[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

The Vive is going to anally annihilate the rift, right?

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 534
Thread images: 50

File: HTC-Vive-35-640x426.jpg (32KB, 640x426px) Image search: [Google]
HTC-Vive-35-640x426.jpg
32KB, 640x426px
The Vive is going to anally annihilate the rift, right?
>>
VIVE - $799
Rift - $599
>>
>>323206609
Do you have a single fact to back that up?
>>
>>323206467
it's going to be a fucking disaster. Even Sony will take a huge hit.
As a Sonygger this worries me.
>>
https://vimeo.com/138790270

Watch this and tell me you don't feel some feels

Mostly about the fact 2D animation is dead, but you know.
>>
>>323206467
Valve has the positive chance to anally destroy the Rift if they wanted to.
They just need to reduce the quality of the materials to make the thing cheaper, and speed up the release date so people might be willing to wait for it and bam.
>>
>>323207653
Apparently the materials are already cheap compared to the nasa shit oculus use for no reason.
>>
>>323206609
I would be okay with this because the Vive is better in literally every single way
>>
>>323208553
Name one
>>
>>323208553

Are you a Valvedrone by chance?

The Vive has better tracking and more wagglan.
>>
>>323208746
FOV
have another
Movement tracking range
>>
I will buy one when they put porns in it
>>
>>323208860

>FOV

It's both 110.
>>
>>323206751
yeah

number 1

that's terror
>>
>>323208910
There is already porn for it, both 3DPD and proper.
>>
>>323206467

>3 different companies with extremely expensive hardware that is completely new and no one really but devs has experience with it

Nobody is going to annihilate anyone, everyone is going to be a loser in this venture.
>>
>>323208969
UNATCO?
>>
>>323208956
Not actually true, according to everyone who's trying both at CES right now.
>>
i hope so
i like the front camera view
although it would probably better if they used hololense tech
maybe microsoft will beat them all if they increase the screen size
>>
File: genedong.png (18KB, 88x81px) Image search: [Google]
genedong.png
18KB, 88x81px
>>323207024
watching professionals draw/paint is so amazing. He makes it look so easy
>>
>>323209180

>journalists claiming stuff

When has /v/ ever put faith into what games journalists say. Got actual facts?
>>
>>323209263
Yeah, it makes me sad realising I'd only manage a shitty scribble.

https://www.youtube.com/watch?v=ayH_pwSTlk4
>>
>>323209267
I'm not sure how I could possibly provide you with "facts" if journalists aren't allowed as a source.
>>
>>323209406

Facts would be the actual specs of the device, but since those haven't been released yet there is no factual evidence that one has a higher FOV than the other.
>>
>>323206751
My dad works for HTC
>>
File: gottagorift.jpg (77KB, 540x960px) Image search: [Google]
gottagorift.jpg
77KB, 540x960px
>>323209372
same here. I mean look at this
https://www.youtube.com/watch?v=ouI8KXTdzhI
It looks like hes just drawing random lines
>>
I have a few VR questions, maybe one of you guys can help me:

>Which VR device has the highest resolution screen? What resolution do you need to eliminate/minimize the screen door effect?
>Which VR device has the highest refresh rate? What refresh rate do you need to eliminate/minimize nausea?
>Which VR device has the highest FOV? What FOV do you need to not see the "edges" of the screen?

Basically, which device is technically the best?
>>
>>323206609
I am hoping for $650+ $50 shipping at most with motion controllers.

But I won't hold my hopes up $800+ seems more likely when bundled with controllers.

HTC would have tighter BoM than oculus I'd assume since they can do a lot more in house and have more experience with better deals with component suppliers.

That would give them an advantage when it comes to mass production, but since they won't be selling at cost or subsidizing that advantage is negated.

If by some miracle they manage $599 price tag with motion controllers bundled, I wouldn't want to be in lucky's shoes. That would be quite a slap in the face.

Then again I would be concerned about the quality in the long run and how well both oculus and HTC honor their warranties. They don't come cheap after all.
>>
File: 1432942017409.webm (1MB, 640x480px) Image search: [Google]
1432942017409.webm
1MB, 640x480px
>>323209372

It's an ad so most likely staged, but still cool.
>>
I got to try the Vive when they had that Paranormal Activity thing at the movie theatre I work at.

Besides the game being shit, the actual VR and the handheld things were pretty neat. I really liked it.
>>
>>323207024
>>323209263
>>323209372
Imagine a 3D hand drawn Disney movie you can walk around in.
>>
>>323209816

>highest resolution
Vive and Oculus both got 1440x1080 per eye
>highest refresh rate
Vive and Oculus have both 90hz. 90hz is also the recommended minimum from VR devs, anything under is bad.
>highest FOV
Not clear yet until we can compare the final build of Vive and Oculus
>>
>>323209956
Staged how? They did still make it.
>>
I will buy whichever one has the best porno games.
>>
>>323210064
>1440x1080 per eye
what the fuck man, they are 1080x1200 per eye last I checked
>>
Am I the last one who doesn't want one of these?
>>
>>323210210
Sheeit, you're right. Thought it was higher for some reason.

>>323210142
Both are supported by Unreal 4 and Unity, so porn games made in those will support both. Illusion (Japanese porn dev) is using Unity now and you can already play their latest games on the Oculus DK2. It'll get more tricky with devs using their own weird engines. I know older Illusion games had third party patches for their games though, so I see no reason why people wouldn't just create patches to make the games compatible with both Vive and OR.
>>
>>323210373
I've got a rift devkit 1, and I feel like VR is a bit of a white elephant, but I'll probably get a Vive anyway in the hope some good stuff will come out for it.
>>
>>323210064
Interesting, thanks for the info.

Sony already has a 4K screen on their latest 5.2" Xperia Z5 phone. I'm surprised none of the companies are aiming to include one of those panels (maybe they don't have a high refresh rate version yet?). I also heard that you can see where the "screen ends" on the Rift DK2.

I'm hesitant to invest in any of these first generation VR devices because they all seem to have a few areas that will be majorly improved in the near future.
>>
File: 020.png (63KB, 531x530px) Image search: [Google]
020.png
63KB, 531x530px
>>323210050
I hope they use VR for spectator modes. It would be cool to be able to watch a street fighter match from the sidelines like standing in the crowd of the stage
>>
>>323210476
>I'm hesitant to invest in any of these first generation VR devices because they all seem to have a few areas that will be majorly improved in the near future.

Smartest move you can make at the moment.
>>
>>323210431
But which of the two will spy on my while I am fucking those animes?
>>
>>323210463
I'd just feel embarrassed to tell my children that we used to strap screens to our faces when we were younger. They'd be all
>fucking degenerate, dad
I'd bet. I want augmented reality glasses, with slick design and processing power, now that's a future electronics market.
>>
>>323210585

Neither one, and if they do someone will find a way to deactivate it.
>>
>>323210689
That answers all my questions then, thanks.
>>
>>323206764
Sony always wins.
>>
>>323210686
For what it's worth, I do think VR will be big in the future, I just don't think it's worth using right now.
>>
>>323210108
simple, the drawing was already finished
>>
>>323210050
Can I fuck the mermaid?
The old one.
>>
>>323210490
Tekken 7 VR will most likely have that feature according to Harada.
>>
>>323210050
>>323210490
>>323211084
Goddamn, the future is beautiful.
>>
>>323210826
I don't think VR is going to be significant before there's tech to basically make a screen so thin, flexible and durable that you can furnish an entire room with it. Just imagine having that kind of room and playing a racing game in it, and enough graphix for ceiling, wall, and floor to process an image. You wouldn't even need head tracking or any bullshit.
>>
>>323211598
That won't be necessary once HMDs with full FOV exist.
>>
File: htc-vive-06.jpg (49KB, 770x433px) Image search: [Google]
htc-vive-06.jpg
49KB, 770x433px
>Buy HTC Vive
>Attach 3D camera to face
>Develop a 3D hud program to interface with the 3D camera feed
>Congratulations, you're a future marine
>>
Most people dont have extra rooms around to dedicate to VR
>>
>>323211319
Another cool thing to do in VR is concerts. I tried Candy Rock Star and it was great, it would be even better with a excited crowd of fans. I could imagine major idol concerts being done in VR with special effects that you can't get in reality.
>>
>>323211735
Vive already has a camera built into it, just replace that.
>>
Anyone else find it funny how Oculus spent years funding and developing a gaming VR headset, then Valve/HTC come out of nowhere and blow them the fuck out?
>>
Considering its made by a hardware company with the products being made in Japan instead of America, it will probably be 700USD.

Oculus would be 700 or 750 if it launched with Oculus Touch
>>
>>323211863
It doesn't need a lot of room. One or two steps in each direction is enough. The 15x15 feet for Lighthouse are the maximum the arrays can handle, not the recommended space.
>>
>>323211718
Sure, but HMDs won't have that big of a market before they become really multi-purpose and all. A few cool tricks won't cut it.
>>
>>323206467
Probably not.
If people are bitching about the Rifts price, then they won't be too happy when the vive will cost more.
Valve already said it would be more expensive, because its a premium product.
Although, if you were buying this shit day 1, then you are a fucking tool.
Never, NEVER, buy new tech day 1. Wait a year.
Prices drop, competitions start, the second edition always comes out.
Be a little smart.
I'll wait until its 100% decided which one is better, and then I'll wait for the second edition.
>>
>>323211735
Honestly, I think that augmented reality will be a much bigger tech breakthrough than VR. It has so much potential, especially when google style neural networks become genuinely capable of working out what they're looking at.
>>
>>323212075
And LCD wallpaper to cover an entire room in will?
>>
>>323211950
That's because Valve and HTC can rely on the Oculus research. This would've never happened without Zuckerberg funding, to be fair.
>>
>>323208553
>sticking to turbo screendoor effect shit
disgusting
>>
>>323211950

I think Valve felt that they were falling behind. Don't forget, before the whole Vive announcement all the senior VR staff of Valve left and went to Oculus. I think at that point Gaben realized he had fucked up.
>>
>>323212098
>I might actually have my eyeballs hacked in my lifetime
Can't wait.
>>
>>323212192
Well, crossing my thumbs that some genius finds a way to make an extremely affordable screen.
>>
>>323209816
>Which VR device has the highest resolution screen? What resolution do you need to eliminate/minimize the screen door effect?
Vive and Rift are both the same resolution wise, but Rift slightly better on screen door. Screen door is fully an artifact of resolution, it's how tight the panels are and how the optics are focused. Rift's custom parts give it less screen door despite the same resolution.
>Which VR device has the highest refresh rate? What refresh rate do you need to eliminate/minimize nausea?
Rift and Vive has 90hz. PSVR has interpolated 120hz. Interpolated means it's actually running at 60fps, which means positional data won't necessarily update.

Nausea is more of a factor of the software than the hardware at this point.
>Which VR device has the highest FOV? What FOV do you need to not see the "edges" of the screen?
It's hard to measure FOV accurately, because the individual matter for this, but Vive. Not seeing the edges is again going to depend on you, but you'll most likely still see them on all headsets if you look.
>>
>>323212098
AR and VR are both revolutionary technologies, AR is just a lot harder. Magic Leap is the only company making significant progress in the field, I hope they don't end up with a monopoly on the technology.
>>
>>323212089
What I don't get is why the vive would be more expensive when we know it's made out of cheaper materials. I guess the bundled motion controls but even that has a cost benefit in production by being ambidextrous. The oculus has some nasa shit crammed in there, and it's price is not so surprising really. Apparently even the packaging alone is like 2kg or something ridiculous. imo the vive is going to be the midrange vr heasdset and the rift is going to be the balls to the wall enthusiast one. Google cartboard for the cheap ass version I guess
>>
>>323212520
>I hope they don't end up with a monopoly on the technology.

They won't. Consider that Oculus had a monopoly on VR and now the Vive has come along and looks to be a much better product.
>>
>>323212432
For what purpose? Full FOV HMDs do the exact same thing without having to dedicate an entire room to it or requiring technology that doesn't exist yet.
>>
File: HTC-Vive-11.jpg (644KB, 1200x800px) Image search: [Google]
HTC-Vive-11.jpg
644KB, 1200x800px
Talking about VR, There's a problem...
The Oculus has NO room for glasses. When I tried it I couldn't see shit, I'd need contact lens.
My eyes have no problem reading without glasses on a computer screen (I'd just strain my sight a lot), but on the Oculus I couldn't make any details out of the shit I was seeing. A small handicap can make big fucking trouble.
The HTC, meanwhile, has room for the glasses, and you can see clearly with them. The lens inside are also flat. The Oculus will have an adjustment for IPD, but since many people have astigmatism (like me), it wouldn't work for everyone.

Seeing how half of the adult population in the world wears glasses, and most neckbeards buying it probably do too, how will they make it? ...
>>
>>323212665
I think Oculus are of the opinion "how dare your eyes not work with our product".
>>
>>323212520
I always thought AR would make the most sense in a car's windscreen so that it could display speeds and destination like we see in video games.
Also you could have driver handles floating above other cars.
>>
How come people think VR is going to have insane system requirements?

Wouldn't you just need a computer capable of playing a game at 2160 x 1200 90FPS? It doesn't even have to be at max settings or anything.
>>
>>323212631
>Full FOV HMDs do the exact same thing

Nah
>>
>>323212795
oculus, the ferrari of the vr world
>>
>>323212857
Yes.
>>
>>323212915
Opinions.
>>
>>323209267
>games journalist
How about you fuck right off?
Most journalists at CES are tech reviewers who don't get invited to expensive review parties and usually have to send back whatever they were sent for review.
>>
>>323212805
>Also you could have driver handles floating above other cars.

That would be hilarious and would lead to a 900000% increase in street races.
>>
>>323212579
>What I don't get is why the vive would be more expensive when we know it's made out of cheaper materials.
Because lenses and displays are the big costs no matter what /v/ tries to claim, and HTC has custom ones that rival the Rift's. Also Vive has internal audio as well and is probably not able to subsidize as much as Facebook, and HTC is having financial difficulties and Valve is tight-fisted.
>>
>>323212665
get contacts you pussy
>>
>>323211735
>3D camera
Not enough. Gotta be 3D in 360 degrees.

VR is to 3D what 3D is to 2D.
>>
File: 2016-01-08_17-29-11.png (40KB, 600x211px) Image search: [Google]
2016-01-08_17-29-11.png
40KB, 600x211px
>>323212665
Don't worry, I asked Palmer Luckey for you
>>
>>323212967
What the fuck do you mean?
Covering an entire room in displays so you see nothing but the display has the exact same effect as a full FOV headset. You are covering your entire field of view in the display. How is it in any way different?
>>
The reason oculus rift got so much hype was that it would be open source aka usable for making interactive anime girl porn.

What will make or break these versions is if it can too. Otherwise it will just be a very expensive kinect to everyone.
>>
>>323212810
If its not max settings aliasing will look like shit wouldn't it? I would assume that pop ins, shadow fucks up etc because of lower settings would be far more noticeable aswell
>>
>>323213002
Thing is, HTC has experience of mass manufacture of consumer electronics, which Oculus don't have. HTC know how to keep costs down, such as using cheaper plastics and making controllers be identical instead of one for each hand.
>>
>>323211950
HTC has been working on this for years. It was their super-duper secret project.
>>
>>323212665
Except 1/3 of the population has myopia. A bunch of people, including myself, can see fine without contacts or glasses at short distances.
>>
>>323212967
It's the same thing, except your retarded solution wouldn't be 3D.
>>
>>323210585
> one is literally made by a company owned by facebook, which is world biggest datamining company
> like they wouldnt gather free telemetrics from virtual waifu fuckers

And thats how you'll see dildo ads everywhere later
>>
>>323213109
>Covering an entire room in displays so you see nothing but the display has the exact same effect as a full FOV headset.

Difference: You don't have screens strapped to your face like an 80s sci fi obsessed nerd.
>>
>>323212665
Oculus has different inserts for people with glasses to get theirs to fit in, while still being able to keep high FOV.
Vive has a higher FOV, but if you have glasses it has less with its one-size fits all design.
>>
>>323212605
But VR uses readily available tech such as screens and lenses, good AR requires lightfield tech which is much more sophisticated.

>>323212805
What's the point if cars are self driving by then? I figure driving a real car will be a luxury in the future, most people will drive at home in VR instead of on the roads.
>>
>>323212665
Did they change it? Because from the beginning they said there would be room for glasses.
>>
>>323212579
>imo the vive is going to be the midrange vr heasdset and the rift is going to be the balls to the wall enthusiast one
You got it completely backwards.
The rift is made for just sitting in a chair, looking around, and thats about it.
The vive is made for getting up, walking around, and it even comes with light sensors, that would make it way more expensive than the rift.

I'm not sure if people are just being major drones trying to say the vive will be cheaper, or if they are just hopeful.
I feel bad for them.
>>
>>323213109
No it doesn't, because you look down and see your grubby t-shirt. You look to the side and see your wimpy arm.
>>
>>323213296
Just know that where there's money, there's competition
>>
>>323213237
Well it's just Google gathering that kind of data on me right now.
I justify it since it's nice at least one person in the world is interested in what I'm doing, even if it's a faceless man who wants to sell me dildos.
>>
>>323213168
>HTC know how to keep costs down, such as using cheaper plastics
But they don't use cheaper plastics in their phones. One of their phones problems is their casings are too expensive for their tech.
>>
>>323213165
supposedly Minecraft even feels real when you're in it. I think the full immersion of a VR headset makes it easier to trick your brain into assuming anything is real, even when it looks shit.
>>
I hope so. Oculus are a bunch of cucks that want to make their game 'Rift only' so you need to buy their shit. That's not cool.
>>
>>323213353
And then you look forward and see a wall with a video game, instead of feeling like you're in one.
>>
>>323213353
Put a screen over your body then.
>>
>>323213005
>spending dozens a month just to fucking SEE videogames
this is borderline hilarious.
>>323213064
nice shop, t-thanks mane. ;-;
>>323213312
yup. either inserts >>323213294 or the IPD sliders if you are in the half of the half who has myopia.
>>
Will VR really catch on?
>>
>>323213168
Oculus is teamed up with Samsung, bro.
>>
I have a question to anyone who has/knows. I wear glasses, but they are for seeing far away, I can read close things fine with out glasses, the screens are close to the face, so do I need to worry about that shit? Or is the glasses problem for people who can't see close images.
>>
>>323213551
>dozens a month
What the fuck are you talking about?
>>
>>323213328
Except your wrong? The Rift can be tracked in 3D space and the touch controllers track your hand positions in 3D space. Did you some how miss all the Rift demos at E3 where people were walking around using one?
>>
>>323213571
Sure.
Just like it did 30 years ago.
Just like motion gaming did 5 years ago.
VR is the future.
>>
>>323213109
>Covering an entire room in displays so you see nothing but the display has the exact same effect as a full FOV headset.
Maybe if you're a cyclops.

VR headsets feed different images to each eye to create a 3D effect (just like your eyes do in real life!). A 360 LCD room would still feel like you're staring at a flat monitor.
>>
>>323206467
The thing looks cool, but I don't really feel like setting up cameras all over my living room, it would probably look pretty silly.
>>
>>323213571
It would be an enormous shame if it doesn't.
>>
>>323213606
It's a problem if you're long sighted or have astigmatism. If you're shortsighted you're a-ok.

Source: Me, who has a DK1 and is short sighted as fuck.
>>
>>323213606
Glasses work fine for me in the Rift DK2, I assume all major VR headsets are glasses-compatible.
>>
>>323213312
There's room for glasses. You just have to use the glasses insert. One-size fits all means either people with glasses or people without glasses are missing FOV.
>>
>>323212665
>Seeing how half of the adult population in the world wears glasses, and most neckbeards buying it probably do too, how will they make it? ...
The majority of people who wear contacts or glasses are near sighted and don't need to wear glasses for close up screen viewing.
>>
>>323213681
I am aware, the other retard is saying that a room covered in LCDs would be preferable.
>>
>>323213571
It will be niche for 5-10 years, but will get big once it gets cheap/compact enough. I don't think people will resist when it's as simple as putting on normal looking sunglasses
>>
>>323213684
They're laser emitters, not cameras, and there are only two of them. You can just stick them in two opposing corners of your office and be fine. They don't record anything.
>>
>>323212201
>>323212338
>>323213201

Confirmed not knowing anything. Please shut up or go back to r/oculus.

Valve gave 'em all demos for years and helped even oculus to spec out their screens for samsung. Only when cuckzucker's kekbook bought oculus valve stepped up and started to plan hmd with htc. Valve knew that facebook was going to use rift to create a locked down api and store, like they did.
>>
File: rift.png (217KB, 1189x655px) Image search: [Google]
rift.png
217KB, 1189x655px
Does the recommended mean the games I play will run at max settings?
This is without overlocking my CPU
>>
>>323213778
I'm 9/10 in each eye, dude. And the game pretty blurry even with stabilization.
>>
>https://www.youtube.com/watch?v=Otz5rAUOaqk

Oculus BTFO
>>
>>323213997
No, it just means you can play the games. Max settings will differ by game, but most likely you won't be able to.
>>
I think the Vive was planned to be around $499-$599 it was premium against a $250-$350 Rift and the Vive has cheaper parts, less custom parts and HTC are able to manufacture for cheaper.

The problem with selling of $599 is that basically nobody wants to spend over $599 for an untested gimmick, $599 caused a lot of backlash for the rift, who in fuck is the market for a $799 (price I've seen a lot) HMD? In Europe that would be probably near $1000 euro and in Australia something around $1500-$2000 AUD.

They plan on selling HMDs, not having them look nice on shelves.
>>
>>323213643
Show me one.
>>
>>323213778
>The majority of people who wear contacts or glasses are near sighted and don't need to wear glasses for close up screen viewing.
But it's the exact opposite since the lenses focus your eyes into infinity. Thats why they had to include extra lenses for near-sighted people.
>>
>>323213997
Probably not.
Recommended usually means that's what you should have for it to work acceptably.
>>
>>323214058
you CAN wear glasses with the Rift. The original anon was wrong.
>>
>>323213989
My brother was a contractor for HTC 2 years go when someone spilled the beans to him. HTC was working on this long before Valve approached them.

So Fuck off, shit-for-brains.
>>
>>323208553
Vive doesn't have asynchronous timewarp.

Vive response time: 16ms

Oculus rift response time: 5ms
>>
>>323214187
>$599 has caused a lot of backlash
on /v/
from poorfags.
>>
>>323214227
I AM the original anon and I couldn't fit my pair in it, they're also pretty small so I don't know if they fixed it.
>>
>>323214164
>>323214210
Anyone know what the most graphically intense game coming for the rift is?
>>
>>323214059
Holy shit that guy makes it sound like the rift is shit tier
>>
Has HTC announced what their VR "breakthough" is?

Back in December they said they discovered something really big.
>>
>>323214187
>against a $250-$350 Rift
Only people on the Internet ever thought this. Us Devs and HTC were expecting $500 by the time we first saw Crescent Bay. Vive is not going to be any cheaper. It may be a cheaper package overall when you include Touch controllers though, as we don't know how much those will cost.
>>
>>323214201
https://www.youtube.com/watch?v=yYVviQLWo0A
>>
>>323214561
The low res camera + lighthouse.
>>
>>323213328
I'm just coming from a general perspective. Cheaper phones usually use plastic cases, while flagships get metallic cases. Looking at the materials used for something is usually a good indicator of who the market is supposed to be for the product. The rift uses some real fancy shit and the whole head mount thing shows that build quality and comfort were a priority for them. The vive uses cheaper plastics all around and a more traditional headstrap. It's like the difference between a luxury car and an econobox, one is designed to do it's job and get you there, the other one can do the same but it's nicer to be in.
Again, this is just my opinion after seeing the arguments from both sides, and the vive could very well be very nice to use. I just think that value-wise, it should be cheaper than the rift, or priced similarly to it, since it includes motion controls.
>>
>>323214561
The chaperone thing. It doesn't sound like much, but apparently it's literally a dealbreaker when you're using it as it lets you do things while still in VR, instead of having to take off your headset all the time.
>>
>>323214241
My uncle works for nintendo and he told me that your brother is confirmed faggot.

I know for a fact that they've not done low persistence vr for two years.
>>
Insider here.
Vive will be cheaper than Rift + Touch.
>>
>>323214608
Dude, the Vive is clearly more of a luxury model.
It even has a frontward facing camera that gives you a proximity alert when you are about to walk into something.
Not to mention the lighthouses, which is way more advanced than rifts tracking, which you have to set up in your room.

The Vive seems to be a much better product, and it'll likely be priced as such.

I wish it would be cheaper too, but it likely won't be.
>>
>>323214420
Things don't have to look graphically intense to be difficult to reach Max settings. You aren't going to reach max settings on Elite:Dangerous, for example.
>>
>>323214867
Cameras are cheap as fuck these days, and the lighthouses use very basic materials compared to the crazy hi-res shit the rift needs. The proximity alert just works from the lighthouse.
>>
>>323214867
Isn't the OR generally more for sit and play rather than standing up?
>>
>>323214583
She didn't get up and walk around at all.
But I did look into it since you said it, and I found out you were somewhat right, you can get up and move around with the rift. in a 3x3 area. The video linked in >>323214059 shows that more clearly.
The rift isn't really meant for walking around, while the vive was absolutely meant for it.
>>
>>323214856
so more expensive than the rift standalone?
>>
>>323213572

For the screens, samsung is not manufacturing the Rift - just the screens
>>
>>323214856
I wouldn't say that with certainty, unless you know something I don't, but it's going to be very close.
>>
>>323215034
I feel like I'm the only one who doesn't want to move around with a HMD display, as even with a camera like the Vive it's still probably incredibly cumbersome to walk around.
>>
>>323215021
Yes.

>>323214987
>The proximity alert just works from the lighthouse.
No, its from the camera.
>>
Honestly one of the things that puts me off the rift is the fact they bundle in shit I don't want. I have headphones already. I have a microphone already. I have an xbone controller already. Why should I pay for all that extra stuff when I have no need for it?
>>
>>323214856
father who works at nintenvalve here it will be 799 as a bundle
>>
>>323214867
Yeah, the vive does have some pretty nice stuff to it to, the camera on it is a fucking great idea, especially if moving around is going to be a thing with it. imo, just wait for the next model of either, they'll probably integrate features from each other. it's going to be ati vs nvidia all over again if it goes that way though
>>
I'm excited for the next wave of VR where it actually has a chance as succeeding
>>
File: Lucky quote8.png (88KB, 600x334px) Image search: [Google]
Lucky quote8.png
88KB, 600x334px
>>323212795
blame your eyes, not us
>>
>>323215345
No, it's from the lighthouse. The lighthouse recognising you're approaching objects is what makes it switch on the camera.
>>
I look forward to buying cheap used vr units in two years after the wealthy early adopters dump them to buy the next wave.
>>
How does walking with the Vive work? Wouldn't you only be able to move a few meters before running out of floor space?

That's the kind of thing that seems like a gimmick to me.
>>
>>323212810
90 FPS times two because you have to render two perspectives.
>>
>>323215356
Agreed, they should put out a more barebones model of it out. I guess it's for people who buy into it to have a full experience right in the box. It would suck ass if you blew $500+ on a vr headset and you didn't have some fucking headphones around, or a joypad, but the option should be there
>>
>>323215507
It's not really meant as something you use for literally walking around the in-game area. Just movement like crouching, peeking around corners and such.
>>
>>323215567
its 45fps x2
>>
>>323213213
You will need glasses if you are myopic, VR lenses shift the focus to infinity.
>>
>>323215356
Despite all /v/'s screams you are maybe paying about $50 at most for extras. Most of it is being swallowed by Facebook. A lot of people buying the Rift do not have what you have and it's actually cheaper for them to put everything in one headset than to have two separate designs and manufacturing lines.
A VR MMO will never happen unless you can be 100% certain everyone was good quality sound and mic.
>>
File: image.jpg (227KB, 413x550px) Image search: [Google]
image.jpg
227KB, 413x550px
I don't care. as long as this competition forces better products and prices to emerge, whatever makes brand the product comes with doesn't matter
>>
>>323215719
no retard, each screen can refresh at a frequency of 90 hz. You render each screen pretty much separately (accounting for optimizations as two images are pretty similar) hence 180 fkn fps.

Although I think you can getaway with running games at 60(120) fps.
>>
>>323215436
>technology must cater first and foremost to minority groups with shit genes
>>
>>323215715
I guess that makes sense. You could use an analog stick to move your avatar around, then stop and manually walk around a little section of game space (a closet, desk, control panel, etc..).
>>
File: 20150205212810.jpg (131KB, 708x708px) Image search: [Google]
20150205212810.jpg
131KB, 708x708px
>>323214359
tachyons?
>>
>>323215986
its 45 fps x2
>>
>>323213643
They were forced to stay in a tiny square, far from the room experience of the Vive.
>>
File: 1452183024837.png (188KB, 428x546px) Image search: [Google]
1452183024837.png
188KB, 428x546px
>live at Brazil
>my pc slightly exceeds the requirements for the Rift on the Firestrike benchmark (got 9550 points when Palmer said anything above 9000 should be good to go)
>it will never be sold here
>if I want to get one I'll probably have to spend something like R$ 4000+ (the infamous price of the ps4 when it launched here)
>would have to wait like a month or two for the shipment to be sorted out at the customs
>it could possibly be stolen there
>>
>>323213213

The lenses in these headsets adjust to infinite horizon, you will see things in the distance in VR just as badly as you do in real life. It's been a complaint of some people with glasses.
>>
>>323215986
It's a single screen that's split through software.

Depending on how the game is coded, you don't actually have to completely render each screen twice. It's basically the same technology used to render 3D games. Epic had some kind of algorithm used in Gears 3 to render the game in 3D with very little performance overhead.
>>
>>323206467
Wrong.
The PSVR is going to fuck both the Rift and Vive in the ass.
>>
>>323214561
It lets you walk around in your basement without tripping on piss bottles and use chairs as in-game props for example.
With some clever programming the possibilities are endless.
>>
>>323216327
designated shitting streets
>>
>>323216238
http://www.roadtovr.com/oculus-confirms-dual-screens-in-crescent-bay-consumer-rift-will-not-be-an-exclusive-platform/

This is for oculus rift but I doubt it will be different for vive. It actually is 2 separate displays each 90hz.
>>
>>323216238
Both the Vive and the Rift use a separate screen for each eye. These screens are 90hz screens, meaning both of them display 90 frames every second when working at ideal conditions.
>>
>>323215986
>>323216081
3d is already available and it does not render 120 fps for each eye, no modern game is going to run 240 FPS at max settings, 3d 120hz Nvidia 3d Vision kit is 60 FPS x2, and it uses the same technology as VR, when you see 90HZ for VR that means 45 FPS x2
>>
>>323215708
Most of those extras are very insubstantial to the cost. The only one that isn't is the audio. And they really did need to have some audio, because they saw a lot of people were demoing DKs without audio and that really cheapens the experience. When all they had was detachable cheap portapros, everyone on the internet screamed and so Palmer, being an audiophile, used that as an excuse to push for something.
It's all you whiners fault that the Rift is $600 instead of $500.
>>
File: gutsnspeccy.jpg (510KB, 1990x1280px) Image search: [Google]
gutsnspeccy.jpg
510KB, 1990x1280px
I hope I'm VR ready, but if not, Pascal is just around the corner anyway.
>>
>>323207653
>Valve has the positive chance to anally destroy the Rift if they wanted to.
Yeah, just like with the Steam machines and Steam controller, right?
Valve is a fucking joke when it comes to hardware and they have been a joke with software since 2007 as well.
>>
>>323216238
>It's a single screen that's split through software.

They're seperate screens.

The DK1/DK2 had a single screen to keep costs down and allow the use of an off the shelf smartphone screen.
>>
>>323216131
Does it really matter? 3ft or 15ft, both are much smaller than any game world will be and both will require a non-analog way to move around.
>>
>>323216534
Are you completely fucking retarded?
Nvidia 3D vision uses active shutter glasses, alternating between which eye sees which frame. The 3D effect is produced be showing each eye the from for its perspective exclusively.

HMDs display a full image with the correct perspective for each eye simultaneously, it's not at all the same technology, and the displays are in fact showing 90 frames per second each.
>>
>>323216531
The detail they don't tell you though is that 90 fps is actually post-render digitalized to improve performance, meaning it's going to look substantially more choppy than 90 fps on a normal screen.
>>
>>323206609

Rift plus Touch = $750

VIVE = $800

Doesn't make sense to compare a partial VR system to a full one.
>>
>>323216667
Steam machines aren't a direct competition to anything.
People who want a console would get a console and who wants a PC gets a PC, there's no room for an inbetween.
The steam controller never had a chance against the 360 controller though, it was like trying to reinvent the wheel.
The Rift and the Vive are both two takes on the same new technology though, they are in direct competition as much as the Xbone is with the PS4.
>>
>>323216821
*The 3D effect is produced be showing each eye the image for its perspective exclusively.
>>
File: my PC Master Race VR experience.jpg (17KB, 480x360px) Image search: [Google]
my PC Master Race VR experience.jpg
17KB, 480x360px
>>323216468
just you wait and see. you will cry like a fat little bitch in your basement and daily threads will be made about it just like we have them now about how Sony managed to sell 36 million ps4s.
>>
>>323215481
No it doesn't you dummy.
The lighthouse is literally just a laser on a motor, the photosensors on the HMD calculate the timings of lasers hitting them to pinpoint your position in 3D space.
The old chaperone was just a bounding box pre-arranged by the room size you set in the VR settings.
The new one is basically just a camera with a detect edges effect.
>>
File: virtuix-omni-gif.gif (2MB, 225x283px) Image search: [Google]
virtuix-omni-gif.gif
2MB, 225x283px
>>323215507
>Wouldn't you only be able to move a few meters before running out of floor space?

Thats why you need an omni treadmill.
>>
File: riftready.png (52KB, 1182x325px) Image search: [Google]
riftready.png
52KB, 1182x325px
>>323216659
Step it up anon. You're not gonna be running ultra 90fps like that.
>>
>>323216856
That's also a lie, only Sony's VR thing does this.
>>
>>323216821
sorry you cant grasp that 90hz does not = 180 fps and that no games are going to run 180 fps unless youre playing on absolute lowest settings, its 45 fps x2, you can calm down now
>>
>>323216856
Only Sony does this. Rift and Vive require you to run at true 90fps.
>>
>>323217115

It's 90hz period. I don't know why this is confusing to you.
>>
File: 1391928537450.jpg (8KB, 224x225px) Image search: [Google]
1391928537450.jpg
8KB, 224x225px
>>323207024
>https://vimeo.com/138790270
>And even when I take the goggles off, shes right there! Shes real!
WAIFU AGE CONFIRMED.
>>
>>323217115
No one is saying this, you moron.

Your computer has to render 180 frames each second, because it's feeding 90 frames to two displays simultaneously each second, that's what people are telling you.
>>
File: 14235353.jpg (633KB, 902x600px) Image search: [Google]
14235353.jpg
633KB, 902x600px
Abandon all hope before you are disappointed even further.
>>
>>323217313
no its not, its feeding a total of 90 frames, 45 per eye
>>
>>323216905
that is all cool and dandy but the Vive has zero chance. Only a handfull of lardass basement dwelling Steam NEETS will buy that shit with their neetbux.
It's too nerdy, too niche and too costly. Rift has a chance to bite off like a 5-10% share. Sony will completely obliterate both of them because they will have the normies on their site and whoever gets the normies first wins.
See Wii.
>>
>>323217313
>>323217474


That's not how it works. You're both wrong.
>>
>>323217115
It's 90 FPS per eye, anon.
>>
>>323216534
>it does not render 120 fps for each eye
Noone said it did
>no modern game is going to run 240 FPS at max settings
You must be a genius cause everyone including me thought it was possible and only you have seen this truth
>3d 120hz Nvidia 3d Vision kit is 60 FPS x2, and it uses the same technology as VR
no it fucking doesn't. In nvidia it's active shutter glasses that get display from single monitor. The shutter darkens the left eye when you are meant to see right and does the opposite when you need to see from the left. so the monitor shows image for left then right then left very fast. 120 hz monitor is still 120 fps but each eye gets 60 fps.
When you actually have 2 fuckin separate monitors. They both work at 90 hz for each eye.

These are basic shit why are you all retarded ffs.
>>
>>323217474
It's 90 frames per eye.
>>
File: 6456578543.png (2MB, 1920x1080px) Image search: [Google]
6456578543.png
2MB, 1920x1080px
>>323217330
fug wrong pic
>>
>>323217474

This isn't a shutter effect like 3D Vision you brain dead fuck.
>>
>>323217697
>>323217596
>>323217674
its 45 fps x2, you can see for yourself how many total frames the GPU is rendering, while using the occulus you will never go above 90 TOTAL not per eye.
>>
File: 1451868295787.png (7KB, 152x194px) Image search: [Google]
1451868295787.png
7KB, 152x194px
>>323217510
>Only a handfull of lardass basement dwelling Steam NEETS will buy that shit with their neetbux.
Anon please stop being so fucking deluded.
Valve is a big known company and steam has millions of users.
Not to mention as soon as the Vive is out every tech reviewer out there is gonna have it and give intensive impressions.
Anyone who is interested in VR is gonna be willing to hear more about it.
>>
>>323217520

Your first quote is completely correct.

If the game is feeding 90 FPS to both eyes, and each has to be rendered from a slightly offset position for the stereoscopic effect, that is 180 frames being rendered.
>>
>>323216238
How does that work? If it's using some trickery that only works in polarized 3D then it's not going to work on VR.
>>
>>323217520
If your PC isn't rendering 180 different frames per second in order to send 90 to each monitor per second, how does it work?
>>
File: speccy2.png (39KB, 628x549px) Image search: [Google]
speccy2.png
39KB, 628x549px
Do none of you faggots have multiple monitors? You can duplicate video output to as many displays as you want. It doesn't affect performance in the slightest.

I also have a DK2, it gets the same performance a 1080p monitor does. Please stop making shit up as you go when you clearly have no fucking idea what you're talking about. The Rift and Vive will both display 90 fps. Period. There will never be a variance where one eye is seeing less frames than the second unless someone goes full pants on head retarded with their software.
>>
>>323206467
Thing that worries me is that apparently games/apps for those 3 vr things will be exclusive to each of them. It's going to be PS3/X360/Wii all over again.
>>
>>323217945

>This retard is not trolling, he is 100% this fucking stupid

Really explains /v/s hate over VR, they're all this stupid
>>
>>323217982
>>323218042


The image for each eye is rendered in the same frame. It's flat out 90fps.
>>
>>323207024
Such speed and grace...

I want to watch him draw more.
>>
>>323217945
Because it treats both screens as one. One full frame for the headset is two actual frames, one for each eye.
>>
>>323218042
>>323217982
>>323217697
>>323217674
>>323217596
>>323217474
>>323217313
>ITT people who have no fucking idea how computers work.

My sides, please stop guys. I can't take it anymore, I'm dying here.
>>
>>323218091
>Exclusive
Suuuuuuuuure.
>>
>>323218134
No, the images are displayed at the same time, but they're still two different images that require rendering.
>>
>>323218050
>You can duplicate video output to as many displays as you want.

Except VR doesn't work like that. A dupilcated image wouldn't work for a stereoscopic effect. You're seeing 2 offset render points, each unique to itself.
>>
>>323217945
Full retard.
The GPU renders both perspectives at the same time.
>>
>>323206467
>A VR system that requires you to have a big enough space to install it
It has about as much luck as the Kinect.
>>
>>323218165
yes, it treats them as one, which means if the GPU was rendering enough for 90 fps for each eye it should show as 180 FPS, not 90.
>>
>>323218050
>I also have a DK2

Then post a picture of it right now, because you're making retarded claims such as duplicated images, when that is not even close to how VR (And even 3D Video) works.
>>
>>323218294

They are both rendered at the same time, within a single frame.
>>
>Retarded person is wrong about something
>Realizes he's wrong halfway through
>Le I'm trolling now ebin

This stupid argument is over for me, I suggest you guys to stop feeding the imbecile too.
>>
>>323209956
Holy fuck that is just fucking amazing, anyone have sauce of this?
>>
>>323218050
Now try rendering the scene in different perspectives for the necessary 3D effect and see if it doesn't affect performance.
>>
How much of an immersive experience is it while using the OR or Vive? How much of it depends on the software rather than the hardware?
>>
>>323218430
Yes, but they are two distinct 1080x1200 images that require rendering. It is treated as one frame because they are displayed as one frame when you are viewing them from the HMD.
>>
>>323217310
Is there a love purer than that of an autist and his waifu?
>>
>>323207653
they only need to take a small hit financially, reducing the cost by $100-200 per unit and covering it with their Steam money.

That would literally buy them at least 90% VR marketshare, which would make them the money back in less than a year.
>>
>>323210373
Not wanting something new that could change gaming forever is a sign that you're getting old.

It's time to euthanize yourself for the sake of humanity.
>>
>>323207024
>you will never be this passionate about anything you do
>>
how bad is the door effect compared to cardboard 2.0. I know I know but it's my only reference point. For me it's extremely noticable in cardboard 2.0
>>
>>323206609
Sause or gtfo!
>>
File: stationtime.jpg (3MB, 5312x2988px) Image search: [Google]
stationtime.jpg
3MB, 5312x2988px
>>323218423
Under left hand monitor.

And yes... This is exactly how it works. Your GPU renders the scene, outputs it, Oculus driver hooks the output and does what it does. Your GPU is never more stressed trying to render twice the frames, it is only further stressed by the total resolution it's outputting to.

Check the oculus forums - It's all explained there.
>>
>>323218673
It's hard to describe, but you feel like you're actually part of the world after a while that just doesn't happen if you're just staring at a screen in front of you. Whatever you're playing doesn't even have to look realistic or good, it even works with Minecraft.
>>
File: 3123123453.png (326KB, 1670x599px) Image search: [Google]
3123123453.png
326KB, 1670x599px
>>323218848
You are passionate about posting on 4chan.
>>
>>323208956
>>323209267
It has higher FOV but it also has worse screen door effect because of it.
>>
>>323218242
That's what both Sony and Rift stated.
Most games or apps are going to be hardware locked for the specific googles.
>>
>>323213918
But still, running all of those wires, finding mounting points, clearing space. All for a device that very well may be a gimmick in a few months time.
>>
>>323218867
That's like comparing an old portable CRT tv with a cutting-edge 4k monitor.
>>
>>323218112
>>323218050
>>323218042
>>323217520
>>323217596
>>323217674
>>323217281
>>323217115
>all these retards think theres a magic hidden second frame that isnt accounted for by the GPU
yea, its being rendered like normal but theres no evidence of it because "its being done at the same time", if your GPU was rendering 180 frames you could easily check that, its not. fucking idiots
>>
>>323218928
Sounds like fun, coming from someone who never used one but preordered the rift, shipping in march
>>
>>323218584
Do see >>323218912

I do, on a daily basis. I can run something on a 1080p monitor and get the -exact- same performance on the rift. Your GPU is not outputting directly to the rift. There's a DLL hook that takes what your computer thinks is just a normal 90hz screen of X resolution. Everything else is done software side.

Your GPU isn't doing extra work to make VR happen. It's just resolution and target frame rate.
>>
>>323218737

Which means it's still 90fps, not 180.

Take a look at any demo where you can see the PC monitor. You'll notice that everything is rendered in one window. It sends half of the window to one screen and the other half to the other. It's not rendering two 90fps instances at once. It's rendering two perspectives at once, in the same frame and image.
>>
>>323218912
Good job, you bought a product but have no idea how it operates.
Both screens receive different perspectives of the same scene. You can't just duplicate the output for both eyes, there would be no 3D effect.
>>
>>323219061
But an intrepid PC user or modder can probably get it to work on the other device.
>>
File: toddythetoad.jpg (66KB, 1920x1080px) Image search: [Google]
toddythetoad.jpg
66KB, 1920x1080px
>>323218912
>>323218912
>Oculus driver hooks the output and does what it does
>Your GPU is never more stressed trying to render twice the frames

it just works
>>
>>323218912
You are retarded.
Do you seriously think the Rift takes a single image and somehow magically shifts the perspectives for free?
Do you even know how 3D works?
>>
>>323219280
>it does it for free
>>
>>323219224
>I have no idea how it works
>Funny, the devs of the device claim this is exactly how it works.

Yeah, sure kid. Sorry your argument has been invalidated and you have no way to back it. Do you even own a PC? Because you're literally retarded in understanding how they work.
>>
>>323219174
How does it renders two different perspectives without a performance hit?
>>
>>323219096
I see you are referencing some posts that agrees with you for some reason. Is there a method to your retardation?
>>
I'll probably hold off until I see something not in the realm of tech demos or simulators.
>>
>>323219471
quoting them because they are apart of the conversation, not because they are retards, sorry if that was confusing
>>
>>323219096
>>323219214
It's effectively rendering one 1080x2400 image and sending one half to one display, and the other half to the other display. Your graphics card is effectively rendering 180 1080x1200 frames each second. Of course it comes out as you seeing 90 FPS because it's sending half to one display and half to the other simultaneously.
>>
>>323219239
Could be, just saying.

Then again game/app exclusives could be what will get them sales with those prices and competition.
>>
>>323219598
http://store.steampowered.com/search/?category2=31#sort_by=Reviews_DESC&sort_order=DESC&category1=998&category2=31
>>
>ITT one person actually owns a rift, explains how device works
>Several people who don't own and likely never will pretend they know better

This shits hilarious, please continue /v/. Btw... He's completely right, this was covered in some pretty early discussions about the rift in that performance wise it's the same as running on a display of that resolution.
>>
>>323216659
I really hope pascal won't be too expensive and that it won't require new PCI-E slots, otherwise we'll all need new mobos, new cpus and new RAM
>>
>>323219650
it's not but I still thought it was unneccessary and with all the retards in this thread you can't really tell apart whether it was intentional or not
>>
>a thousand different ching chang chong copies of the rift
>all proprietary content
>massively split userbase of retards who actually buy them
all of them are going to flop. enjoy your thousand dollar virginity goggles
>>
>>323219428
That's the entire point of these VR devices. It displays the proper image to one eye and then a contorted image to the other. It's not just a screen strapped to your face.

I now understand why /v/ think they're overpriced, they don't know what it is.
>>
>>323219756
Source on the "no performance hit" statement, because from what I know VR needs a lot more processing power than a regular game.
>>
>>323219756
You can not duplicate the same image for each eye without losing the stereoscopic effect. The Rift does not interpolate frames to save performance. Necessarily, at has to render the scene twice for each eye for every frame.

Stop pretending you know what you're talking about just because you ordered a devkit.
>>
>>323206467
Entirely depends on the price.
>>
>>323220054
yes it does, 45 fps x 2
>>
While you'll need to render visuals twice, surely you only need to render the physics the once?
>>
>>323206609
That's VIVE with the towers and everything.
The VIVE without will be less than the Rift because it isn't going to be bundled with a $100 Xbox Controller.
>>
File: JUST.jpg (134KB, 951x723px) Image search: [Google]
JUST.jpg
134KB, 951x723px
>>323207024
looks like shit brah
>>
>>323219428

It doesn't but it's not the same hit as rendering two separate 1080×1200 instances of an application either. There are a lot of tricks involved to reduce the performance requirement to less than 1080×1200 times 2.

>>323219662

No, that's not how it works dude. It's rendering ONE (slightly larger to account for distortion) 2160×1200 image 90 times per second and then routing each half to each eye. This doesn't mean 180fps. It means 2160×1200@90fps. The whole render is contained within one frame.

It's semantics, but you're wrong.
>>
>>323219686

I don't want to play any of those games.
>>
>>323219998
>It displays the proper image to one eye and then a contorted image to the other
Holy fuck, are you stupid? It renders the scene from a different perspective for each eye, it doesn't "contort" the image.
>>
>>323219998
Are you confusing perspective with the lens distortion correction? Because there's absolutely no way to shift perspective without re-rendering a scene.
You can write clever algorithms to lower the perforce hit on rendering two scenes but that has to be written right in the rendering code of the engine, it can't be side-loaded to the Rift.
>>
>>323220197
Elementary my dear watson
>>
>>323220212
>$100 Xbox Controller
Anon please, try to keep it realistic, and read the thread before posting.
>>
>>323220165
It renders both eyes at the same time at 90 FPS.
>>
File: dataglove.jpg (171KB, 565x328px) Image search: [Google]
dataglove.jpg
171KB, 565x328px
What happened to the old good data gloves?
>>
I have a DK2 and have not paid attention to VR since then
Will the commercial release of the oculus blow my mind, or will it just be a slight update?
>>
Does the Rift have Tiltbrush?
>>
>>323220223
>This doesn't mean 180fps. It means 2160×1200@90fps
That is exactly what I have been saying all along.

>It is treated as one frame because they are displayed as one frame
>it comes out as you seeing 90 FPS
>>
>>323220418
the GPU is not rendering 180 frames, its rendering 90. "at the same time" does not mean that the GPU forgets how many frames its rendering and simply doesnt report it
>>
>>323216003

I can't wait for news posts about people breaking the vive by tripping over something or w/e.

>VIRTUAL REALITY HEADSET LEAVES MAN IN COMA
>>
>>323220705
How does that invalidate what I said?
There's no 180 written there.

It renders both eyes at the same time at 90 FPS.
>>
>>323220429

It's more than a slight upgrade, but until Touch comes out it's essentially the same experience.

>>323220481

It's still just 90fps. Your GPU is not rendering "effectively 180fps". That's not how it works.
>>
>>323220823
thats exactly what you said, you said both are being rendered at 90 fps, what is 90x2?
>>
Still waiting for SAO Full-Dive technology and I won't leave my comfy computer chair until that day
>>
>>323220481
>>323220223
Guys, it's 2 separate renders each at 90 fps per eye. It is a total of 180 fps. However each render is 1080*1200. you can say it's semantics but it's not as there are subtle differences imho between this and what you are claiming.
>>
It's rendering 1080x1200 x2 at 90 fps, you basically need a little more than twice the performance of 1080p at 90 fps.
>>
>>323220983
It's not x2 because it's a single image being split in two.

It's two eyes being rendered at 90 FPS.
>>
>>323220705
>>323220824
It is rendering 90 images at 2160x1200 or 1080x2400 per second, then splits them up to two displays. I guess we were essentially agreeing with each other from the start, it's just that I've been interpreting it as 1080x1200 times two, rathern than 2160x1200 once.

You are correct that it isn't really the same thing as rendering two 1080x1200 images simultaneously though, I did not take performance saving measures into account.
>>
at least the 45*2 retard is gone
>>
VR = meme = don't fall for it
>>
>>323221174
it's two images merged into one actually. The gpu renders them separately. It doesn't render them as a whole and then separate them
>>
I'm still waiting on that source for the claim that rendering two perspectives at the same time in VR doesn't nearly double computing power necessary.

Also the Rift renders closer to 3k and then downscales it to 2k which makes anon's claim that it doesn't affect performance even more retarded.
>>
>>323221192

It's tricky and technically each perspective IS rendered at a slightly times, but a single frame contains each perspective.
>>
>>323221369
Early adopters are especially sad when they don't even have any idea what they're buying into, aren't they?
>>
>>323221369
can your computer run 180hz 1080*2400 ?consider half of that 180 hz frames are rendered much quicker because of optimization techniques using the other perspective as reference point.
>>
>>323217004
how much that rig cost u bro?
>>
What games look good/interesting? No cockpit games please. Arizona Sunshine looked neat, I like the detached hands shit. Job Simulator has the same thing with the floating hands.

The idea you can shoot in directions you aren't looking, with precision, is one of the biggest sellers of VR for me right now.
>>
>>323221369
You could render it at a lower resolution but that will add some latency due to scaling.
>>
>>323221693
>180 Hz
It's 90.
>>
Will I be ok?
>>
>>323221757
desu I think for the whole experience you actually need steamvr controllers or similar. So you should be looking into games that use those. Otherwise you can look around at any game.
>>
>>323221909
>only 1080p
>>
>>323221757
How are you going to aim if you aren't looking?
>>
>>323221875
fuck off imbecile
>>
>>323221909
This is extremely ricer meme-tier and unnecessary.
>>
>>323222048
but youre wrong
>>
>>323222008
I tried 4k.
Prefer 120Hz with Strobelight for now.
>>
>>323222132
T-thanks anon
>>
File: rift performance.png (100KB, 1098x1871px) Image search: [Google]
rift performance.png
100KB, 1098x1871px
>>323220054
>>323220014
Just for you faggots. First segment is Rift DK2 @ 75hz in Vermintide. Second segment is a 1080p 60hz monitor. Same section of the game for both. GPU usage slightly higher due to 15 additional frames. You're fucking idiots who know nothing about this technology.

>>323221707
I built it last November, ran me about $2200.
>>
>>323222014
Vive and Oculus will both have dual VR controllers. You literally just point in the direction you aren't looking
https://youtu.be/-RehCTRrWM0?t=325

>can shoot behind you while going forward
>throw grenades behind you
>detached hands means if you raise your hand you can blindfire at different heights and angles
This guy's HL2 playthrough was fun to watch
>>
>>323222008
4k is garbage until they come out with 4k/120/144hz
once you try 120 fps you cant go back to 60
>>
>>323218912
So you are saying Oculus driver somehow magically makes two perspectives out of 1 render? If that's true, 970 might even be overkill since you can just lower the settings for 90 fps. Sound too good, tbqh.
>>
>>323222370
Yeah but how are you going to aim properly if you aren't looking?
>>
>>323220212
Isn't it just bundled with the regular Xbox One controller? They said it costs them $15 per controller.
>>
>>323221909
>all around shit rig
Might as well get a new computer.
>>
>>323219662
It's not that simple when one eye can be rendered which then speeds up the process of rendering the second eye based on the first render.
>>
>>323222353
look, retard, noone is saying you are running 150fps of 1080p when you are using rift, we are saying you run 150 fps at 1080*2400
>>
>>323222353
180 fps fags blown the fuck out
>>
>>323222446
>>323222193
I always thought that higher refresh rates were more for comp games and quick reaction times and higher resolutions were for general video games.
>>
>>323222353
All I see is a card not being run at full potential making it pointless for quantifying performance hit.
>>
>>323219428
That's the thing, the developer does not need to greatly modify how the camera functions in the game, it's still outputtting a single image, Rift just distorts it appropriately so both eyes get a slightly different perspective that focuses on the same central iamge that is the original one.

It's basic stereoscopic illusion. Look at pic related.
Now make your eyesight fuzzy by straining your eyes, you know, that thing when you can make yourself see blurry double.

make the image fuzzy until you see not 2 instances of the image, but 3. Not 4, that's too much, just 3.

Now, focus your eyes into the middle image. Keep focusing if you're losing it, it takes time to adjust, getting away from the screen helps.

Did you succeed? If you did, slightly move your head around.

See that 3D effect? That's what Rit does.
>>
>>323222652
>>323222353
see >>323222634
>>
>>323222634
>still doesnt get it

>>323222707
the difference from 60 to 120 is about the same as 30 to 60,
its huge and if youre used to playing games at 60 fps you wouldnt want to start playing at 30, same goes for 120/144
>>
>>323222505
Do see >>323222353 this is exactly what it does. The stress on your GPU is coming from the higher resolution/refresh rate. If you can run 1440p/120hz you're going to be rock solid for Oculus as that's pretty close to what you'll be demanding of your GPU.

This nonsense people are spewing about needing to output 90fps in a scene being rendered twice is completely incorrect. If that were the case I'd need to output 150fps with a DK2 to not get judder, I get 120ish with vsync off at 1080p in Vermintide yet my DK2 is smooth as fucking butter with it.
>>
File: albums-skyrimreview-ddd0044-ab.jpg (876KB, 3840x1080px) Image search: [Google]
albums-skyrimreview-ddd0044-ab.jpg
876KB, 3840x1080px
>>323222805
Fuck me. Image here...
>>
File: 1328326119307.jpg (55KB, 513x488px) Image search: [Google]
1328326119307.jpg
55KB, 513x488px
>>323213396
>he doesn't block google-analytics.com
>>
>>323222634
>I've been given irrefutable proof I'm wrong
>DENY IT ANYWAYS!
>>
>>323222881
>still doesn't get it

with single monitor gpu renders 90 fps @ 2160*1200

with rift you render 180fps @ 1080*1200

That's why the performance as different as it would be if it ran 180fps @ 2160*1200
>>
i don't know why people are upset about the rift. double the price of the dk2 for a 20% increase in resolution is a pretty good deal i'd say. obscenely cheap even.
>>
File: pity the dead.jpg (43KB, 600x678px) Image search: [Google]
pity the dead.jpg
43KB, 600x678px
>you will soon be able to watch and play ASSFAGGOTS from a true Eagle Eye perspective
>you will soon be able to play RTS as a true commander
>you will be able to play virtual DnD as though there was a real table

THE FUTURE IS BRIGHT
>>
>>323222805
Please, just stop. You have absolutely no idea what you're talking about.

Please read: http://www.logicalincrements.com/articles/vrguide/
>>
>>323222943
Look at the position of the dragon's wing at the cross hair. It's not a copy of the same image being distorted, it's the same scene from two different perspectives. Are you actually fucking blind?
>>
>>323221369

It does 100% increase the performance cost, but it's not as simple as just double.

If you want to really learn the technical side of how it works, check out these articles:

http://simonschreibt.de/gat/renderhell/

There's also a really good comment on reddit that explains the gist:

https://www.reddit.com/r/oculus/comments/3y4md9/question_on_stereoscopic_rending_and_performance/cyaw8q9
>>
>>323222768
>Doesn't know how to read a graph
Damn anon some of these kids are dumb but I think you just topped them all.

It's clearly showing that the rift does not demand double the performance, it's not rendering a scene twice at least not on the GPUs end, or any of this nonsense where people are saying the performance demands are going to be insane.

It's just not the case, and at this point I'm 99% sure this is a bunch of sony bros trying to troll.
>>
>>323222805
That's now how it works you retard.
You can't shift the position of the camera without rendering it twice, the pic you posted is two different renderings with a slightly shifted camera, there's no distortion going on.
>>
http://strawpoll.me/6485977
Let's see if /v/ passes the test.
>>
>>323222805
maybe things like vorpx do something like this when they're not running in geometry mode, but the norm is just rendering the scene twice from two separate angles. any game that's built from the ground up for vr will be rendering the scene twice.
>>
>>323223716
Do see >>323222353 as this is done with Vorpx, in geo mode. There is virtually no performance difference outside of what you'd expect when rendering 25% more frames at the same resolution.
>>
>>323223606
7 votes of no(100%)
where's that faggot who keeps disagreing with me saying it's one image at 90fps?

lel he just chose yes
>>
>>323223606
>someone voted true
>>
A lot of you are simply confusing "view" with "frame". The two views are rendered within one frame.
>>
>>323222805
No, there are 2 in-game cameras, each renders an eye. Of course there are some rendering tricks to speedup the rendering of the second eye, but you're still rendering two images, and the rift shows both distinct images. The Oculus SDK doesn't do special warping to make the second eye seem correct. The most the image output does is time-warp and lens correction.
>>
>>323222943
that's wrong retard, it renders two screens from different perspectives AND warp/distorts them to correct for the lenses
>>
>>323223245
>>323223263
>>323223983
>>323224149


2160x1200

"It's not uncommon for a game to drop framerate on occasion, meaning that if you really want to lock your framerate at 90 FPS, your PC should really be capable of averaging 100+ FPS in your game of choice."

why would they be telling you the requirement is around equal to 100 FPS @ 1080p if the rift actually requires 2160x1200 x 90? Because its obviously not rendering 180 frames, its rendering 90.
>>
>>323218569
Uzumaki by Junji Ito
>>
>>323224051
also those tricks won't work when each eye sees something different, which should cause significant fps drops when for example one eyes see the left side of a portal and right another. Or one side's vision is half obstruced cause eac eye to see 2 different stuff.
>>
>>323223606
It's not computationally equivalent unless rendering the second image is done without any knowledge of the first image (geometry shaders, for instance, can generally be shared between close rendered images).
>>
>>323224243
Yes, it's rendering 90 frames.
The difference is that it is rendering two different scenes.
>>
>>323224243
don't expect /v/ to know what fill rate is

rendering one frame at full res ~= rendering two frames at half res
>>
>>323218091
I'm certain they'll be interchangable like Rockstar and Guitar Hero controllers/games
>>
>in the past vr was too expensive for your average consumer, but now with the advent of the smartphone we're able to source screens and sensors at affordable prices.
>lol jk custom everything, $200 audio, carrying case, space fabric, bundled shovelware and xbox controller five hundred and ninety nine dollars please!
th-thanks.
>>
>>323224276
Depends on the tricks.
>>
>>323224575
blame your country, not us
>>
>>323224243
... you are being retarded intentionally. Like you are trying so hard not to get that 180 frames of 1080*1200 is not the same for a gpu as 90 fps at 2160*1200.
>>
>>323224575
blame the prices not us
>>
>>323224243
>>323224486
>>323224516
from http://www.logicalincrements.com/articles/vrguide/:

Once again, before factoring in the additional costs of stereo rendering, let’s compare the raw pixel rendering cost of each display:

124 million pixels/second: 1080p monitor @ 60Hz
457 million pixels/second: Rift/Vive @ 90Hz
498 million pixels/second: 4K monitor @ 60Hz

Now, factor in the additional graphical demand of stereo rendering with VR headsets, which multiplies the total hardware demand on the PC by somewhere between 1x and 2x, depending on what’s occurring in the game. It’s easy to assume that playing many games on the Rift or Vive will require even more computing power than it would take to play the same game at 60 FPS at 4K resolution.
>>
>>323224243
But 3d wouldn't work if it wasn't at two perspectives. I've owned a dk2 and used it extensively, it would not work with your method. you're just wrong, sorry friendo.
>>
https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/

Holy shit /v/ educate yourselves, this is sad. None of you have it entirely correct and most are just blatantly incorrect. As far as performance demands what the anon who actually has one posted is correct. Stop trolling people into thinking they're going to need Titan X SLI to run a game smooth.
>>
File: Lucky quote2.png (98KB, 600x334px) Image search: [Google]
Lucky quote2.png
98KB, 600x334px
>>323224575
OBSCENELY CHEAP
>>
>>323224575
Cell phone screens are not great for VR, they were just a starting point for the dev kits.Custom optics and displays were necessary. They also said that the built in audio isn't super expensive, but it's just good regardless.
>>
File: 1430337482489.jpg (82KB, 540x960px) Image search: [Google]
1430337482489.jpg
82KB, 540x960px
>>323223258

>you will be able to play virtual DnD as though there was a real table

Do you not have real friends to play with?

Thats really sad dude
>>
>>323224772
nice try.

That’s not the whole story, though. The headsets also render an “eye buffer” of 1.4x the size of the 2160x1200 resolution. This results in a true render resolution of 3024x1680 (or 1512x1680 in each eye)
>>
>>323206467

I feel like being able to switch to a front camera is going to be pretty much vital.
It would be a bitch to have to take the whole headset off just to get your barrings.
>>
>>323224894
>They also said that the built in audio isn't super expensive
yeah, $200 is obscenely cheap.
>>
File: frame.png (878KB, 1272x671px) Image search: [Google]
frame.png
878KB, 1272x671px
Look guys, this is two VIEWS contained within one FRAME.
>>
>>323224772
>457 million pixels/second: Rift/Vive @ 90Hz
Which is the same as 2160x1200 @ 90Hz.

1080*1200*2*90 is the same number of pixels as 2160*1200*90.
>>
>>323224924
So it is even more intensive to render than 4k@60Hz, right?
>>
>>323225097
NINETY FRAMES, NOT 180
EXACTLY
>>
>>323224781
>>323224243
Frame Rendering

"Frame rendering typically involves several steps: obtaining predicted eye poses based on the headset tracking pose, rendering the view for each eye and, finally, submitting eye textures to the compositor through ovr_SubmitFrame."

now can you fuck off with your 1 render bullshit. It's the 2 renders which are then composited. For your 2160*1200 90 fps you render 180 1080*1200 frames
>>
>>323225024
They never said the audio cost $200. We won't know for sure until we get a teardown or official word from them.
>>
>>323225097
I'm not sure anyone here claimed otherwise, you must be misunderstanding the discussion.
>>
>>323225221
>>323225237
this guy just did
>>
>>323224924
That's true, but not quite what OP said. Also that intimidating frame buffer size is only required for a brute-force render. The game can render quite a bit less than that if you use a stencil mesh, and even less if you use the new Nvidia multi-res technology. Then if you re-use the command buffer for each eye it's even less work than a conventional render.

I just want to make the point that the actual display resolution is 2160x1200, since it sounds like OP was misinformed by a rumor. The 'effective' resolution in terms of frame buffer size and difficulty will vary a lot depending on the rendering techniques used and the amount of supersampling the computer can handle.
>>
>>323225221
The second render can be sped up by knowledge obtained during the first render (which Unreal supports now, just FYI), so it's not like straight up rendering two images.
>>
>>323225237

In this thread there are people claiming it's 45fpsx2 and 180fps.

So suck my dick.
>>
are there any exclusive games?
>>
File: ConcernedPessimisticLcont.webm (798KB, 720x394px) Image search: [Google]
ConcernedPessimisticLcont.webm
798KB, 720x394px
>>
>>323225097
if the image on the monitor is your "proof" then you should know there are 2 screens in your fucking rift each running 90hz

this is not even the angle I was arguing from but fuck by your logic this works as a proof
>>
>>323225024
It is. I mean 599 US DOLLARS is obscenely cheap and that's 399 dollars less.
>>
>>323225221
That;s like saying that each rendering pass (diffuse, lighting, etc) counts as a different render in the long term. It doesn't. By your logic, your image is rendered like 3 or 4 times per eye. You're still rendering 1 frame, regardless. What you see in the headset is 90fps, with 2 images. That's not the same as 1 image at 180fps (in pixel count it's identical, but that's not a useful metric for user experience)
>>
>>323225495
Very few, as there should be. In a perfect world any VR game will run on any VR headset and it's actually possible.
>>
File: HA HA HA OH WOW.jpg (40KB, 560x432px) Image search: [Google]
HA HA HA OH WOW.jpg
40KB, 560x432px
>>323225495
>VR
>games
>>
>>323224781
The guy with the Rift was an idiot that thought rending 3D has no performance impact, he claimed the higher GPU usage was higher because it rendered additional frames compared to his standard screen.
>>
>>323225586

"Views" does not mean "Frames" you fucking goof.

Each view is rendered and displayed within the same frame. Otherwise you could run into situations where you're getting say 80fps in one eye and 90 in the other.
>>
>>323225495
Currently Oculus Studio titles (which could support other headsets in the future, same with the Oculus Store stuff that will probably support other headsets eventually), and the stuff they're funding for third party devs (but they can port to other headsets after release if they want since it's not a lock-in exclusivity contract).
>>
>>323225495
"Exclusives" on PC can only remain exclusive for so long
Eventually someone will find a way to use Vive on Oculus exclusives and vise versa
>>
>>323225523
This looks way better than I expected.
The retarded people demoing just couldn't explain exactly what it looked like and spouted shit like "it's like a polygonal view".

It's literally just a camera feed with a detect edges effect.
>>
>>323225878
Except that is completely true, anon. Are you baiting by being retarded or are you really this dumb?
>>
>>323225937
>>323225739
look, retards, that is not my fucking logic. That was the logic of the post I was responding to. And I mocked that logic by saying " this is not the angle I'm coming from, but if you are going to use that ridicoulous logic then I can prove my point using the same logic by saying this"

now you can't even comprehend my post let alone the actual argument. This is getting very tedious.
>>
>>323206751
None
He is a professional analist
>>
>>323226195
They really are incapable fucks.
>>
I'm so excited, i can't wait till may
>>
>>323226121

The exception in this case though is that the Vive is capable of things the Rift is not. I would expect that 95% of titles could be ported between them fairly easily, but there are some things the Rift simply can't do without additional hardware (aside from Touch obv).
>>
>>323226493
>The exception in this case though is that the Vive is capable of things the Rift is not
Like what? Having a camera on the front?

http://uploadvr.com/room-scale-possible-testing-the-standing-tracking-volume-on-the-oculus-rift/
>>
just wait a year autists. it's just going to be another bluray vs HDDVD. HD-DVD would have easily won if it wasn't for the sonypony alliance. With these VR devices, we have one giant company for support vs several big companies for support
>>
>>323226493
Once Oculus Touch is out, it probably won't matter. Most of the trackpad functions that I saw in the Vive Pre demos when I was at CES were gestures that could easily be replicated by a joystick or mapped to a button.
>>
>>323208746
>>323208812
>>323212258
>>323214359
https://www.youtube.com/watch?v=Otz5rAUOaqk

Watch and learn why the Vive is the #1 meme headthing of all time
>>
>>323226258
It's not.
Rendering one 2160x1200 scene is not the same as rendering two 1080x1200 scenes, even taking into account optimizations.
The performance cost is less than double of course but it's still higher.
>>
>>323226493
All the more reason to buy a Vive instead of jew goggles
>>
wouldn't it have been smarter to target performance over graphical quality? instead of telling devs to aim for a 980ti, they should have been advising them build their games with the aim of getting them out to as many people as possible. a better idea would have been to take a setup that can run a new game at medium to high settings at a reasonable frame rate on a 2d monitor at 1080p(ie the largest % of their target demographic), and built games to that spec.
>>
>>323226601
>>323226690
Rift's room scale is not nearly as good as Vive's and the proof is in CES 2016 right now.
Rift Touch controllers are being demoed there, but the user must stay inside a tiny square most likely because the tracking sucks are longer ranges.
It technically "works" beyond the square but it's just not good.
>>
why do you guys hype so much on a $600 beta-test kit?
>>
File: Lucky quote3.png (106KB, 600x334px) Image search: [Google]
Lucky quote3.png
106KB, 600x334px
>>323227048
Because Palmer lied to us.
He lied to us all.
>>
>>323210373

I want one but it's not something I'm insanely excited about. Cost alone prevents me from caring too much. Considering I'd have to put 1000 dollars or more just for my computer upgrades + cost of the headset itself to just reach minimum requirements puts me squarely in a situation in which I won't be able to afford this for at least another 4 or so years.

Still, I don't know how people couldn't be excited about it. There is going to be some really amazing shit they can do with this once the ball really gets rolling. I'm glad there are two companies putting it out on the market as well. Competition always helps.
>>
>>323226985

Even in within that square, there have been multiple reports that occlusion is still a problem with Touch unless you're facing forward and don't cross hands. There's a reason it's been delayed until the end of the year.
>>
>>323226907
The problem is, resolution matters a lot when the screen is that close to your face. Also, the market for the device is enthusiasts. Someone who can pay 600 for a peripheral likely already has a very good pc anyway. This is not yet a general market product it's niche.
>>
Has anyone actually used one of these things? I'm interested in trying one but not sure when there will be a demo or something here in buttfuck, alabama.
>>
>>323227048

They're on the clock
>>
>>323206467
basically everyone at CES is saying that Vive seems to be quite a bit better
>>
>>323227184
did he really say this?
>>
>>323227451
Yep way back before Fuckbook bought them out.
>>
>>323227352

Or are just enthusiasts.

Not everyone who is interested in something and speaks well of it is a shill.
>>
>>323226985
>Rift's room scale is not nearly as good as Vive's and the proof is in CES 2016 right now.
Were there demos of the cameras being placed at opposite corners of a room? No?

Personally the Vive system worked well when it works, but I had some crazy a fuck bugs when I did the Vive demo, and occlusion was still a problem there too.

Just wait until consumer release of both before seriously comparing them and spouting that one blows the other out of the water (when really there's no definitive answer right now).
>>
>>323227332
Once stores start stocking them, I'm sure a lot of them will let you try it out. It's something most normies have to try out to be convinced by. Especially with something like this, they're in a situation where practically everyone who tries it will most likely impulse buy it if they have the money to spare. Retailers know this.
>>
>>323227048
Because I tried it at CES and it was actually surprisingly good. Plus the software supports looks good so far.
>>
hey guys you can get your rift a month early by buying a super cheap $1500 bundle!

http://www.theverge.com/2016/1/8/10735272/dells-oculus-rift-bundle-shipping-preorder
>>
File: 1447883275512.jpg (18KB, 276x230px) Image search: [Google]
1447883275512.jpg
18KB, 276x230px
>>323224251
>>
Oculus is made in USA, it has inferior room mapping and it tells you to use Xbone controller as your main tool for VR.

Vive is made cheaply in Taiwan, it has lighthouse, it comes with two mote controllers that map your hands and it has a frontal camera so you won't be completely blind.

Why would anyone get Oculus, even if Vive cost 1.5x times more?
>>
>>323227451
He did but that was in 2013.
There are other hilarious and more recent price-related quotes
>in the ballpark of $350
>$200-400
>[Facebook's acquisition] lets us greatly lower the price of the Rift
>>
>>323227703
Oculus is manufactured in China you dolt.
>>
I only want the Vive / Oculus for the creative experiences and porn.

Fuck videogames. Fuck making them the center of this technology.
>>
>>323227703

>Why would anyone get Oculus, even if Vive cost 1.5x times more?

It's all going to come down to game/software support in the early years.
>>
File: x6dAs2o.jpg (269KB, 1500x863px) Image search: [Google]
x6dAs2o.jpg
269KB, 1500x863px
>>323227703
>Oculus is made in USA
this meme again

also neither have room mapping/scanning
>>
So, what was the big thing that held the Vive launch back? Did they say anything abt it?
>>
>>323227536
I very much doubt they would position their cameras inadequately for the demo, it's probably the best it can do right now and I don't see it getting better without completely changing the tracking system.
>>
>>323227879
This, and despite Valve owning Steam, Oculus is spending shit-tons more by funding games that otherwise wouldn't exist.
>>
I've got to say that as someone who has dusted off my DK2 and has been fucking around with demos and games a lot the past few weeks, having a camera on front even for simple pass-through would be a really, really nice option to have. Having to constantly take the thing off to screw around with settings and things like that is a serious pain in the ass.
>>
>>323227703
I see a lot of people comparing the price of CV1 with Vive, saying the that Vive will cost maybe just a little but more.

Unless the Vive is substantially lower quality than Rift, it will not be able to sell for that price. Oculus claims to have taken a noticeable loss selling at 629$ and HTC is selling for profit.
>>
>>323227980
get this, it's the camera on the front. It's the big fucking technological breakthrough appearently.
>>
>>323227236
yes, what i mean is take a machine that can run new games in 2d at 1080p, and build their games to run at those specs at 90hz 2160x1200 in 3d.
>>
>>323227703
Neither system has "room mapping".
>>
>>323227680
>he suggested that purchasers of such bundles would get their Rifts at the same time as people who initially preordered the headset: around the end of March or the beginning of April.

fucking CLICKBAIT
>>
>>323227995
Palmer has said on his Twitter that he tried placing the Rift camera on opposite sides of the room and it worked fine.

And placing two camera on the same wall was most likely more to make sure the people demoing actually saw both of them.

Also, just FYI, the Oculus Rift supports using more than two cameras, so occlusion and scale issues can be easily eliminated.
>>
>>323227980
>>323228105
If this is it, it's a huge disappointment and would suggest dishonesty on HTC's part, since the molds for the dev kits have had space for the front-facing camera for a year now and this upcoming feature has been discussed at length; this is clearly not a last-minute breakthrough that would delay shipping.

I would sit back and wait for further word from HTC/Vive before assuming this is the big feature for the CV that they've been talking up, because that would be a huge anticlimax.
>>
File: Untitled.png (35KB, 1035x603px) Image search: [Google]
Untitled.png
35KB, 1035x603px
>>323228189

Only sort-of. The ship date went from March to April in like 10 minutes and from April to June in 20.
>>
>>323228363
"big technological breakthrough" is always how delays are advertised in any tech. This isn't a surprise.
>>
>>323228071
>Unless the Vive is substantially lower quality than Rift
or unless htc decide no to include the $200 headphones that the rift has.
>>
>>323228132
hmm good point but I don't think major game producers would bottleneck the visuals of a game for a niche market. Like pc mastterrace complains that consoles hold back graphics. They bottleneck graphics for consoles because consoles matter more than pc. Now vr matters way less than pc though so they won't bottleneck for it.

I mean indies and small companies are cool but we all know vr needs major producers to really take off.

my 2 cents
>>
File: Untitled.png (154KB, 827x560px) Image search: [Google]
Untitled.png
154KB, 827x560px
>>323228412
Already have my pre-order for March :D
>>
>>323228275
He never expanded on that dubious "works fine" claim.
There's no reason why testers should be confined to a small square if it supposedly works fine.
And no matter how many cameras you have, if it's not cheaper than the other tracking system then it might as well not even exist.
>>
With the vive you can walk around in virtual space.

With the rift you have to use a controller.

Gee, I wonder which will be the more immersive
>>
>>323228479
Yeah, but it held back production for HTC? They don't have warehouses full of cameras? It's not even depth sensing, stereo, or the proper focal distances (people say it's zoomed in).
>>
>>323228495
Why do you keep asserting that the Rift has $200 headphones?

https://www.reddit.com/r/IAmA/comments/3zt7ul/i_am_palmer_luckey_founder_of_oculus_and_designer/cyow86h
>>
>>323227703
Surely you mean 1.5x as much, right?
>>
>>323228363

They have been saying that they were only showing off one use for the camera at CES and that it would change a bit on the consumer version.

It's hard to tell what they mean by that, but it's not unreasonable to guess that the Pre doesn't include the final "breakthrough" in terms of the camera/chaperone system. In theory they could do some very, very interesting things with it outside of simple pass-through with an edge detection filter.

At this point almost everything is just speculation.
>>
>>323228561
Also I will add that if it worked as well as Vive's then you can be sure as hell that they would proclaim that in a VERY LOUD manner.
>>
>>323228578
you can walk around with the rift, thanks valvedrone
>>
>>323228803
Show proof that it works as well as Vive.
>>
>>323228578
>implying you have space to walk around
>implying you have a personal gook to hold the cord
>>
>>323228675
well it is still a stretch but software can take time. It doesn't only show the image. Although edge-detection shit is literally indie android app developer tier easy.

we all now it's just an excuse though.

Btw, appearently, the commercial version will have some other tweaks and changes. I forgot the details but it sounded like they were minor stuff although I felt like there were more to it.
>>
>>323228898
Anyone can arrange a good amount of free space for VR, it's just a matter of throwing away your bed.
>>
>>323228876
http://uploadvr.com/room-scale-possible-testing-the-standing-tracking-volume-on-the-oculus-rift/
http://www.roadtovr.com/oculus-rift-touch-room-scale-vr-palmer-luckey-works-fine/
http://www.roadtovr.com/oculus-rift-room-scale-tracking-volume-e3-2015-oculus-touch/

welcome to last year
>>
>>323228803

You mean like this video where literally the first thing the guy does is walk into a fucking wall?

https://www.youtube.com/watch?v=cXrJu-zOzm4
>>
>>323228675
That's my point. It's not a tech breakthrough. At all. It's a delay for various other technical reasons (which I experienced myself when I did the demo. Things like the trackinh being tilted until the system was rebooted, tracking of the controllers completely failing for no apparent reason, touchpads glitching the fuck out when I wasn't touching them, etc). Plus the ergonomics and weight of the headset were just not as good as the Rift CV1.

The Vive is currently not consumer ready. Close-ish, sure, but Oculus is already consumer ready (minus motion controllers, those are coming Q3 or Q4)
>>
>>323228876
https://www.youtube.com/watch?v=gI5P12GqXbQ

>>323229028
Add in virtual walls, problem solved.
>>
>>323229103
Cautiously optimistic that they will have a consumer version ready for production in a month but I'm not holding my breath.
>>
>>323229028
Yep, and that room is as big as the Vive demo rooms. Oculus doesn't have a chaperone system yet, but they will, I assure you. Plus this dude intentionally did this just to test the tracking volume. Even with both cameras on one wall it worked fine (obviously the controllers would get occluded in that configuration, but it worked).
>>
>>323229269
they said preordering will be available in february.
>>
>>323229387
I know.
>>
>>323207024

doesn't this moron realise VR is dead now that the oculus cost 599
>>
>>323208075
>nasa shit for no reason

Can almost guarantee this is carmacks fault. He nerds out over space shit.
>>
>>323229132
>>323229021
None of these links show how well it works.
Since the cameras work visually rather than lasery the tracking quality most likely gets worse the farther away you are from them.
Also "lets make sure everyone sees there are two cameras" sounds like a really poor excuse.

Again, if it did work as well as Vive's they wouldn't need to confine the testers to a tiny square like they are doing in CES 2016.
>>
>>323228507
it wouldn't have to be as much of a niche market if the requirements/price weren't so high. oculus originally were pushing themselves as the affordable option next to the premium vive but changed their mind at the last minute. i just hope developers don't abandon vr entirely because of this before it's had a chance to pick up steam.
>>
>>323229447
cool, just in case someone doesn't though.
>>
>>323229383

It may work "just fine", but Oculus isn't going to officially support it and I seriously, seriously doubt developers are either.

It's funny how for the past few months Rift fans have been talking about how useless room-scale is and that they don't have space for it or even think it's something people want, but as soon as the Vive started getting good press over the Rift for having room-scale they are all talking about how well the Rift does room-scale.
>>
>>323229489
It's far from dead. The industry has been crawling around, developing before consumer release. In March/April, it's going to expand massively. The Rift is already sold out and I bet the Vive will also sell out when preorders go live.
>>
File: mmm.gif (2MB, 383x428px) Image search: [Google]
mmm.gif
2MB, 383x428px
>ordered Oculus
>will order Vive
>just gonna compare the two and give the inferior one to someone else
>>
>>323229741
>It's funny how for the past few months Rift fans have been talking about how useless room-scale is and that they don't have space for it or even think it's something people want, but as soon as the Vive started getting good press over the Rift for having room-scale they are all talking about how well the Rift does room-scale.
I probably won't use room-scale personally (aside from the occasional game or demo that support it), but to say it just flat out doesn't work on the Rift is wrong.
>>
>>323228723
"the cost of these audiophile drivers and dac is insignificant. they're obscenely cheap. trust me, goyim"
- palmer luckey
>>
>>323229840
Just cancel your Rift order when HTC shows up with the better set for the same price (or less).
>>
>>323229653
>lasery
>wouldn't need to confine the testers to a tiny square like they are doing in CES 2016
They were also showing off final games instead of tech demos.
>tracking quality most likely gets worse the farther away you are from them
It's literally shining a bright constellation of LEDs at a camera. Maybe if you're in a giant warehouse it will drop off.
>>
>>323229840

same here. pretty sure these rampart vive threads are just people who were too poor for an oculus.

gonna be funny to see their reactions when the vive costs more haha.
>>
>>323229954
Aside from making some mistakes about setting price expectations (which he owned up to in the ama), he's been incredibly honest for as long as anyone can remember, and always confronts criticism head-on.
>>
>>323229979
You don't think that they would at least show a SINGLE room-scale demo if it actually worked well? They know the Vive is heavily betting on room-scale, it would be insane to not outright one-up HTC by showing it works just as well.
>>
>>323229840
Same, although I'll just resell the Rift if the Vive isn't ridiculously overpriced. $700-800 would be fine.
>>
>>323229713
maybe but the screen would be shit. I have 1080p phone and I can literally see the pixels on a google cardboard. Imagine oculus being 720p or someshit, noone would get it.

The thing is you don't have to develop a game exclusively for VR. Most important engines have built in support so you can use vr modules regardless of the game. For VR exclusive titles, they woud be rare. And I'm not sure if it's a good thing anyway. The occasional exclusive it's alright but let's not turn this into a console type thing.
>>
File: 1421929398131.jpg (59KB, 848x480px) Image search: [Google]
1421929398131.jpg
59KB, 848x480px
>And if these people REALLY want CV1, this isn't some impossible dream. We're talking about $599. Sure, it's a stretch, but it's not an impossibility. Set aside 100$ per month and you'll have one in six months. Get yourself a 1000$ credit card and buy it. Get a second job and work for a month. Sell something. This isn't some impossible amount of money. Most of the people complaining were probably ready to shell out $400+ for a rift. What's another $200? Anyone can come up with $200 over the course of a few months.
What a fucking kek. Working more than you need to? Pffffft. How long does this guy think he has left in this planet? (He was a first 1080i early adapter in 2000)
>>
>>323206609
don't get why so many poorfags are mad about the price of these things. I was expecting over $1000 easily for this shit.
>>
>>323230126

why are you arguing logically with a guy who says "goyim" non-ironically
>>
>>323222132

Sorry we don't all buy into mediocre budget garbage PCs like you do.
>>
I hope noone seriously thinks vive will be cheaper. Htc has been pushing the most premium experience narrative hard especially after rift's announcement. Get ready for premium prices.
>>
>>323230312
It's hard to differentiate trolls from the ignorant or gut-driven when it comes to VR (or any fledgling industry really).
>>
>>323221909
Yep. A single 980 would be fine, 2 will be good once VR supports SLI/Crossfire (which should be coming in the Rift 1.0 SDK iirc)
>>
>>323230182
Because they already showed it off at E3 last year? You can look up impressions from it. Although they probably didn't want direct comparisons due to Vive's chaperone system.
>>
>>323230372
Sorry but absolutely no game requires these specs, especially at 1080p (lol).
And once required specs catch up to that build you can buy an equivalent PC for MUCH less and you also have newer technologies to take advantage of.

Buying 2 good PCs at two different times is cheaper than buying one "extreme" PC which is literally just for benchmark bragging rights.
>>
>>323230182
http://www.roadtovr.com/oculus-rift-room-scale-tracking-volume-e3-2015-oculus-touch/

Scroll down to
>The system may match [Lighthouse] in terms of capabilities
>>
>>323231004
>may
>may
>may-may

rift roomscale confirmed for just a meme
>>
>>323229489
>some edgy Y2K toddler actually called Glen Keane a moron
Kids these days...
>>
File: 1440905185811.jpg (144KB, 572x303px) Image search: [Google]
1440905185811.jpg
144KB, 572x303px
>there are people who upgrade their GPUs now instead of waiting for the new ones that are going to be released in a few months
Why?
>>
>>323209372

>Those flame lines
Someone needs to draw Amaterasu in 3D
>>
>>323231245
I fried my gpu a while back and I'll wait at least 7 months more for the new cards. They'll probably have hardware level optimizations for 3d tech too. Also we are at the end of gpu generation, which is why they are shilling those cards hard imho. Patience is a virtue for a reason.
>>
>>323231004
That's a really empty claim, especially for a single "demo" that was never brought up again.

And in the same article it says "I did note some jumps when I reached all the way down to the ground to pick up some fallen objects" which already makes it worse than Vive in this tightly-controlled short demo, so imagine what other problems it might have in realistic gaming sessions.
>>
>>323231245
Pascal doesn't even have a set date yet. Just Q1/2 2016. I wouldn't doubt them being pushed back more.
>>
I'm contemplating buying the galaxy gear VR set for my galaxy S6. Do you guys figure it's worth it? It's pretty cheap. And then there is this app too that let you use it on pc games etc.
>>
File: 1449183527322.gif (876KB, 416x410px) Image search: [Google]
1449183527322.gif
876KB, 416x410px
The first game that ever gave me motion sickness was Descent.

The 2nd was Alien:Isolation on the DK2.

I just installed Descent: Underground to play on the DK2 and ate a giant plate of chicken tacos about an hour ago.

Wish me luck, anons.
>>
>>323231676
Toybox has been shown off since Crescent Bay, mang. But it's clear that they're targeting 5x5 rather than 15x15.
>>
>>323217952
>Valve is a big known company and steam has millions of users.
So? Facebook is as famous as the CocaCola brand and even the most primitive niggers in the most remote African country know it. It also has like half of the world's population as registered users and the Rift will still fail.
Vive is nothing but a fart in the wind.
>>
>Oculus doesn't want to stop Vive's only interesting advantage dead in the water because they are not "aiming" for it
yeah k
it doesn't work, plain and simple
>>
>>323231907
So the range is much smaller and it has problems with extreme angles, that's already much worse than the "same as Vive" claim made in this thread earlier.
>>
>>323231821

There's probably a sales rep or two willing to help you in this thread.
>>
>>323231963
Facebook is just financing oculus.
They aren't plastering it's pages with VR publicity and they sure as hell won't, since normal people don't care about it.
>>
>>323232095
Yeah i'm sure
>>
>>323231821
GearVR is meh, but at least it's quite a bit better than Cardboard.
>>
>>323232089
They demoed toybox at 12x12 and cameras on the same wall. It's not really a fair comparison. The touch controllers have also improved since then. I'd wait for both to come out to draw any conclusion. Vive DK1 controllers weren't perfect either, and you can always add another camera to the Rift.
>>
>>323227451
Sort of, he said $800
>>
File: 1395806644906.jpg (233KB, 987x791px) Image search: [Google]
1395806644906.jpg
233KB, 987x791px
>>323232102
>They aren't plastering it's pages with VR publicity and they sure as hell won't, since normal people don't care about it.
Good goyim!
>>
>>323229602
carmack is mostly working on the gear vr which doesn't have the same special fabric coating as the cv1.
>>
>>323232350
The touch controllers can't improve since they are already set on the cameras used for tracking, so it will always have the same problems until they revamp the tracking system.

And cameras are expensive, if you need several cameras to achieve the same level of tracking then it already failed.
>>
>>323213296
>What's the point if cars are self driving by then? I figure driving a real car will be a luxury in the future, most people will drive at home in VR instead of on the roads.
Barely anyone will have money for this
>>
>>323223258
>you will be able to play virtual DnD as though there was a real table
fuck the table, real fucking monsters and shit son
>>
>>323232617
>The touch controllers can't improve
Stopped reading there.
>>
>>323232625
For a self driving car or VR driving at home? The former works if self driving cars are shared rather than owned, and the latter works as VR gets cheaper over time.
>>
>>323232835
They absolutely can't, the positional tracking camera does all the work outside the gyros in the controllers.
So unless you improve the camera (which they won't because they are already releasing CV1) you won't be able to have better positional tracking.
>>
>>323233107
Yes, they can. Improve the constellation. Man, /v/ is retarded sometimes.
>>
>>323216659
those guts look great, what case is that?
Thread posts: 534
Thread images: 50


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.