[GoL]Valve making their own VR HMD + new VR Half-Life - Page 2 - Overclock.net - An Overclocking Community

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[GoL]Valve making their own VR HMD + new VR Half-Life

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post #11 of 58 (permalink) Old 11-13-2018, 12:21 AM
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post #12 of 58 (permalink) Old 11-13-2018, 03:33 AM
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Quote: Originally Posted by Chargeit View Post
90Hz works well.
It's well established by now that 90Hz works well for the majority, but it's also known that a substantial portion of the target consumer base still feels nauseous. For that reason, we need higher frequencies.

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post #13 of 58 (permalink) Old 11-13-2018, 04:43 AM
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Sorry Valve, not even HL3 could get me into VR. Maybe by the time HL4 is a thing the I'll be interested.

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post #14 of 58 (permalink) Old 11-13-2018, 07:33 AM
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Quote: Originally Posted by ToTheSun! View Post
It's well established by now that 90Hz works well for the majority, but it's also known that a substantial portion of the target consumer base still feels nauseous. For that reason, we need higher frequencies.
Have to wonder how much of an affect moving from 90Hz to 200Hz would really have on motion sickness. In my experience motion sickness is more dependent on the software. Assuming you're able to hold 90Hz.

Beat Saber for instance has you jumping all around swiping at blocks, dodging walls, ducking. I have not once felt motion sick or dizzy playing the game. I can say the same for robo recall and many other made for vr games. Now, put me in something like Fallout or Skyrim VR and the movement causes me to feel like I'm falling over. I can get used to it but it's there and I have to fight to keep balance until I get used to playing.

I'd love to run a study group of people who claim to get motion sick in vr to see if they still get sick when playing better examples of vr games.
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post #15 of 58 (permalink) Old 11-13-2018, 08:16 AM
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You need stuff like HL3 to get people interested in VR. VR need adoption and someone has to step up.

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post #16 of 58 (permalink) Old 11-13-2018, 08:20 AM
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They were exploring VR and AR for years now, as far as I know they canceled their AR much to disappointment of the people who then moved I think out of Valve again to continue the work. Guess their VR didn't get canned. Until VR moves to wide angle high resolution high refresh at reasonable price, not going to adopt it. Right now it's narrow view angle, low refresh low resolution at around 500+ EUR, that's a lot for what it offers when one needs a monitor for almost everything anyway. Neither is VR support a simple plug an play yet and application developers are required to implement it and they do not always do or it's done in a bad way.
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post #17 of 58 (permalink) Old 11-13-2018, 08:48 AM
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Quote: Originally Posted by Chargeit View Post
90Hz works well. What really needs to be done is remove the wires and increase the fov. Though I find the lack of physical space to be a larger limit then anything mentioned. I really need to test my rift out at room-scale in my 2 car garage before selling the thing.
Ok, the real crime here is that VR is still largely targeted at high end PC users and does not have ANY options for changing refresh rate.

VR does not exist in a vacuum and no matter how neat head tracking is, what they're doing with the hardware they have is severely lacking.
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post #18 of 58 (permalink) Old 11-13-2018, 09:31 AM
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Quote: Originally Posted by ToTheSun! View Post
It's well established by now that 90Hz works well for the majority, but it's also known that a substantial portion of the target consumer base still feels nauseous. For that reason, we need higher frequencies.
Not due to low framerate most of the time, but due to literal motion sickness from your body expecting to feel forces that it won't. Some games are easy to adjust to, like The Climb, but others like Elite are just not possible without a frame of reference to stop you from kicking your digestive tract in reverse, and no amount of frame rate will help you.

There is a reason all good VR games are either room scale and/or use a teleportation mechanic. Moving without moving is bad for your brain.

Quote: Originally Posted by ILoveHighDPI View Post
Ok, the real crime here is that VR is still largely targeted at high end PC users and does not have ANY options for changing refresh rate.

VR does not exist in a vacuum and no matter how neat head tracking is, what they're doing with the hardware they have is severely lacking.
Most games have visual settings, and at minimum have AA settings.

You do not want to be below 90hz. Over 90hz is not possible at the resolution the Rift and Vive use on the display standard they use.

You'll need to wait for next gen if you want "more", but if you think setting it to 60 to make it easier on your hardware will give you a good time, you're in for a baaaaaad trip.

Quote: Originally Posted by JackCY View Post
They were exploring VR and AR for years now, as far as I know they canceled their AR much to disappointment of the people who then moved I think out of Valve again to continue the work. Guess their VR didn't get canned. Until VR moves to wide angle high resolution high refresh at reasonable price, not going to adopt it. Right now it's narrow view angle, low refresh low resolution at around 500+ EUR, that's a lot for what it offers when one needs a monitor for almost everything anyway. Neither is VR support a simple plug an play yet and application developers are required to implement it and they do not always do or it's done in a bad way.
Yes and no actually. You can absolutely mirror your monitor onto a virtual "tv" in VR and pretend you have a 200in screen. This method can give you 3D and can keep you from motion sickness by providing static reference points, but the resolution in a Rift or Vive isn't really all that high so you'll get Screen Door effect for days.

But besides that, you do not want most PC games in VR even if they WERE plug and play. You won't be able to see your keyboard for a start, and most UIs are obviously not made for it or the usual control schemes.

-----------------------------------

Half-life is a shooter. There are not very many shooters done well in VR, so I'm not certain I see this going well.

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post #19 of 58 (permalink) Old 11-13-2018, 09:51 AM
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Quote: Originally Posted by ILoveHighDPI View Post
Ok, the real crime here is that VR is still largely targeted at high end PC users and does not have ANY options for changing refresh rate.

VR does not exist in a vacuum and no matter how neat head tracking is, what they're doing with the hardware they have is severely lacking.
The refresh rate is tied to the hardware. Early vr was concerned with running 90Hz let alone 200hz. I think the gpu power is now here to run well above 90Hz for vr if the hardware is made available. Though that would require vr headsets to target an extremely high-end customer. I don't see that helping larger scale adaption.

I think they need to focus on making vr more accessible. Which is why we're seeing devices such as the go and quest. Self contained vr experiences. Though there are sacrifices there.

As for the fov/wire thing that's a personal issue. The go/quest remove the wire but do not increase fov. You also have to deal with weak hardware pushing the device.

The sad truth is, vr isn't there yet and I don't think it's going to be there for awhile. Maybe another 10 years down the line we'll have about perfect fov, cordless with enough processing power to push out convincing AAA visuals at high refresh rate. Even then space could be an issue though without the pc/wires you can play some vr in the backyard easy enough.


*Have to mention that being a rift owner I've seen the potential that vr has. The surreal feeling it can give you when you start physically walking towards something takes you to another world (Until you hit a "irl" boundary). The tunnel vision you get in combat hints at what it will be like with a full fov. The promise is there but the tech is still too primitive. I just hope VR can survive and become fully realized.
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post #20 of 58 (permalink) Old 11-13-2018, 10:44 AM
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foveated rendering or bust. no one cares about x+1 resolution
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