And when it's 2880x1620, and under $300, and the general public has computers that can drive that resolution, you'll say like 6000x4000 is needed, right? ;p![]()
A lot better now. But maybe 1080p is still not enough, 2880x1620 should do the trick.
Where did that picture come from? I'm not seeing it in the quoted article. 1080p should be fine when combined with tech that minimizes screen-door effect.
57%.What do you guys think the chances are that in 1 year from today, I will be able to walk into Best Buy and purchase a Steam Box and an Oculus Rift for $900 and have a decent rig?
57%.
What do you guys think the chances are that in 1 year from today, I will be able to walk into Best Buy and purchase a Steam Box and an Oculus Rift for $900 and have a decent rig?
I thought Oculus already stated the CV1 would sport a panel with more than 1080p?
Nate Mitchell was recently quoted saying, "Making people buy a particular graphics card just to use Rift is totally off the table”.Highly unlikely.
Assuming a $300 price for the Rift, a $600 pre-made box is unlikely to have the specs to properly run a lot of games in 3D/HD @ a near solid 60fps. You'd probably have better luck combing sales and putting your own machine together when the time comes. It's not going to play all the games, but it should be better than whatever the Steam OS OEM's put together.
Not to mention that a lot of games won't even be available on Linux. You'd be shutting out a fair bit of content by going that way.
What do you think is the larger hurdle in that question? The price or the time frame?
There's just no getting around the power requirements for gaming. You need a rock steady 60fps and with 1080p display, well, there's only so much people will be able to do to get the performance necessary if they don't have a somewhat decent GPU.Nate Mitchell was recently quoted saying, "Making people buy a particular graphics card just to use Rift is totally off the table”.
Oculus has met with GPU manufacturers to ensure off-the-shelf PCs will be able to adequately support the device. What that actually means (an API?), we don't know yet.
Wasn't the dev kit order program also meant to create further funding?price.
Rift devkit is probably sold for around cost price. Retail could be much closer to $500, depending on what they put in it. But lets be optimistic and say $400. That leaves you $500 to put together a decent gaming PC. And because you need to generate stereo 3D at a locked 60fps (albeit on a single screen, it is still extra work vs a normal game), you'd want a good GPU - something like a 780 ideally
And when it's 2880x1620, and under $300, and the general public has computers that can drive that resolution, you'll say like 6000x4000 is needed, right? ;p
I think 1080p should at least be a good price point. Hopefully!
It can't be that, the dev kit already works with both. There are no compatibility issues to overcome.Perhaps he's just saying that it wont be something that will only work with AMD or Nvidia exclusively or something.
It sounds to me like he's just saying they won't require G-sync.It can't be that, the dev kit already works with both. There are no compatibility issues to overcome.
Any cool new games to check out?
http://www.oculusvr.com/wp-content/uploads/2013/06/800vs1080.jpg[IMG]
A lot better now. But maybe 1080p is still not enough, 2880x1620 should do the trick.[/QUOTE]
Better indeed, but far far from enough. If 1080p is the quality of the upcoming consumer version (I don't think it is anyway) I'm actually not so sure the difference is enough for me to buy it.
Anyway, I just sold my devkit (I even got more than I gave for it) in preparation for the consumer version. The resolution and IPD ajustments bothered me so much lately that I haven't really used it much.
Better indeed, but far far from enough. If 1080p is the quality of the upcoming consumer version (I don't think it is anyway) I'm actually not so sure the difference is enough for me to buy it.
The resolution bump is nice but the improved head tracking and lower latency are probably just as important.
Better indeed, but far far from enough. If 1080p is the quality of the upcoming consumer version (I don't think it is anyway) I'm actually not so sure the difference is enough for me to buy it.
Anyway, I just sold my devkit (I even got more than I gave for it) in preparation for the consumer version. The resolution and IPD ajustments bothered me so much lately that I haven't really used it much.
So I'm pretty much ready to pull the trigger on a dev kit, but I only have two hesitations: Firstly, what's the chance that they announce a new model in two months that has better tracking and resolution, and secondly, how powerful of a system do you need to run this reasonably? I've run games in 3D with my current setup and was able to get it running around a stable 60 with some compromises, and I was assuming that the 720p res of the Oculus would only help matters in this regard.
Oh, and how big of an issue is the tracking? I'd never really heard anyone complain about it until recently.
So I'm pretty much ready to pull the trigger on a dev kit, but I only have two hesitations: Firstly, what's the chance that they announce a new model in two months that has better tracking and resolution, and secondly, how powerful of a system do you need to run this reasonably? I've run games in 3D with my current setup and was able to get it running around a stable 60 with some compromises, and I was assuming that the 720p res of the Oculus would only help matters in this regard.
Oh, and how big of an issue is the tracking? I'd never really heard anyone complain about it until recently.
How much DPI would that be?Regarding the resolution, you now see a circle of about 500x500 pixels on the current devkit per eye (~250.000 pixels). With the HD rift you will see ~500K pixels per eye, with the 4K ~2mpixels per eye and with the 8K rift ~ 8mpixels per eye. True VR will come after 4K and acceptable VR with the HD rift. I still hope we will have a 1440p screen on the first devkit (~1mpixels per eye).
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Source: http://www.roadtovr.com/ces-2014-oculus-confirms-new-hardware-will-shown-roundup-recent-speculation/
Aw man, I'm so HYPED.
Want to hear more about whether people still get motion sick or not with this prototype. I have read here and there that they fixed the motion sickness for the majority of the people that had it, but it will be nice to hear more concrete and full written impressions about it.
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Source: http://www.roadtovr.com/ces-2014-oculus-confirms-new-hardware-will-shown-roundup-recent-speculation/
Aw man, I'm so HYPED.
Want to hear more about whether people still get motion sick or not with this prototype. I have read here and there that they fixed the motion sickness for the majority of the people that had it, but it will be nice to hear more concrete and full written impressions about it.
Any chance that this gets released as another devkit?
I really hope so. And there's no reason for them not to sell it.
I'll be first in line.
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Source: http://www.roadtovr.com/ces-2014-oculus-confirms-new-hardware-will-shown-roundup-recent-speculation/
Aw man, I'm so HYPED.
Want to hear more about whether people still get motion sick or not with this prototype. I have read here and there that they fixed the motion sickness for the majority of the people that had it, but it will be nice to hear more concrete and full written impressions about it.
I really hope so. And there's no reason for them not to sell it.
I'll be first in line.
It ain't gonna happen. There aren't even any portable devices with 1080p OLED screens yet other than the S4, and last we heard OLED was the tech Oculus was playing with due to its extremely fast refresh rate. They could pay a company to make a custom screen, but that would require a much more expensive device than their $300-400 goal.I still hope we will have a 1440p screen on the first devkit (~1mpixels per eye).
They've announced that a "Devkit 2" will be released some time before the consumer version, that will be a lot closer to the consumer device than the existing DK1.Any chance that this gets released as another devkit?
I'm in the same boat really. I'm keeping mine to try out new tech demos as they crop up, but the nausea is very intense after 20 minutes or so. I have tried various calibrations, using glasses, different lenses, standing up and so on.I literally just sold my Rift on Ebay. I do believe in the tech, and find it impressive, but after dozens of uses, I never, EVER, got my VR legs.
I'm on a rig that was easily up to snuff, but nausea always followed within a half hour.
Breaks my heart as I was enjoying it immensely, but I guess I need something far closer to a consumer model.
First photo of Sony VR?
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Source: http://www.roadtovr.com/ces-2014-oculus-confirms-new-hardware-will-shown-roundup-recent-speculation/
Aw man, I'm so HYPED.
Want to hear more about whether people still get motion sick or not with this prototype. I have read here and there that they fixed the motion sickness for the majority of the people that had it, but it will be nice to hear more concrete and full written impressions about it.
First photo of Sony VR?