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Oculus Rift S

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181–190 of 272 posts

Re: Oculus Rift S

#181
post #109

Earlier quoted context omitted.

> 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. ;)

Tesla doesn’t have S versions, just a Model S

Audi as mentioned has S models and they’re legitimately better than their non-S counter parts (S-line package is not the same)

Re: Oculus Rift S

#182
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.

Try the Varjo VR-1 which has human-eye resolution https://varjo.com/

It's quite expensive at $5999 though.

Re: Oculus Rift S

#183

Earlier quoted context omitted.

I tried the Oculus Rift at Facebook HQ with all of the fancy dongles, including things I'm not allowed to talk about. I've also tried the regular HTC Vive. Both felt like a gimmick, and the Vive made my girlfriend nauseous after a few minutes. I'm a big believer in the potential of VR, but the current options do not impress me. I think it's still a few years away for someone like me, and still another 5+ years where…

FWIW I tried the Quest recently and it felt consumer-ready in a way none of the other systems I've tried so far did. Mostly due to the freedom to move without the cable, increased resolution, and better lenses (the price doesn't hurt either). That's coming out in a few months though, and it certainly addresses the cost point. Is the main thing you think will take 5+ years content? Trying the Quest I couldn't help but…

The first problem is the technology just isn't good enough yet - it literally makes people sick. Higher resolution, faster frame rates, and better tracking can help with this.

The second problem is it's too expensive. Once there is enough demand to scale the technology better, costs can come down. And costs for better screens and chips will come down in time on their own anyway.

The third problem is a lack of content. For the amount of money Facebook has been pouring into VR developers, it's really just sad how few good games there are. The general consensus I hear from gamers is they've just given up on VR, and I don't know any devs who see it as anything more than an experiment right now.

There just isn't anything compelling about VR right now, at least not for me. Even the people I know who used to champion it almost never use it anymore, and many of my friends who used to work at Oculus have quit as they no longer believe in the vision.

All of this is anecdotal of course. The real data point is sales, and they are bad. Look at VR sales and compare them to the Microsoft Kinect, which MS has essentially abandoned and admitted to being a failure (at least for gaming and mainstream consumer applications). If VR is woefully trailing behind a technology accepted to be a failure that was practically force-fed down consumer's throats as MS tried to push it with their Xbox business, it's hard to see a bright future for VR.

It's been years and billions of dollars have been spent, and VR has a couple of indie hits and no killer app.

Re: Oculus Rift S

#184
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…

The 'tether' part is a big deal though in addition to the cost. Having tried both, I would prefer less realistic graphics vs having to keep the cable position in the back of my mind (I don't think I quite realized how much it subtracts from immersion until it went away). If you can assume the system is wireless, I think that actually frees up game design quite a bit to involve more rapid movements around the play-space that might be impractical or dangerous with a cable.

I think the future of PC headsets is wireless streaming to standalone VR devices (I'd much rather have one $400 device that can do both than pay for separate PC and mobile ones). I think Oculus said they were actually investigating wireless PC streaming for the Quest, but obviously that wasn't a design requirement up front so who knows if they will get it working. If they do get it working, it seems like that could basically kill sales for the Rift so I can see why they might not want to put too many resources into it.

Re: Oculus Rift S

#185
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.

Don't forget that they're owned by Facebook now. Facebook probably have different priorities than hardcore gamers.

Re: Oculus Rift S

#186
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…

How is this different from /r/gaming thinking that the only challenge in building anything is turning a dial, and if it's not perfect, then it's because you're incompetent for not simply turning the dial more.

Re: Oculus Rift S

#187
post #136

John Carmack and his friends made it clear that they have no interest in the PC being a first class VR platform when they tossed Brendan Iribe to the curb. The Rift-s is a big fuck you to all of the hardcore early adopters that made the Rift a reality. I skipped gen-1 thinking gen-2 was right around the corner; unfortunately, three long years later the future truly looks like a "race to the bottom." VR is starting to…

I'm a relatively new VR user, so I'm a little less burned out from the apparent stagnation than someone who's been doing this since the Oculus Rift dev kits, but I think maybe you're being a little pessimistic?

> The VR industry seems to think PC gaming is dead

Sad, if true. This is definitely how Oculus seems to feel about it, but maybe they're just ceding that segment to HTC.

> HTC hasn't released a marginally better headset in three years

Their upcoming roadmap seems promising even if it's only evolutionary changes. It also seems like they're not abandoning the high end.

> Future headsets are adopting inside out tracking despite it having worse performance than lighthouse

It's strictly worse in terms of sheer "performance", but it can be potentially so much better in other terms that it might be a better idea to dump engineering effort into improving the performance until it's good enough.

If I set up my tracking sensors perfectly and go through the calibration ceremony, my VR environment would be capable of higher-precision tracking than is possible with inside-out technology. At least, it is until a cat knocks into my sensor, or the USB connection flakes out, and I have to recalibrate the damn thing all over again.

This has happened before. You can (or at least could) get better photographs from film than from digital. CRT displays are (or at least were) capable of better image quality than LCD. Gas tanks can store more energy than the batteries in a Tesla and can be refueled faster than the battery can be recharged. The .30-06 cartridge is more lethal than the 5.56 NATO. Analog telephony has higher sound quality than digital.

However--digital cameras are far easier to use and make the photos themselves easier to share and store, so they got the image quality good enough. LCD displays are less bulky and more energy-efficient, so they got the image quality good enough. Electric cars are more eco-friendly and can deliver higher performance due to the mechanical simplicity, so they got the batteries and Superchargers good enough. 5.56 has less recoil, particularly in full-auto or burst fire, and you can carry more rounds because each round weighs less, and the rifle itself can be lighter. Digital telephony scales better and suffers less quality drop for mobile phones, and VOIP dispenses with dedicated telephony infrastructure entirely.

Re: Oculus Rift S

#188
post #79
post #70

Earlier quoted context omitted.

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…

> It's just a huge pain in the ass to set up 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.

Moving furniture around because you don't have a 3m x 3m space free all the time is tiring and a major pain point for me (I own a vive, I don't re-setup everytime though I do change the boundaries & optimal furniture placement sometimes)

Re: Oculus Rift S

#189
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.

I also think "virtual desktop" is a short-sighted notion of how VR user interfaces would end up in reality--although you can do a hell of a lot by just rendering 2D planes in your VR environment.

Re: Oculus Rift S

#190

Does anyone here use the "courtside" view of NBA/NCAA basketball games? How is it?

I watched an NBA game on the NextVR app and it was amazing. "Courtside" view is pretty useless, but the default view predominantly used the basket stanchion cameras, switching from end to end whenever the ball crossed half court.

Getting a three-dimensional sense of the game was amazing. Looking around and seeing and hearing things you don't see and hear on TV was also great. FOV is still the main limiting factor, but mostly, the behind-the-basket camera angle lets you look around and get a much better sense of what's actually happening on the court--with the downside of actually having to look around.

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