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#4215192 - 01/10/16 06:00 AM Facebook's Oculus Rift  
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Robusti Offline
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An article that describes what we might expect from Oculus Rift when they ship.

http://fortune.com/2016/01/09/heres-what-its-like-to-use-the-oculus-rift/

Inline advert (2nd and 3rd post)

#4215326 - 01/10/16 05:24 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Originally Posted By: Icarus1


- AGAINST


Oculus Touch controllers not bundled


For me that is a plus. I also don't want to buy the xbox controller that comes with. Not need for flight sims and that is 90% of what I plan to use OR / Vive for. If I want to do other things later I'll buy Touch etc.


"Every record has been destroyed or falsified, every book rewritten, every picture has been repainted, every statue and street building has been renamed, every date has been altered. And the process is continuing day by day and minute by minute. History has stopped. Nothing exists except an endless present in which The Party is always right." - George Orwell, 1984
#4215619 - 01/11/16 01:14 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Brigstock Offline
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Lack of flight Sim support is also an issue.
So far only DCS and Gaijin have had shown any support for VR.

I have DCS and have tested the DK2 in DCS and it worked well.
But DCS is not my main sim.

If we can get VR working in Cliffs of Dover or Rise Of Flight I'm in. Until then the OR/Vive will be a redundant piece of hardware to me. Much like my DK2 which sees a brief outing once every few months in DCS.

#4215832 - 01/11/16 08:10 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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f15sim Offline
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The price is $599. At least that's what it was when I placed my order on 1/6.
The display is provided by a pair of 2160x1440 panels.
A GTX 970 isn't that expensive of a card, especially considering what you're paying for the Rift itself.

FlyInside FSX and P3D add Oculus Rift support to both Microsoft Flight Simulator X and Lockheed's Prepar3D. FlyInside also supports the Leap motion controller which allows you to manipulate cockpit controls. (It works amazingly well with the DK2, too!) https://flyinside-fsx.com/

Yes, it's expensive. It's also first-generation consumer hardware. What did the first generation CD player from Sony cost? (Google says $1000.) Understand that the CV1 sets the /bottom/ rung for VR hardware going forward. It's only going to get better from here. smile

g.


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#4215871 - 01/11/16 09:55 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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The Cove has a total res of 21601200 split over 2 displays, 1080x1200 per eye as opposed to the 960x1080 of the DK2.

The good news is that Team Fusion are now looking at VR support for Cliffs of Dover, If that happens I'm in.

#4215997 - 01/12/16 09:10 AM Re: Facebook's Oculus Rift [Re: f15sim]  
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Brun Offline
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Originally Posted By: f15sim
The display is provided by a pair of 2160x1440 panels.

2160x1200 according to everything I've seen.

After borrowing a DK2 from work for a weekend I came to the conclusion that I'd hold off on VR until the resolution was *significantly* increased.

#4216220 - 01/12/16 07:29 PM Re: Facebook's Oculus Rift [Re: Brun]  
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Chivas Offline
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Originally Posted By: Brun
Originally Posted By: f15sim
The display is provided by a pair of 2160x1440 panels.

2160x1200 according to everything I've seen.

After borrowing a DK2 from work for a weekend I came to the conclusion that I'd hold off on VR until the resolution was *significantly* increased.


There is a huge difference in the VR qualities between the DK2, and CV1. The CV1 has two custom VR displays, and custom optic lenses, far superior to the DK2 displays and lenses. The jury is still out whether or not the improvements are good enough for a decent combat flight sim experience. The DK2 wasn't good enough, but I have hopes the CV1 will make the grade.


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#4216235 - 01/12/16 08:02 PM Re: Facebook's Oculus Rift [Re: f15sim]  
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Originally Posted By: f15sim
Yes, it's expensive. It's also first-generation consumer hardware. What did the first generation CD player from Sony cost? (Google says $1000.) Understand that the CV1 sets the /bottom/ rung for VR hardware going forward. It's only going to get better from here. smile

If anything, we've already had a substantial improvement over first-gen consumer VR, and for just around the same price!





We've gone from 263x230 per eye across 27 to 50 degrees FOV at 60 Hz to 1080x1200 per eye across at least 100 degrees FOV, if not more, at 90 Hz. That makes the difference from "looking at a distant monitor with hideously low resolution" to "putting your head in the game" right there.

We have translational, full 6DoF head-tracking, and the same for hand-tracking motion controllers.

We've even got a better understanding of what to do and what not to do in VR, so instead of games having HMD support tacked on, they're designed around it.

The technology's come a very long way, yet my concern is that people may still find it too expensive to buy into, killing the market before it even gets back onto its feet again.

I just hope it lasts long enough that we see more widespread VR support in our fave flight sims, if they can be bothered to drop in new DX11 renderers for things like Falcon BMS.

#4219159 - 01/20/16 12:44 AM Re: Facebook's Oculus Rift [Re: Robusti]  
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Chivas Offline
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Some encouraging statements below from Matt Wagner at DCS on Froogles youtube VR Blog. Getting that time warp thing working is huge in VR. Also good to hear DCS has one of the CV1 prototype versions for testing. Hopefully they will also have more information on their Vive implementation, as someone on reddit is suggesting there are some latency issues with Vives time warp software.

1- Keypad 5 re-centers view
2- We now have DCS 1.5/2.0 working great in the CV Rift with 1.0 RC runtime. Night and day compared to DK2 with 0.8.
3- The big item we are now working on is better mouse interaction with the cockpit while in VR.
4- For Rift CV you will ideally want 90 FPS; however, we have "timewarp" working great now. So, even at less than 90 FPS, the experience is very smooth.


Last edited by Chivas; 01/20/16 12:45 AM.

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#4219817 - 01/21/16 01:56 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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That is from June and I see no mention of a scrapped camera!

#4219819 - 01/21/16 02:00 PM Re: Facebook's Oculus Rift [Re: JG52Krupi]  
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Originally Posted By: JG52Krupi
That is from June and I see no mention of a scrapped camera!



The camera is visible in the renderings. The latest info on the actual commercial product does not have a camera, according to all information thus far released. Hence the camera was apparently an idea at once that did not make it to fruition.


"Every record has been destroyed or falsified, every book rewritten, every picture has been repainted, every statue and street building has been renamed, every date has been altered. And the process is continuing day by day and minute by minute. History has stopped. Nothing exists except an endless present in which The Party is always right." - George Orwell, 1984
#4219970 - 01/21/16 07:29 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Chivas Offline
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Its interesting that the Oculus site had 1.9 million hits on preorder day. Even taking away multiple individual hits and cons, thats a lot of people interested in VR. More than I would have expected at this early stage.


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#4220008 - 01/21/16 09:45 PM Re: Facebook's Oculus Rift [Re: Chivas]  
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Originally Posted By: Chivas
Originally Posted By: Brun
Originally Posted By: f15sim
The display is provided by a pair of 2160x1440 panels.

2160x1200 according to everything I've seen.

After borrowing a DK2 from work for a weekend I came to the conclusion that I'd hold off on VR until the resolution was *significantly* increased.


There is a huge difference in the VR qualities between the DK2, and CV1. The CV1 has two custom VR displays, and custom optic lenses, far superior to the DK2 displays and lenses. The jury is still out whether or not the improvements are good enough for a decent combat flight sim experience. The DK2 wasn't good enough, but I have hopes the CV1 will make the grade.


I too had an impression that significant resolution is needed for flightsim use however the split screen you said might be the savior... I'll wait for the review anyway, 600$+shipping+exchange rate+tax made it like 900$ in my country.

#4220040 - 01/22/16 12:30 AM Re: Facebook's Oculus Rift [Re: Robusti]  
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Chivas Offline
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Originally Posted By: Icarus1
Oculus did plan to release CV1 with front facing camera, but canned it.
I guess they figured it would be better to have an XBox controller instead.

http://www.slashgear.com/gleaning-in...leak-10387717/


It should be patently obvious for most people that the inclusion of the Xbox controller had no impact on whether or not they included a front facing camera.


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#4220346 - 01/22/16 07:19 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Chivas Offline
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Originally Posted By: Icarus1
I was being facetious. Its patently obvious you did not get that.


You make so many outlandish statements, that I doubt anyone got it.


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#4220450 - 01/23/16 12:48 AM Re: Facebook's Oculus Rift [Re: Robusti]  
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Chivas Offline
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Originally Posted By: Icarus1
Whatever, I'm not going to play your ad hominem argument game..


You bring it on yourself. You've championed the Vive product, and it could well end up being the better product. You don't have to post misinformation about the other product to help make your point. So far all the VR companies are keeping their specs very close to their chest. The only way we will really know which unit is best for our particular needs is to try them out ourselves. There are suggestions that the consumer version Rift will be demonstrated in retail stores this April. Hopefully the consumer version of the Vive will be available for testing in retail stores around the same time period.


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
#4220745 - 01/23/16 11:49 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Can't wait to try out DCS in VR. I got the GearVR and even with its greatly limited and mostly low-quality content, it was a surprisingly immersive experience.

#4233190 - 02/25/16 12:05 AM Re: Facebook's Oculus Rift [Re: Robusti]  
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Are you constantly deleting your posts and re-posting the same thing, to bump the threads up top or is the forum acting up?

#4234306 - 02/27/16 09:29 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Originally Posted By: Icarus1
Oculus comparability test could fail your cpu because it is not a Haswell chip, despite the fact your cpu is overclocked and will outperform some Haswell cpu's. I'm thinking there are a good amount of high end overclocked Sandy Bridge computers that will run Oculus just fine.

https://www.reddit.com/r/oculus/comments/40lkxb/cv1_hardware_requirements_system_build_megathread/


It's only a guide at the end of the day, realistically the compatibility test can't take into account every possible combination or hardware which may or may not be modified/overclocked/tweaked etc.

I'm running a Sandybridge i7 2600k @ 4.6Ghz, whilst the tool says the CPU isn't good enough I know that it's perfectly fine. I guess Oculus have to play it on the safe side rather than recommend something which could turn out borderline and then backfire on themselves.


On the Eighth day God created Paratroopers and the Devil stood to attention.
#4239707 - 03/14/16 02:21 PM Re: Facebook's Oculus Rift [Re: Robusti]  
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Thanks for posting!
Cant wait for my RIIIIIIIIIIIIIF! Yay I am so excited everytime i think about how long until i finally receive that "shipped" mail:)

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