Silicon Valley Virtual Reality 2016 - Conference & Expo Live
https://www.youtube.com/watch?v=lbwTe_ID0MA
https://www.youtube.com/watch?v=lbwTe_ID0MA
Currently? 0.How many games currently have liquid VR support?
So Sixense was supposed to ship in April. Given they had never made any updates on their KS page about production, I always thought that was kind of a long shot, but oh well. Now, come the end of april, they say they've filmed a video that will explain the shipping situation to everyone. They were supposed to have it out two days ago, but apparently needed the OK from "big wigs" at the company. They said "absolutely, definitely before SVVR starts."
SVVR started like 6 hours ago. Still no update. Why do you do this to yourself, sixense? Don't set a deadline if you can't keep it.
revive for lucky but Eve has announced a native Vive supported version..I wouldn't buy the Occulus store revision just yet..unless you already have a CV1 and already bought it
So... I'm guessing nothing ever happened with any STEM news at SVVR?
Nope, a couple of people have tracked down amir at svvr and asked for updates and he tells them to leave him alone.
Seriously disappointing.
He told them to leave him alone? Got damn, haha. I wonder if that thing is actually going to ever see the light of day.
OK I was trying to put into terms my issues with the optics. It felt like I was viewing everything through a scuba mask. Did I have the adjustment wrong or is that typical?
Anyone here tried out BigScreen?
Hi Alex,
Sorry for the delay in getting back to you.
The reddish lighting that you have reported experiencing in very dark scenes is something that will be apparent to certain customers in all Rift displays.
The Rift uses very deep blacks and every headset will have varying levels of this reddish lighting which, although typically unnoticeable, can be perceived differently by each customer.
We would like to ask for your help and examine your specific headset for research.
We may not be able to improve your particular experience, but this will help us continue to evaluate and potentially improve our products.
There is a software tool that can check your specific headset settings and help us analyze the reddish lighting you report seeing.
If you would like to proceed with this more detailed examination and using this tool, please confirm the following details:
You are on the latest version of the Oculus runtime, version 1.3.2 The serial number of your Rift unit - located at the bottom of your Rift box The serial number of your Rift headset - located on the inside of your strap, by the right headphone Once I get this information, I'll begin preparations on sending you the software tool and the instructions to begin testing.
Looking forward to your response!
Cheers,
Marlo Oculus Support
https://www.reddit.com/r/oculus/comments/4gxa7u/update_on_severe_red_haze_from_oculus_supportuh_oh/
Oculus support continues to hurt my brain.
Someone has a defective unit and instead of having the end user send it back to be replaced they are asking the person to essentially be a guinea pig in the field and run some tests on the unit for research.
This isn't a dev kit. This isn't a beta. This is a consumer product.
Someone says their shit doesn't work, you replace it and run your own research. This isn't something the end user can repair themselves. Replace it.
Embarrassing business practice by Oculus.
that's according to some guy's account on reddit, so grains of salt.
But Reverend Kyle did flag down amir and asked for an update and got a non-response. Just a bunch of "wait for the video" talk.
Didn't sound too hopeful, the language was very non-committal.
https://www.reddit.com/r/oculus/comments/4gxa7u/update_on_severe_red_haze_from_oculus_supportuh_oh/
Oculus support continues to hurt my brain.
Someone has a defective unit and instead of having the end user send it back to be replaced they are asking the person to essentially be a guinea pig in the field and run some tests on the unit for research.
This isn't a dev kit. This isn't a beta. This is a consumer product.
Someone says their shit doesn't work, you replace it and run your own research. This isn't something the end user can repair themselves. Replace it.
Embarrassing business practice by Oculus.
TheTwistedGibber said:We have been in contact with miragevr via Oculus Support on his specific issue. As some have mentioned in this thread, the tool we have provided him will allow us to diagnose whether or not this is software or hardware related. Should it be determined that his Rift screen, through use of this tool, would require a replacement of the HMD, we will of course honor the warranty and provide said replacement at no cost to them. It is fairly obvious that the Rift in its current condition with the screens that far off in terms of coloring is not acceptable. If we can't get this corrected remotely, we'll get it replaced.
https://www.reddit.com/r/oculus/com...ere_red_haze_from_oculus_supportuh_oh/d2m45ut
I'll grant that their communication should've been more on point, but people really want to fly off the handle against Oculus for anything and everything at this point.
Anyway, stop bringing reddit drama over to Neogaf.
1. This guy shouldn't have to go to reddit to complain in order to get his issues looked at seriously. How many other people are going to get fucked over because Oculus support won't listen or deal with requests reasonably just because they can't get their problems on the front page of r/oculus? It's not acceptable that this person (or anyone) should have to go to such lengths to get reasonable communication.
2. I don't see how this is reddit drama. It's nothing specific to reddit, it's about the two parties: a customer and oculus - just because it was posted on reddit doesn't make it 'reddit drama' and it is just as relevant here, in a thread about the Rift (and other headsets) as anywhere else.
Hey guys,
I have some performance issues with Job Simulator and HTC Vive. i5 2500k @ 4.2ghz, 970 at 980 performance levels. Is that expected? Everything else is running fine.
I'm leaning quite heavily towards cancelling, mostly because that £500 will make another upcoming purchase a lot less painful.
Edit: Cancellation request submitted.
https://www.reddit.com/r/oculus/comments/4gxa7u/update_on_severe_red_haze_from_oculus_supportuh_oh/
Oculus support continues to hurt my brain.
Someone has a defective unit and instead of having the end user send it back to be replaced they are asking the person to essentially be a guinea pig in the field and run some tests on the unit for research.
This isn't a dev kit. This isn't a beta. This is a consumer product.
Someone says their shit doesn't work, you replace it and run your own research. This isn't something the end user can repair themselves. Replace it.
Embarrassing business practice by Oculus.
At first I was glad to hear that Frontier Developments was looking into the problem in search for a solution, but as I've read additional responses I've been getting a bad impression. Take for example the following:
When we say 'feedback' in situations like this, where we've acknowledged that there is an issue, then take it to mean 'additional information we can use on our work to improve things'. This seems to be a combination of aliasing and the way ED is displayed on the Vive's larger FOV when compared to the Rift, so it isn't quite as simple as changing a value here and there.
And another one:
The images the client provides the Vive are the same as the ones provided to the Rift. There isn't a Vive 'version' of the Elite: Dangerous client - this issue comes from how these images are displayed by the headset. As mentioned, we hope to introduce measures to help mitigate the problem from our side.
In addition to reading the last comments by Frontier Developments, what really sells me on the HTC Vive HMD having some design complexities or shortcomings is when I look around in space environments. I've noticed that there's a lack of depth with distant objects in cases of focus to infinity, particularly with skyboxes —there's a discussion about this here. In the case of Elite: Dangerous, this means that the beautiful space backdrops are sincerely artificial looking.
At first I was convinced that this was a general technical issue with first generation virtual reality. Then, I did some research, particularly by reading the impressions of consumers who own both the HTC Vive and Oculus Rift CV1. As I've read in every single case, the Oculus Rift CV1 comes ahead both in image quality and focus to infinity, resulting in a much better experience in Elite: Dangerous.
Recently read this article about display discrepancies with Elite between the Rift and Vive:
http://www.gamerevolution.com/features/htc-vives-resolution-issue-in-elite-dangerous-is-damning
Anyone else with both headsets that can share their experience on it? Elite is the main thing that's holding my interest for VR.
I think the whole touch program is going to be scratched and reworked from the ground up. The word is that the controllers have a hard time keeping up with fast movements. It seems like the reason the touch was not released was because they have not cracked some of the tracking issues.
That's interesting, I hadn't read anything about that. Any links?
That would be odd. They were demoing Touch at PAX East but I haven't heard any impressions from it.
This sounds like complete BS
Above from me
Sorry was away this weekend and didn't look through the forums much to see these to reply.
https://www.reddit.com/r/oculus/com...ey_notch_have_you_tried_anything_from/d0hdhpt
Recently read this article about display discrepancies with Elite between the Rift and Vive:
http://www.gamerevolution.com/features/htc-vives-resolution-issue-in-elite-dangerous-is-damning
Anyone else with both headsets that can share their experience on it? Elite is the main thing that's holding my interest for VR.
It's true. Right now Elite on VR is a bummer experience. It kind of looks weird and for me was unplayable because squinting to see any text was giving me a headache and nausea. I'm holding off on playing it until they fix it. But luckily there are far enough games to play in the mean time.
Yeah I know I linked the article. Palmer says it isn't true gets blasted then leaves. His normal M.O.
Are you using the Vive or Rift? Or do you mean on both it's not great?
The truth of the matter is that touch still isn't out and doesn't have a release date other than "fall". If the system is operating correctly there is no reason to split the market by delaying touch.
The consensus seems to be that Elite's image quality on the Vive is not up to par. It is supposedly fine on the Rift but I don't have a Rift to test it.
For my personal experience on the Vive, like what you posted said; the 3D effect is kind of artificial looking and fake and the text is nigh unreadable.
Elite on the Rift looks... kind of bad, I guess. There's a LOT of shimmering on distant objects, changing resolution or upscaling the game basically changes nothing (I couldn't see benefits comparing 720p to 4K), to the point where I believe the game is running with a fixed preset graphical fidelity. I can't even imagine how it looks on the Vive given that the Rift is supposed to be so much better. And it's definitely not something with my Rift, Lucky's Tale looks amazing, as other games and even Eve to a less extent. I guess that anything that relies on too much attention on distant objects will be a lackluster experience with the current gen HMDs.Anyone else with both headsets that can share their experience on it? Elite is the main thing that's holding my interest for VR.
Don't feel bad about it though, I was really afraid about what I would think before setting it up and actually enjoying the damn thing. It's a game changing technology, that's for sure.My expectations for VR keep getting lower and lower between this and the Vive blurriness issue :/
Elite on the Rift looks... kind of bad, I guess. There's a LOT of shimmering on distant objects, changing resolution or upscaling the game basically changes nothing (I couldn't see benefits comparing 720p to 4K), to the point where I believe the game is running with a fixed preset graphical fidelity. I can't even imagine how it looks on the Vive given that the Rift is supposed to be so much better. And it's definitely not something with my Rift, Lucky's Tale looks amazing, as other games and even Eve to a less extent. I guess that anything that relies on too much attention on distant objects will be a lackluster experience with the current gen HMDs.
Don't feel bad about it though, I was really afraid about what I would think before setting it up and actually enjoying the damn thing. It's a game changing technology, that's for sure.
Elite on the Rift looks... kind of bad, I guess. There's a LOT of shimmering on distant objects, changing resolution or upscaling the game basically changes nothing (I couldn't see benefits comparing 720p to 4K), to the point where I believe the game is running with a fixed preset graphical fidelity. I can't even imagine how it looks on the Vive given that the Rift is supposed to be so much better.
First in Elite Dangerous set the primary display at the lowest resolution possible.
Go to nvidia control panel in manage 3D settings.
Click on program settings and add Elite dangerous executable. * Set your Anisotropic Filtering to 16X.
Anti-Aliasing mode - Override any application settings.
Anti-Aliasing settings 8X
Anti-Aliasing Transparency : Multi-sample
MFAA On
Power Management mode : Prefer Maximum Performance.
Texture Filtering : On
Triple Buffering : On
In game settings he "set it to VR high and everything else to ultra or high."
Huh, I've only put a couple hours into Elite on my Rift but I thought it looked gorgeous.
I immediately set my game to have these Nvidia settings someone on reddit with a 980 Ti recommended, so maybe they really do make a big difference?
So the Vive doesn't have as good a sense of 3D at distance? Bummer, my Vive just arrived and I haven't even opened it yet 😂