From the reports so far supposedly the screen door effect is much reduced. It's still there, but not nearly as noticeable. There's still pixelation due to low res (although that can be helped with AA), which is a different issue. We're probably going to need one more res bump to get rid of screen door entirely.
That being said, you quickly learn not to notice it when you play in VR.
If it's still there, and resolution is somewhat low...
Nope, I'm patient and can wait.
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From the reports so far supposedly the screen door effect is much reduced. It's still there, but not nearly as noticeable. There's still pixelation due to low res (although that can be helped with AA), which is a different issue. We're probably going to need one more res bump to get rid of screen door entirely.
That being said, you quickly learn not to notice it when you play in VR.
You'll need a faster GPU for higher Res. Are current GPU faster enough for that?
the two Pimax headsets are definitely sharper and clearer than even HTC's new Vive Pro headset. I have to admit, though, that the HTC Vive Pro is now at a minimum value of "good" resolution for VR. After you see it, you can't go back to a Rift or the old Vive. The Pimax 8K does the same thing to the Vive Pro.
Member of the Glorious PC Gaming Master Race-"Doesn't any game maker know how to make a PC feeling game anymore? I hate all this console afterbirth crap we're getting lately."
I've heard of nothing but nightmares regarding tracking on PIMAX. Literally every tech site that's had considerable hands on time with has said it makes them sick due to judder/tracking issues.
Spent some time with VR last weekend at a friends. He had the Windows Mixed Reality headset and we were playing Project Cars 2. It was damn cool, especially being able to look around the car and look through corners like in real life. Looking over the side of an open wheel car and seeing that you nailed the apex was fun. When tackling Spa Francorchamps, hitting Eau Rouge was pretty intense. I somehow still had the stomach drop feeling as you hit the compression before charging up the incline...which is mind boggling how the brain makes that happen. It felt reasonably similar to how tackling that hill and subsequent corner does in real life.
The bad? Well, there is no way I'd waste my money on it right now. I'm seriously anxious to get a VR unit, as I think it's absolutely the way to go and am stoked about it. However, the goggles had a narrow view like I was looking at life wearing a pair of goggles. It felt like I had no peripheral vision. That's kind of annoying. With the Windows MR unit, you couldn't just look over at another part of the screen by flicking your eyes over...because it was blurry. Only the middle of the lens (focal point) was clear, so you have to move your head to see other parts of the image. Finally, the resolution is just plain awful. It was so bad, that alone killed the whole thing for me. There is no amount of 3D immersion whatsoever that will get me past the feeling of viewing the world with my face planted against what seems like a 320x240 CRT TV.
VR is awesome, but I feel the tech has a ways to go yet. Looking forward to picking it up in another generation or two.
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LG CX 48" i5 3570k/OEM Cooler
Asus Sabretooth Z77
Asus ROG 1080Ti Strix
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Lian Li Lancool II Mesh
Logtech G703 Mouse/Logitech G915 Keyboard
You might want to try out the Vive. It has a bit wider FOV than the Rift and I think also most WMR headsets. If you get a thin foam you can get it even a bit wider than with the stock foam. Granted, it's still far from full vision, but it is better.
Man i've been enjoying fo4 vr so much, completely lost in that world. throwing grenades around corners and inside windows/rooms etc... so freaken awesome.
"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it."
Spent some time with VR last weekend at a friends. He had the Windows Mixed Reality headset and we were playing Project Cars 2. It was damn cool, especially being able to look around the car and look through corners like in real life. Looking over the side of an open wheel car and seeing that you nailed the apex was fun. When tackling Spa Francorchamps, hitting Eau Rouge was pretty intense. I somehow still had the stomach drop feeling as you hit the compression before charging up the incline...which is mind boggling how the brain makes that happen. It felt reasonably similar to how tackling that hill and subsequent corner does in real life.
The bad? Well, there is no way I'd waste my money on it right now. I'm seriously anxious to get a VR unit, as I think it's absolutely the way to go and am stoked about it. However, the goggles had a narrow view like I was looking at life wearing a pair of goggles. It felt like I had no peripheral vision. That's kind of annoying. With the Windows MR unit, you couldn't just look over at another part of the screen by flicking your eyes over...because it was blurry. Only the middle of the lens (focal point) was clear, so you have to move your head to see other parts of the image. Finally, the resolution is just plain awful. It was so bad, that alone killed the whole thing for me. There is no amount of 3D immersion whatsoever that will get me past the feeling of viewing the world with my face planted against what seems like a 320x240 CRT TV.
VR is awesome, but I feel the tech has a ways to go yet. Looking forward to picking it up in another generation or two.
I've mentioned here that I think Project cars 2 in VR was underwhelming. Being able to look around isn't worth the low resolution. I'd just as soon play with triple monitors. However, I think the tech is ready to go now. Although Pcars2 was underwhelming to me, I'm completely blown away by other experiences in VR. Arktika, Lone Echo, Doom, etc. are phenomenal in VR and I don't feel resolution is a hindrance at all on those games. I'm using an Oculus Rift. I've been told it has a larger sweet spot than other systems. I've not noticed blurriness outside the center point like you're describing.
I guess it comes down to what you're playing. Funny thing is, the main reason I wanted VR was for Pcars2.
I'm not even bothered by the resolution. The lenses fogging up and ****ing lens flares are beyond annoying to me. While the rift was cool at first it goes against every reason why I enjoy gaming. I want to be able to chill out and relax at the end of a long day.
I had the same experience with Nvidia 3d vision. Yeah, cool as **** at first. Once the initial awe wears off the flaws started to get really annoying. At least with 3d vision it was mostly just crosstalk (I still find the lens flares worse) and ui elements not rendering at proper depth usually a crosshair. At the same time I still feel like I had more proper games to enjoy in 3d vision.
I also find myself having to fiddle with the damn thing too much between wiping down fogged up lenses, dealing with the cord, obstacles, the isolation, etc.
Yeah, higher resolution would be nice but there is so much else that I find far more of an issue that no one talks about. IDK, maybe its not for me. I don't see vr taking over traditional gaming in this form any time soon.
Originally posted by Mangler
Good work guys, we can't have too many positive posts in a row on this forum.
No one talks about those issues because they didn't have the same experience. I'm sure somebody did, just not all.
IE: I used VR for hours and didn't have a single lens flare or any fogging. Maybe it's a rift only thing.
Godrays are a little worse on the Rift in my experience. At least I find the way they present to be a little bit more irritating.
As far as fogging up goes, I've had it happen a few times. Like a car window it happens when there's a large temperature difference between the unit and your face. So, mostly it's happened to me when I've tried to play too soon after exercising (just had to stop and wait about 20 minutes).
However, one time last month it happened to me with the Rift for no obvious reason. I'm guessing it's just because it is colder this time of year? The lens kept fogging up, and I kept wiping it, and after about 10 minutes the temperature equalized and it stopped. It could be there's something that makes the Rift more prone to it than the Vive, or it could have just been coincidence--hard to say.
I play VR about 3 nights a week for 1-2 hours each session. Mostly playing onward as I love tactical shooters.
I bought Pavlov and Onward at the recent sale. I tried Pavlov and didn't really like it that much. I haven't even tried playing Onward yet. Honestly, I find I have a hard time getting into these sorts of MP games nowadays. I feel like the learning curve is high, so you go in and just get slaughtered at first. I'm wary of the other players, because I expect they're just going to act like dicks.
I almost refunded Pavlov, but then I realized I only paid $6 for it, so I might as well just keep it in case I want to try it again.
currently, the hint is late 2018 or 2019 going by the last conference.
Oculus is clearly brewing something up, im hoping they go with a 4x rabbit camera lenses with upgraded displays and break into the mixed reality scene, (4x sensor are pain).
this appears to be the idea mixed reality is using to bypass external sensors
during the last Oculus conference they included shots of new head set which included 4X cameras pushed out the extremes of the head set (therefore providing decent vertical lateral tracking, etc.).
Strap into the cockpit of the Cobra – the most powerful tank ever built – and experience first-person tank combat across neon-scarred sci-fi landscapes in an explosive campaign for 1-4 players – now playable with or without a VR device!
HTC is taking pre-order for the vive pro. It cost $800 for HMD only. I would buy if it include the 2x controller and 2x base, but it doesn't. Who wants to order one? Why is vive accessories so overpriced? If you buy the 2x controller and 2x base it'll cost more than the Vive bundle which includes an HMD.
i'd might have gotten it if it was 800 for everything but just hmd, i rather wait
Reading up on it thats kind of annoying for everyone. For the people who want to jump into the Vive now you have to have the previous package and switch out headsets to be ready since there is no bundle.
For the people who want to upgrade it sucks as well cause you need everything but the headset and no one buying second hand is just going to buy the headset only. No clue what they were thinking when they put this up for sale.
I got the samsung umd for 400. It uses the same screens as the new vive pro. For me I only care about head and hand tracking. So I really don't see the appeal of the vive pro at 800 just for the headset.
Oculus is sure falling behind. Vive already has their next gen higher resolution display, though an expensive one.
Falling behind? The Oculus just overpassed the Vive on the Steam hardware survey. It's priced at $399, but you can frequently buy them for $350. That $350 gets you the headset, sensors and touch controllers.
As much as I'm glad to see the Vive up their resolution, the price point is a huge turn off. $799 is a lot of money for just a headset. $799 would be justified if it included the headset, sensors and knuckle controllers. The original Vive is looking a lot sweeter at $499 though.
Falling behind? The Oculus just overpassed the Vive on the Steam hardware survey. It's priced at $399, but you can frequently buy them for $350. That $350 gets you the headset, sensors and touch controllers.
As much as I'm glad to see the Vive up their resolution, the price point is a huge turn off. $799 is a lot of money for just a headset. $799 would be justified if it included the headset, sensors and knuckle controllers. The original Vive is looking a lot sweeter at $499 though.
I already have an Oculus Rift with touch controllers. The vive now has a higher resolution display, while the Rift has nothing immediately on the horizon and thus still suffers from annoying screen door effect. So YES it is falling behind.
Having played Rift games for more than year, having a headset with much higher pixel density is going make a huge difference and what ive been waiting for.
The initial price is going to be high but that was the case with the Rift as well.
The Vive Pro has 78% more pixels in the same area vs the original Vive. I can't stress how this is going to be a HUGE improvement.
Compared to the Rift:
Vive Pro: 2880 × 1600 resolution (1,440 × 1,600 per eye)
Oculus Rift: 2160 x 1200 resolution (1080 x 1200 per eye)
Again, this is going to be a HUGE improvement over the Rift. That means not only will screen door effect be drastically reduced, but also viewing the distant horizon in games is going to be much clearer and defined. Right now looking into the distance is very fuzzy, because the resolution isn't high enough to render distant detail.
When watching movies with the Rift, it currently looks like you're watching a VHS tape because of the previously mentioned limitations. A higher resolution display should make that annoying "VHS effect" drastically reduced as well.
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