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Oculus Rift S

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101–110 of 272 posts

Re: Oculus Rift S

#101
post #54
post #42

One 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…

I doubt if there's a strong market for VR even if a great headset was $50. Do people who are not enthusiasts really want to immerse themselves like this? A good chunk of the population doesn't seem interested even in game consoles. I imagine a subset of them are interested in VR gaming. Outside of VR gaming, there's little mainstream content designed for VR.

[deleted]

Re: Oculus Rift S

#102
post #49

As a current Rift owner, this seems like a bit of a lateral upgrade: - IPD is fixed. - LCD display - Can't track hands behind you - Narrower FoV It seems this is comparable to the many WMR headsets already in the market. I would hope that the simpler design helps bring down the price though, I could see this overall being cheaper to manufacturer.

> Can't track hands behind you This is a personal deal-breaker. The rest I can live with. I get it. There's much less hardware involved, there's much lower manufacturing costs, those savings can be passed down to the consumer, bringing us closer to that hypothetical VR mainstream moment. I agree we need more headsets with this technology. I've "grown up" with full tracking, though, and I'm used to it. It adds an addi…

Using 3 sensors you can track full 360°, it works very well with my setup

Re: Oculus Rift S

#103
post #49

Earlier quoted context omitted.

> Can't track hands behind you This is a personal deal-breaker. The rest I can live with. I get it. There's much less hardware involved, there's much lower manufacturing costs, those savings can be passed down to the consumer, bringing us closer to that hypothetical VR mainstream moment. I agree we need more headsets with this technology. I've "grown up" with full tracking, though, and I'm used to it. It adds an addi…

Using 3 sensors you can track full 360°, it works very well with my setup

By bad, I just saw that the trackers are now built-in. I wonder if they will allow adding additional sensors.

Re: Oculus Rift S

#104
post #3

Higher resolution and built in tracking and only 400. Probably going to buy. Someone convince me not to

A lot of people are bringing up the fact that some headsets like the Oculus Quest aren't tethered to a PC. 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 standalo…

[deleted]

Re: Oculus Rift S

#105
post #3

Higher resolution and built in tracking and only 400. Probably going to buy. Someone convince me not to

Is there actually any software compelling enough to make the hardware worth the expense? After the wave of interest that followed the release of the original Rift petered out, most developers seem to have dropped VR like a hot rock...

Microsoft Office VR

Re: Oculus Rift S

#106
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…

> Why can't someone release a decent gen 2 headset with the upgrades that everyone has been wanting. Seriously. If anyone "should" be the one to be pushing things forward it's Oculus. Yet they seem dead set on bringing this to the masses, rather than releasing a "PRO" headset. The money may be in the masses, but it sure feels like a big FU from oculus for them to seemingly abandon the pro consumer.

How likey is it that people will develop content if the possible install base is only people with high-end headsets?

Re: Oculus Rift S

#107
post #98
post #50

Earlier quoted context omitted.

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 F…

I think right now Oculus is more focused on bringing VR to a wider market than they are on pushing specs. If you look at it from that perspective, the Rift S is a _massive_ improvement. No need to mess with sensors during setup; just plug and play.

And it's not like they've abandoned R&D into higher-end tech. It's just that resolution and FOV improvements are bottlenecked by modern GPUs. To overcome that bottleneck will require a breakthrough in foveated rendering technology; which Oculus is working on but hasn't achieved yet. (I believe Michael Abrash, the chief scientist at Oculus, estimated it'll take them another ~4 years to get the technology to the point where it's ready for mainstream consumer use.)

Re: Oculus Rift S

#108
post #71

Earlier quoted context omitted.

Carmack’s interest at Oculus seems to have always been low-end VR. He wrote the SDK for the Gear VR.

I think he is like a demoscene coder; he enjoys pushing limited hardware beyond its supposed limits.

That’s what I assumed too. There’s just not that much left to be done with tight C++ loops in “triple-A” production value VR, it’s mostly about giant asset pipelines.

Re: Oculus Rift S

#109
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…

> Rift S and not the Rift 2

from cars industry: S version of any model means worse upholstery, worse radio, worse trim, worse engine, worse everything, but with a plastic spoiler!

Re: Oculus Rift S

#110
post #98

Earlier quoted context omitted.

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 F…

I think right now Oculus is more focused on bringing VR to a wider market than they are on pushing specs. If you look at it from that perspective, the Rift S is a _massive_ improvement. No need to mess with sensors during setup; just plug and play. And it's not like they've abandoned R&D into higher-end tech. It's just that resolution and FOV improvements are bottlenecked by modern GPUs. To overcome that bottleneck w…

The quest is an even larger step given the fact that it doesn't require an external PC. But still, I would love to see something more gamer oriented.
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