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Oculus Rift S

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121–130 of 272 posts

Re: Oculus Rift S

#121
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…

> The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you

If that's correct, this ruins Robo Recall, of all things.

Yeah, maybe it will make setup more convenient, but are people really being thrown off by that? A 10 year old can figure it out (tested!). Yes, taking USB ports is not convenient, but the camera positioning is more forgiving than Vive's implementation (those need to see each other).

No significant jump in resolution. Lower refresh rate, LCD.

It's kinda underwhelming.

> EDIT: After a little more reading it looks like the Quest (their equally priced all-in-one headset) has a higher resolution and a physical IPD adjustment. What the hell are you even paying for with this? You get a worse headset for the same price that lacks all the onboard hardware?

Wake me up when the Quest is able to run Elite Dangerous, X-Plane, Subnautica or similar stuff. Even PCs can struggle.

Re: Oculus Rift S

#122
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…

[deleted]

Re: Oculus Rift S

#123
post #87
post #54

Earlier quoted context omitted.

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.

Potentially the audience for VR could be bigger than the audience for consoles as it opens up entire categories of non-gaming applications. Experiential, narrative, educational, social etc. I've had very positive responses to VR from people that have never had any interest in traditional gaming. Of course - whether this interest could be translated to purchase is a different question. Ease of use and cost would help…

Except for experiential, why aren't those categories already open on consoles?

Re: Oculus Rift S

#124
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 one since launch. I never use it.

Most of the "games" are either poor ports of actual games or phone level arcade games. I enjoyed going in public VR spaces to interact with people but it quickly lost it's charm.

I'm excited for Boneworks that is coming out eventually and that will make me dust off my headset. Hopefully it won't go back in the closet after a month again.

Re: Oculus Rift S

#125
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…

The gameplay-experience isn't what is holding VR back. VR was good enough 3 years ago.

Price, PC-Specs, and ridiculously complicated setups are the reason, why VR hasn't taken off yet. The Rift-S helps with all of those issues.

It makes some smart tradeoffs, so that it is accessible to more people.

Re: Oculus Rift S

#126
post #109
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…

> 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!

Unless you're Tesla. ;)

Re: Oculus Rift S

#127
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 think your benchmark is wrong. I spend ~15 hours a week gaming, and maybe 1 hour a week on VR (averaged). That feels like a fair amount of use in VR, but it's nowhere near 7-8 hours/week. I'm not sure I'd want to spend 8 hours a week in VR.

But the experiences I've messed with are amazing when they land. Elite Dangerous, Beat Saber, Moss, even Google Earth. It's pretty rare for a game to make me stop and literally exclaim, "Holy shit!", but it happens pretty regularly in VR.

Re: Oculus Rift S

#128
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…

> The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you If that's correct, this ruins Robo Recall, of all things. Yeah, maybe it will make setup more convenient, but are people really being thrown off by that? A 10 year old can figure it out (tested!). Yes, taking USB ports is not convenient, but the camera positioning is more forgiving than Vive's…

If you look at the 5 camera placement on the headset it looks to cover a pretty heavy margin, including a wide FOV camera on the top. So you'd have to have your hand directly behind your back (and not at a height above your head) for it to not be able to track it, which seems like it would be uncomfortable in real gaming scenarios.

John Carmack has also talked a decent bit about their inside-out tracking extrapolation tracking code to keep latency low. Their tracking predicts where your hand will be at the time a frame is rendered, not at the time the frame begins. This not only means the controller tracking will appear low latency but it also means it can figure out from the controller's sensors where it is when it can't get visual range for a second or two. So I imagine you'd have to hold your hand directly behind your back for more than a few seconds to really see the effects, and by the time your controller comes in range (way before you'd see your hand position) it should correct itself.

That being said, some people with hands on did say the inside out tracking didn't do so well when the controller got too close to the front of the headset, so it's up in the air how bow and arrow type of movements will work.

Re: Oculus Rift S

#129
post #39
post #12

Earlier quoted context omitted.

> Someone convince me not to OK, I'll take a shot (using the simplest argument I have access to, without trying to sell you on something fundamentally different): the Oculus Quest, which uses the same controllers but isn't tethered to a PC and is coming out in the same "Spring 2019" timeframe, seems to be even higher resolution and also costs only $400 ;P... (edit) oh, and AFAIK the Quest will have mechanical IPD adj…

The Quest is a standalone headset, so all the software runs on the headset itself. Great for people who don't already have a PC capable of running VR, but maybe not ideal if you have a gaming PC and want to be able to utilize that to run graphically intensive games.

[deleted]

Re: Oculus Rift S

#130
post #12

Earlier quoted context omitted.

> Someone convince me not to OK, I'll take a shot (using the simplest argument I have access to, without trying to sell you on something fundamentally different): the Oculus Quest, which uses the same controllers but isn't tethered to a PC and is coming out in the same "Spring 2019" timeframe, seems to be even higher resolution and also costs only $400 ;P... (edit) oh, and AFAIK the Quest will have mechanical IPD adj…

> isn't tethered to a PC Can I tether it to a PC if I want to? My primary use case is PC gaming.

Carmack said they had a lot of internal discussions about that but they decided not to do it for whatever reason.
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