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Oculus Rift S

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Re: Oculus Rift S

#62
post #40

For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.

I have the PSVR headset, that works with PlayStation 4. It really amazed me how good it looks and how real some experience feels (read some reviews about Resident Evil 7, for example, I didn't dare to try it). For example, I notice it that it is so good, that my dad (60 years old), who never played any console (because he is not a gaming person), played several games with the headset. It is also a different type of entertainment.

At the same time, it makes you feel tired. Not only your eyes / mind, but your body. So I don't play that much, but that's the only reason - you need to be in a special mood to play, and you can't play for one hour, at least not without some rest.

But I enjoy it a lot, and with my girlfriend we often joke it was the best purchase we ever made.

Re: Oculus Rift S

#63

I really wish one of these VR headsets allowed direct use as a display without their special drivers, and provided tracking data without using their SDK.

That's an option, but then we wouldn't have nice things like Asynchronous Timewarp / Spacewarp unless we want to shift the burden of doing that onto the rendering application. As someone who worked in VR before the Compositor was a thing, I welcome it with open arms. It's just easier for everybody. That said, it'd be nice if you didn't have to log into some account to make it happen.

> but then we wouldn't have nice things like Asynchronous Timewarp / Spacewarp unless we want to shift the burden of doing that onto the rendering application.

Or onto common libraries and frameworks. And I can live without such features until then; if I don't use the SDK and I miss a feature that's in the SDK, that's on me.

> It's just easier for everybody.

Except people building Open Source VR applications.

Re: Oculus Rift S

#64
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…

>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.

I'm a little surprised they have taken this route. Especially with someone like John Carmack for a CTO.

Re: Oculus Rift S

#65
post #40

For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.

I own a Vive. Haven't used it in six months. The technology is amazing. Some of the games are fun. I think content is holding it back more than hardware. Unfortunately with such a small install base, the market isn't there to really drive investment in great titles. I think one of the biggest benefits of VR is the social aspect - default on microphones and body language do a lot.

Re: Oculus Rift S

#66

Does anyone here use the "courtside" view of NBA/NCAA basketball games? How is it?

I watched some examples with the PSVR (PlayStation 4 VR) headset. It isn't that good. I never felt like I was sitting in the courtside, but probably because the quality of the video isn't that good. Also, it is very umcorfortable to keep moving your head to follow the plays. In real life you only move your eyes, not your head.

Re: Oculus Rift S

#67

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!

Depends on how much you want to spend. Vive is still a decent choice, but a little on the pricey side compared to similar alternatives like the Rift (OG and S) and WMR headsets.

Honestly, if you've got a PC that can handle it and you want to try some high-quality PC VR titles, the Rift S is probably a pretty good choice. Otherwise, if you're looking for something cheaper, you can often find WMR headsets on sale for ~$200.

Re: Oculus Rift S

#68
post #40

For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.

In my opinion, it's already long been "there" for seated, cockpit games. If you mostly play racing/flying games then you're using VR basically all of the time.

Otherwise there's still a dearth of "traditional" games in VR, although this is gradually starting to change.

Re: Oculus Rift S

#69
post #40

For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.

Tracking is a joke with the Rift v1 (consumer version). Decent for a few hours and then randomly everything gets all screwed up, requiring a tracking reset which sometimes doesn’t even fix the issue. It’s way too involved to set up, and even following the instructions it takes sometimes 20 minutes to finally get the tracking sensors synced with the controllers and your System. I found that really frustrating and made…

[deleted]

Re: Oculus Rift S

#70
post #40

For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.

I own a Vive and a Rift, have toyed around with VR development, and build some VR stuff at work sometimes.

I haven't used VR in my home (or to play a game anywhere) in over a year. It's just a huge pain in the ass to set up, and I don't have a great spot to play in my apartment.

Once it's set up, the experience of being in VR is great. The controllers are good, and the hardware is great (other than the setup). There just aren't any games or other software I'm interested in playing.

I'm looking forward to Oculus Quest for helping with ease of use.

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