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Oculus Rift S

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91–100 of 272 posts

Re: Oculus Rift S

#91
post #82

I'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!

It's hard to recommend either. The Vive/CV1 have lower resolution, as they are older devices. They are equivalent or better in all other aspects (the Vive has an OEM wireless solution using WiGig, but is isn't as cheap as I'd like). The Rift S has higher resolution and therefore less screen-door effect, which is a MASSSIVE deal. Despite the following criticism, resolution does make the choice genuinely hard. There's…

Theres also the Vive Pro, which is better than the Vive 1 in every way but price,.

Re: Oculus Rift S

#92
post #77
post #47

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…

If inside-out tracking is ok then why not go WMR - the new HP Reverb sounds actually nice .. 2160 x 2160 px per eye - 114 FOV 90Hz LCD but the price is also high ~599$

The Rift S has much better tracking and controllers. 5 cameras instead of two, and the Touch controllers are much more ergonomic than what WMR provides.

Re: Oculus Rift S

#93
post #40

For 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 spend most of my gaming time at the moment playing IL-2 Battle of Stalingrad in VR. I've still got an old DK2 which I didn't use for ages until I discovered I could fly Spitfires in VR. Now I'm hooked again, and in the market for a new headset.

I don't think we are there yet. I'd like to do more creative and productive stuff in VR which really wants higher res screens and fine hand control, either through gloves or some kind of hand tracker.

I'd like to see more serious gaming content as well. Apart from sims, a lot of the games I've been seeing seem to be twee and gimmicky. Or maybe I'm just an old git and the market has left me behind.

Re: Oculus Rift S

#95
I invested in a HTC Vive Pro when it came out, it's looking to be a good investment as these Gen 2 (I should say Gen 1.6) VR HMDs are pretty lack luster. Pair it with the Wireless Adapter, it would be difficult for me to change to inside out tracking and move back to a wired connection. Granted, I've sold some internal organs and first born child to obtain all of these things.

Re: Oculus Rift S

#96
post #47

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…

Maybe the right way is to start with expensive professional vr-gear like https://varjo.com/ is doing and then gradually get into consumer products years later.

Re: Oculus Rift S

#97

Earlier quoted context omitted.

That's an option, but then we wouldn't have nice things like Asynchronous Timewarp / Spacewarp unless we want to shift the burden of doing that onto the rendering application. As someone who worked in VR before the Compositor was a thing, I welcome it with open arms. It's just easier for everybody. That said, it'd be nice if you didn't have to log into some account to make it happen.

> but then we wouldn't have nice things like Asynchronous Timewarp / Spacewarp unless we want to shift the burden of doing that onto the rendering application. Or onto common libraries and frameworks. And I can live without such features until then; if I don't use the SDK and I miss a feature that's in the SDK, that's on me. > It's just easier for everybody. Except people building Open Source VR applications.

There's Monado: https://monado.dev/

Re: Oculus Rift S

#98
post #50
post #47

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…

On the other hand, there are a lot of things that were improved: - Slightly higher resolution (1080×1200 per-eye -> 1,280×1,440 per-eye) - Inside-out tracking - Guardian can be set up via video passthrough - More comfortable halo head strap (better weight distribution, more surface area) - Wider lens sweet spot - Fewer god rays (better lenses) - Less pronounced screen door effect (better lenses, RGB-stripe subpixel l…

I'm not saying you're wrong, but we're on year 3 of this brand new tech and it's "kinda better, kinda worse". Think about the iPhone in 2007 vs 2010. They can call it whatever they like; it's still an utter disappointment, at least to a gamer like myself. If we're going to get to a point where VR actually feels like virtual reality then someone is going to have to push the envelope, and it clearly isn't going to be Facebook.

Re: Oculus Rift S

#99
post #59

I 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.

I think if you're looking for a monitor replacement you're going to need to wait for foveated rendering. That's when you'll start seeing mainstream headsets with ultra-high-PPD displays. Maybe another ~4 years or so.

Re: Oculus Rift S

#100
This is a bit off topic, but I was wondering if anybody that was given an NDA'd preview of the technology before the first version was released has ever commented exactly what it is that they were demoed? What was it that made everybody so excited to write big checks?
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