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Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable

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101–105 of 105 posts

Re: Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable

#101

Earlier quoted context omitted.

3 years from now, the PS4 will be 5 years old and much cheaper than a high-end smartphone.

yes, but a high end smartphone will always be cheaper than a high end smartphone and a PS4. the point isn't that phones are cheaper than other things, it's that you need one anyways.

You may need a smartphone, though that's debatable, but you don't need a high-end expensive one. And those wont't have paper specs anywhere near PS4-level anytime soon.

Re: Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable

#102
The two questions that pop into my head are

1) How long can you use it with say an S6 before the battery is drained if I don't use the micro USB cable that they offer (especially with something like a game running on it)

2) What about storage. A modern 3d game requires quite a bit of space. Sure you could load a couple of them onto the phone but AFAIK the S6 doesn't even support SD cards...how is this handled? USB OTG? I read that the Gear has a microSD...can I really store all stuff on this or is there a requirement to leave some Gear apps etc. on the actual phone?

Re: Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable

#103
post #62

My only question is have they fixed the whole driver problem yet? The Oculus Rift DK2 was a complete disaster. I understand it's a "dev kit" but if they are to release it for general use they will need to drastically change the way the driver installs, the way it communicates error messages and issues with the connection. It took me several hours to release I needed to move the Oculus Rift "monitor" to the right. And…

The latest Oculus SDK (0.7.0.0) on Windows _absolutely_ fixes this mess. I have nothing but praise for the latest software and this is coming from someone who couldn't use his Rift since around November last year when the AMD drivers and the Rift's extended mode stopped working together. Basically now the Rift is considered a proper HMD as a category of its' own and not a bastardized monitor. There is no more extende…

> The latest Oculus SDK (0.7.0.0) on Windows _absolutely_ fixes this mess.

Tried to use that to show it off to a friend on his desktop running Windows 10. Didn't work. The demo desk worked - but nothing else did. Also - didn't I read something where .7 is not backwards compatible with apps compiled for .6?

> AMD drivers and the Rift's extended mode stopped working together.

I find extended mode only works for me on my AMD card. And I think this is part of the problem - there appears to be a number of "it works for me"/"it doesn't work for me" threads all over the Oculus Rift forum from people with varying builds including threads of "if you follow this incantation and sacrifice a chicken while modifying your registry - this will make the Oculus Rift work"

> Also, if you haven't checked out the latest VR Desktop

I tried that out - but it crashed for me almost every time I tried using it.

For me the Oculus Rift has pretty much been a fail - I couldn't tell if the fail has been on my end (ie my desktop) or Oculus Rift's end. Though I really think if they hope to get a market share is to hire the guy(s) who has been working on JanusVR and make that a bundled "app". Right now that is the only reason why I don't just put it in a box and forget about it. Yes - I understand this is a "development kit" but I would like to know that it's functional before I develop for it. If people have to read out of the Necronomicon to use it - there is no point in developing for it. I feel like others share this opinion because I think Elite Dangerous implemented support but said that they won't update it until the Oculus Rift has a non-dev kit version.

I'm just frazzled because I purchased this $300 device expecting it to be somewhat stable - and it seems like something I would get out of a kickstarter.

Re: Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable

#104
post #65

Earlier quoted context omitted.

That it is. DK1 resolution was comparatively pretty awful. Even DK2 isn't great. Crescent Bay and Gear VR felt fairly similar at GDC (rendering capabilities aside), so I'm really curious how much better the Rift CV1 is going to feel. My time with Vive was very short, and felt so good I kinda forgot to look for flaws, but I hear CV1 is roughly the same (aka AWESOME!).

I heard at a VR conference that the CV1 is likely to use the Note 4 screen, but that's hearsay. I had stronger confirmation that it will at least be the same resolution... the Note 4, S6, etc all are 2560 x 1440; we were hoping for 4k but it's not gonna happen this cycle. CV2, perhaps? (And there are no guarantees, so this could be wrong... but probably not.)

Looks like it's actually slightly lower. According to Road to VR, it's going to be "2160×1200 at 90Hz split over dual displays" (http://www.roadtovr.com/oculus-rift-resolution-recommended-s...).

Re: Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable

#105

Ok, but it's not the right product to bring VR to the masses.

why not? is a tethered experience that requires a $1k+ desktop the right product?

1) Tied to Samsung device (singular).

2) No software ecosystem.

3) No hype, interest or marketing.

It's kinda like Microsoft tablet laptops before the iPad. Serviceable, but not a category maker.

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