4K fingers crossed.
First Look at the Rift, Shipping Q1 2016
21–30 of 142 posts
Re: First Look at the Rift, Shipping Q1 2016
#22I'm so impressed by their restraint on waiting until the product was right before going to market.
I hope input is good. I trust that the VR will be good, but input, need good input.
Re: First Look at the Rift, Shipping Q1 2016
#23Earlier quoted context omitted.
Oh, I figured running two high def screens would require a beefy graphics card.
The current development kit prototype is just 1920×1080, which is split horizontally into 960x1080 per eye. So it's really not "two high def screens". Hopefully they will be able to improve this further before shipping the consumer version.
Re: First Look at the Rift, Shipping Q1 2016
#24Argh, the title of the post has the exact same amount of info as the article does. I was hoping for details on the changes to the hardware different from the current dev kit. Or more importantly, I was hoping to read why I should still care when Valve's offering is planned to come out this year and is supposedly the bee's knees.
Re: First Look at the Rift, Shipping Q1 2016
#25Earlier quoted context omitted.
Oh, I figured running two high def screens would require a beefy graphics card.
The current development kit prototype is just 1920×1080, which is split horizontally into 960x1080 per eye. So it's really not "two high def screens". Hopefully they will be able to improve this further before shipping the consumer version.
Re: First Look at the Rift, Shipping Q1 2016
#26If you've been playing with the DK1 or DK2, the consumer version is fundamentally better. Do not assume you know what the state of the art is until you've gotten your hands on a preview. I don't know exactly what the resolution differences are, and I don't care - it's not the relevant spec to compare. It's gotten to the point where resolution is "good enough" to trick the mind and anyone who says otherwise is bikeshedding. They've gotten the screen door effect under control. With head tracking implemented and drift solved as a side effect, two huge problems are gone. Their low-latency head tracking stops people from feeling nauseated like they did with DK1. I could barely stand without wanting to vomit after playing the Doom demo. The only game I could play for any length of time was a simple platform jumping game called Rift Rush.
I don't know what they consider their largest hurdles, but from my perspective the hardware/software problems are solved for now and they need excellent made-for-VR content. When done well, the effect is stunning - in one of that calmer, more exploration-oriented demos I just stared at the light glinting off a metal bowl as I moved around it for at least 30 seconds.
But the difference between "good" and "mind blowing" was often the result of things that nobody has thought about before. In the movie-like demos, sometimes I missed things because I had my back to the action. In VR movies, the user controls the camera and needs to be told where to look; that's a problem nobody making movies has ever faced before. Even Pixar's demo suffered from this - the action was too spread out for the screen's field of view.
Re: First Look at the Rift, Shipping Q1 2016
#27I'm so impressed by their restraint on waiting until the product was right before going to market.
Re: First Look at the Rift, Shipping Q1 2016
#28Re: First Look at the Rift, Shipping Q1 2016
#29I'm so impressed by their restraint on waiting until the product was right before going to market.
I guess they don't want it to be a flop, or lacklustre. I think apple have raised the bar with what consumers expect from a 'gadget'... I hope input is good. I trust that the VR will be good, but input, need good input.
Re: First Look at the Rift, Shipping Q1 2016
#30I was able to get a demo of the Crescent Bay prototype (hand-built tech demo of the consumer version) at PAX East this year. I've also tried the DK1 and DK2. If you've been playing with the DK1 or DK2, the consumer version is fundamentally better. Do not assume you know what the state of the art is until you've gotten your hands on a preview. I don't know exactly what the resolution differences are, and I don't care…
Otherwise I'm with you. Positional tracking was the thing that really made it awesome for me. There are so many tiny head movements that you make when you're looking around; if positional tracking isn't pretty much 100%, then it just feels wrong.