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!
It's hard to recommend either. The Vive/CV1 have lower resolution, as they are older devices. They are equivalent or better in all other aspects (the Vive has an OEM wireless solution using WiGig, but is isn't as cheap as I'd like). The Rift S has higher resolution and therefore less screen-door effect, which is a MASSSIVE deal. Despite the following criticism, resolution does make the choice genuinely hard. There's…
Oculus Rift S
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Re: Oculus Rift S
#92They 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 $200 WMR headset I bought almost two years ago), and no FOV increase. The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you (like shooting a bow, which just about rui…
If inside-out tracking is ok then why not go WMR - the new HP Reverb sounds actually nice .. 2160 x 2160 px per eye - 114 FOV 90Hz LCD but the price is also high ~599$
Re: Oculus Rift S
#93For 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 don't think we are there yet. I'd like to do more creative and productive stuff in VR which really wants higher res screens and fine hand control, either through gloves or some kind of hand tracker.
I'd like to see more serious gaming content as well. Apart from sims, a lot of the games I've been seeing seem to be twee and gimmicky. Or maybe I'm just an old git and the market has left me behind.
Re: Oculus Rift S
#94Re: Oculus Rift S
#95Re: Oculus Rift S
#96They 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…
Re: Oculus Rift S
#97Earlier quoted context omitted.
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
#98They 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 l…
Re: Oculus Rift S
#99I would love to trade all these monitors for a virtual workstation. Every time there's new VR tech I hope that it's possible. 1280x1440 is definitely an improvement. I'm patient.