RadioactiveLobster
Member
A 27" IPS G-Sync monitor cannot transport you to another world...
Well, I could argue that my world is now divided in into the Pre-Gsync and Post-Gsync eras but I do get your point, it's not comparable.
A 27" IPS G-Sync monitor cannot transport you to another world...
Vive (Pre) weighs 555g without cables. That's 115g more than the Rift DK2.
http://www.computerbase.de/forum/showthread.php?t=1563473&p=18524910#post18524910
Add headphones to that, and might be a bit heavy. Can't say without trying though, the strap design might help.
Headphones rest on the head separately though. the weight of the unit combined with how it sits on your head is the important factor.
Seriously... I've been standing around with my Gear VR, consuming essentially what are low-end VR experiences - 360 (not even stereo) photospheres...
And shit is just compelling. Even if its not robustly presence inducing, it literally allows you to view things in a different and much more compelling way.
I travelled to tokyo, macau, paris, tokyo again and again, and various apartments, singapore, etc - without stepping out of my room tonight.
Also 'got into a threesome' with 2 super hotties
Redditor asked German HTC twitter about when the price will be shared. They said when pre-orders go live: https://www.reddit.com/r/Vive/comments/47pplj/german_htc_twitter_says_price_will_be_announced/
Redditor asked German HTC twitter about when the price will be shared. They said when pre-orders go live: https://www.reddit.com/r/Vive/comments/47pplj/german_htc_twitter_says_price_will_be_announced/
Vive (Pre) weighs 555g without cables. That's 115g more than the Rift DK2.
http://www.computerbase.de/forum/showthread.php?t=1563473&p=18524910#post18524910
Add headphones to that, and might be a bit heavy. Can't say without trying though, the strap design might help.
Do headphones plug into the vive? Or is this another cord that will go to you head?
Vive comes with a pair of earbudsDo headphones plug into the vive? Or is this another cord that will go to you head?
Yeah but whatever you have on your head adds neck/shoulder strain in the end.
Actually, it depends much more on the balance than on the weight.
I feel that we euro people gonna get fucked.
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Do headphones plug into the vive? Or is this another cord that will go to you head?
I dunno, the official price was 689 pound in the UK I believe, which converts to 875 euro, round it off to 899 euro, still a fair price for what you get imo
the rift ended up at 700 euro in europe, so its all pretty close.
Plugs into the headset.
For the Rift, as I am aware, if you don't use the build in headphones, there is no way to plug your own headphones into the rift headset itself, it needs to be plugged into your pc, so you will have an extra cable.
Why wouldnt you want to use the built in headphones though?
I imagine anyone with headphones that cost more than $40 will probably want to use their own pair.
Q: As a self-professed audiophile, how would you rank the integrated audio solution alongside entry-level audiophile headphones like the ATH-M50x, or the HD 598s?
A: Favorably. They are open-back drivers with pretty accurate response and a great soundstage. Somewhat similar to ATH-AD700s.
We control the entire pipeline. The Rift has a built in DAC and amp. Everything is high quality, from the Audio SDK to DAC to amp to the driver modules themselves.
Most VR developers are tuning their audio for the including DAC+amp+driver system, and that is also what we optimize our Audio SDK around. You won't get the benefits of that if you use your own, but you can do it. The answer honestly depends on the coloring and soundstage of your exact setup, I can't give you a general answer on how well they will align.
Because maybe, like a lot of people, you are very particular about your headphones and have a pair that you like more.
I imagine anyone with headphones that cost more than $40 will probably want to use their own pair.
I obviously can't say anything concrete as it was a demo at an event, but honestly I think it was at least as good as the HD598's audio.
Actually, in a response on Reddit, Palmer Luckey himself said that it was on par with level of quality you would get on something like an AD700. Considering they have full control over the whole audio stack from DAC to driver, it's entirely possible they also have a very even frequency response. I heard honestly surprising amounts of bass from what I remember. The imaging and soundstage was insanely accurate, but that's hard to compare because you also get headtracking, meaning you get more sound localization cues.
Other than sound quality, what separates an integrated audio solution on a VR HMD from just wearing normal headphones on top, is that you get the ultimate comfort. There is minimal to zero clamp on your ears because the force is distributed by the semi-rigid strap system. Imagine if you were never wearing headphones at all and sound magically just came into existence next to your ears. That's how comfortable it is. That also means your brain is much more easily convinced that the sound isn't coming from an artificial source like headphones.
Continuing on the subject, a poster over at head-fi.org said he tried the Rift headphones and was pleased.
BTW that's a thread where Palmer originally went for advice back in 2013 when he was designing the HMD, pretty cool.
Audio is certainly not an afterthought on the Rift. Palmer always thought it's very important for immersion.
Seriously... I've been standing around with my Gear VR, consuming essentially what are low-end VR experiences - 360 (not even stereo) photospheres...
And shit is just compelling. Even if its not robustly presence inducing, it literally allows you to view things in a different and much more compelling way.
I travelled to tokyo, macau, paris, tokyo again and again, and various apartments, singapore, etc - without stepping out of my room tonight.
Also 'got into a threesome' with 2 super hotties
I dunno, the official price was 689 pound in the UK I believe
are pre-orders going to be unlimited like the oculus?
I'm not going to be home until 8am, a full hour after pre-orders open
are pre-orders going to be unlimited like the oculus?
I'm not going to be home until 8am, a full hour after pre-orders open
So the Rift weighs 470g (with the integrated headphones), not a radical difference but a bit lighter than Vive's 555g, as we already assumed from the user impressions.
https://gfycat.com/BrilliantHotDamselfly
How much was the DK1? I remember using it and not feeling anything.
If the weight is balanced it doesn't seem to be that significant of a difference considering the 5 kg melon you're putting it on.
How much was the DK1? I remember using it and not feeling anything.
Does anyone know any details of the Vive's audio SDK? The quality of the DAC/Amp? Whether it can drive a HD600?
The Rift headphones should be around 50-60g but any dedicated headphones will be heavier anyway and sound is a must (unless you're deaf), so the 470g is pretty much the minimum we can have.
Unless you switch the integrated headphones to earbuds, but that's just crazy if they are as good as Palmer says.
I haven't seen any mention about it, just that it has audio. I'm kind of worried that they haven't invested much into it.
c'mon dude, you're being needlessly biased at this point.
I admit that for the launch window I'm more excited about the Rift, as the HMD quality / comfort is more important for my use (cockpit games) and there's more existing support during launch.
But Vive is on my purchase list as well, maybe not during the launch as EU prices are still open but we'll see next week. I already spent 1200 this year upgrading my PC for VR purposes so I want both HMD's to make use of it, and I want to be in on this new thing.
But still, I'm trying to stay within the facts and I haven't seen any detailed talk about the Vive's audio solution, while Palmer has been enthusiastic about the whole audio pipeline. The margins HTC is going for and the generic earbuds Vive ships with don't exactly inspire confidence on that front.
I also read that many SteamVR titles even are using the Oculus Audio SDK as it's pretty good, free to use with any HMD / engine, nice documentation etc.
https://developer.oculus.com/documentation/audiosdk/latest/
If I understood correctly OpenVR itself doesn't offer any spatialized audio solutions, but developers are using either the Oculus Audio SDK or some other third party library.
My guess is that a large portion of the people who are willing to drop $800 + the associated PC costs on a first-gen product would rather just bring their own headphones. It is hard for me to get excited about paying for the Rift's headphones when I already own custom IEMs that cost as much as the entire Rift package.
I admit that for the launch window I'm more excited about the Rift, as the HMD quality / comfort is more important for my use (cockpit games) and there's more existing support during launch.
But Vive is on my purchase list as well, maybe not during the launch as EU prices are still open but we'll see next week. I already spent 1200 this year upgrading my PC for VR purposes so I want both HMD's to make use of it, and I want to be in on this new thing.
But still, I'm trying to stay within the facts and I haven't seen any detailed talk about the Vive's audio solution, while Palmer has been enthusiastic about the whole audio pipeline. The margins HTC is going for and the generic earbuds Vive ships with don't exactly inspire confidence on that front.
I also read that many SteamVR titles even are using the Oculus Audio SDK as it's pretty good, free to use with any HMD / engine, nice documentation etc.
https://developer.oculus.com/documentation/audiosdk/latest/
If I understood correctly OpenVR itself doesn't offer any spatialized audio solutions, but developers are using either the Oculus Audio SDK or some other third party library.
Yeah plus I'd take good integrated headphones over great, separate headphones that introduce another wire and additional weight. I'm going to be taking the HMD off and on frequently and I'd much rather do that in one fell swoop than having to deal with external headphones too. It's a minor issue in the grand scheme of things, but something I appreciate.I suppose the argument is that for binaural audio, there is a benefit to having that tuned to the specific headphones that are being used, and by bundling them Oculus can control that.
I suppose the argument is that for binaural audio, there is a benefit to having that tuned to the specific headphones that are being used, and by bundling them Oculus can control that.
Yeah plus I'd take good integrated headphones over great, separate headphones that introduce another wire and additional weight. I'm going to be taking the HMD off and on frequently and I'd much rather do that in one fell swoop than having to deal with external headphones too. It's a minor issue in the grand scheme of things, but something I appreciate.
My guess is that a large portion of the people who are willing to drop $800 + the associated PC costs on a first-gen product would rather just bring their own headphones. It is hard for me to get excited about paying for the Rift's headphones when I already own custom IEMs that cost as much as the entire Rift package.
I suppose the argument is that for binaural audio, there is a benefit to having that tuned to the specific headphones that are being used, and by bundling them Oculus can control that.
Binaural audio is not tuned to specific headphones. Any stereo headphones/earbuds will produce very similar results. Only real difference is of course the audio quality itself.
Your brain does the actual processing of the sound to produce the positional audio.
I also own headphone equipment worth more than either HMD, but I'd still argue that having at least a good DAC on the HMD is of value, when you can have less wires going to your head from your computer or dedicated DAC. Especially with room scale applications.
That's what Oculus has been saying at least, no idea how much effect it will actually have.
I won't pretend to know much about binaural audio (except that it's awesome) but it's somehow related to that the soundstage + distance between the headphone driver and ear is always the same.
So Oculus claims that it allows to generate more accurate sounding binaural audio (like the distance you perceive the sound coming from) on the software side (via Oculus Audio SDK).
But I bet it'll sound awesome either way, as long as it's binaural.
I suppose the argument is that for binaural audio, there is a benefit to having that tuned to the specific headphones that are being used, and by bundling them Oculus can control that.
I also own headphone equipment worth more than either HMD, but I'd still argue that having at least a good DAC on the HMD is of value, when you can have less wires going to your head from your computer or dedicated DAC. Especially with room scale applications.
Yesterday i got to use the Vive at work. It was the first time for me to ever try out VR.
Damn the screendoor effect is massive. It did not negatively impact the feeling of being "there" but damn. Fov was big enough for me to not notice any boundaries.
Other then that - I cant wait for VR to take of.