My main worry.
I wish i could see them (both vive and rift) before i bleed to death.
This simulation isn't perfect, but it will give you an idea of how much 4K will benefit VR.
http://vr.mkeblx.net/oculus-sim/
(Best viewed on a PC monitor)
My main worry.
I wish i could see them (both vive and rift) before i bleed to death.
will you be able to do VR porn on Sony VR?
This simulation isn't perfect, but it will give you an idea of how much 4K will benefit VR.
http://vr.mkeblx.net/oculus-sim/
(Best viewed on a PC monitor)
Wow someone with sense.I just finished reading the last pages. All this talk about mainstream when you need a $1000 PC for a proper VR experience is unbelievable. Like not understanding at all the subject at hand.
And the discussion about PSVR vs. Rift/Vive is as useless as the PS4 vs. PC discussion. Different markets, different expectations in terms of quality. Both can be successful on their own market segment.
Can't you simply play Oculus games on the Vive?
And also, the preorders aren't going to charge immediately right? I want one of these so badly.
GO THE FUCK HOME VALVE
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RIFT WINS
GO THE FUCK HOME VALVE
![]()
RIFT WINS
Complete package (headset, tracking, wands)
HTC: $800
Oculus: ~$700
PSVR: ~$450
I think they should have aimed lower, for specs and price. I don't think the majority of people are willing to pay the extra, and they're really pandering to rich San-Fran tech crowd.
We'll see if it works out.
I think the big challenge that Sony and Valve both run up against in the long-run is content.
Content creators are going to go to the device with the largest market, and that's where Oculus is kicking ass right now. App stores effectively snowball. And two marketing moves combined to show that Oculus knows this is their advantage and pressing it:
First, bundling the Galaxy S7 with a Galaxy Gear VR is just an incredible marketing move. All of those early, non-enthusiast consumers are about to have an affordable and fun first VR experience. And in the process, Oculus gets them hooked on their app store and their content. The Gear VR might feel like a gimmick, but it is a great starting point for a brand relationship. For many people, it'll be a wonderful intro experience and simultaneously show the value of a more premium device.
For Enthusiasts, you probably already have a good brand relationship with Oculus. If you were an Oculus supporter in the kickstarter, odds are that Oculus has earned your respect. They successfully delivered a strong starting point, and they iterated to success. But the brilliant move is when Oculus announced its giveaway of a free launch headset to early supporters. Suddenly, all those enthusiasts are about to get the amazing headset free of charge. Which brand do you think those enthusiasts will be advocating for?
It's hard to overemphasize how powerful of an advantage this is - Oculus has a functional operating system and app store that will reach an order of magnitude more people than other devices. While those devices might not be as powerful, a lot of compelling media experiences won't need that extra power. Sure, they can't power amazing games, but they will power some fun novelty games in addition to media. And having that app store already in the hands of enthusiasts gives them a huge advocacy group ahead of their competitors. Giving away a free launch kit just solidifies their early support.
If you're a content creator, which App Store makes more sense to target first? The one that's being effectively targeted to gamers alone? Or the one that's already functional on several devices at multiple price points and is used by enthusiasts?
Oculus is winning the VR war hands down. I expect them to have a 90%+ market share in the VR space in 3 years, if not more (read: VR, not AR). Whoever is in charge of building the Oculus brand has done an absolutely phenomenal job, and even their moves in the last few months continue to create competitive distance and emphasize their first-mover advantage. I think the bigger question continues to be "how big is the VR market really?" I think some gaps in the experience might be harder to overcome at scale than we think, but innovation is unpredictable.
Entirely different thing.
All I said was that the VB was a VR headset, I didn't say the vive/rift didn't have new/better technologies or capabilities.
It's like complaning that I called a old 90's cell phone a "phone" and an Iphone a "phone," because they are both you know..phones.
Well said. It's basically a replay of "PC gaming is dead". You'd think people would have learned by now.I just finished reading the last pages. All this talk about mainstream when you need a $1000 PC for a proper VR experience is unbelievable. Like not understanding at all the subject at hand.
And the discussion about PSVR vs. Rift/Vive is as useless as the PS4 vs. PC discussion. Different markets, different expectations in terms of quality. Both can be successful on their own market segment.
Which hardware or software innovation pioneered by Sony is in this first generation of consumer VR devices?How does Sony get left out of this listing is beyond me.
Lighthouse room-scale tracking is Valve (I'm sorry I don't know the name of the inventor)
Well said. It's basically a replay of "PC gaming is dead". You'd think people would have learned by now.
Also, I'm always surprised at just how much parts of the (ostensibly enthusiast) neogaf community care about the mainstream.
Which hardware or software innovation pioneered by Sony is in this first generation of consumer VR devices?
I've followed the field extremely closely and can't think of anything significant.
- The basic HW design is Luckey/Oculus (single screen) / Valve (dual screen)
- Shader based reverse CA and reprojection are Carmack (first in his free time, then at Oculus)
- Low-persistence display strobing is Abrash (at Valve)
- Lighthouse room-scale tracking is Valve (I'm sorry I don't know the name of the inventor)
No, I'm saying it's not VR because it is not VR in ANY way. Are you saying the Nintendo 3DS is a VR device? That one even supports 3D-vector graphics, which the Virtual Boy did NOT. Nintendo never once said the Virtual Boy had true 3D worlds, show me the ad where they said that. Their tag line for a while was "a 3D game for a 3D world", because the whole point about Virtual Boy was it had stereoscopic 3D graphics, just like 3DS. I worked for Nintendo when the Virtual Boy came out, I answered their phones and answered questions about the Virtual Boy, there was nothing in our computers about virtual reality. We were supposed to tell parents it's like a 32-bit Super NES with stereoscopic 3D.The VB was marketed as a VR device, from Nintendo saying "true 3d-graphics/true 3d worlds" in many of the ads/commericals portraying it as a VR device, etc.
Was it good? Heck no, the color choices sucked, the fact it sit on a stand sucked, but it was marketed as a VR device unless you were blind back in the day when it came out and didn't see any of the ads or write ups or commericals for it.
Basically you're saying it isn't VR because the graphics sucked?
Updated my journal.Alan Yates.
Riftflix and Chillwatching anything together with that awkward fuck.
No, I'm saying it's not VR because it is not VR in ANY way. Are you saying the Nintendo 3DS is a VR device? That one even supports 3D-vector graphics, which the Virtual Boy did NOT. Nintendo never once said the Virtual Boy had true 3D worlds, show me the ad where they said that. Their tag line for a while was "a 3D game for a 3D world", because the whole point about Virtual Boy was it had stereoscopic 3D graphics, just like 3DS. I worked for Nintendo when the Virtual Boy came out, I answered their phones and answered questions about the Virtual Boy, there was nothing in our computers about virtual reality. We were supposed to tell parents it's like a 32-bit Super NES with stereoscopic 3D.
For something to be Virtual Reality, it has to be designed to make you think you are in another reality - it's there in the name. Virtual Boy was not designed to make you think you were in another reality, just like the 3DS isn't.
[*]Shader based reverse CA and reprojection are Carmack (first in his free time, then at Oculus)
Asynchronous reprojection for VR viewport movement updates? Could you provide a citation on that?This is the problem with arguments like this... reprojection techniques go back decades.
I'm simply going by publicly available knowledge.How many of the technologies we're talking about here were truly first invented in the current VR circumstances by the people we're crediting? Maybe some, but I'm not sure about everything on this list.
If we're going to allow 'rediscoveries' and 'reinventions' and 'first commercialisations', we could throw Sony a bone or two also, probably!
No, it says it right there in the ad you posted, the point of blocking your peripheral vision was to remove distractions, keep other people from blocking your view, not make you think you were in another reality. Again, I'm not talking about graphic quality, maybe you don't understand what I mean by 2D tile-based graphics: those graphics are designed to make Super Mario Bros., not Super Mario Galaxy or Mario 64. The graphics have no changing perspective, aren't 3D in that sense. Again, do you consider the Nintendo 3DS a virtual reality device? If not, then you wouldn't consider the Virtual Boy one, because they are the same thing, devices meant to display 2D gaming in stereoscopic 3D, only more so in the case of VB because at least the 3DS is capable of 3D vector graphics with changing perspective as the camera moves.![]()
You don't think the point of it blocking out your peripheral vision + being 3d was not meant to immerse you more into the game? It was the technology they had at the time with the leds and color limitations/power requirements.
oh dear.
You think those developers will be happy to limit their addressable market to OR owners? They can easily release with support for Vive with hardly any changes to their software - they can just require the use of a standard controller - no need to add motion control support in. Likewise with any Vive game that does use motion controls - I would expect most developers to want to port to oculus when touch is available.
Similarly, most developers will want to be on PSVR too - anything that is delivered to OR that isn't exclusive (eg funded by Oculus) should be portable to PSVR.
Asynchronous reprojection for VR viewport movement updates? Could you provide a citation on that?
Well, yes, that's why I specified VR.For the general case of viewport updates, there's stuff going back to the 90s. McMillan's warp is often cited as the first, but I'm fairly sure I might have read stuff from the 80s on that (although I may be confusing that with lightfield rendering).
all they need to do is pay some hipsters and celebrities to hype it up and the mainstream MAY pay attention.
This is going to be one of those things that people regret buying after a few months
I have both a DK1 and a DK2, and will get an Oculus CV1 (for free) and buy a Vive. I doubt I'll regret any of it
However, I'm not exactly expecting "AAA" games. (I don't even care for AAA games in traditional screen gaming, so that's not really a loss)
AAAAAAAAA?Triple AAA are coming, that's for sure.
I imagine the most PSVR devs will ported their games to the PC to cater to the combined install base (of Rift/Vive). It looks to be easier to port from PSVR to PC than downporting PC VR titles to the PS VR.
You don't think the point of it blocking out your peripheral vision + being 3d was not meant to immerse you more into the game? It was the technology they had at the time with the leds and color limitations/power requirements.
You don't think the point of it blocking out your peripheral vision + being 3d was not meant to immerse you more into the game? It was the technology they had at the time with the leds and color limitations/power requirements.
Well said. It's basically a replay of "PC gaming is dead". You'd think people would have learned by now.
Also, I'm always surprised at just how much parts of the (ostensibly enthusiast) neogaf community care about the mainstream.
Which hardware or software innovation pioneered by Sony is in this first generation of consumer VR devices?
I've followed the field extremely closely and can't think of anything significant.
- The basic HW design is Luckey/Oculus (single screen) / Valve (dual screen)
- Shader based reverse CA and reprojection are Carmack (first in his free time, then at Oculus)
- Low-persistence display strobing is Abrash (at Valve)
- Lighthouse room-scale tracking is Valve (I'm sorry I don't know the name of the inventor)
Valve seems to refuse to develop killer software in the same league as Portal and HL.
I'm wondering how people will split their budgets this year between multiple available VR sets and a new GPU generation which I feel quite a lot of people are looking forward to.
Like, you could easily spend a couple thousand bucks on new exciting hardware this year but boy who has that kinda money just laying around...
Because Sony wasn't public with what they were doing, doesn't mean they didn't do it first.
Announced at Mobile World Congress.