Wasn't foveated rendering supposed to save the day? What happened to it?If anyone was expecting 8k VR ( i bet is really 4k for each eye) on a medium range current GPU then they don't know anything about how computers and resolutions work.
Today's even high end GPU's from both vendors have problems rendering 4k at constant 90 fps in the most modern demanding games, imagine needing to render 4k for each eye at the same time, at constant 90fps!
And IMO VR enthusiasts will lose with more expensive VR kits, because the less kits sold, the less game developers will want to make games for them, and the fewer games, less kits are sold, chicken and egg problem, the one that has stopped VR from growing for years now.
Resolution isn't my largest gripe by a long shot. If anything the lenses are the weak link on my rift. The godrays and fog are far, far more of an issue than sde. And to be honest annoy me more than stereoscopic 3d crosstalk ever did. Nevermind wires and needing a **** ton of dedicated space. I don't want this much hassle to play a damn video game. Every gripe about stereoscopic 3d is far worse with the occulus rift imo. I have never been able to relax and just enjoy the the thing for any somewhat extended period of time after the initial shock value wore off. I got more use and enjoyment out of Nvidia 3d vision.
This **** is so far off from mainstream adoption that it isn't even funny. If the enthusiast hardware is this lackluster I can't even imagine what options the mainstream headsets and software are leaving people with.
I'm sorry. I just get annoyed seeing people gripe about what I consider to be the least of my concerns with VR and no one mentioning the immersion breaking, frustrating issues. I don't want to empty out a large room to set up for VR so I can trip over cords while looking at a screen that's fogged up and has halos around anything on a dark background.
Like 3d vision the more that you use it the more obvious the flaws. Sadly they're far more consistent than I ever dealt with in 3d vision and there is far fewer software to enjoy.
I've spent hours and hours in VR at my friends houses and have no idea what you're talking about. God rays and fogging? I never noticed any of that on the Windows MR unit I was using. The only issue I had was the resolution. The screen door effect is so bad I won't even consider buying one until that's gone or not noticeable.
P.S. I am not sure why VR needs salvation. It seems like the state of VR is pretty healthy and getting better all the time.
The LCD panels on WMR headsets are much worse at colors and blacks than the OLEDs in the Rift/Vive/Pro.
The Samsung Odyssey WMR has OLED as well.
[yt]bcZ0CXP0qgU[/yt]
Over 2.5 hours of pimax doings from unboxing to comparisons to benches.
Watching this one now.
From his through the lens pictures and videos, it looks to me like the 5k+ offers a better image than the 8k.
If anyone was expecting 8k VR ( i bet is really 4k for each eye) on a medium range current GPU then they don't know anything about how computers and resolutions work.
Today's even high end GPU's from both vendors have problems rendering 4k at constant 90 fps in the most modern demanding games, imagine needing to render 4k for each eye at the same time, at constant 90fps!
And IMO VR enthusiasts will lose with more expensive VR kits, because the less kits sold, the less game developers will want to make games for them, and the fewer games, less kits are sold, chicken and egg problem, the one that has stopped VR from growing for years now.