Oculus Rift
241–250 of 378 posts
Re: Oculus Rift
#242Earlier quoted context omitted.
> the perceptual resolution available for a virtual monitor would probably be less than VGA It's a shame we weren't able to program on VGA monitors. :(
other than "can't fall off a seat tray" there isn't much point in having 4 virtual monitors if it gives you less readable real-estate than a real monitor.
The key metric for me is how much information I can access with input under a minimal threshold. From personal experience, a hotkey to swap virtual desktops (e.g. Alt+Up) still isn't the same as having multiple physical monitors to reference.
However, I'd expect VR head orientation changes to look at different monitors to be fairly similar perceptually to what I do now, since it's the same physical action.
The bigger problem for the seat-tray problem is, afaik, both Oculus and the Vive use externally located tracking devices. Would be curious whether a fuzzier, internal-sensor-only, limited "intent" tracking mode (e.g. flick head to switch monitor) would make people hurl or not.
Re: Oculus Rift
#243Re: Oculus Rift
#244I recently returned my Oculus Rift, not even two weeks after buying it. Dropping Linux support is not okay.
Re: Oculus Rift
#245Earlier quoted context omitted.
I haven't built a computer since, roughly, 2006. It's just not very interesting to me. My computers today are an iMac and a MacBook Air, both of which work wonderfully. I normally play games on a PS4 or PS Vita. Again, they work seamlessly. I don't want to mess around with finding the optimal power supply. I'm too old for that.
>I normally play games on a PS4 or PS Vita. That's fine, nothing wrong with that. You are simply not the target market for an ultra-high-end PC gaming peripheral.
Re: Oculus Rift
#246Re: Oculus Rift
#247Does anyone know of a list of PCs that meet (or exceed) the recommended hardware specs for the Rift? Not that I'm going to run out and buy one of these machines in anticipation of the Rift's release next year, but I'm interested in knowing roughly what a premium VR experience costs today (excluding the headset, obviously) Edit: To rephrase my question, can anyone point me to a list of PCs manufactured by companies li…
Neither Dell (Alienware) nor Lenovo sell reasonable pre-built hardware configurations. Companies like http://www.ibuypower.com/ let you start with a base system and configure it until it meets the requirements. The recommended configuration costs about $1300, a premium one would be $1600.
Re: Oculus Rift
#248Earlier quoted context omitted.
The gold standard is Nintendo's controllers, not Microsoft's.
Really? I certainly liked the N64 and Gamecube controllers, but they're not exactly ideal designs for a "universal controller". The wiimote had kind of crappy motion controls and was borderline useless for anything that didn't involve motion. The Wii U uses upgraded wiimotes that suffer the same problem, and the gamepad is more like a giant gameboy than a controller. Plus we can't use any of those controllers on a PC…
Re: Oculus Rift
#249Earlier quoted context omitted.
Not even close. The screens for each eye probably have about 1440 pixels of vertical resolution (I'm guessing they are Samsung OLED screens, similar to the display on the Galaxy S6). Imagine that resolution stretched out to fill your field of view and distorted by the lenses -- the perceptual resolution available for a virtual monitor would probably be less than VGA. VR environments that can do high-quality typograph…
> the perceptual resolution available for a virtual monitor would probably be less than VGA It's a shame we weren't able to program on VGA monitors. :(
My guess would be Commodore 64 with an NTSC TV for display. That's pretty close to the text fidelity you can reproduce on a "virtual monitor" in a current-generation VR environment. (I think a lot of people underestimate the amount of resolution lost due to lens correction -- the rendered screen image is heavily distorted to account for the wide-angle lenses.)
Well, I suppose it would be sort of fun to have a virtual C64, as long as the virtual surroundings are well executed: a complete high school kid's bedroom from 1986.