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Oculus Rift S

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211–220 of 272 posts

Re: Oculus Rift S

#211
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…

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.

No. Palmer Luckey even said so:

https://www.roadtovr.com/oculus-founder-palmer-luckey-price-...

http://palmerluckey.com/free-isnt-cheap-enough/

Re: Oculus Rift S

#212

Earlier quoted context omitted.

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.

There are a few things that "real" 3d is useful for, 3d modelling, cad, games, art, movies, ... Basically entertainment + modelling real world 3d things.

For most of what we do on a computer I don't think so though. Text based communication (social media, email, etc), reading books, writing documents, doing accounting, etc. These are all tasks that don't have any intrinsic third dimension, and since the information needs to be projected to a 2d surface regardless (the back of your eyeball) you can't really pack more information in by taking advantage of the third dimension.

I'm sure the third dimension will be used for "modern design" reasons, maybe you'll scroll through planes that come at you from farther away to switch "tabs" (android already basically does that on 2d displays), and we'll probably have some 3d equivalent of gifs, but I think most content really remains a 2d texture on a plane.

Even if I'm wrong, I'm sure the first iterations will be mostly plane based, just because that's what the existing software knows how to render to.

Re: Oculus Rift S

#213

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

I did this on the Gear VR (which actually has better resolution than the original Rift), and it was amazing. The streams would die once in a while, but it was SO fun to watch. You could switch around to different views while you were watching, too. Timeouts made me feel like I was there when they didn't cut to commercials. :)

Re: Oculus Rift S

#214
post #87

Earlier quoted context omitted.

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?

Marketing?

Because consoles offer literally nothing over desktops for that, and schools, libraries, etc already have desktops?

Re: Oculus Rift S

#215
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…

>Nothing wrong with building headsets for the more casual consumers...

Not sure if this is true. There is nothing casual about blocking out the real world entirely with a sensory depriving helmet on your head. I just don't see a casual market for this tech until it integrates seamlessly with the real world.

Re: Oculus Rift S

#216

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…

VR Dev since 2014, here. The content is what makes people sick, not the hardware (these days). I haven't gotten sick in VR since Rift DK2. Been using the Vive since. No sickness in The Lab. Recently tried playing Everest VR -- queasy due to lots of flying, slow camera movement. Apollo 11 was a lot better, but still had some iffy swooping camera moves. Basically, you can not make the same kind of game for VR that you…

People get sick mostly because of the neurological issues associated with keeping eyes focused on objects at fixed lengths even though they are perceived as far away in the VR world.

Vergence-accommodation conflict:

https://medium.com/vrinflux-dot-com/vergence-accommodation-c...

Re: Oculus Rift S

#217
post #216

Earlier quoted context omitted.

VR Dev since 2014, here. The content is what makes people sick, not the hardware (these days). I haven't gotten sick in VR since Rift DK2. Been using the Vive since. No sickness in The Lab. Recently tried playing Everest VR -- queasy due to lots of flying, slow camera movement. Apollo 11 was a lot better, but still had some iffy swooping camera moves. Basically, you can not make the same kind of game for VR that you…

People get sick mostly because of the neurological issues associated with keeping eyes focused on objects at fixed lengths even though they are perceived as far away in the VR world. Vergence-accommodation conflict: https://medium.com/vrinflux-dot-com/vergence-accommodation-c...

Vergence accommodation conflict is a contributor but not anywhere near a primary source.

Re: Oculus Rift S

#218
post #212

Earlier quoted context omitted.

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.

There are a few things that "real" 3d is useful for, 3d modelling, cad, games, art, movies, ... Basically entertainment + modelling real world 3d things. For most of what we do on a computer I don't think so though. Text based communication (social media, email, etc), reading books, writing documents, doing accounting, etc. These are all tasks that don't have any intrinsic third dimension, and since the information n…

>For most of what we do on a computer I don't think so though.

arranging any number of work spaces (screens) in 3d would be awesome

Re: Oculus Rift S

#219

Hmm, I have a hard time understanding what advantage these all in one devices have over the various VR lens devices for random phones. That said i'm not really impressed with the basic rift device I have. Mostly because the core software seems like garbage. The first blue screens I've seen in over a decade were caused by it. Then there are all the non fatal problems like the fact that the software apparently wasn't t…

You have to try a 6DOF system, it’s a totally different ballgame.

Re: Oculus Rift S

#220
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.

I think the important thing is that it's hard enough that I don't use it.
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