They really phoned it in on this one. No physical IPD adjustment, an 80hz LCD rather than the 90hz OLED, a very marginal resolution increase to 1280×1440 (which is still less than the $200 WMR headset I bought almost two years ago), and no FOV increase. The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you (like shooting a bow, which just about rui…
>They clearly want to push their more casual all-in-one headsets and don't care much about the enthusiasts and gamers that helped get Oculus off the ground in the first place. I'm a little surprised they have taken this route. Especially with someone like John Carmack for a CTO.
Oculus Rift S
71–80 of 272 posts
Re: Oculus Rift S
#72I would love to trade all these monitors for a virtual workstation. Every time there's new VR tech I hope that it's possible. 1280x1440 is definitely an improvement. I'm patient.
It's not quite monitor-replacement territory but it's getting close.
Re: Oculus Rift S
#73I've used a Vive once (a guy at work brought one in). Little sensors at the corners of the room, headset, hand grips. It was really neat. How does this rank next to Vive? I've been thinking of getting one (my kids would love the 3-d "drawing" app I tried). I have a good PC, should I be looking at getting the Rift S? A Vive? Any suggestions would be great. Thanks!
The objects in the corners of the room aren't sensors with Vive, they're lighthouses. Vive's tracking system is inside-out, there's only one cable and it runs from your computer to your head. There need to be two lighthouses, and all they need is power and line-of-sight to each other Oculus's tracking system is outside-in, the stations in the corners of the room are cameras, and the headset has infrared lights on it.…
Re: Oculus Rift S
#74For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.
I spent a lot more time in VR than console and PC gaming because I'm a fan of VR rather than a fan of pancake gaming.
I was a very occasional gamer prior to VR. But I'm in VR nearly every day.
Re: Oculus Rift S
#75For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.
Tracking is a joke with the Rift v1 (consumer version). Decent for a few hours and then randomly everything gets all screwed up, requiring a tracking reset which sometimes doesn’t even fix the issue. It’s way too involved to set up, and even following the instructions it takes sometimes 20 minutes to finally get the tracking sensors synced with the controllers and your System. I found that really frustrating and made…
Some combination of a bug, strange setup, or bad environment is going on here. Maybe you have a large mirror or pane of glass around your setup? Lots of things can go wrong.
Re: Oculus Rift S
#76One of the biggest barriers to consumer adoption of VR seems to be the cost. Is there a reason why it doesn't make sense for the manufacturers to do a subscription service? Seems like everything from phones and consoles to game streaming subscriptions is the trend (and makes sense). If nothing else, it can help increase distribution and awareness -- at the end of the day, more people using the devices is probably gon…
Neglecting inflation, amortization does not make it any cheaper.
Re: Oculus Rift S
#77They really phoned it in on this one. No physical IPD adjustment, an 80hz LCD rather than the 90hz OLED, a very marginal resolution increase to 1280×1440 (which is still less than the $200 WMR headset I bought almost two years ago), and no FOV increase. The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you (like shooting a bow, which just about rui…
the new HP Reverb sounds actually nice ..
2160 x 2160 px per eye - 114 FOV 90Hz LCD
but the price is also high ~599$
Re: Oculus Rift S
#78Higher resolution and built in tracking and only 400. Probably going to buy. Someone convince me not to
I'm here to say that being tethered to a PC is a feature, not a bug.
The advantage to being tethered to a PC is processing power. Any standalone headset is going to be running purely off of batteries. That means there are MASSIVE trade-offs in processing power, especially for the graphics. The GPU in a standalone headset like the Oculus Quest is going to be about as powerful as your phone's GPU or a Nintendo Switch, meaning it won't hold a candle to the power of a mid-grade desktop GPU. Yeah, sure, games are going to be made with that in mind, but it will definitely limit the graphical quality. You might think "Well I don't care much about graphics", but you'll find many game devs unwilling to make a lower quality port of their game in order to support lesser hardware. In other words, there just simply won't be as many games made for the Quest as their will be for desktop. Every PC will have the power to run a Quest game, but Quest will not have the power to run every PC game.
Re: Oculus Rift S
#79For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.
I own a Vive and a Rift, have toyed around with VR development, and build some VR stuff at work sometimes. I haven't used VR in my home (or to play a game anywhere) in over a year. It's just a huge pain in the ass to set up, and I don't have a great spot to play in my apartment. Once it's set up, the experience of being in VR is great. The controllers are good, and the hardware is great (other than the setup). There…
The trick is to leave it set up ;-)
But is it really that hard? I use a Rift in a hot-desking office and setting it up takes all of 30 seconds each time I move. The room setup doesn't need to be redone. I don't bother with the guardian boundary for front-facing cameras. I just plug in the USB+HDMI and I'm done.
Re: Oculus Rift S
#80For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.
Tracking is a joke with the Rift v1 (consumer version). Decent for a few hours and then randomly everything gets all screwed up, requiring a tracking reset which sometimes doesn’t even fix the issue. It’s way too involved to set up, and even following the instructions it takes sometimes 20 minutes to finally get the tracking sensors synced with the controllers and your System. I found that really frustrating and made…
You are literally the only person I've heard this from.