The Vive has been reported to have haloing from the fresnel lenses in high contrast scenarios.
The halo is actually reported in both Rift and Vive.
The Vive has been reported to have haloing from the fresnel lenses in high contrast scenarios.
Different effects I believe. The point is no system is without optical oddities.The halo is actually reported in both Rift and Vive.
I'm just telling you that using the Rift for a good four or five hours yesterday, brightness wasn't an issue at all. At no point did I look for a brightness setting because it wasn't bright enough. I'm not saying 'yeah it's a bit dim but you can deal with it', I'm saying it was always as bright as the scene I was looking at felt like it required. Perhaps if you were spreading that light out over a wider FOV it would be an issue but I can only compare what I have to my memory of the dk2 and gear vr and despite what those pictures say, I did not feel like I was getting narrower FOV than my dk2 gave (perhaps a benefit of the dual screens) and I never even thought about brightness because it was never too bright or too dim for any given scene.
The halo is actually reported in both Rift and Vive.
Different effects I believe. The point is no system is without optical oddities.
how has this not been brought up by any of the 7000 Vive Pre users who haven't been under NDA? surely someone would have mentioned something.
It's amazing. When Facebook bought Oculus there were people saying that it would never happen, that it was "just a monitor".
Now we see there's a killswitch. So the first time there's anything controversial that a government doesn't like Facebook can block it.
No, it happens in the same scenarios, high contrast especially against a dark background.
Because according to reports I have read it's much less obvious on Vive.
I'm kind of in the same boat at this point. The main thing Oculus had going for it (for me) was the existing software support, but they dropped all of that with the 1.3SDK anyway so all that is left is a hope that devs who view VR support as a very tiny part of their user base takes the time to update their SDK. And if they are that invested, they might also do Vive integration.
And that is not even counting the whole motion controller thing, which seems to become increasingly important. Though I am not unwilling to wait for touch for that if I could just play the cockpit games that already had beta support until them.
It happens in the same scenarios, but I believe the effects are different. I wouldn't call what happens on the Rift 'halos'. They're more like the logo to John Carpenter's The Thing. Like light is shining through a cut out into a slightly smoky room.
So, will it be absolutely necessary to upgrade my i5-3570k for the Vive? It has served me very well for gaming and I haven't had any issues yet aside from lower synthetic benchmark scores.
I really do not want to dismantle my watercooled PC to upgrade for VR. :C
depends on your GPU.
my I5-3570k + 970 are ok for Vive benchmark test utility.
This FOV report from Stress Level Zero is highly unlikely. The dk2 FOV is pretty small. Press reviews would say something if it was smaller. Having tried Crescent Bay it felt like a decent improvement! I'm not worried. I am fortunate to have both headsets coming soon and having tried Crescent Bay there is no way in hell Id cancel.
the 1.3 thing should be a non-issue fairly quickly.
Unlikely? There might be other factors in play for what it looks like at typical eye distances, but what it shows at that distance can't be called into question. Unless you're insinuating they're faking the images.
Government? That's wading a bit far into paranoia territory. Anything hit by a targeted block could just alter it's electronic signature and bypass it. Worrying about stuff like that only serves to diminish the concerns that are far more grounded in reality. Namely artificially facilitating the rise of a dominant store with the vast majority of the VR software market share. This combined with a closed hardware approach can give Oculus/FB undue leverage.
All I'm saying is if those numbers were true a lot more people would be complaining about it when the NDA lifted yesterday. I'm not an expert in doc measurement and I doubt he is. His test is probably flawed. Also he seems biased. And having personally used dk1, dk2, gearvr, vive dk1, and crescent bay I'm not buying it for a second. Crescent Bay blew my mind over the dk2. And nobody is saying FOV regressed from CBay and i trust my own eyes. I'm not worried for a second. And btw the VIVE is a great headset too! I am psyched to be getting both.
But none of the vr press, tech press, or mainstream press are saying that. And trust me those numbers would be so noticeable people would be up in arms about it. Those posters are likely Vive fanboys. Zero information has been leaking stuff (all accurate)for awhile now despite the NDA and has just responded:Actually a lot of people were stating in the early impressions on reddit that the FOV seems lower on CV1 than on DK2, even before this measurement. It just seemed impossible to be true.
But none of the vr press, tech press, or mainstream press are saying that. And trust me those numbers would be so noticeable people would be up in arms about it. Those posters are likely Vive fanboys. Zero information has been leaking stuff (all accurate)for awhile now despite the NDA and has just responded:
I do apologize for the comment about the measured FOV and was actually going to contact you about this just now. As I said, I never measured it myself and it does look bigger than DK2's and marginally bigger than the Vive's. FOV doesn't work how you think it does. In reality your eye doesn't touch the lense and your eye's cornea doesn't rotate around the eye's perfect center. There is a reason Brandon isn't showing you a comparison of the stereo overlap and the combined FOV of both viewports. It doesn't fit his biased narrative.
In reality you don't get a 110° FOV with a DK1 or a 100° FOV with a DK2. The rendered FOV is not representative of the perceived one. None of the headsets give you a perfect 1:1 translation from rendered to perceived FOV and in my case and from what my co-workers say the perceived FOV of CV1 is higher than that of DK2.
So ultimately I trust what I have seen with my own eyes and also the fact that if those numbers were accurate people would be freaking out because that FOV size would really suck!
Crazy that linknewtab on Reddit ended up being the 100% accurate, legit leaker of Oculus and Vive information. Dude got nothing but shit and downvotes for weeks.
He was the one that said the Rift had a small FoV and lower screen brightness, among other things.
Zero Information has clearly been accurate too. I'd let this one play out.
All I'm saying is if those numbers were true a lot more people would be complaining about it when the NDA lifted yesterday. I'm not an expert in doc measurement and I doubt he is. His test is probably flawed. Also he seems biased. And having personally used dk1, dk2, gearvr, vive dk1, and crescent bay I'm not buying it for a second. Crescent Bay blew my mind over the dk2. And nobody is saying FOV regressed from CBay and i trust my own eyes. I'm not worried for a second. And btw the VIVE is a great headset too! I am psyched to be getting both.
What's left to play out? Units are out in the wild, the NDA's are done, and the claims of both have been tested to the best of the community's ability. Naturally, we can't test ZeroInformation's conspiracy theory about why Oculus and Vive can't play nice.
However, display brightness is easily tested, and FoV measuring is more difficult but still doable.
I mean, to be clear, I don't think Oculus was lying or anything. The perceived FoV on the Rift is bigger than what you get from the DK2 due to the lenses. The DK2 has a large FoV but only if your eyeball is touching the lens. It drops off dramatically as you move away, whereas with the Rift, you get the maximum FoV further away, which is why people are saying the FoV on the Rift feels wider than the DK2. It's all lens magic, and at the end of the day, that's what matters most.
But, the point remains that linknewtab was 100% right about the actual FoV.
Perceived FOV is what matters here in all cases. Whichever you perceive as larger is what matters, not what is measured at a single distance on a single lens. It doesn't tell us the 'actual' FOV.
A measurement like this... what good is it beyond system wars? It's putting people off buying one headset without giving them any idea of what using the Vive and the Rift are like. This is just people wanting to go 'I told you so!'.
This isn't what our eyes see even if it's what one eye would see if you could get it almost touching the lens in each headset.
I'd heard multiple people say the Vive felt taller and the Rift felt maybe about as wide or a bit wider. Are all those things untrue because of this image? Of course not. I certainly didn't hear anyone say the DK2's FOV was better than the Vive's as this image might make you expect.
I'm running Titan X in SLI, so that's not an issue. Thanks.
Edit: I passed the VR benchmark. It said my system is running well above what is required for VR.
You can't perceive more than it is, no?
Perceived FOV is lower on DK2 because of the lenses if this theory is correct, but the comparison with Vive is still valid, especially since the Vive has the distance to the lenses adjustable and the perceived FOV doesn't decrease immediately as you get a farther from the lens.
So is the general consensus that the Rift is a tad underwhelming?
And eventually we will have neuro-jacks like in Ghost in the Shell and that will be true VR and what we had before was child's stuff. etc
So is the general consensus that the Rift is a tad underwhelming?
Perceived FOV is what matters here in all cases. Whichever you perceive as larger is what matters, not what is measured at a single distance on a single lens. It doesn't tell us the 'actual' FOV.
A measurement like this... what good is it beyond system wars? It's putting people off buying one headset without giving them any idea of what using the Vive and the Rift are like. This is just people wanting to go 'I told you so!'.
This isn't what our eyes see even if it's what one eye would see if you could get it almost touching the lens in each headset.
I'd heard multiple people say the Vive felt taller and the Rift felt maybe about as wide or a bit wider. Are all those things untrue because of this image? Of course not. I certainly didn't hear anyone say the DK2's FOV was better than the Vive's as this image might make you expect.
That sounds pretty far off.
Perceived FOV is what matters here in all cases. Whichever you perceive as larger is what matters, not what is measured at a single distance on a single lens. It doesn't tell us the 'actual' FOV.
A measurement like this... what good is it beyond system wars? It's putting people off buying one headset without giving them any idea of what using the Vive and the Rift are like. This is just people wanting to go 'I told you so!'.
This isn't what our eyes see even if it's what one eye would see if you could get it almost touching the lens in each headset.
I'd heard multiple people say the Vive felt taller and the Rift felt maybe about as wide or a bit wider. Are all those things untrue because of this image? Of course not. I certainly didn't hear anyone say the DK2's FOV was better than the Vive's as this image might make you expect.
Maybe you missed in my post where I said that the perceived FoV is what matters most. The lens magic is key.
My original comment was about how everyone called linknewtab a liar, but he actually wasn't wrong on a very technical, measurable level. Does it matter at the end of the day if you actually perceive a wider FoV? Nope.
What's left to play out? Units are out in the wild, the NDA's are done, and the claims of both have been tested to the best of the community's ability. Naturally, we can't test ZeroInformation's conspiracy theory about why Oculus and Vive can't play nice.
However, display brightness is easily tested, and FoV measuring is more difficult but still doable.
I mean, to be clear, I don't think Oculus was lying or anything. The perceived FoV on the Rift is bigger than what you get from the DK2 due to the lenses. The DK2 has a large FoV but only if your eyeball is touching the lens. It drops off dramatically as you move away, whereas with the Rift, you get the maximum FoV further away, which is why people are saying the FoV on the Rift feels wider than the DK2. It's all lens magic, and at the end of the day, that's what matters most.
But, the point remains that linknewtab was 100% right about the actual FoV.
Hah hah yeah.
But there is a point on it: the idea that people have from VR has been popularized from fiction works, not from real world VR. People want to put the HMD and be transported to another world. They want to have a epic adventure in Elder Scrolls X VR, something like that. I think some people is going to be disappointed with the reality. We are still so far away of the "ideal VR".
After watching Giant Bombs stream yesterday... I think im going to pass on the oculus and look into getting the Vive. It seems like the extra hundred dollars is worth it. Having that "space" to play in makes a difference for me personally.
After watching Giant Bombs stream yesterday... I think im going to pass on the oculus and look into getting the Vive. It seems like the extra hundred dollars is worth it. Having that "space" to play in makes a difference for me personally.
Unlikely? There might be other factors in play for what it looks like at typical eye distances, but what it shows at that distance can't be called into question. Unless you're insinuating they're faking the images.
well we haven't had the GB Vive live stream yet..
After watching Giant Bombs stream yesterday... I think im going to pass on the oculus and look into getting the Vive. It seems like the extra hundred dollars is worth it. Having that "space" to play in makes a difference for me personally.
From experience I know that we usually tend to gain a lot more common sense context after the dust from the nerd-rage has settled..
A much smaller FOV than what the DK2 had would be unheard of, it's in theory completely unlikey, and in my opinion would only make sense to acknowledge when more samples and information is provided,, including a comment from Oculus.
well we haven't had the GB Vive live stream yet..
well we haven't had the GB Vive live stream yet..
for sure. im not gonna rush out and go get one on day 1... shit.. i might not even get one during year one.. even though i want to.
i was impressed from the stuff i saw yesterday, but when jeff started talking about how the novelty wore off after about a week... it really made me rethink when I would consider getting one.
I started thinking motion controls is what the oculus is missing.. but when he said "I worry that when the touch comes out, we are just going to be playing motion games like Wii and PS Move while wearing a headset", it all kinda hit me.
Devs - we need some great software! Make it happen!
for sure. im not gonna rush out and go get one on day 1... shit.. i might not even get one during year one.. even though i want to.
i was impressed from the stuff i saw yesterday, but when jeff started talking about how the novelty wore off after about a week... it really made me rethink when I would consider getting one.
I started thinking motion controls is what the oculus is missing.. but when he said "I worry that when the touch comes out, we are just going to be playing motion games like Wii and PS Move while wearing a headset", it all kinda hit me.
Devs - we need some great software! Make it happen!