I'm on the verge of upgrading my GPU and was wondering if a 1080p OR would benefit from 4GB vram or is a standard 2GB card more than enough?
If consumer rift has 1080p screen, 2GB of vram will be more than enough.
I'm on the verge of upgrading my GPU and was wondering if a 1080p OR would benefit from 4GB vram or is a standard 2GB card more than enough?
Unsure if anyone else has posted this demo yet, but man is it sweet:
http://blog.kiteandlightning.la/arttech-demovirtual-reality-iron-man-ui/
Very short but very polished, it's a little Batcave demo that shows off some mindblowing 3D holographic UI stuff. Just so cool. A little taste of what AAA quality production can be in VR. It's a must try for anyone who has a Rift, without a doubt. I'm upset there isn't a Mac version that I could show off to people at work, because this is AWESOME. Just wish it wasn't so short...
Try the bird flight one linked above, but be aware that your shoulders may kill you, even on arcade.What's the best demos using the Razer Hydra?
What's the best demos using the Razer Hydra?
I just saw the future of VR at @Oculus. Wow. Even if you've seen Crystal Cove. Even if you were at Dev Days. You ain't seen nothing yet.
Stop creeping on my Twitter! I didn't even know there was an r/Oculus - hah!
I'm under NDA obviously, but the tech that Oculus is preparing for the final consumer version is the best VR I have ever seen. I wanted to stay in it and walk around, but the room was only so big and I only had so much time. Everything was perfect. The fidelity, the latency, the scale, the presence. It was the first time I truly felt like I was in VR.
Do I regret backing the Kickstarter or having multiple DK1s? Absolutely not. If anything, it's amazing to see how far the technology has come since I first met Nate and Palmer in a room at Quake Con with duct tape and ski goggles.
If I'm allowed to say more, I always will. @DaveOshry is the best place to find me. I'm as excited as you guys are. Which is why I'm making an Oculus-ready game.
Also, subbed!
I wanted to stay in it and walk around, but the room was only so big and I only had so much time.
Maybe he didn't mean that literally and I'm just overblowing it?
I believe they're still aiming for a seated experience, so don't get too excited! I only said that I wanted to walk around, not that I could![]()
He said:
But i can imagine that you can get 360 degree with a extra cam or extra IR-LEDs for the back of your head. Or you can mount the cam on your rift and put IR-LEDs around you. A cam inside the rift would be just the best, you would get real life video stream and AR possibilities but maybe it´s just to hard to set up for consumer use.
Future for VR looks good
http://www.gforgames.com/gadgets/samsung-confirms-qhd-smartphone-uhd-4k-devices-40168/
Any idea about this?
https://www.kickstarter.com/projects/avegantglyph/a-mobile-personal-theater-with-built-in-premium-au
I am thinking about kickstarter this thing
It's not VR at all. It's just an HMD. It's not even made for gaming so much as watching videos.
I saw an interview with Palmer where he explained more about the positional tracking. The Crystal Cove has various sensors in it that approximate your position. It uses these in combination with the tracking camera. So even if you turn away from the camera, there is still some positional tracking, just less accurate. It doesn't seem like a huge deal, and I'm sure that their onboard sensors will continue to improve.
Haha awesomeHaha I saw this about a month ago when I was watching dreadhalls videos, and later recognized your avatar here. Gotta say your "Gooonne, byyee, cya later you scary bitch!" Had my dying of laughter first time I saw it.
It gracefully falls back to what we currently have on the DK1, which is rotational tracking. Not positional. It's not just about accuracy, you completely and suddenly lose translation movement so chances are your brain and stomach won't be fans of that.
It's better than nothing of course and it might work well enough for some type of games.
Are you sure about that? I assumed it could fall back on integrating accelerometer data for short losses of absolute positioning information, and re-calibrate automatically again once you face the camera. Obviously that's only for short losses of signal, like looking behind you for a second.It gracefully falls back to what we currently have on the DK1, which is rotational tracking. Not positional. It's not just about accuracy, you completely and suddenly lose translation movement so chances are your brain and stomach won't be fans of that.
I've been playing it, but there's like an hour or so where it would not only be crazy seizure inducing (super bright black or white flashes), but you basically can't see anything. It would be really frustrating and potentially dangerous I would think.Found this gem, NaissanceE, thanks to the gaf high res pics thread. This is one of the sorts experiences I can't wait to have through VR - inexplicit exploration in unfamiliar environments. Devs seem to be open to Rift support, and there doesn't appear to be any technical hurdles in implementing it.
I dunno if anyone else is enjoying it, but AAaAaaAAAAaAaAAA for the Awesome is so good with the Rift. Falling is the best, and the trippy environments are super rad.
I'm hoping it's 120fps, 1440p witih a much bigger fov. Can't think of anything else that can be improved that much.sorry for doublepost but man... is the crystal cove already outdone?
https://twitter.com/DaveOshry/status/434027067835822080
edit:
and he posted on reddit: http://www.reddit.com/r/oculus/comments/1xulre/oculus_has_a_prototype_even_better_than_ccvortex/
Is there any estimate of when the CV1 is actually going to launch now? I'm getting more excited every week now, but the launch seems to be pushed further back everytime I check..
Later this year at the earliest and 2015 at the latest unless something goes really wrong on their end. My guess right now is mid 2015 but I'd love to be wrong and see a Q4 2014 launch.
I've been playing it, but there's like an hour or so where it would not only be crazy seizure inducing (super bright black or white flashes), but you basically can't see anything. It would be really frustrating and potentially dangerous I would think.
The "normal" parts of the game where you can explore architecture would be great for the Rift, I just wish some games had only that part.![]()
I know just the chairs!Looking forwad to playing a game with the release version of OR where you actually sit in a chair/couch etc. that hovers slightly above any surface and moves about. So, not a mech or plane cockpit, a car or anything like that. Just your chair.
By looking down you'd see your sitting body moving according to OR's motion sensor tech. There would be tons of chair/couch etc. models to choose from to help closely or exactly match the one you're sitting on. If your feet are not dangling the virtual chair would have a rack for your legs for improved immersion factor.
Looking forwad to playing a game with the release version of OR where you actually sit in a chair/couch etc. that hovers slightly above any surface and moves about. So, not a mech or plane cockpit, a car or anything like that. Just your chair.
By looking down you'd see your sitting body moving according to OR's motion sensor tech. There would be tons of chair/couch etc. models to choose from to help closely or exactly match the one you're sitting on. If your feet are not dangling the virtual chair would have a rack for your legs for improved immersion factor.
So, I found this: an Oculus Rift Simulator
Played around with the in-program settings, as well as my desktop settings.
For those with dev kits, is this an accurate representation of what the picture is like?
Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.
The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.
I'm out unless CV1 has a 100-120hz panel.
So, I found this: an Oculus Rift Simulator
Played around with the in-program settings, as well as my desktop settings.
For those with dev kits, is this an accurate representation of what the picture is like?
Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.
The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.
I'm out unless CV1 has a 100-120hz panel.
So, I found this: an Oculus Rift Simulator
Played around with the in-program settings, as well as my desktop settings.
For those with dev kits, is this an accurate representation of what the picture is like?
Because ... ho boy...let's just say I'm extremely glad that Crystal Cove has a confirmed low persistence mode.
The sub 4k resolutions suck, but the real problem (besides the thankfully fixed LPM) is the refresh rate of the panel. By jove, anything lower than 100hz is extremely displeasing to look at. 60hz is eye bleedingly bad, even with LPM.
I'm out unless CV1 has a 100-120hz panel.
But you all know what this could mean....
DK2/CV1 announcement @ GDC?!
But you all know what this could mean....
DK2/CV1 announcement @ GDC?!