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Oculus Rift

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301–310 of 378 posts

Re: Oculus Rift

#301
post #69

Earlier quoted context omitted.

They could've at least gone with Discourse. But I guess owing to the abundance of PHP talent at hand, they might've chose to stay with a widely used one.

I really like Discourse. But having looked into it quite seriously, it has a lot of gotchas, drawbacks, and limitations. The interface is very nice, but the feature set isn't as "mature" as other older forum software. It seems like if you're using it exactly the way they use it on the official demo/Discoure site, then you're good, if you need to use it in any other way then tough luck. PHPBB is fine if you skin it we…

Many customers run Discourse sites on the $10/month Digital Ocean instance just fine. It is true that you can't go below that, though, as 1 GB RAM is the minimum.

Re: Oculus Rift

#302
I heard Jaron Lanier speak about this 30 years at Xerox PARC. And the general principles of VR have changed little since then. Computers are at least a million times faster now. So you don't puke moving your head and the computer is a half second behind.

Re: Oculus Rift

#303
post #139

Earlier quoted context omitted.

I, too, want to be a gargoyle. The abundance of virtual space is one of the main draws that I don't think people really understand yet. But if you have a sufficiently hi-resolution display, you could easily watch an imax movie or put an insanely large amount of data in front of you in an intuitive, customisable way. This is one of the main points where I think people really need to see it done well to understand the…

Resolution is the main concern. Is oculus detailed enough to do programming on a virtual monitor?

It doesn't (yet) seem particularly comfortable, but this was an impressive demo of someone coding their environment in the Rift.

https://www.youtube.com/watch?v=db-7J5OaSag

Re: Oculus Rift

#304

Earlier quoted context omitted.

This. It appeals to a very specific market at the moment. Most consumers will probably never experience VR on a PC at home. The real seller to mass market will be a combination of integration with phone handsets (a la Gear VR) or console (Morpheus/PS4) devices. The mass market doesn't want a big, expensive black box chugging away in their living room.

The Star Citizen community is slavering over the Oculus and its competitors. I don't know what adoption rates will be but the population of the game's backers is approaching a million accounts, though some of those are surely alt "accounts." I bring this up to say that I believe people are underestimating how much interest actually exists in acquiring such a device.

> the population of the game's backers is approaching a million accounts

Seriously doubt that there's a 1:1 ratio of backers and buyers of VR tech.

Re: Oculus Rift

#305
post #33
post #6

They missed the opportunity to get it out by Q4'15. Would have been a great Christmas seller.

I think you overestimate the draw of device that isn't really market tested and doesn't yet have a lot to recommend it besides its newness. Christmas of 2016 will give it time for good games to have bubbled up and make the value proposition of the Oculus + supporting hardware much stronger.

Nintendo Wii.

Re: Oculus Rift

#306
post #58

Earlier quoted context omitted.

Since OR is under Facebook, and Facebook has been fairly Microsoft friendly in the past (opting for bing maps and some office docs stuff etc), it doesn't seem like a huge surprise, especially since Sony/PS4 has their own thing in development (Morpheus) I guess this also explains the earlier announcement dropping OSX and Linux support.

It will be interesting to watch this relationship as Microsoft's HoloLens develops.

The two don't really overlap.

Rift is likely to be purely gaming/social. HoloLens seems to be far more productivity/goal driven.

Re: Oculus Rift

#308
post #181

Earlier quoted context omitted.

Resolution is the main concern. Is oculus detailed enough to do programming on a virtual monitor?

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…

>> not even close

Huh. What the fuck have I been doing for the last 6 months, then?

Re: Oculus Rift

#309
post #181

Earlier 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…

>> not even close Huh. What the fuck have I been doing for the last 6 months, then?

Please elaborate! I am curious what your experience and setup is. I have zero interest in consuming media or games through VR but I am really wondering how it can be productive. Do you get more work done compared to regular monitors, or is it the same work while feeling 199% cooler?

Re: Oculus Rift

#310
post #138

I really want VR computer monitors so that I sit at a desk with no monitors so that I can run 4,5,6, any number I want or just 1 big monitor. Also it would give me a lot more privacy as no one else could see my monitors unless I shared the monitor to them which I imagine would be a little easier to do with virtual monitors than when physical ones (even considering screen sharing which is iffy sometimes).

This exists. http://www.vrdesktop.net/ I haven't tried it yet since I have no HMD but I read some good stuff about it. Don't know if it will run more than one monitor though but that feature seems obvious to me. Like others have mentioned the big problem is the resolution at this moment. You have basically about the same res as a 1080p screen strapped to your face, so the res that you see will actually be lower than…

I tried this for about 6 hours straight using the DK2, and there seems to be a sort of catch-22. By default, the resolution is not high enough but your head stays stationary as in this default you can see the entire screen from the default head position. Virtual Desktop allows you to zoom in, and this then works wonders. However, you need to start moving your head to see the corners of the screen. Naturally, your neck muscles become the first bottleneck.
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