Oculus Rift is on the front page of ESPN: http://espn.go.com/?topId=11923651
Just got my DK2. I have Assetto Corsa, and pCARS ready to go. What are some other titles I should try?
Racing sims with DK2 support are those mentioned, iRacing, Richard Burns Rally, RaceRoom, and Live for Speed. Some have better developed menus/implementation than others, but all are worth a go.
Betta Lines has done some great videos on all of them (with the exception of iRacing's recently improved support). Very helpful. Be sure to check the text too in the descriptions.
https://www.youtube.com/user/BettaLines/videos
I seem to recall Carmack saying that for perfect VR we'll eventually want GPUs between two and three orders of magnitude more powerful. So yeah, good news for Nvidia I guess!Thanks. What about non racing Sims?
Ok, just finished testing out the Rift with pCARS and AC. WOW! That is all. This is the future. Once they get some of the kinks worked out... this is the future.
My only concern is the hardware that will be needed to run games at current specs (1080p/74hz) or higher if they improve the panel (1440p/144hz would be my guess). pCARS barely maintains 74hz on max settings with an OC'ed GTX980. With the AA on max it doesn't even reach 74fps and you really notice the AA with the Rift. That being said, once PC and VR hardware align, VR is going to be huge. The freaking sun in pCARS is just nuts. It feels so real, I don't even. In order to run something like pCARS at 1440p/144hz, max settings, max AA, and multiple cars on track with weather at dusk, is going to take GPU hardware far beyond what is readily accessible today.
I seem to recall Carmack saying that for perfect VR we'll eventually want GPUs between two and three orders of magnitude more powerful. So yeah, good news for Nvidia I guess!
I didn't upgrade my 780 for the 900 gen, but my wallet is already ready for next year nvidia GPU in SLI.DX12 and VR SLI will help. And we'll have a new generation GPUs around at the time when the CV launches. Custom displays wit custom resolution will probably help as well.
How is VR SLI coming along anyway..? Haven't heard much about it since Nvidia announced the 970 and 980.
Thanks. What about non racing Sims?
Ok, just finished testing out the Rift with pCARS and AC. WOW! That is all. This is the future. Once they get some of the kinks worked out... this is the future.
My only concern is the hardware that will be needed to run games at current specs (1080p/74hz) or higher if they improve the panel (1440p/144hz would be my guess). pCARS barely maintains 74hz on max settings with an OC'ed GTX980. With the AA on max it doesn't even reach 74fps and you really notice the AA with the Rift. That being said, once PC and VR hardware align, VR is going to be huge. The freaking sun in pCARS is just nuts. It feels so real, I don't even. In order to run something like pCARS at 1440p/144hz, max settings, max AA, and multiple cars on track with weather at dusk, is going to take GPU hardware far beyond what is readily accessible today.
Nothing, really. It's just made for mass production. They've designed a product that's actually intended to be produced in the thousands, even millions, and that's something that no one before them ever did because there was no reason to.. VR was never a real market before. Those super-expensive things are probably one-offs, hand made with custom hardware and not meant to be mass-produced, which is the exact opposite of what needs to happen if they have any intention of competing.Probably the best place to ask this:
I'm doing a presentation for a class about The Rift. After looking up other 3D head mounted displays, I see the prices range from $500 to $10'000, yet spec wise The Rift seems to outclass them in every category.
What exactly are they doing that no one else thought of?
How are they getting the price so low?
Thanks!*snip*
Simplified the implementation of OculusRoomTiny to more clearly demonstrate rendering setup with D3D11.
Returned vignette for both DK1 and DK2. Default to no-vignette to maximize FOV on DK2.
Fixed black screen bug in Unity DX11 build + Extended mode.
I've installed the latest SDK and now the vision is completely messed up. Does anyone else have the same issue?
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?
The Crescent Bay demos ran on a 980 and were likely 1440/90. All Unreal 4 too, as far as I'm aware.
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?
Well, really half of 1440p, since that card would only have half the pixels to worry about.Bear in mind you don't necessarily have to render at the screen's native resolution. 1440p's biggest benefit will be the reduction of the screen-door effect, you can still render at 1080p and see most everything you need to see.
I think what we'll end up needing is what NVidia is working on, a VR-specific SLI setup that allows both cards to fully render, one for each eye. So the question would become whether a single 980, or whatever the next big card is, can render 1440p/90 straight up.
I feel like you're going to have trouble hitting a solid 90 FPS 1440p with any single card unless you lower detail levels.
But they had a ton of hand-tuned optimizations that aren't likely for standard publisher releases (Ubisoft *cough*), so I think we're maybe a card generation or two out from running PC games in VR with the detail levels and effects that people expect out of AAA games.
It will require a beast to play AAA games, no doubt. Obviously for something like VR Cinema you can get away with a lot less, but you'll still need a med/high range GPU to make the experience smooth.
However, there are two factors that will help in this regard:
1) Async Time Warp -- It's essentially a crutch in case your computer can't meet the 90 Hz bar. Granted, 90Hz native is better than 80 with the need to consistently time sync.
2) Foveated rendering - This would require accurate eye tracking hardware to be in the Rift, but it would quite significantly reduce performance with no perceivable impact to quality.
Bear in mind you don't necessarily have to render at the screen's native resolution. 1440p's biggest benefit will be the reduction of the screen-door effect, you can still render at 1080p and see most everything you need to see.
I think what we'll end up needing is what NVidia is working on, a VR-specific SLI setup that allows both cards to fully render, one for each eye. So the question would become whether a single 980, or whatever the next big card is, can render 1440p/90 straight up.
As for AAA, I'm actually hoping that this is what brings those games down a notch in budgets -- a game like HL2 looks absolutely stunning in VR, and is easy to run. I'm hoping more dev effort gets put into things like STEM support and such instead.
I'm sure this has been asked before, but if I simply want one to play with is it worth getting the DK2? Or should I wait until the Consumer model?
I found an excellent deal on Alien Isolation and am considering playing it only on the rift. Anyone here give it a go? I've heard that the height seems off while playing in the OR. Can anyone confirm this?
You feel very tall. That said, Alien Iso in the rift is an absolutely amazing experience and I honestly couldn't imagine playing it without VR. It is one of the most powerful VR experiences around.
When I first got it, some friends and I livestreamed it in VR with a webcam on our faces, dual streams. There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense.
It is a transformative experience in VR.
You feel very tall. That said, Alien Iso in the rift is an absolutely amazing experience and I honestly couldn't imagine playing it without VR. It is one of the most powerful VR experiences around.
When I first got it, some friends and I livestreamed it in VR with a webcam on our faces, dual streams. There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense.
It is a transformative experience in VR.
Wait for the consumer model.
Hahaha, nice and short.
Will the Consumer model have eye tracking do we know? I'm not seeing a solid answer online.
viable foveated rendering is realistically a decade away.
Eye tracking doesn't necessarily equate to foveated rendering.
viable foveated rendering is realistically a decade away.
Eye tracking doesn't necessarily equate to foveated rendering.
Looks like I just won 20$ from three stubborn second year Engineers, haha.
There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense..
Do we have any idea when the consumer version of Oculus is supposed to be released? Even just a rumor?
It is time to refresh my gaming PC, and I want to make sure it handles Oculus beautifully, My options are to build a PC now with top components keeping Oculus in mind or wait until we are closer to a consumer release.
And let it be known, I know one can always technically hold off for better components to be released and it is a never ending cycle if that is what you choose to do. However I do have a specific end goal in mind here. So if Oculus is realistically not releasing for a long time, I will wait to build my PC.
Do we have any idea when the consumer version of Oculus is supposed to be released? Even just a rumor?
It is time to refresh my gaming PC, and I want to make sure it handles Oculus beautifully, My options are to build a PC now with top components keeping Oculus in mind or wait until we are closer to a consumer release.
And let it be known, I know one can always technically hold off for better components to be released and it is a never ending cycle if that is what you choose to do. However I do have a specific end goal in mind here. So if Oculus is realistically not releasing for a long time, I will wait to build my PC.