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First Look at the Rift, Shipping Q1 2016

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101–110 of 142 posts

Re: First Look at the Rift, Shipping Q1 2016

#101

Earlier quoted context omitted.

You'll need a "gaming rig". That's the simplest way I can put it. Don't buy an "ultrabook" or an "all in one" or some $500 laptop to use Oculus. Whether it's a PC (cheaper) or a notebook, it needs to be gaming-focused one. In terms of specs I'd buy a GPU with at least a 3TF performance, and even that it's probably going to be "mediocre" for the next 2 years. 2TF should work, too, but might not last you too long, espe…

Everyone I know has a gaming rig of some type, but not anything that can do 1080p per eye at 60fps per eye, which is where this stuff actually starts to work correctly and what Oculus is designed to use (less motion sickness, better 3D illusion, etc). I don't think a lot of people interested in this technology realize how much hardware they will need to buy to make this work. You're looking, at minimum, a $400-500 gr…

I had to turn down numerous sliders, including the Oculus Quality slider which made screen door pronounced, but I was able to play Elite at 70fps (you want 70 on the DK2) on a Retina iMac bootcamped into Windows. It tore or jerked occasionally, like in Lave, but it's not nearly as demanding as you say. Minecrift did even better.

My experience was very smooth and playable for hours. On a Mac. With laptop graphics. I'd definitely build a machine around a 980 next, but the tech is perfectly accessible.

Re: First Look at the Rift, Shipping Q1 2016

#103

Earlier quoted context omitted.

I think utilizing the SDK is a bit different than a run time (Which both OSX and Windows have)

For the OSX and Windows versions, the SDK package actually includes both development tools (headers, etc) and the runtime; the only reason to offer a package which leaves out the development stuff, is to make the download smaller, which seems unimportant. You can get a sense of where the Linux support currently stands by looking at share.oculus.com, where third-party developers can submit their games and demos, and y…

Oh okay, thank you :)

Re: First Look at the Rift, Shipping Q1 2016

#104
Recently I finally got to try VR— the Samsung Gear VR.

I was a bit disappointed (my expectations were ridiculously high going into it though). I was surprised to find (1) the resolution to be quite pixelated and (2) visible black strips of the hardware bordering my viewport.

After usage, both the resolution and the visible hardware were not issues. They "melted" away and I was "immersed".

But I'm curious: is the Rift expected to be higher quality than Gear in this regard?

Re: First Look at the Rift, Shipping Q1 2016

#105

Earlier quoted context omitted.

You'll need a "gaming rig". That's the simplest way I can put it. Don't buy an "ultrabook" or an "all in one" or some $500 laptop to use Oculus. Whether it's a PC (cheaper) or a notebook, it needs to be gaming-focused one. In terms of specs I'd buy a GPU with at least a 3TF performance, and even that it's probably going to be "mediocre" for the next 2 years. 2TF should work, too, but might not last you too long, espe…

Everyone I know has a gaming rig of some type, but not anything that can do 1080p per eye at 60fps per eye, which is where this stuff actually starts to work correctly and what Oculus is designed to use (less motion sickness, better 3D illusion, etc). I don't think a lot of people interested in this technology realize how much hardware they will need to buy to make this work. You're looking, at minimum, a $400-500 gr…

Yep! I bought all the stuff you said, but skimped slightly on the CPU/motherboard (2 years old) and I'm having a terrible experience. A universe of judder :-( I'm ready to sell the whole thing.

Re: First Look at the Rift, Shipping Q1 2016

#106

Earlier quoted context omitted.

Everyone I know has a gaming rig of some type, but not anything that can do 1080p per eye at 60fps per eye, which is where this stuff actually starts to work correctly and what Oculus is designed to use (less motion sickness, better 3D illusion, etc). I don't think a lot of people interested in this technology realize how much hardware they will need to buy to make this work. You're looking, at minimum, a $400-500 gr…

I had to turn down numerous sliders, including the Oculus Quality slider which made screen door pronounced, but I was able to play Elite at 70fps (you want 70 on the DK2) on a Retina iMac bootcamped into Windows. It tore or jerked occasionally, like in Lave, but it's not nearly as demanding as you say. Minecrift did even better. My experience was very smooth and playable for hours. On a Mac. With laptop graphics. I'd…

If you're getting shitty graphics, turning everything off or lowering to low levels, low framerates, and screen door effect and jerking, etc uh I would rethink what it means to have an acceptable VR experience.

If anything your sub-par experience is proof that I'm correct. Without excellent hardware, the experience is terrible. Just because "it kinda worked" doesn't mean its going to sell or impress anyone.

Re: First Look at the Rift, Shipping Q1 2016

#107

Everybody talks about VR in terms of games but I wonder if it might be possible to create a productive desktop using a VR helmet. Surely it would be easy to emulate having N monitors but I bet you could do better.

Bloomberg has already started investigating Oculus for its Terminal systems:

http://qz.com/218129/virtual-reality-headset-oculus-rift-mee...

Re: First Look at the Rift, Shipping Q1 2016

#108

Earlier quoted context omitted.

If Valve's timing on their VR is anything like their timing for, well, everything else they do... I think the Rift will be out first.

Thankfully, Valve has HTC building the things instead of trying to figure out manufacturing by themselves. Maybe that's enough to get them off Valve Time.

You think throwing a brand new piece of hardware into the mix will accelerate the process?

Re: First Look at the Rift, Shipping Q1 2016

#109

Earlier quoted context omitted.

Thankfully, Valve has HTC building the things instead of trying to figure out manufacturing by themselves. Maybe that's enough to get them off Valve Time.

yea but you know they are going to want to push a half life 3 with it.

Why? They actually said some time ago that they simply didn't have a full story for it and didn't want to push towards anything unless it was what they wanted. I'm not sure they would really care about pushing HL 3 with anything specifically.

Re: First Look at the Rift, Shipping Q1 2016

#110

Recently I finally got to try VR— the Samsung Gear VR. I was a bit disappointed (my expectations were ridiculously high going into it though). I was surprised to find (1) the resolution to be quite pixelated and (2) visible black strips of the hardware bordering my viewport. After usage, both the resolution and the visible hardware were not issues. They "melted" away and I was "immersed". But I'm curious: is the Rift…

Yeah the Samsung Gear VR was like a mobile consumer version of the DK2. The Rift (CV1) will be a definite improvement over the Samsung Gear VR in terms of tracking, audio, and resolution (resolution hasn't been released yet but it is assumed).
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