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#4143648 - 07/07/15 03:12 AM Re: Virtual Reality Gear [Re: Sentinal50]  
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Aullido Offline
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Vive could have Valve's support but the fact that it will released first is not really critical. Oculus still has a two year advantage relative on game developing. The question is who device will have more content, no who is first.

Inline advert (2nd and 3rd post)

#4143867 - 07/07/15 04:52 PM Re: Virtual Reality Gear [Re: Sentinal50]  
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f15sim Offline
More projects than sense!
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I've probably mentioned this before - the only thing Valve has to do to crush Oculus is make Half-Life 3 a launch title for the Vive. smile

g.


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#4144018 - 07/08/15 02:37 AM Re: Virtual Reality Gear [Re: f15sim]  
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F4UDash4 Online cool
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Originally Posted By: f15sim
I've probably mentioned this before - the only thing Valve has to do to crush Oculus is make Half-Life 3 a launch title for the Vive. smile

g.


QFT


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4144415 - 07/09/15 03:10 AM Re: Virtual Reality Gear [Re: f15sim]  
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Originally Posted By: f15sim
I've probably mentioned this before - the only thing Valve has to do to crush Oculus is make Half-Life 3 a launch title for the Vive. smile

g.


Let's hope Valve is not thinking on the same line, the last we need is a content wars.

#4144791 - 07/10/15 01:17 AM Re: Virtual Reality Gear [Re: Sentinal50]  
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This is a very cool application of VR tech:


Team develops virtual reality edition of Stellarum for Oculus Rift


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4145145 - 07/10/15 06:59 PM Re: Virtual Reality Gear [Re: Sentinal50]  
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This would mean "goodbye screen door effect"


Samsung starts work on an 11K display of 2,250 ppi


"In the vast library of socialist books, there’s not a single volume on how to create wealth, only how to take and “redistribute” it.” - David Horowitz
#4145187 - 07/10/15 08:45 PM Re: Virtual Reality Gear [Re: Sentinal50]  
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LocNar Offline
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VR resolution bottleneck is not from the screens themselves, it's from the hardware to run it...

VR is more load heavy than it seems and is the reason gen 1 commercial units have such low res screens. 2 separately rendered 1200x1080 screens running at >90hz (going less than 90 creates a dimming effect due to 'low persistence' 20% on-time that keeps images from smearing).

This adds up to 233,280,000 pixels per second, which is the equivalent of pulling >112fps at 1080p on a regular monitor and quickly scales out of control as you bump up the res.

DX12 will help as will the native support of Win10, and foveated rendering will also go a long way towards reducing the load of higher res screens once we have reliable eye tracking but screens themselves are the last thing holding this back.

By 2018 when they aim to unveil the first of those 11k screens, it won't be many more years before they're miniaturized enough for HMD's and the contemporary hardware to run them though :p

#4157567 - 08/14/15 06:20 PM Re: Virtual Reality Gear [Re: Sentinal50]  
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Chivas Offline
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https://youtu.be/pWlfUDiGqgc

Palmer Luckey interview with interesting questions and answers.


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#4162377 - 08/28/15 06:41 PM Re: Virtual Reality Gear [Re: Sentinal50]  
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Chivas Offline
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It now appears that Vive will not have the capacity for a full consumer release this year, with only limited quantities being available to select clients, with the bulk of the consumer release in early 2016. No surprise there.

We will probably see Vive and the Rift open for preorders around the same time this year. For those that plan to only buy one, there is still not enough info to make an informed decision. Release content, actual release date, price, and final hardware specs are still unknown.

The Rift will probably release with more content, but people will lean toward the unit with the better games/sims. The amount of content will not be a factor unless there are no clear killer apps. For flight simmers only DCS is currently looking at the possibility of implementing support for the Vive, to go along with their current Rift support.

I'm only interested in flight sims, so have no need for inputs, but that said I believe the Rift Touch has more possible uses as it brings in hands with more dexterity, than the current Vive wands. That said we don't know the final specs of either input.

I also like the fact the Rift will sell their Touch inputs unbundled which should make my initial VR purchase much cheaper if I decide to go with Rift instead of Vive. Not to mention the fact that Oculus may still have plans to sell their units around cost.

Both Vive and Oculus tracking units will allow considerable movement, but there are few VR games, or consumers with the room to implement it well. I'm sure there will be people with the required room, but the in-home market potential will be small. Movement will mostly be the domain of the VR arcades for the time being. Personally I have no need to run around my cockpit. wink Maybe one day when flight sims evolve further into better combined ground/air/sea sims.


Intel core I7 4790K @ 4.4
Asus Maximus Hero VII Motherboard
16 gigs DDR3 2133
EVGA GTX980Ti
Oculus Rift
LG 37" LCD
BLack Mamba III Joystick
Cougar Throttle/X55 Throttle/Saitek Levers
Saitek Pro Rudder pedals
Voice Activation Controls
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