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Old Jan 29, 2015, 12:54 PM   #211
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night
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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...
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Old Jan 30, 2015, 11:47 AM   #212
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Yeah, if they ever release the Crescent development kit, I will jump on that one.
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Old Feb 26, 2015, 06:53 PM   #213
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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

What if the real next generation of gaming is on Linux
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Old Feb 26, 2015, 07:21 PM   #214
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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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Old Feb 26, 2015, 07:24 PM   #215
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Originally Posted by Argoon1981 View Post
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.
Yeah, I can't wait for someone to release these already. Man the wait is getting frustrating. Now I wonder if their will be a FreeSync/GSync version . Would make it much more immersive.
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Old Mar 2, 2015, 12:55 PM   #216
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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...
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Old Mar 2, 2015, 05:19 PM   #217
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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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Old Mar 2, 2015, 09:54 PM   #218
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Old Mar 2, 2015, 10:49 PM   #219
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Quote:
Originally Posted by night View Post
pretty sure it will already do that. it already uses, by necessity, the anti-blur back light pulsing.
they black out the backlight between frames to remove ghosting yes, it doesnt have anything to do with adapting the refreshrate to the gpu though.
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.
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Old Mar 3, 2015, 08:35 AM   #220
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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.
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Old Mar 14, 2015, 07:34 AM   #221
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Looks like the Crescent Bay prototype or whatever it should be called is also using two screens.

https://twitter.com/UploadVR/status/576516011228143616
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Old May 6, 2015, 07:26 AM   #222
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Rift is coming Q1 2016 !

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oday, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.
https://www.oculus.com/blog/first-lo...pping-q1-2016/
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Old May 6, 2015, 07:43 AM   #223
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Hrm... let's see what Valve does with this since they intend to have the HTC VR headset out before Christmas.

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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Old May 6, 2015, 09:52 AM   #224
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Originally Posted by OzzieBloke View Post
Hrm... let's see what Valve does with this since they intend to have the HTC VR headset out before Christmas.

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.
I think the final Oculus will have better specs/design than the final HTC VR

But I am just guessing
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Old May 6, 2015, 10:55 AM   #225
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About F-ing time.

I will be the first putting in a pre-order. Sales of this thing are going to skyrocket.
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Old May 6, 2015, 12:58 PM   #226
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No interest until the software is there.
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Old May 6, 2015, 06:07 PM   #227
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No interest until the software is there.
There are already games now that come Rift-Ready out of the box. The most recent being Dirt Rally, which according to at least two reviewers who have used the Rift on it, say it makes the game so much better to play.
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Old May 6, 2015, 08:34 PM   #228
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There are already games now that come Rift-Ready out of the box. The most recent being Dirt Rally, which according to at least two reviewers who have used the Rift on it, say it makes the game so much better to play.
That's one game that I have no interest in. Next...
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Old May 6, 2015, 10:34 PM   #229
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Originally Posted by AllexxisF1 View Post
About F-ing time.

I will be the first putting in a pre-order. Sales of this thing are going to skyrocket.
x2

Can't wait to preorder the thing. Have been looking forward to this for years now.
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Old May 6, 2015, 10:51 PM   #230
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That's one game that I have no interest in. Next...
http://en.wikipedia.org/wiki/List_of...s_Rift_support
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Old May 7, 2015, 12:03 PM   #231
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Quote:
Originally Posted by |MaguS| View Post
That's one game that I have no interest in. Next...
Sims are the main, arguably only, reason to have VR.
Every other genre is gonna spend a long time trying to make it work *and* be worth it somehow.
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Old May 7, 2015, 12:09 PM   #232
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Do we have any idea how much it's going to cost?
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Old May 7, 2015, 12:27 PM   #233
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Quote:
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Sims are the main, arguably only, reason to have VR.
Every other genre is gonna spend a long time trying to make it work *and* be worth it somehow.
Yeah, I think generally games where your "avatar" is in a seat of some sort, controlling something, will work best. (Elite is pretty cool in VR).
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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Old May 7, 2015, 05:28 PM   #234
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Quote:
Originally Posted by jolle View Post
Yeah, I think generally games where your "avatar" is in a seat of some sort, controlling something, will work best. (Elite is pretty cool in VR).
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.
Yep. Given that I prefer to play slow, exploratory-type games in the first place, such games would be well suited to OcRift.
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Old May 7, 2015, 09:46 PM   #235
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Cool 1 more year.
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But hey, let us not forget that while you bemoan about how Hollywood is bending over backwards for that market, you're also asking them to simultaneously consider the 'delicate' sensibilities of those state side who need to see a flag plastered all over the place like some Michael Bay movie barfed into another equally worse Michael Bay movie that then **** into the mouth of the team who designs the Call of Duty campaigns with all of their red, white and blue awesomeness with such an overly large boner for America that one does not need to actually 'fly' to the moon, they simply could tight rope on top if it. And if you're concerned about whether or not that penis is strong enough to be load bearing for such a journey, you forget that what fills all of those engorged crevices is freedom.
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Old May 9, 2015, 08:46 PM   #236
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I got to mess with this thing a few days ago. Thing is bad ass.
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Old May 16, 2015, 12:47 PM   #237
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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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Old May 16, 2015, 09:59 PM   #238
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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/
So, 1920 x 1200 per eye. That's enough for me.
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Old May 16, 2015, 10:41 PM   #239
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Quote:
Originally Posted by OzzieBloke View Post
So, 1920 x 1200 per eye. That's enough for me.
Yea. It's enough for me too. I hope a single AMD 390x is enough for a good experience. This thing will also save me a lot of desk space. Will people want multi-monitor setup for gaming anymore?
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Old May 17, 2015, 07:43 AM   #240
kboye
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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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