#4244100 - 03/28/16 08:59 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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BlueHeron
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Thanks Icarus, that was very informative. I expect I'll eventually get one but only after 1) a serious HW upgrade and 2) it is well supported in one or more flight sims. It sounds not yet perfect but still pretty exciting.
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#4244403 - 03/29/16 06:27 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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Paul Rix
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I think the physiological effects will, for most people, ease up considerably after you become acclimatized to the experience through frequent exposure. Some of the VR experiences, such as intense dogfighting in space, aerobatics etc etc, would make most people ill in real life at first. I can see hardware advances helping with that but never completely eliminating it.
When I put myself through instrument training I had a very hard time with motion sickness when under the 'hood', flying very benign maneuvers in a C172. At one point I thought I would have to just give up on it. I slowly became desensitized to it (thankfully). I would imagine the VR experience will be similar process. Can't wait until I get my Rift and Oculus ready PC towards the end of April!
Who are we? We find that we live on an insignificant planet of a humdrum star lost in a galaxy tucked away in some forgotten corner of a universe in which there are far more galaxies than people. Carl Sagan
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#4244567 - 03/30/16 05:20 AM
Re: Facebook's Oculus Rift
[Re: Robusti]
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Paul Rix
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If that is the case then some VR experiences will never be suitable for mainstream. Unfortunately action packed games and sims involve a lot of motion, turning and acceleration/deceleration. In a combat 'sim' like Eve Valkerie that situation is complicated by the fact that you are not only maneuvering your own ship, but looking at your adversary rather than where you are going. That's going to mess you up to begin with. It doesn't matter if it is the Rift, Vive or any other headset. If you are prone to motion sickness then you are going to come up against this problem.
Who are we? We find that we live on an insignificant planet of a humdrum star lost in a galaxy tucked away in some forgotten corner of a universe in which there are far more galaxies than people. Carl Sagan
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#4244778 - 03/30/16 08:17 PM
Re: Facebook's Oculus Rift
[Re: Brigstock]
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Brun
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But, from my experience with the DK2, the display needs a massive jump in resolution. Despite the Cove getting a slightly larger Res it is still short of what is really required. Cove users are saying the "screen door" effect is still there. That you can still see pixels and the gaps between them. Oculus have said that any improvement in that respect is years away. You have exactly the same thoughts on resolution as me after using the DK2. We've actually got a CV1 in work at the moment, am trying to get the opportunity to check it out although it won't be with flight sims unfortunately. The statement about improvements being years away is odd, when has anything like that been true with technology? I wouldn't accuse them of outright lying, but you can appreciate it wouldn't make very good business sense to let on about a better version being right round the corner. I would assume that higher density screens already exist (at least in pre-production form) but given the amount of negativity over the 'high specs' needed to run the first versions and the desire to market it as a mainstream product it makes commercial sense to keep things in check.
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#4245009 - 03/31/16 02:44 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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DK1 1280x 800 / 640x 800 Per Eye / Pixel Density 215 PPI HDP 1920x1080 / 960x1080 Per Eye / Pixel Density 314 PPI *( DK1 w/ HD1080P Scren) CCP 1920x1080 / 960x1080 Per Eye / Pixel Density 314 PPI *( New OLED 1080P Display w. High Refresh) DK2 1920x1080 / 960x1080 Per Eye / Pixel Density 386 PPI *( Screen / Assembly From Samsung Note 3) CBP 2560x1440 /1280x1440 Per Eye / Pixel Density 543 PPI *( Note, Exact Screens for CBP are Unknown) CBP 2160x1200 /1080x1200 Per Eye / Pixel Density 456 PPI *( If the CBP Uses the same Screens as the CV1) CV1 2160x1200 /1080x1200 Per Eye / Pixel Density 456 PPI *( Dual 1080x1200 3.5 Inch Displays)
* The Rift Consumer Version's Toshiba TC358870XBG HDMI to MIPI Chipset Supports up to 3840 x 2160 Pixels..
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#4245074 - 03/31/16 05:32 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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Brun
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A very quick google says Sharp announced an 800+PPI screen a year ago. The same article also claims Samsung had an 860 PPI screen. The hardware to run games at higher resolutions might be considered a bit extreme, but dual 980s (even vanilla ones) or something similar should pretty capable of 2560x1440 @90Hz.
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#4246104 - 04/03/16 05:45 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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Chivas
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This is a good read on the comparison between the Rift and Vive headsets with Flyinside. http://forum.flyinside-fsx.com/viewtopic.php?f=3&t=1617
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#4246434 - 04/04/16 04:35 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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Umm, OK.
Dont buy from the Rift store if you dont own a Rift?
If it's available on Steam, Buy it through steam to keep your steam friends list.
Last edited by SkateZilla; 04/04/16 04:36 PM.
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#4246576 - 04/05/16 12:29 AM
Re: Facebook's Oculus Rift
[Re: Robusti]
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WarHorsey
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It's pretty obvious why.
Consoles have used the tactic of exclusive titles to entice users to their platforms for years now.
Unless the game is a massive draw however I feel it's usually viewed as a cynical or negative tactic which may deter users.
I'm personally not a fan of the way Oculus is doing business at the moment. I feel that as long as the hardware performance is similar, users will be drawn toward the more open approach of other platforms.
- Horsey
"When experienced by a fixed wing pilot for the first time this trait serves to highlight the feelings of inadequacy already being felt in the presence of an Iroquois helicopter pilot" - Bell UH-1H Iroquois Basic Operator's Technique Manual
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#4246633 - 04/05/16 05:26 AM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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all the Xbox One Exclusives are UWA and will be on Windows 10 as well, lol.
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#4246665 - 04/05/16 09:39 AM
Re: Facebook's Oculus Rift
[Re: Robusti]
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WarHorsey
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Cool... What does that mean for Rift/Vive? Rift for XBone confirmed? - Horsey
"When experienced by a fixed wing pilot for the first time this trait serves to highlight the feelings of inadequacy already being felt in the presence of an Iroquois helicopter pilot" - Bell UH-1H Iroquois Basic Operator's Technique Manual
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#4246740 - 04/05/16 02:36 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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Rift For XBO wont happen,
Rift For Windows 10 Xbox App will allow you to play Games and Watch Videos on a Virtual Big Screen.
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#4246802 - 04/05/16 05:05 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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The decision is kinda dumb, but I will buy from steam before Rift Store.
I'll use Rift in Racing, Space and Flight sims, and maybe GTAV.
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#4246913 - 04/05/16 09:28 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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Chivas
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EVE: Valkyrie On PC Oculus Rift only. Why do they need to keep their software Rift only? Why can't they allow all HMD's to use their software like Steam? That kind of proprietary behavior is not a good for VR in the long run. We will see if they continue on this path. I hope not. Eve Valkyrie just announced on the HTC Vive.
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#4247188 - 04/06/16 05:51 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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Chivas
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Eve Valkyrie just announced on the HTC Vive.
That's great! Maybe pressure will cause Oculus to back down from their decision to be proprietary with their store. I hope they do for the good of VR. I think Oculus Store is more about quality control, than proprietary paranoia.
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#4247222 - 04/06/16 06:48 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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Application has to meet specific Criteria to be on the oculus store, there are literally dozens of games that have fantastic Rift Support that arent on the store because they dont meet all the criteria.
Last edited by SkateZilla; 04/06/16 06:49 PM.
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#4247234 - 04/06/16 07:16 PM
Re: Facebook's Oculus Rift
[Re: Robusti]
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SkateZilla
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I hope they like my Flight sim and porn selection.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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