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The High-end VR Discussion Thread (HTC Vive, Oculus Rift, Playstation VR)

ATW, greater comfort. If I'm playing a seated game, I'll prefer it mainly for those reasons.

I'd like to think that when Touch is out and more and more people realize that there's very little functional difference between these VR packages it'll be a way less dominant subject in VR discussion.

Yeah exactly. They are really similar, the biggest threat to room scale and tracked controllers is if PSVR headset-only with PS4 controllers ends up being the default target (versus the moves/camera bundle for $100 more) Based on pricing and easy requirements (PS4 vs high end PC).

Fantastic contraption developer said

Despite what endless online comparisons may suggest, the two platforms have more in common than they have differences. "The hardware is almost identical. The software and APIs [application program interface] are almost identical. The specs are almost identical," Moore continued. "The Vive can do seated and standing and the Vive you can mount both your lighthouses on one wall. And on the Oculus you can move one of the cameras to the back corner and get room scale."

In terms of comfort, its incredibly important. The longer a session went the more I wanted to not just be seated but not move my head at all (despite all games supporting head tracking). Its just not comfortable for long periods of time. I set up Dragon Age with vorpx so I could minimize head tracking to just battles (where you need to see the health etc at edge of screen). That way I could play for hours without nausea. Environment immersion is improved dramatically.
 

Wallach

Member
Mind explaining this in more detail? How bad is it and why does it happen?

Not sure how much more detailed I can be; the image distorts at the very edge of the lens right before the curvature terminates at the adapter. Seems a little more noticeable to me in the Rift on the bottom, maybe due to the shape of the Rift's lenses and the general FOV shape.

It's definitely noticeable and I think would probably bug some people. I'm more in it for the convenience of just being able to slap the headset and not have to put in contacts and still be able to see clearly (which these definitely accomplish, the image is perfectly sharp).
 
Not sure how much more detailed I can be; the image distorts at the very edge of the lens right before the curvature terminates at the adapter. Seems a little more noticeable to me in the Rift on the bottom, maybe due to the shape of the Rift's lenses and the general FOV shape.

I don't suppose you know why it happens? Like, obviously it's not something I experience with my real glasses. You said that you "expected" it.
 

Wallach

Member
I don't suppose you know why it happens? Like, obviously it's not something I experience with my real glasses. You said that you "expected" it.

I actually do have a bit of distortion around the edges of my glasses lenses. I figured it'd probably be worse being lens over lens. What's your prescription?
 
I actually do have a bit of distortion around the edges of my glasses lenses. I figured it'd probably be worse being lens over lens. What's your prescription?

Strong. My right eye is -6 (with additional corrections for astigmatism) and my left is -4.5.

I've worn glasses from a very young age—as long as I can remember—so maybe I'm just used to it? Although, when I read your post I really tried to look for it, and I can't see any distortion whatsoever.

I guess I won't worry about it? I already ordered the lenses anyway, I'm just curious what they're going to be like.
 

Wallach

Member
Strong. My right eye is -6 (with additional corrections for astigmatism) and my left is -4.5.

I've worn glasses from a very young age—as long as I can remember—so maybe I'm just used to it? Although, when I read your post I really tried to look for it, and I can't see any distortion whatsoever.

I guess I won't worry about it? I already ordered the lenses anyway, I'm just curious what they're going to be like.

Huh, that's a lot stronger than mine (-1.75 in both eyes).

I've been testing them a bit more in the Rift this evening and the distortion's actually pretty strong. Just holding the Vive adapters up to my eyes I get the impression they will have a similar amount of distortion. I won't be able to check for sure until Wednesday though.

I'll still use them for a while, but contacts remain a superior option it seems, especially with the weird way the Rift adapters fit; they barely hold there, and while I doubt they will move while you're wearing it you'll have to mind putting it on and taking it off so they don't fall out, I think. The Vive ones shouldn't have that problem, at least.
 

Crispy75

Member
I don't suppose you know why it happens? Like, obviously it's not something I experience with my real glasses. You said that you "expected" it.

It's because as you rotate your eyes, the glass lens, your eye's lens, and your retina no longer line up. You do get it with real glasses but only noticeable at very high dioptres (or with high refractive index lenses). I imagine they're using HRI lenses for the VR lenses to save on space and weight.
 

Krejlooc

Banned
So here's something that I haven't seen anybody pick up on that is probably worth some attention:

Famed VG Music Composer Jake "Virt" Kaufman raised $76k in March of 2015 for a VR project called Neuren. The last update to the project was in November of 2015, saying he was about to start writing music for the project and would have monthly updates after wards.

He hasn't spoken about the project since. No new updates, no posts, nothing. People complaining to him about the lack of updates results in silence. Since his kickstarter has ended, he has worked on Shantae: Half-Genie Hero, Crypt of the NecroDancer, and is currently working on Bloodstained.

Nobody is saying anything. This is frustrating as a backer to the project.
 
So here's something that I haven't seen anybody pick up on that is probably worth some attention:

Famed VG Music Composer Jake "Virt" Kaufman raised $76k in March of 2015 for a VR project called Neuren. The last update to the project was in November of 2015, saying he was about to start writing music for the project and would have monthly updates after wards.

He hasn't spoken about the project since. No new updates, no posts, nothing. People complaining to him about the lack of updates results in silence. Since his kickstarter has ended, he has worked on Shantae: Half-Genie Hero, Crypt of the NecroDancer, and is currently working on Bloodstained.

Nobody is saying anything. This is frustrating as a backer to the project.

Yeah, someone brought that up in a GAF thread recently that I think was about the Kickstarter. Apparently he refuses to answer anything about it when people ask and basically says "It will be done when it's done" and leaves it at that. Kind of shady. Yeah, I'm surprised someone like Kotaku hasn't written a story about it considering who the project involves.
 

Neverfade

Member
Not getting any hits in the Vive thread so I'll ask here. Some games like Trials on Tattooine and VR Funhouse are incredibly blurry. Other games and the steam interface are fine, so it's not an issue with the headset seated on my face.

Anyone else having this problem and how do I remedy it?
 

MaDKaT

Member
Not getting any hits in the Vive thread so I'll ask here. Some games like Trials on Tattooine and VR Funhouse are incredibly blurry. Other games and the steam interface are fine, so it's not an issue with the headset seated on my face.

Anyone else having this problem and how do I remedy it?

Both of those are pretty demanding. What are your pc's specs?
 

Durante

Member
Not getting any hits in the Vive thread so I'll ask here. Some games like Trials on Tattooine and VR Funhouse are incredibly blurry. Other games and the steam interface are fine, so it's not an issue with the headset seated on my face.

Anyone else having this problem and how do I remedy it?
Presumably, it's simply that those games render at a lower resolution (a software, not hardware, issue).

You can try setting the renderTargetMultiplier parameter in steamvr.settings and see if that affects it -- but be aware that there is a huge GPU performance impact.
 
Not getting any hits in the Vive thread so I'll ask here. Some games like Trials on Tattooine and VR Funhouse are incredibly blurry. Other games and the steam interface are fine, so it's not an issue with the headset seated on my face.

Anyone else having this problem and how do I remedy it?

Most Unreal games in VR are really blurry at default. I know if you up the quality in the settings of VR Funhouse, it will improve the IQ along with it. IIRC, Trails of Tatooine also has an option before you start it as well.
 

Neverfade

Member
Both of those are pretty demanding. What are your pc's specs?

I5 6500k and a GTX 1070

To the other folks asking, the games look identical in every setting because of the blurriness. First thing I tried.

Presumably, it's simply that those games render at a lower resolution (a software, not hardware, issue).

You can try setting the renderTargetMultiplier parameter in steamvr.settings and see if that affects it -- but be aware that there is a huge GPU performance impact.

I already have it set to 1.5. Should I crank it higher?

Also of note, the actual screen on my computer monitor that's showing what's going on the headset is very clear, so I'm assuming it's not an issue of my PC not being able to render it.

An example of its quality; I can't discern when a blaster shot has left the barrel of a stormtroopers gun until it's like halfway towards me.
 

Durante

Member
Most Unreal games in VR are really blurry at default.
This is true, and ultimately the reason for that is that to get a UE4 game (with standard -- that is, quite high -- UE4 material and effect quality) to run at 90 FPS on the "base" VR specs (a 970), you simply can't render too many pixels.

This is actually an interesting topic for general discussion.

And it's also something I just considered in Raw Data. It's a very action-heavy game with tracked hand controls, so reprojection is not an option. That means maintaining 90 FPS, no way around it. I'm running an overclocked GTX1080 on an overclocked 6 core Intel CPU -- basically, it's not possible to do much better right now, hardware-wise. And yet, in Raw Data I can only play at 1.2 resolution if I want to keep all the other IQ niceties at high levels while always maintaining 90 FPS. There's a very clear and tangible improvement in IQ all the way up to 2.0, which is 2.7 times as many pixels to render as 1.2 (given quadratic scaling).

What I'm getting at is that, in a game with relatively high-end graphics like Raw Data, it seems like merely maximizing the potential of the "low-res" display hardware in these first generation VR devices requires roughly 25 TFlops of GPU power. The prospect of driving 4k per eye VR adequately with high-end graphics seems very daunting, barring a massive and fast improvement of technology like eye tracking and foveated rendering in consumer hardware.

I already have it set to 1.5. Should I crank it higher?

Also of note, the actual screen on my computer monitor that's showing what's going on the headset is very clear, so I'm assuming it's not an issue of my PC not being able to render it.
Hmm, that's strange. It really shouldn't be blurry at 1.5. Let me try it quickly (I never tried either of those so far).
 
I already have it set to 1.5. Should I crank it higher?

Also of note, the actual screen on my computer monitor that's showing what's going on the headset is very clear, so I'm assuming it's not an issue of my PC not being able to render it.

An example of its quality; I can't discern when a blaster shot has left the barrel of a stormtroopers gun until it's like halfway towards me.
Hmm, that's strange. It really shouldn't be blurry at 1.5. Let me try it quickly (I never tried either of those so far).
IIRC the rendertarget doesn't actually affect every game. Not sure what makes it affect it or not though. I think I had mine cranked up to 2 and Trials of Tatooine still didn't look all that great IQ-wise (even on High).
 
What I'm getting at is that, in a game with relatively high-end graphics like Raw Data, it seems like merely maximizing the potential of the "low-res" display hardware in these first generation VR devices requires roughly 25 TFlops of GPU power. The prospect of driving 4k per eye VR adequately with high-end graphics seems very daunting, barring a massive and fast improvement of technology like eye tracking and foveated rendering in consumer hardware.

Wow that's a shockingly high number. And people complain about how low res the Vive and Rift headsets are...

Is there a potential for dual GPU's to work effectively with VR with 1 card rendering left eye, 1 for the right? I know SLI has lots of issues with games, but is there the potential for VR to use dual cards more efficiently and without the side effects of SLI?
 

Durante

Member
To the other folks asking, the games look identical in every setting because of the blurriness. First thing I tried.
I just tried VR funhouse, and it seems the "blurriness" you are describing is the effect of UE4 temporal AA at native (VR) resolution. I didn't know that VR funhouse is in fact also UE4, otherwise I would have expected that.

Wow that's a shockingly high number. And people complain about how low res the Vive and Rift headsets are...

Is there a potential for dual GPU's to work effectively with VR with 1 card rendering left eye, 1 for the right? I know SLI has lots of issues with games, but is there the potential for VR to use dual cards more efficiently and without the side effects of SLI?
Yes, it's a shockingly high number. And yes, there absolutely is potential to use 2 GPUs effectively in VR, however, that potential hasn't materialized yet (at all). Likely because the VR audience is already small, and consequently the dual GPU VR audience is miniscule. We have to hope for engine-level support on that point.
 

Neverfade

Member
I just tried VR funhouse, and it seems the "blurriness" you are describing is the effect of UE4 temporal AA at native (VR) resolution. I didn't know that VR funhouse is in fact also UE4, otherwise I would have expected that.

So there's essentially nothing to be done about it? I don't even want to show this off as a tech piece because it looks like garbage.
 

Durante

Member
So there's essentially nothing to be done about it? I don't even want to show this off as a tech piece because it looks like garbage.
Well, I don't know if there is still something wrong on your end, or it's just a perceptual difference, because I really don't think it looks like "garbage".

UE4 temporal AA has extremely good aliasing reduction properties (and for all types of aliasing), but it does also have an effect on sharpness (which is obviously more noticeable in VR due to the low number of pixels per degree FoV).

If the games allowed you to access the UE4 console, it would be easy to adjust or tweak these properties (e.g. in favour of a sharper but also more aliased image). Since that's not the case, I'd need to check if there are .ini settings for it.
 
And yes, there absolutely is potential to use 2 GPUs effectively in VR, however, that potential hasn't materialized yet (at all). Likely because the VR audience is already small, and consequently the dual GPU VR audience is miniscule. We have to hope for engine-level support on that point.

Is it something the driver could do? I can see NVidia pushing multiple cards especially since they locked 1060 out from SLI.

I know in VorpX there is Z Buffer mode which just creates left and right images from the Z value per pixel, or geometry mode which renders the scene twice - once per eye.

Is there potential for a NVidia or AMD driver to optimize for dual GPU VR games or does the engine/game have to code for it?
 

Durante

Member
Is there potential for a NVidia or AMD driver to optimize this or does the engine/game have to code for it?
It would be exceedingly difficult to do at the driver level in any general way, and if you do it game-specific it doesn't make much sense (since it's still far more effort than doing it in the code for that particular game). It's really something that should be done right at the engine level.
 
Generally AA has been the main source of blurriness with Unreal games when I have control over it. Out of Ammo for instance looks like a mess no matter what option you use or how high you turn up the scaling.
 

Krejlooc

Banned
Yeah, someone brought that up in a GAF thread recently that I think was about the Kickstarter. Apparently he refuses to answer anything about it when people ask and basically says "It will be done when it's done" and leaves it at that. Kind of shady. Yeah, I'm surprised someone like Kotaku hasn't written a story about it considering who the project involves.

Whats annoying is that Upload VR knows about this and refuses to write a story. In fact, they encourage the lack of updates because "what if the news is bad? The community is Toxic. We would withhold updates too."
 

fanboi

Banned
Just tried VR porn, reaction:

1xyjD.gif
 
It seems like merely maximizing the potential of the "low-res" display hardware in these first generation VR devices requires roughly 25 TFlops of GPU power[/B][/I]. The prospect of driving 4k per eye VR adequately with high-end graphics seems very daunting, barring a massive and fast improvement of technology like eye tracking and foveated rendering in consumer hardware.

What if we simply decided that resolution/IQ is more important than number of polygons and other effects. Presumably a game with Wii-level graphics would have no trouble, right?

I know you specified "high-end graphics", but I wonder if devs are "right" to target that in the first place. I'm speaking generally here; obviously decisions will vary between developers and for individual games.
 
VR related. This time, physical stimulation. :p

SubPac M2 Audio Tactile Immersion System. Plugs into ANY audio source, and is perfect for VR experiences.

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Can't wait to try this with Raw Data VR tonight!
 

Durante

Member
What if we simply decided that resolution/IQ is more important than number of polygons and other effects. Presumably a game with Wii-level graphics would have no trouble, right?

I know you specified "high-end graphics", but I wonder if devs are "right" to target that in the first place. I'm speaking generally here; obviously decisions will vary between developers and for individual games.
Sure, that's one way to go -- and a good one.

But having played quite a bit of Raw Data recently, I have to admit that high-end graphics in VR have their charm too ;)

Thought some here may be interested in this Apollo 11 module full 3D scan inside and out made by the Smithsonian in collaboration with Autodesk (video).

Models have been made available for VR and 3D printing. It's pretty neat.
Nice!
 

Tadie

Member
VR related. This time, physical stimulation. :p

SubPac M2 Audio Tactile Immersion System. Plugs into ANY audio source, and is perfect for VR experiences.


Can't wait to try this with Raw Data VR tonight!


Oh plz write a little review. Maybe I will order one too.

Thx!
 
Oh plz write a little review. Maybe I will order one too.

Thx!

Just finished a 2 hours session with a few different experiences: listening to music on Spotify, playing traditional PC games and VR, and watching movies.

Played a couple of EDM tracks and bass-heavy ones like Daft Punk, thoroughly enjoyable, and you really feel like you're right next to a speaker, albeit with your back to it.

Played "Raw Data", "AudioShield" and "Space Pirate Trainer" on VR with the SubPac M2. Every weapon shots in "Raw Data" and "Space Pirate Trainer" registers unique "thumps" and even on SPT, changing to different weapons from continuous shots to single laset blasts registers its own unique physical signature on the M2 as well. On "Audioshield", combining VR gameplay with music ala Dance Dance Revolution, makes the whole experience more immersive.

Played "Doom". There is a specific level in the "Doom" game called "Kadingir Sanctum" and I swear to God, the amount of LFE in that level is off the charts! I was even gleefully opening up my weapon wheel and fire shots after shots to "feel" how each and every weapon differentiates itself based on how the M2 presents it while firing. Brilliant! The Gauss Cannon nearly blew my back off with its "charge and release"!

Played a couple of movies with heavy firefights, shots and explosions. Registers them accurately and nicely as well. Not a D-Box, 4D theatre, blow-you-off-your-seat kinda experience but enough to make the whole movie watching experience more engaging.

There's a couple of pros and cons. The wires coming out of the breakout box is cumbersome to me, I had to do some "cable management" to make things look and feel near, but I figure I probably need to get shorter cables so that this spaghetti of wires doesnt get tangled everywhere. The breakout box has a clip at the back that hooks to either the strap on the SubPac or your belt/pants. I was wearing sweat pants while playing VR games, and because of the weight of the breakout box, it may bring your pants down LOL! On belts should be fine. Clipping the breakout box to the SubPac strap would work too, but in VR, the box may get in the way when you move about in VR space with your motion controllers, so clipping it at your waist area is much more ideal. The "Intensity" level of the tactile feedback is very good, even at default, there's plenty enough feedback to be felt, and at anything beyond that, you can almost feel like you're on a massage chair? :p Also make sure that the straps are tight around your body, otherwise, while moving vigorously in VR, the level of immersion may be reduced if your SubPac isn't tightly placed on your back.

Other than that, it's a winner to me. It makes the whole VR experience more immersive and engaging. It also has this one other side effect: I caught myself look at the mirror and saw how I look with the SubPac M2 on my back, the HTC Vive on my forehead, and headphones on my head and ears, while I was launching SteamVR with mouse and keyboard, and if I add a proton pack, a beige jumpsuit and a ghost trap, I'd look like a freaking Ghostbuster already. LOL!
 
So I have a small problem.

If I want to play high-demanding games inside BGB/Virtual Desktop, they run like shit. They have like 15-20 fps, but somehow if I take off the headset and see it on my screen, they run at the normal framerate of 60fps or higher. Inside the virtual enviroment though, the games run really bad.

Games like Rocket League though or less demanding games run fine.

Any clue why that might be?
 
Y'know, I'd really like reprojection in non-VR games.

The thing I hate most about playing PC games sub-60fps is that moving the camera around with my mouse feels crappy. I feel like reprojection could help a lot.
 
Anyone has a clue about my "problem"?

And it totally seems that adult movies have the best quality. Tried to download and watch some VR movies and while almost all normal ones (small documentaries, nature vr movies etc.) feel like 360p youtube movies, adult movies look really sharp... Thats quite strange..
 

Grinchy

Banned
Maybe no one would want to answer this, but has anyone tried playing VR while on hallucinogenics? I've only ever tried mushrooms a few times and it was like 10+ years ago. I imagine that tripping on mushrooms or acid while being in a virtual world would be quite a strange experience.
 
Anyone has a clue about my "problem"?

And it totally seems that adult movies have the best quality. Tried to download and watch some VR movies and while almost all normal ones (small documentaries, nature vr movies etc.) feel like 360p youtube movies, adult movies look really sharp... Thats quite strange..

What were the file sizes of the adult films? Pay close attention. Those adult sites are producing 5gb 30 minute vids for VR. They are a 4k resolution.
 
What were the file sizes of the adult films? Pay close attention. Those adult sites are producing 5gb 30 minute vids for VR. They are a 4k resolution.

Yeah. About 5gb.
I just cant seem to find small documentaries with good quality.

Right now I have to say I am using apps and watch videos far more often than I actually play games. I tried Luckys Tale but found the Gameplay boring, then directly went into Solus Project which looks fantastic, but made me sick. Will try that out till I get better "VR legs". Played a bit of Farlands, but while it looks great, also seems quite boring as a game. Also bought the New Retro Arcade, but have to find the time to see how I can implement my own music, emulators and co.
VD/BSB is where its at.
 

pj

Banned
Yeah. About 5gb.
I just cant seem to find small documentaries with good quality.

Right now I have to say I am using apps and watch videos far more often than I actually play games. I tried Luckys Tale but found the Gameplay boring, then directly went into Solus Project which looks fantastic, but made me sick. Will try that out till I get better "VR legs". Played a bit of Farlands, but while it looks great, also seems quite boring as a game. Also bought the New Retro Arcade, but have to find the time to see how I can implement my own music, emulators and co.
VD/BSB is where its at.

Don't count on "VR legs" ever developing.

One of the main VR guys at valve says it's not a thing for the majority of people. If stuff makes you uncomfortable now, it will probably make you uncomfortable next year.
 

Zalusithix

Member

Paganmoon

Member
Apparently Swedish TV-carrier Viasat launched a 360 app for the Olympics, only for GearVR to begin with. Will stream the opening ceremoni, gymnastics, track and field, boxing and basket through the app.

Available since yesterday for GearVR, will be available from the 23:rd of August on Appstore and Google play, with select highlights from the games. Will have other sporting events added later on.

Not sure about region locks on it.
Surprising it's not available for Oculus, I thought Samsung and Oculus would be working real close but that hasn't really been the case has it?
 
Apparently Swedish TV-carrier Viasat launched a 360 app for the Olympics, only for GearVR to begin with. Will stream the opening ceremoni, gymnastics, track and field, boxing and basket through the app.

Available since yesterday for GearVR, will be available from the 23:rd of August on Appstore and Google play, with select highlights from the games. Will have other sporting events added later on.

Not sure about region locks on it.
Surprising it's not available for Oculus, I thought Samsung and Oculus would be working real close but that hasn't really been the case has it?

I hope someone does a screen capture or w/e so I can use Virtual Desktop w/ my Vive. Sounds super cool!
 
Got to try Vive today, my first time with VR. A friend got one yesterday, so went over to have a go and I have to say it was really good.

The sense of scale and being able to walk around is awesome, like you are really in another world and very its very immersive, even if graphics are not super realistic (depending on the game) it still works great.

So happy it doesn't make me sick too, something I was slightly worried about having pre-ordered a PSVR without trying VR, but I love the idea of VR so it didn't stop me jumping in.

Only had a few very minor issues really. Its not the most comfortable thing to have strapped to your face for a long time, especially with glasses on and it can get a bit hot and steam up a little when wearing it, but its far from bad and I probably just need time to get used to wearing a VR headset.

I do keep hearing from a lot of people that PSVR is the easiest to put on and most comfortable of the VR headsets though, so things like that should be even less of an issue with PSVR.

Overall I thought it was great and a lot of fun, really looking forward to getting PSVR even more than I already was. I will probably get a Vive too now but PSVR will be a good starting point for this year, while I save up for one.
 

Trojan

Member
Maybe no one would want to answer this, but has anyone tried playing VR while on hallucinogenics? I've only ever tried mushrooms a few times and it was like 10+ years ago. I imagine that tripping on mushrooms or acid while being in a virtual world would be quite a strange experience.

No, but now that you mention it I'd like to try that. I could envision someone playing VR on mushrooms and never leaving the Vibe background lobby.
 

Grinchy

Banned
No, but now that you mention it I'd like to try that. I could envision someone playing VR on mushrooms and never leaving the Vibe background lobby.

lol! Yeah I can imagine it might be difficult when things are at their most intense. I just remember like seeing my blinds flowing around as if there were wind in the room and a little wizard figure with a book actually turning the pages...I just can't imagine what things in the virtual world would start doing.
 
Just got these today. Mahogany VR stands for HTC Vive and Oculus Rift from Bovenwerk.

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Vive left, Rift right.

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Even a slot for the Oculus Remote.

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