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Oculus Rift S

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111–120 of 272 posts

Re: Oculus Rift S

#111
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 have the PSVR headset. I used it for a few weeks and haven't picked it up since. It made my eyes hurt for one, and I was pretty disappointed in the graphics. The headset felt cumbersome to use. There are other setups with better graphics, maybe it's different on PC, but I found I'm actually happier just playing the old fashioned way.

Re: Oculus Rift S

#112
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.

[deleted]

Re: Oculus Rift S

#113
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…

>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.

So basically every company in the world that prefers marketshare to niche. Theres some nice exceptions like pinboard.in, but for the most part, everyone is willing to sell out to Walmart hoping for dominance.

Re: Oculus Rift S

#114
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.

Specifically the spaceship game "Elite: Dangerous" is absolutely incredible in VR. (They've designed the game to work with it since the original Oculus dev kit came out.)

It was the main video game I played for a while, almost always with the Oculus Rift. I don't play it any more for various reasons.

I am going to take a strong look at this headset because the most frustrating thing was never issues with resolution, FOV, or whatever people are complaining about.

It was all this quality of life stuff that the Rift S looks like it fixes, like setting up head tracking, recentering the screen, not being able to see the keyboard, needing 3 USB ports, etc.

Re: Oculus Rift S

#115

Earlier quoted context omitted.

> 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?

More likely than they will, so long as the device remains a poorly functioning novelty.

IMHO, we haven't reached the point where VR technology can be commoditized in this way. Even the high end rigs have a long way to go.

Re: Oculus Rift S

#116
post #82

Earlier quoted context omitted.

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,.

I have no first-hand experience with it, but there was a fair amount of criticism surrounding comfort.

Re: Oculus Rift S

#118
post #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.

Not actually needed. Getting high enough res to replace monitors with small fonts does require a big increase in resolution, but rendering a virtual desktop requires a lot less computation per pixel than rendering a game with lighting and shading. Current-generation consumer GPUs should be sufficient, if the panels and optics get good enough.

Re: Oculus Rift S

#119
post #99

Earlier quoted context omitted.

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.

Not actually needed. Getting high enough res to replace monitors with small fonts does require a big increase in resolution, but rendering a virtual desktop requires a lot less computation per pixel than rendering a game with lighting and shading. Current-generation consumer GPUs should be sufficient, if the panels and optics get good enough.

Yeah, but you're not going to be seeing a big push for higher PPD displays until after all the other pieces are in place to support that technology for gaming. The market for monitor replacements isn't big enough to drive that kind of change all on its own.

Re: Oculus Rift S

#120
post #35

I bought an Oculus Rift a couple months ago, and this seems like a mixed bag. Per https://uploadvr.com/oculus-rift-s-official/ : > The original Rift used dual PenTile OLED panels for a total resolution of 2160×1200. Rift S replaces this with a single LCD panel with a resolution of 2560×1440...This provides a higher detail image with reduced “screen door effect”. However, you don’t get the deep blacks of OLED since LC…

It seems to me the Rift S is targeted more at people new to VR, not at existing Rift owners. The focus seems to be mainly on making setup easier, and improving comfort and ergonomics, not on pushing the boundaries spec-wise.

Which is weird, because Quest does all those things fabulously.

If you want an EZ - all in one VR, then you go Quest. It feels like the Rift brand should stay focused on the highest end experiences and let Quest take over the mainstreaming.

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