Oculus Rift CV1 to Release In May?

I want to throw money at Oculus Rift so bad but I've forced myself to wait for CV1. Its been tough but i want my first experience with VR to be right and the way the devs wanted it.
 
I want to throw money at Oculus Rift so bad but I've forced myself to wait for CV1. Its been tough but i want my first experience with VR to be right and the way the devs wanted it.

I don't regret getting the DKs. I wouldn't sell them either. It's very interesting to see and participate in the creation of product that has the potential to start a revolution. But to each his own I guess. The wait will be worth it.
 
I don't regret getting the DKs. I wouldn't sell them either. It's very interesting to see and participate in the creation of product that has the potential to start a revolution. But to each his own I guess. The wait will be worth it.

Yeah I cant tell you how many times I've almost bought one of the dev kits. I totally understand why so many people have bought and enjoyed them.

That said if we are gonna get a Dev Kit 3 thats damn close to consumer model the first half of this year I may finally give in.
 
I doubt CV1 will be mid next year, the main issue is games. DK2 with a wheel or HOTAS is
a fantastic experience that you can have now, there just arent enough large studios supporting VR.
That sounds reasonable.

Personally, I also wonder what, if anything, is going on on the graphics driver front (after NV pledged support). Some more low-level VR support there surely wouldn't hurt.
i would imagine most of the benefits will come from DirectX12 that the drivers. Nvidia pledged support but their latest WHQL breaks VR and gives double images so it doesnt look like its a priority for them, moreso to have a bullet point on slides for the 980/970 cards.
 
I wonder how hard it will be to finally come to an agreement on the final specs. I'm sure Lucky would like to keep making changes but that's obviously not possible. I would hate to make that decision lol.
I wouldn't expect it to be much, if any different than the Crescent Bay prototype. I'd guess its mainly about designing the looks and ergonomics of the headset for public consumption which shouldn't be difficult or time consuming.

I think even Sony commented that they're basically decided on final specs for Morpheus as well. There's just a lot of other stuff that needs to be done right before its ready for consumers.
 
I want to throw money at Oculus Rift so bad but I've forced myself to wait for CV1. Its been tough but i want my first experience with VR to be right and the way the devs wanted it.

I'm in the same boat, I really hope this will be the year that thing makes it's debut. I'm also waiting for new hardware from Nvidia but I fear the good sales of the 970s could make them delay anything that was planned this year... unreasonable fear maybe, I dunno.
 
I'm in the same boat, I really hope this will be the year that thing makes it's debut. I'm also waiting for new hardware from Nvidia but I fear the good sales of the 970s could make them delay anything that was planned this year... unreasonable fear maybe, I dunno.

What's wrong with 970s?
 
I'm in the same boat, I really hope this will be the year that thing makes it's debut. I'm also waiting for new hardware from Nvidia but I fear the good sales of the 970s could make them delay anything that was planned this year... unreasonable fear maybe, I dunno.
Nvidia aren't going to go the whole year without releasing something. AMD is expected to have some good stuff coming up and there's no way Nvidia don't plan on having a response.
 
Do you have 2 superclocked 970s SLI? If not then I would try it. I can run VorpX and many AAA games at 110+fps.

That does sound good, but I was also hoping for more VRAM too. Not that my Skyrim modding was out of the ordinary but I mangaged to CTD it anyways.
 
Didn't 970s only have 4? In SLI mode shared it doesn't stack?

That's right. Dammit. I only thought it did because the Max Settings on Shadow of Mordor require 6GB VRAM. I guess they just over estimated system requirements.

Sorry for the misunderstanding.
 
No chance. It'll come out in September or October at the earliest.

I know the fall is traditionally when you'd release it, to have the backing of the big titles being released then. But there are quite a lot of big titles that were delayed out of 2014, so May could have a decent amount of software support still?

Maybe they're going for a soft launch through the summer?


I'm hoping VR SLI turns out to be really good, but I'm also dreading it because I have a micro ATX build so no SLi support for me. Worried my single 970 might struggle
 
That's right. Dammit. I only thought it did because the Max Settings on Shadow of Mordor require 6GB VRAM. I guess they just over estimated system requirements.

Sorry for the misunderstanding.

A lot of people set textures to Ultra but didn't install the HD texture pack and thought they were playing at max. It was pretty funny.
 
I know the fall is traditionally when you'd release it, to have the backing of the big titles being released then. But there are quite a lot of big titles that were delayed out of 2014, so May could have a decent amount of software support still?

Maybe they're going for a soft launch through the summer?


I'm hoping VR SLI turns out to be really good, but I'm also dreading it because I have a micro ATX build so no SLi support for me. Worried my single 970 might struggle

It will struggle. Not mocking just stating facts. 90hz/90fps is not easy to reach on an oculus.
 
Maybe they're going for a soft launch through the summer?

I could see a launch being Nexus style - a limited launch with loads of hype and a failed website!

It does depend on what they're thinking. Getting enough units out there so devs who actually made software for it don't feel like they've been let down VS a potential quality control and customer support nightmare.

The thing about the OR is that, thanks to it being so heavy on hardware, not many people are going to own the £1000 PC needed to play the stuff people really want to play on it. They are focusing on mobile as their first launch precisely so Joe Public can actually use VR for a bit.
 
Eh... I kinda doubt it. No one really knows how far out the SDK is from being consumer ready. Nobody knows whether or not any of the new tech from their recent acquisitions will make it into the consumer version. Nobody knows what their manufacturing infrastructure looks like at this point. Last I heard Iribe said they were still really far out from being able to mass produce anything. That, and the other comment from them about the release being "many months" but less than 2 years... I mean, I'd be surprised if there were any announcements at CES. Demos and developer announcements are probably expected... maybe a new tech demo, but beyond that I wouldn't get your hopes up.
 
Honestly I don't think I will buy CV1 if it's only 1440p.


I have my Gear VR and it's great. I love it and it's neat and fun and a nice start for VR but the resolution definitely isn't there yet. It's fine as an introductory to VR I suppose but as a tech guy there is no way I would ever use it as a dedicated device. The coolest thing I've done in VR was use Oculus Cinema and it would be the same with CV1 anyway. Games don't interest me much due to resolution being low with it at the moment.


There is nothing compelling that would get me to buy CV1. I hope the second version with a 4k screen releases before too long.
 
Honestly I don't think I will buy CV1 if it's only 1440p.


I have my Gear VR and it's great. I love it and it's neat and fun and a nice start for VR but the resolution definitely isn't there yet. It's fine as an introductory to VR I suppose but as a tech guy there is no way I would ever use it as a dedicated device. The coolest thing I've done in VR was use Oculus Cinema and it would be the same with CV1 anyway. Games don't interest me much due to resolution being low with it at the moment.


There is nothing compelling that would get me to buy CV1. I hope the second version with a 4k screen releases before too long.

You're going to be waiting years before the resolution "is there." The current estimation is that, to no longer perceive the screendoor effect, you need a resolution of 8k x 8k... per eye.

1440p is good enough currently. 4k won't be coming for a long time.
 
Honestly I don't think I will buy CV1 if it's only 1440p.


I have my Gear VR and it's great. I love it and it's neat and fun and a nice start for VR but the resolution definitely isn't there yet. It's fine as an introductory to VR I suppose but as a tech guy there is no way I would ever use it as a dedicated device. The coolest thing I've done in VR was use Oculus Cinema and it would be the same with CV1 anyway. Games don't interest me much due to resolution being low with it at the moment.


There is nothing compelling that would get me to buy CV1. I hope the second version with a 4k screen releases before too long.
I remember somebody at Oculus talking after Crescent Bay came out and noting that there are ways to achieve better 'clarity' through clever optics rather than just relying solely on resolution increases. People who have tried both Gear VR and Crescent Bay said that Crescent Bay looks better(some comments even suggesting the resolution must have been higher than 1440p), although none of the same games/experiences shown were directly comparable, either. But I do think that was strongly hinting that it will look better than what you'd expect if you just swapped a 1440p display into the DK2.
 
You're going to be waiting years before the resolution "is there." The current estimation is that, to no longer perceive the screendoor effect, you need a resolution of 8k x 8k... per eye.

1440p is good enough currently. 4k won't be coming for a long time.
4k screen phones will be here next year at the latest. Samsung is really pushing for it.


It doesn't matter if 1440p is the best we can do currently. Its still not good enough. The idea and tech is amazing, sure, but it is definitely bottle necked by hardware.

I remember somebody at Oculus talking after Crescent Bay came out and noting that there are ways to achieve better 'clarity' through clever optics rather than just relying solely on resolution increases. People who have tried both Gear VR and Crescent Bay said that Crescent Bay looks better(some comments even suggesting the resolution must have been higher than 1440p), although none of the same games/experiences shown were directly comparable, either. But I do think that was strongly hinting that it will look better than what you'd expect if you just swapped a 1440p display into the DK2.
I have DK2 and Gear VR and in no way is DK2 even close to Gear VR. Those people are joking. Its night and day from the moment you see a menu. Look at those 4k pictures on both and you'll instantly know they aren't in the same league.


Gear VR is a much better device currently.


Games do indeed show less of the screen door effect than some other media types. HeroBound was very pleasing for a simple game and didn't really show that many flaws but it is indeed noticeable.
 
It doesn't matter if 1440p is the best we can do currently. Its still not good enough. The idea and tech is amazing, sure, but it is definitely bottle necked by hardware.

Absolutely. Isn't it great? Tech companies will have a good reason for another arms race once VR takes off. And unlike the mobile wars, PC users will get something out of it!

I disagree with the not good enough thing, though. CV1 should be an adequate starting point.
 
4k screen phones will be here next year at the latest. Samsung is really pushing for it.


It doesn't matter if 1440p is the best we can do currently. Its still not good enough. The idea and tech is amazing, sure, but it is definitely bottle necked by hardware.
Not good enough for you, maybe.

One could say that 1080p isn't good enough for TV's and monitors.

Depends on your standards. Yours sound quite high and if you *really* value fidelity, that's cool, but I think plenty of us can deal with less-than-ideal resolutions for everything else VR gives us.
 
I have DK2 and Gear VR and in no way is DK2 even close to Gear VR. Those people are joking. Its night and day from the moment you see a menu. Look at those 4k pictures on both and you'll instantly know they aren't in the same league.


Gear VR is a much better device currently.
Don't think you read my post carefully. Was comparing Crescent Bay(newest prototype) with GearVR.
 
Absolutely. Isn't it great? Tech companies will have a good reason for another arms race once VR takes off.

I disagree with the not good enough thing, though. CV1 should be an adequate starting point.
That's the most exciting part of it. Better tech is really the only thing that will "sell" me on VR. It is great and awesome right now but I could never see myself using it more than 20 or 30 minutes at a time.
 
You're going to be waiting years before the resolution "is there." The current estimation is that, to no longer perceive the screendoor effect, you need a resolution of 8k x 8k... per eye.

1440p is good enough currently. 4k won't be coming for a long time.

Couldn't some kind of diffuse filter make high resolution less necessary (to mitigate SDE, not for maximal detail)?
 
Not good enough for you, maybe.

One could say that 1080p isn't good enough for TV's and monitors.

Depends on your standards. Yours sound quite high and if you *really* value fidelity, that's cool, but I think plenty of us can deal with less-than-ideal resolutions for everything else VR gives us.
My standards aren't that high. I don't want to see pixels just by glancing. If I have to really look for them, that's not as big of a deal. Its still really noticeable on a 1440p screen in everything but pictures/some games.

Don't think you read my post carefully. Was comparing Crescent Bay(newest prototype) with GearVR.

Oh yeah I read it as DK2. Aren't they using the Note 4 screen in Crescent Bay?
 
4k screen phones will be here next year at the latest. Samsung is really pushing for it.

We don't have the GPUs to push 4k content in VR. 2 980s in SLI struggle to run games like Elite Dangerous currently at only 1080p.


It doesn't matter if 1440p is the best we can do currently. Its still not good enough. The idea and tech is amazing, sure, but it is definitely bottle necked by hardware.

It absolutely matters if 1440p is the best we can do currently, and it is good enough for what needs to be done. you can resolve text, that is important. Most importantly, you can see a good distance away - resolution with regards to VR determines how far you can actually see. 720p was miserable, 1080p is better but you still need great reflexes for something like Assetto Coursa. 1440p feels finally to the point where we have a natural-feeling distance.

I have DK2 and Gear VR and in no way is DK2 even close to Gear VR. Those people are joking. Its night and day from the moment you see a menu. Look at those 4k pictures on both and you'll instantly know they aren't in the same league.

Crescent Bay isn't DK2.


Gear VR is a much better device currently.

As a consumer device, absolutely. That has a lot to do with the software. However, you can identify several components of DK2 that are individually superior, namely the refresh rate and positional tracking.
 
Are there any places a person in the general public can try one of these?

Do you live in or around Houston, Texas? I run a developer's group out of a place called TxRx Labs on the third thursday of every month. Open to anybody, developer or not. We focus on developer topics and networking, but we always finish the night by demoing to anybody who wants to try.

Alternatively, sometime in January, I'll be giving a guest lecture at Texas A&M in College Station, Tx.
 
My standards aren't that high. I don't want to see pixels just by glancing. If I have to really look for them, that's not as big of a deal. Its still really noticeable on a 1440p screen in everything but pictures/some games.
Well your standards are high enough that everything else that VR gives you isn't enough to make up for the lack of clarity, lets say.

Oh yeah I read it as DK2. Aren't they using the Note 4 screen in Crescent Bay?
That's the guess.

But my point was that Oculus were hinting that they can make improvements in the fidelity/clarity through optics as well, meaning a potential CV1 might actually look better than GearVR, even if they are using the same screen/resolution. I wouldn't think it would be a huge difference, but it may be worth trying out at least before writing it off.
 
Couldn't some kind of diffuse filter make high resolution less necessary (to mitigate SDE, not for maximal detail)?

You can already use diffusers on your screens to eliminate screen door effect. The thing is, screen door effect in general isn't that big of a deal. I don't really know why people bring it up so much - you stop noticing it after a couple of seconds unless you concentrate on it.

The problem with using a diffuser is it effectively lowers your resolution, and as I said in an earlier post, your viewing distance is a direct function of your resolution. Using a diffuser, in other words, means you can't see as far into the distance as you can without one.
 
I don't want to see pixels just by glancing.

Well, as I said earlier, that's not going to go away any time soon. They think the "retina" resolution for VR is 8k x 8k per eye. It's going to be a looooong time before we get that sort of display technology.

You have to think about it like this: VR today is what the NES was back in 1985. What you're asking for is what, say, an Xbox 360 can do with 2D. It'll just take time for this stuff to get to that level.

What? I assume you wrote this down wrong...as you can certainly run Elite at 1080P without having 980s in SLI.

By turning stuff down, yes. I can absolutely bring a PC to it's knees, even with dual 980s, with a game like Elite.

And no systems really run elite well, period. They all are subject to microstutter and judder.
 
We don't have the GPUs to push 4k content in VR. 2 980s in SLI struggle to run games like Elite Dangerous currently at only 1080p.

Obviously. But some of the best VR experiences are a lot less demanding graphically than E:D. Also the resolution is the biggest weak-point (imo) in the VR right now; I'm sure that most of the people would be very happy with 4K @ Low Settings instead of 1440p @ Medium or High settings on the more demanding titles.
 
You can already use diffusers on your screens to eliminate screen door effect. The thing is, screen door effect in general isn't that big of a deal. I don't really know why people bring it up so much - you stop noticing it after a couple of seconds unless you concentrate on it.

The problem with using a diffuser is it effectively lowers your resolution, and as I said in an earlier post, your viewing distance is a direct function of your resolution. Using a diffuser, in other words, means you can't see as far into the distance as you can without one.
I'm sure high-end gaming in 4K would be problematic, but what about everything else? Especially pre-rendered video?

And of course you can still run something at a lower resolution while benefitting from the reduced SDE of the display's resolution. Apparently the scaling should introduce a really negligible amount of latency.
 
Do you live in or around Houston, Texas? I run a developer's group out of a place called TxRx Labs on the third thursday of every month. Open to anybody, developer or not. We focus on developer topics and networking, but we always finish the night by demoing to anybody who wants to try.

Alternatively, sometime in January, I'll be giving a guest lecture at Texas A&M in College Station, Tx.
Should have specified I live around Chicago.

Thanks for the offer though!
 
Well, as I said earlier, that's not going to go away any time soon. They think the "retina" resolution for VR is 8k x 8k per eye. It's going to be a looooong time before we get that sort of display technology.

You have to think about it like this: VR today is what the NES was back in 1985. What you're asking for is what, say, an Xbox 360 can do with 2D. It'll just take time for this stuff to get to that level.
I'm not trying to say we absolutely need 8k per eye.


I'm just saying 4k is probably the minimum before most people won't notice pixels when actively using a VR device. 1440p is really close but in some situations (namely videos, some games, menus, and text) it is noticeable. Text is still pretty bad unless it's "close" to your face and blown up more.
 
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