Will my computer be able to handle Oculus Rift?
CPU: i7 2600k clocked at 3,5 Ghz
GPU: Geforce 970
Memory: 16GB DDR3
I know that I pass the specs when it comes to GPU and memory, but I'm unsure when it comes to the CPU.
"Intel i5-4590 equivalent", is my i7 equivalent to it? Or is the difference small enough that it should not matter?
Even when not overclocked the 2600k holds its own against the 4590. You'll be fine. Remember the GPU is the most important part for VR, it has to render two 90FPS relatively high resolution images.
There's gonna be people trying to attempt to run it on much worse. Anyway what's the worse that'll happen, it runs a little choppy and you need to order a new mobo and cpu for the next day?
we have the same specs.
but anyway, oculus is for enthusiasts, f you're going to drop 599$ on it (or 699€ without shipping for me) you'd better get a 980 sli (or pascal) and latest cpu to at least run it smoothly
apparently a lot of demoing booths have been using a single 980.
Besides all games will be developed to run smooth on a 970 at default setting.
If he is on a budget and can't wait a 970 or 290X is not a bad option until better cards come out, why waste money on 28nm now when the next node shrink is around the corner.
I think 980 is the real recommended. I think the 970 is for a smooth but not ultra quality experience.
So yeah I'd recommend a 980 Ti if you can afford it.
Although I'd personally say to wait for the next gen Ti.. the 1080 Ti? Or whatever they go with. Just give VR a generation to brew for best experience.
So much misinformation in this thread. Run Firestrike benchmark and find out. SLI currently isn't supported for VR but it's coming, but games have to take advantage of it. 1080 Ti won't be out for a while, probably not even this year. Palmer Luckey himself is using recommended specs (a 970).
Wow, you're a fucking idiot.
>>Literally over a million Steam titles
And only a very, very tiny percentage of them have any VR suppor. SteamVR supports both the Vive and Rift anyway, so I'll get to play all of them AND the Oculus store exclusives ;)
>>You always need to get used to a new controller
Both Vive and Rift have new controllers you mouthbreathing retard. Any good game dev would have alternative control support like joypads too.
>>I'm not a filthy nigger like you
I can almost hear your fat hands slapping the keyboard in a rage from here.
Because your eyes are extremely close and thus low res would be unacceptable. Also if you're using a cheap ass 950 you're not dropping $600 on no Oculus. Sit your ass down with your poorfag machine
Anybody that tells you differently is full of dicks in their mouth.
OP, there is a tool you can use on the site to check compatibility.
but just from here it looks like you should be fine.
i passed with flying colors using my 980 ti, can't wait to see you in Eve valkyrie or whatever it is.
after playing a lot of elite with my dk2 this looks a lot more exciting and engaging, not that i didn't enjoy E:D. Very hyped.
im probably going to get both in the long run. especially if valve announces their own title later this month.
won't be able to run any demanding games you'd actually want to play, no
It'll be able to run the usual mid-range PC stuff like CSGO, Dota2, Overwatch, etc. But not Witcher3 or StarCitizen, for instance
Just try to run any game at 4k and hold a steady 90fps, never ever dropping below, also with very good AA (but feel free to remove other post processing effects)
Whichever game runs on those conditions will run on VR for you. If they can't, however, you need to upgrade
VR needs at least 90fps to not feel choppy, and at least like 1200p resolution for each eye to not be able to see the individual pixels, because it's like 2 inches from your face.
VR is the opposite of consoles, where they trade resolution and/ framerate for better graphics. With VR the only way to run it on a lower end machine is if you can lower the graphics quality of the game enough.
Even the min req specs of a 4th gen cpu and 970 are going to be the bare minimum. If you can't run 4k/60fps you're probably not going to run enjoyable VR.
No, but those are two things it's especially good for. In the case of porn, because the woman you see is life sized and 3D. In the case of horror, because you cannot look away.
Non-fanboy here. I can name immersion as the only real current benefit but it's not guaranteed for ALL types of games of course. I'd dare say there's a very limited range of games that can actually benefit from VR at our current state.
The other "possible" benefit is innovation. Maybe a new "genre" or type of game will be borne from all this. New game mechanics, new ways to tell a story, new ways to build worlds, new experiences. Maybe not. We'll see.
Personally I am doubtful. At the current price point, it's looking to be a niche. I'm not discounting the possibilities though.
DK2 owner here. I'd say the whole immersion/'presence' effect is a pretty big benefit for an entertainment medium. When the game devs get it right, you'll legitimately feel like you're there and objects have scale as though you could touch them. How can that be a bad thing?
Another ironic benefit do a screen on your face is your view isn't limited to a 'screen' as you play. Like in Elite when you can access the side menus of your cockpit by looking towards them or 'I expect you to die', where you're in a car and need to look at the backseat or lean towards the glove compartment. Devs are all experimenting with what works best.
Reminds me a lot of Star Conflict. Very busy combat in an arena with lots of cover. Free too but sadly the 0.7 oculus update broke the support and they never bothered updating.
These things will never be more than niche gimmicks. Never mind the size and cost, the whole point of vidya is being able to do shit that you would never have the strength/stamina/skill/etc. to do IRL.
About over year between the first floaters and when sight was lost completely and had to be rushed to surgery to save the retina. There might have been actual inflammation or something else in between but what caused it is still a mystery, it was at one point theorized that it was an autoimmune issue.
I like to think I facepalmed too hard, too often
>GPU: Geforce 970
Newp. Nvidia cards apparently don't handle jack shit. They shit all over their own performance to maintain like 30c temps for no good reason.
Avoid them at all cost.
It's fantastic for any flight/driving sims. If you're in a flight sim for example, you can keep your hands on the controls while moving your head in any direction to look around/behind you.
That's already possible with simple head-tracking stuff like TrackIR, but that kind of tracking is limited because the monitor(s) are still stationary.
It's also 3D, so you get depth perception.
>Never mind the size and cost
Don't, because that's really the biggest and only worthwhile point here.
> the whole point
Whole means entire, fyi. Look it up, it's even in the dictionary.
>of vidya is being able to do shit that you would never have the strength/stamina/skill/etc. to do IRL.
I don't have the strength or skill to take a stroll around my shitty animal town or in space. Or taking a leisurely paced stroll down the street and blast singularity lasers out of my eyes to murder ninjas in the new Ninja Killing Singularity Laser Walking Android - the leisuring.
There's a difference between taking a morning jog and running for your life in a warzone. People want experiences without the pain and death parts.
Plus if there's any way to distribute the user's weight to a harness or something, you probably would have to worry about stamina because your legs aren't carrying your entire weight.
That one is terrible because it blocks up your arms and disallows even ducking. The other mechanic is better. Any mechanism for it needs to either not attach to you and be actively responsive or it needs to attach to the very center rear of your back, preferably high back, at an angle such that you can can't actually touch it.
You don't even have to worry about weapon weight still. So his point still doesn't stand. Walk up to a car and pick it up in Prototype, now walk up to a car and pick it up in real life. Both are walking, but in this case in game you're still managing to do what you couldn't do. You can even run with 2000lbs in your car. Your actual real life leg speed is limited to your stamina, but you can also adjust that with sensitivity levels as well - which most people probably didn't realize yet. The same way can change sensitivity of a mouse or analog stick, you can do that with leg movement. So, you're still able to move around in game with faster translated speed. It'd work well for most games today where 1:1 translation isn't actually a thing yet really. It'd have to do some interpolation or other conditions for even attempting super strength in games with a pseudo 1:1. Such as doing a small hop in game could send you leaping over a tall building like some super heroes we know, but then you'd have to remove any one to one leg movement during the jump and landing, so it'd have to be phase alternating not exactly unlike say Skyward Sword lacked 1:1 swings but had sort of 1:1 (when it wasn't glitching the fuck out) sword holding movement. So smaller progressive actions it'd allow precision, but action and technical moves it'd macro.
I don't know if it's an answer but I wonder if something like pic related would work in reverse. Your body is stationary whilst your legs move around to walk and turn. The shoes pushing up when your VR feet are touching the ground in-game.
>Your body is stationary whilst your legs move around to walk and turn.
Yeah, that's kind of how they always work. They just use different mechanics to do it but that's the general concept here and what both other mechanics accomplish. Where and how it links is the issue here.
>The shoes pushing up when your VR feet are touching the ground in-game.
You're suggesting a force feedback system as well? Like when you land in game it pushes your leg up? If that's what your suggesting, no. Fuck no. Outside of haptic feedback no VR should ever force movement, it's a good way to injure someone, twist an ankle, break an arm, tear an ACL or all sorts of bad shit. It should force or stop movement you yourself did. It should stop movement translation in X-Y but not movement itself. So you can run in place, but never jerk you back for example, if you run into a wall and your character stops, you should always be able to keep running even if your character doesn't.
You fucks need to understand that a computer with a GTX 970 and the other stuff is the build developers are AIMING at, it's not the barebones minimum.
VR only costs about 15% more processing power than non-VR at the same resolution and FPS.
Just stopping downward so your feet don't feel like they're sinking through the floor. Think a gym stair machine but it could stop at higher or lower depending on where your feet land in the game.