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DK2 is a great demo... proof of concept, that this is real and going to work very well and that it is being done right. But trust me, it isn't worth owning for regular use. Playing a space sim with almost all black background hides most of the screen door. Much else and it would wear on you quickly.
If they had released Crescent Bay on the other hand... |
Yeah, if they ever release the Crescent development kit, I will jump on that one.
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Maybe Valve will make the Rift Obsolete before it is even launched:
http://www.techradar.com/us/news/gam...beater-1285895 This to me is more like Valve, releasing a rather big surprise with the steam machines marching for release. Hmmm if only they could slip in HL3 as well :drool: What if the real next generation of gaming is on Linux :lol: |
Was able to test the DK2 today on my University it was on display there, playing the roller coaster demo, everything about the relatively low resolution is true but even so the sense of 3D depth and the presence was fantastic!! I literally felt it on my stomach, and i grabbed my chair when the cart was making turns, i only experimented it for 2 or so minutes because was on a worry, so perhaps the resolution would not be that noticeable after some time, but even so i love it. About the 3D depth again, i have a 3D screen and is nothing like that, is totally different, the only way i can describe it is that just like real life 3D but at lower rez.
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Since 'Freesync' is just AMD's name for a piece of the displayport standard, I'm sure we'll see crippled G-sync versions first... :bleh:
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pretty sure it will already do that. it already uses, by necessity, the anti-blur back light pulsing.
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:lol:
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the effect of combining the two would be quite contrary and flickery i guess, at 30-50 hz the strobing would probably melt your eyes. (Unless it were decoupled from the dynamic refreshrate) the holy 90hz grail for vr probably also means you ideally want the framerate around there too. |
well ya, and they said crescent bay was running 90hz screens long ago.
I didnt say they were the same thing, but they are 2 huge features to keep the effect believable and not make people sick. Which they have talked a ton about keeping the motion sickness at bay. I really highly doubt they won't do some g/freesync-iness. Most people won't have a comp that can push 3D to that level, but they still wanna sell 'em. |
Looks like the Crescent Bay prototype or whatever it should be called is also using two screens.
https://twitter.com/UploadVR/status/576516011228143616 |
Rift is coming Q1 2016 !
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What I *really* want to see on the final OcRift is adjustable optics that can be dialed in for folks who wear glasses, so they don't have to whilst using it. Otherwise I might just have to try contact lenses again. |
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But I am just guessing :p |
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I will be the first putting in a pre-order. Sales of this thing are going to skyrocket. |
No interest until the software is there.
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Can't wait to preorder the thing. Have been looking forward to this for years now. |
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Every other genre is gonna spend a long time trying to make it work *and* be worth it somehow. |
Do we have any idea how much it's going to cost?
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Atleast as long as you´re sitting down. I´ve fiddled a bit with a crude mech game prototype in Unity and put in a quick and dirty Oculus implementation, and tried it out at some friends studio who has a DK2. It worked pretty well. Also tried another prototype where you control a hovercraft type of thing, but it´s so fast and nimble that I got a bit motion sick pretty fast from zipping around with it. So lesson learned, Big slow stompy mech > Nimble hovercraft. |
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Cool 1 more year.
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I got to mess with this thing a few days ago. Thing is bad ass.
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I just read the Rift will runs at 2160×1200 at 90Hz split over dual displays.
https://www.oculus.com/blog/powering-the-rift/ |
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uh, I read that as 2160 (/2) x1200 per display / eye. Half width per eye (1080x1200 x 2).
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