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Old Dec 31, 2014, 02:39 PM   #1
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Vanz_007
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Old Dec 31, 2014, 03:11 PM   #2
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Originally Posted by Vanz_007 View Post
you can buy a dev kit now if you want or wait for next year's possible release
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Old Dec 31, 2014, 03:15 PM   #3
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Needs higher resolution to deal with the screen door effect and more games supporting it.

Here is nice screen door effect simulation:
http://vr.mkeblx.net/oculus-sim/
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Old Dec 31, 2014, 03:42 PM   #4
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Originally Posted by aop View Post
Needs higher resolution to deal with the screen door effect and more games supporting it.

Here is nice screen door effect simulation:
http://vr.mkeblx.net/oculus-sim/
awesome demo.
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Old Dec 31, 2014, 04:10 PM   #5
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Originally Posted by aop View Post
Needs higher resolution to deal with the screen door effect and more games supporting it.

Here is nice screen door effect simulation:
http://vr.mkeblx.net/oculus-sim/
with 4k they just simply remove the effect, I doubt 4k is as perfect as that. If it is then good, because 4K is gunna be a pain to render as it is.
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Old Dec 31, 2014, 04:18 PM   #6
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Yup, need 4K or better...if that is accurate.
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Old Dec 31, 2014, 04:45 PM   #7
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They're in Seattle right? I'm in Seattle... do they have any tech demo's or fare's scheduled anytime soon in WA?
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Old Dec 31, 2014, 05:38 PM   #8
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Ah the life...

Getting money from consumers for a product that may never release.
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Old Dec 31, 2014, 06:08 PM   #9
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Originally Posted by Exposed View Post
Ah the life...

Getting money from consumers for a product that may never release.
Well, not strictly true they do get the prior versions, it's not like they pay money and receive nothing. People are using them to develop/play games on this very second.
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Old Dec 31, 2014, 07:06 PM   #10
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Old Dec 31, 2014, 09:00 PM   #11
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The amount of screen door effect in the CV1 looks acceptable. It's still there, but I think you can probably overlook it.

Eventually if this catches on they're going to need to make a version that's not only higher resolution but also wider FOV. With a completely new technology, you can't expect the first version to be perfect in every respect.
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Old Dec 31, 2014, 09:18 PM   #12
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2015 will go down as Year of the Rift. This thing is going to be huge once it hits store shelves, and I can't wait!
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Old Dec 31, 2014, 09:55 PM   #13
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Originally Posted by SirBaron View Post
with 4k they just simply remove the effect, I doubt 4k is as perfect as that. If it is then good, because 4K is gunna be a pain to render as it is.
It seems like the screen door effect is due to seeing the physical pixels in the monitor. I can see the same thing in my monitor if I put my face right up against it, there's like a black line between each white pixel.

So, increasing the monitor resolution should help with the screen door effect, even if you don't run at that actual resolution. For example, you could run in half resolution, and there would be more of the normal pixelation we're used to, but the screen door effect should still be improved over a lower resolution display.
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Old Jan 1, 2015, 09:13 AM   #14
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Quote:
Originally Posted by Nagorak View Post
It seems like the screen door effect is due to seeing the physical pixels in the monitor. I can see the same thing in my monitor if I put my face right up against it, there's like a black line between each white pixel.

So, increasing the monitor resolution should help with the screen door effect, even if you don't run at that actual resolution. For example, you could run in half resolution, and there would be more of the normal pixelation we're used to, but the screen door effect should still be improved over a lower resolution display.
This, pretty much. Have a 4K display, but render at 2K.
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Old Jan 1, 2015, 11:48 AM   #15
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Originally Posted by bittermann View Post
Yup, need 4K or better...if that is accurate.
I doubt a browser simulation is like the real thing but i also don't have the Oculus Rift so i can't really be sure, but saying that if the first one was as bad as it is shown on that simulation then why did this tech add so much success? If i saw that i would never think that stuff was good.

About 4K, people are forgetting that the more resolution the more powerful the hardware running the game need to be, and for 3D that is doubled, so unless you want to return to 2003 graphics to be able to have 4K and 3D on the Oculus Rift (and forget a mobile version) then 1080p for both eyes should be enough imo.


Quote:
Originally Posted by OzzieBloke View Post
This, pretty much. Have a 4K display, but render at 2K.
How will you get rid of the blur by doing that? I have a 1080p display and if i don't render games at the native resolution then everything looks blurred and ugly. The oculus screen is exactly the same tech so i bet it has the exact same limitations.
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Old Jan 1, 2015, 12:21 PM   #16
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Because you're looking at it on a browser, and not in a 3D headset that simulates your eyes.

Even poor VR is impressive, besides you can't just start off with amazing, it takes time and lots of feedback/tweaks to get there.

Also as said above which I didn't take into consideration, IT's not about the rendering resolution but more the actual pixel count in the screen it self.

You could render at 1920x1080 which is half the exact res of the Naitive 4K it will still look decent, and you wont have no screendoor, because there's still 4K worth of pixels rendering.
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Old Jan 1, 2015, 12:43 PM   #17
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Originally Posted by Argoon1981 View Post
About 4K, people are forgetting that the more resolution the more powerful the hardware running the game need to be, and for 3D that is doubled, so unless you want to return to 2003 graphics to be able to have 4K and 3D on the Oculus Rift (and forget a mobile version) then 1080p for both eyes should be enough imo.

At this rate I would be entirely happy with 2003 graphics with nothing better but textures and lighting if we could get magnificent 3d out of it.
A lot of the high poly stuff goes unnoticed anyway.
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Old Jan 1, 2015, 06:13 PM   #18
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I picked one up on kijiji the other day for $350 and so far am pretty impressed
It def needs some work done before retail release,the screen door effect is there but you kinda forget about it after a bit.
main issue is the lack of clarity for reading text in game, it really does need to be alot crisper.

even with the shitty graphics in some of the demos the feeling of presence is still there, an odd feeling when you are looking down at a low poly leg and it does kind of feel like its your leg.

Some tech demos area really neat, others not so much.
a few game me some pretty bad motion sickness the first day i had it, but i havent had that in the last few days, either the games im playing now are coded better or im used to the VR, im not sure.

I tried Half life two the first day and it worked wonderfully but it made me feel really ill after about 10 mins. il have to try it again.

vox machine demo is pretty cool, feels like you are in a giant mech.
titans of space was cool, as well as sightline the chair.

ive been playing alien isolation with it last night and for a few mins today and so far that seems pretty awesome.
no motion sickness at all form it, and the atmoshpere and scale is awesome.
i havent got very far yet, only a quick glimpse of the alien ,but im pretty sure im going to crap my pants when he does pop out at me.
only issue with that is the computer terminals, the pop up so close to your face you cant read them., i have to close one eye and try really hard to read the text.
but the game isnt officially supported by oculus as you had to edit a file to get it enabled in game so cant complain too much.

but so far i like it and can see it really taking off.
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Old Jan 1, 2015, 06:54 PM   #19
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Not sure I would touch the first few generations, I'm a bit concerned on how it could affect my eyes... not sure if it's a real concern or not...
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Old Jan 1, 2015, 10:30 PM   #20
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How will you get rid of the blur by doing that? I have a 1080p display and if i don't render games at the native resolution then everything looks blurred and ugly. The oculus screen is exactly the same tech so i bet it has the exact same limitations.
If you run at exactly half resolution it shouldn't be a problem, since it scales exactly. Each single rendered pixel is just displayed as four physical pixels.
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Old Jan 1, 2015, 10:39 PM   #21
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I tried Half life two the first day and it worked wonderfully but it made me feel really ill after about 10 mins. il have to try it again.
A lot of people complain about motion sickness in HL2 in general. I know that when I played it recently, I had some trouble with motion sickness, and that was on a normal monitor. There is something weird about the way that game was coded, like there's some hidden input lag or something else going on. It's not a general Source problem as it doesn't happen to me in L4D, Portal, or for that matter the HL2 Episodes.

So, anyway, if you're going to experience motion sickness with the VR, it's probably not a surprise it happens with HL2.
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Old Jan 2, 2015, 05:58 AM   #22
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If you run at exactly half resolution it shouldn't be a problem, since it scales exactly. Each single rendered pixel is just displayed as four physical pixels.
This.
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Old Jan 2, 2015, 05:47 PM   #23
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A lot of people complain about motion sickness in HL2 in general. I know that when I played it recently, I had some trouble with motion sickness, and that was on a normal monitor. There is something weird about the way that game was coded, like there's some hidden input lag or something else going on. It's not a general Source problem as it doesn't happen to me in L4D, Portal, or for that matter the HL2 Episodes.

So, anyway, if you're going to experience motion sickness with the VR, it's probably not a surprise it happens with HL2.
Does increasing the default FOV help? HL2's default in 75.
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Old Jan 3, 2015, 11:13 AM   #24
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il give hl2 another go right now and see, il try changing the fov aswell
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Old Jan 3, 2015, 03:02 PM   #25
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il give hl2 another go right now and see, il try changing the fov aswell
Try this instead, if you want a good first person experience

http://digitalcybercherries.com/
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Old Jan 3, 2015, 04:05 PM   #26
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i have that , its wonderful.

I had to re download HL2 so i haven't gotten back to it yet.
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Old Jan 3, 2015, 04:26 PM   #27
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Originally Posted by Nagorak View Post
If you run at exactly half resolution it shouldn't be a problem, since it scales exactly. Each single rendered pixel is just displayed as four physical pixels.
Oh didn't thought of that, makes sense.
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Old Jan 11, 2015, 01:12 AM   #28
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Quote:
2560×1440 strobed OLED virtual reality

My visual experience confirmed that it looks much better than the earlier DK2, and it was running 2560×1440 at 90Hz ultralow persistence (~1ms). No matter how fast I twisted my head around, I did not notice any lag or motion blur.
http://www.blurbusters.com/oculus-25...led-prototype/

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Old Jan 11, 2015, 11:18 AM   #29
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Might actually buy the DK3 kit (when it's released) with all these new improvements.
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Old Jan 11, 2015, 12:24 PM   #30
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Thought I heard something about them releasing a Consumer beta or something, then retail release.
Dunno if those plans have changed.
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