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Oculus Rift S

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41–50 of 272 posts

Re: Oculus Rift S

#42
One of the biggest barriers to consumer adoption of VR seems to be the cost.

Is there a reason why it doesn't make sense for the manufacturers to do a subscription service? Seems like everything from phones and consoles to game streaming subscriptions is the trend (and makes sense).

If nothing else, it can help increase distribution and awareness -- at the end of the day, more people using the devices is probably gonna kick off more content creation and economies of scale to produce cheaper/better hardware.

Thoughts?

Re: Oculus Rift S

#43
post #42

One of the biggest barriers to consumer adoption of VR seems to be the cost. Is there a reason why it doesn't make sense for the manufacturers to do a subscription service? Seems like everything from phones and consoles to game streaming subscriptions is the trend (and makes sense). If nothing else, it can help increase distribution and awareness -- at the end of the day, more people using the devices is probably gon…

Neglecting inflation, amortization does not make it any cheaper.

Re: Oculus Rift S

#44

Earlier quoted context omitted.

I have word from a personal source that Valve has no plans for a new headset in 2019, but they could be wrong. There has also been rumblings in the media about Valve firing a bunch of their hardware people. Do you have any sources with more details about this 2019 headset?

Only the word from my own personal source. But really, we are only getting closer to a new headset as time goes on. It is inevitable.

Cool. Well I hope your source is right and mine is wrong since I'd love to see a successor to the Vive in 2019 but so far things aren't looking great.

Re: Oculus Rift S

#45
I'm glad inside-out tracking is becoming the norm. Significantly easier to setup and still had pretty good performance (although on the 2-camera Windows MR models you can't reach behind your back but whatever).

I think Windows MR is significantly underrated just for this fact. My question is, should I get this or just buy the Samsung HMD today?

Re: Oculus Rift S

#46
I've used a Vive once (a guy at work brought one in). Little sensors at the corners of the room, headset, hand grips. It was really neat. How does this rank next to Vive? I've been thinking of getting one (my kids would love the 3-d "drawing" app I tried). I have a good PC, should I be looking at getting the Rift S? A Vive? Any suggestions would be great. Thanks!

Re: Oculus Rift S

#47
They really phoned it in on this one. No physical IPD adjustment, an 80hz LCD rather than the 90hz OLED, a very marginal resolution increase to 1280×1440 (which is still less than the $200 WMR headset I bought almost two years ago), and no FOV increase. The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you (like shooting a bow, which just about ruins Skyrim VR)[1].

Small wonder Brendan Iribe left Facebook over this[2]. They clearly want to push their more casual all-in-one headsets and don't care much about the enthusiasts and gamers that helped get Oculus off the ground in the first place. Really hope Valve steps up this year with a decent headset + the Knuckles controllers. Nothing wrong with building headsets for the more casual consumers but why can't someone release a decent gen 2 headset with the upgrades that everyone has been wanting.

1: https://arstechnica.com/gaming/2019/03/hands-on-with-the-new...

2: https://www.extremetech.com/gaming/279364-oculus-rift-2-canc...

EDIT: After a little more reading it looks like the Quest (their equally priced all-in-one headset) has a higher resolution and a physical IPD adjustment. What the hell are you even paying for with this? You get a worse headset for the same price that lacks all the onboard hardware?

Re: Oculus Rift S

#48

Earlier quoted context omitted.

At this point, I do not have much faith in Valve's ability to ship products. Anyone excited about VR likely shouldn't hold their breath.

I wanted to like the Rift given their more comfortable hardware, but the Vive was so much better (I had both briefly). - Full scale walk around the room support - Touch controls (at the time the oculus was still using xbox, though I've heard their new controllers are better) - Oculus headset intentionally leaks light through the nose - Vive had an external facing camera (not a huge feature, but nice to have) Has the…

The Rift S has all that out of the box.

The OG Rift has also been able to do most of that since the Touch controllers released two years ago (full scale tracking with controllers that are arguably better than the Vive wands). You can also fix the light leakage problem (if you consider it a problem) by buying a third-party faceplate (the Widemo ones have a much smaller nose gap).

Re: Oculus Rift S

#49

As a current Rift owner, this seems like a bit of a lateral upgrade: - IPD is fixed. - LCD display - Can't track hands behind you - Narrower FoV It seems this is comparable to the many WMR headsets already in the market. I would hope that the simpler design helps bring down the price though, I could see this overall being cheaper to manufacturer.

> Can't track hands behind you

This is a personal deal-breaker. The rest I can live with.

I get it. There's much less hardware involved, there's much lower manufacturing costs, those savings can be passed down to the consumer, bringing us closer to that hypothetical VR mainstream moment. I agree we need more headsets with this technology.

I've "grown up" with full tracking, though, and I'm used to it. It adds an additional layer of presence. I hope we don't get stuck with this downgrade on all future devices. Add Sixense to inside-out tracking and I'd be outright sold.

That being said, I already own the Vive with its lighthouses, so I wonder if I could use the Vive controllers with inside-out tracking HMDs. I guess that all depends on how much drift inside-out tracking suffers from, and how feasible it is to calibrate the two platforms.

Re: Oculus Rift S

#50
post #47

They really phoned it in on this one. No physical IPD adjustment, an 80hz LCD rather than the 90hz OLED, a very marginal resolution increase to 1280×1440 (which is still less than the $200 WMR headset I bought almost two years ago), and no FOV increase. The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you (like shooting a bow, which just about rui…

On the other hand, there are a lot of things that were improved:

- Slightly higher resolution (1080×1200 per-eye -> 1,280×1,440 per-eye)

- Inside-out tracking

- Guardian can be set up via video passthrough

- More comfortable halo head strap (better weight distribution, more surface area)

- Wider lens sweet spot

- Fewer god rays (better lenses)

- Less pronounced screen door effect (better lenses, RGB-stripe subpixel layout)

- Low-latency stereo-corrected video passthrough (Passthrough+)

- Headphone jack

- Slightly longer cable (4m -> 5m)

Not a huge upgrade of course, but that's probably why they called it the Rift S and not the Rift 2.

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