pushing VR.

I'm looking forward to seeing this tech being adopted by their competitors.
post #40 of 69
Quote:
Originally Posted by Cakewalk_S View Post

Couple of questions from a VR noob....

1. What resolution do these typically run? Is the experience any good? Do you see lots of pixels and crap???

2. What's with the high refresh rate? Is <90Hz something that creates an overall bad experience? I'm at 85Hz currently for 1440p and I can imagine if the screen was any closer, a true 85Hz might make for some strain if its VR?

It's an interesting concept... it'll be interesting to see how much traction is actually gained in a few years...

I used Gear VR which does 60Hz. I had no problems with it even gaming but that was for less than 30 min play time. There are a lot of problem with VR right now. Yes you probably need sold 90Hz if you play certain games. You want to tick your brain to relax and not train your eyes when you are gaming. Also tested both 1440p OLED (Penile) and 1440p IPS RGB and the store is simple. We need more resolution. Yes you can get immersed but its more difficult if you can see the spacing between the pixels. Right the resolution is 2160x1200 I believe. That is split into screen. 1080x1200. I think we need to double the resolution (4x the pixels). Biggest problem by far is price. They have no signs of going down. Not many people are buying Rift or Vive. Most are waiting for V2, V3. We do not know if we are getting similar hardware for less of better hardware for same price. With low adoption rate means not much development. That is also a reason most people do not want to spend that much on VR. System requirement mean nothing. I would pick a Titan XP if I had to in order to play the killer App but such thing does not exist.
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