That’s a good question. I have a 2 here and would be interested in a trade up deal tooAny quest 1/2 trade in deals? I can't have a 4th vr headset laying around.
Define mainstreamIs the Gaffer who announced confidently (and without evidence) that VR has already achieved mainstream status with Quest 2, still around?
Wonder if they've had a chance to reconsider....it is getting more popular but it ain't mainstream yet...
I saw on Amazon up to $160. I’m keeping mine so I can play multiplayer vrAny quest 1/2 trade in deals? I can't have a 4th vr headset laying around.
PSVR2 has lower count of subpixels than a Quest 2, 110 FOV diagonal, not horizontal, tethered
and
fresnel lenses with some of the narrowest sweet spot in the history of VR headsets
No thanks
Diagonal is the longest side of a right angle triangle (triangle with a 90 degree corner). You see where this going? so a fov measured on the longest side (diagonal) will be bigger than the one measured along the horizontal or vertical.Can you clarify the difference between diagonal and horizontal FOV? I’m not too familiar with that kind of stuff. A higher number for which one is better?
Did you not notice each time some cloud-only game or handheld gets announced? The reaction will be like that.I haven’t been following vr news for a while, will wireless be a thing now for quest 3 (game running from pc)? If so how good is it?
No that has nothing to do with the foveated rendering implementation. The small sweet spot is because of the lenses themselves. You as a player don’t ever see the foveated rendering happen a single time, it’s literally invisible to the eye.Thought PSVR2 has a very narrow “sweet spot”due to Foveated rendering implementation?
Hmm…. Going to have to dig up those reviews. Could swear people said they were seeing worse quality at the edges, but maybe they was indeed lens design.No that has nothing to do with the foveated rendering implementation. The small sweet spot is because of the lenses themselves. You as a player don’t ever see the foveated rendering happen a single time, it’s literally invisible to the eye.
Some reviews early on said it was not working because they couldn’t see any lower quality pixels on the screen , which is exactly the whole point of the technique together with eye tracking.
Yep it looks worse at the edges at all times, with and without foveated rendering because it’s the lenses 100%Hmm…. Going to have to dig up those reviews. Could swear people said they were seeing worse quality at the edges, but maybe they was indeed lens design.
Stop try to make VR releveant
And what makes you think Quest 3 will be a resounding success?
We're all waiting for massive PSVR 2 success
ETFR isn't just about making games run faster than FFR, it's about a massive improvement to perceptual resolution. It isn't just dialing back the peripheral view, it's dialing up what you're looking at and creating the illusion of the game running at higher resolution while also saving performance.Naw, it’s not that huge of a deal. Foveated is mostly a solution on fresnel lenses mostly, the narrow sweet spot and the garbage outer perimeter makes it not too noticeable on fresnel lenses. Pancake lens clarity kind of makes foveated a lesser experience.
For performance, that’s greatly exaggerated, on Quest pro, which has eye tracking. Fixed FFR vs eye tracking is like a 5% difference because you can be more aggressive on the drop in quality, but not a game changer compared to what’s been used for over a decade with a fixed foveated rendering.
No eye tracking is a downer for biofeedback aspect and AR to have an Apple vision like experience mostly.
Meta didn’t do anything cool with the quest pro eye tracking so.. I think they thought it’s not ready yet for whatever project they have, or too costly.
But I would take pancake lenses over eye tracking with fresnel lenses every day of the week. I ain’t buying a fresnel lens headset ever again, I’ve been on that ever since Oculus DK 1. Enough is enough with that shit.
Stand-alone wise, this headset’s snapdragon gen 2 processor has ML. A kind of DLSS upscaling in the headset will increase performances way more than ETFR.
The last part is where you lost me. Quest did better in terms of sustained adoption by orders of magnitude compared to PCVR.Standalone vr sucks for gaming. Shitty looking graphics and heavy emphasis on shit that nobody cares. Pcvr was great but the quest 2 was a huge steoback, the infamous Wii vr that is used a few times tgs and becomes a door stopper.
I would trade better graphics for better mobility / lack of tether every day of the week. And based on Quest sales I think many others do.Standalone vr sucks for gaming. Shitty looking graphics and heavy emphasis on shit that nobody cares. Pcvr was great but the quest 2 was a huge steoback, the infamous Wii vr that is used a few times tgs and becomes a door stopper.
All the tech is heading in the opposite direction to this though. Temporal upscaling, frame generation - all rely on data from previous frames that isn't really there with ETFR. Nvidia dumped VRSS, of course they also dumped DisplayPort over USB-c so Nvidia support isn't a definitive measure of if something is good or not but they know the best way to maximize performance.ETFR isn't just about making games run faster than FFR, it's about a massive improvement to perceptual resolution. It isn't just dialing back the peripheral view, it's dialing up what you're looking at and creating the illusion of the game running at higher resolution while also saving performance.
It took 15 seconds to my 8 year old nephew to find the sweet spot.PSVR2 has lower count of subpixels than a Quest 2, 110 FOV diagonal, not horizontal, tethered
and
fresnel lenses with some of the narrowest sweet spot in the history of VR headsets
No thanks
Psvr 2 has a single cable, when I'm playing many times I don't even remember that it's there. No way I would trade much better resolution and graphics for mobile looking graphics just because of a single cable. Look at RE 4 for example, a gamecube looking game vs a modern remake with stunning graphics, yeah I don't think soI would trade better graphics for better mobility / lack of tether every day of the week. And based on Quest sales I think many others do.
It’s a complete game changer when you don’t have to think about the cable.
Psvr 2 has a single cable, when I'm playing many times I don't even remember that it's there. No way I would trade much better resolution and graphics for mobile looking graphics just because of a single cable. Look at RE 4 for example, a gamecube looking game vs a modern remake with stunning graphics, yeah I don't think so
I respect that of course.Psvr 2 has a single cable, when I'm playing many times I don't even remember that it's there. No way I would trade much better resolution and graphics for mobile looking graphics just because of a single cable. Look at RE 4 for example, a gamecube looking game vs a modern remake with stunning graphics, yeah I don't think so
My problem with the quest 2 is that completely screwed pc vr AAA games in favor of the quest hardware. So in theory, what's the point of being able to tether it to a pc if there is no more games coming out as before that can take advantage of pc hardware? Sure wireless would be better but it's one trade off vs a lot of advantages...I respect that of course.
To me, when the cable is constantly in the way as I rotate and I need to use stick correction (when it’s even possible) to re-align myself with the only good spot where it stays behind my head I find it annoying and way more immersion-breaking.
When you remove that it improves the experience a lot. And if you really want to, you can still tether a Quest to a PC but you can’t un-tether a wired headset.
My problem with the quest 2 is that completely screwed pc vr AAA games in favor of the quest hardware. So in theory, what's the point of being able to tether it to a pc if there is no more games coming out as before that can take advantage of pc hardware? Sure wireless would be better but it's one trade off vs a lot of advantages...
Lmao. Idiots.No that has nothing to do with the foveated rendering implementation. The small sweet spot is because of the lenses themselves. You as a player don’t ever see the foveated rendering happen a single time, it’s literally invisible to the eye.
Some reviews early on said it was not working because they couldn’t see any lower quality pixels on the screen , which is exactly the whole point of the technique together with eye tracking.
Yea, PCVR will always be the best route due to those sweet sweet mods (that I don't have access to )Mods.
I've played everything from Elden Ring to Cyberpunk to Half Life 2 in VR. Everyday there's something new being worked on.
Honestly I'd rather mods than couple AAA games per year.
Even uncharted 4 and the latest spiderman are working in VR.
Re2 remake was amazing with motion controls.
People think it's just flight and racing sims on pc, while we have those in spades too, it's just the tip of the iceberg.
Hell standalone ports and mods non pc are awesome on quest 2.
Ah so THIS is why I have a hard time getting the PSVR2 in focus. It's got a sweet spot that if you move so much as a pixel off, the entire thing goes blurry.
It took 15 seconds to my 8 year old nephew to find the sweet spot.
First world problem.
I was the first in the house to try the PSVR2 and I thought I had a broken unit everything was so fuzzy. Then my 15 year old son tries it on and says it looked fine.See Magic Carpet ? So helpful of a reply. Because everyone has the same head shape and eye distances, etc. "It woRkEd foR mE, aRe yoU dUMb??" equivalent reply.
Do you still have a PSVR2 headset? If I remember, I'll make a short video after work and send you the link explaining/showing how I put on the headset.Ah so THIS is why I have a hard time getting the PSVR2 in focus. It's got a sweet spot that if you move so much as a pixel off, the entire thing goes blurry.
Yes I have both the PSVR1 and PSVR2. The PSVR 1 I dont have the same issue finding any sweet spot. I think the PSVR1 uses different type of lens, I don't know. but I find it much easier to just put on and play compared to PSVR2.Do you still have a PSVR2 headset? If I remember, I'll make a short video after work and send you the link explaining/showing how I put on the headset.
PSVR2 is a strange beast but once I realized how the thing should be worn, it never gets uncomfortable and the sweet spot is always dialed in. It's seamless now and takes mere seconds. Granted, some games are still fuzzy but that's the developers. Few games really take advantage of the headset unfortunately.
These technologies are going to be an important part of gaming and graphics in general, but they don't necessarily play real nice with VR just yet because the latency demands are so high. Almost no games support DLSS in VR (Maybe No Man's Sky and Firmament?), so I don't think we're really there yet.All the tech is heading in the opposite direction to this though. Temporal upscaling, frame generation - all rely on data from previous frames that isn't really there with ETFR. Nvidia dumped VRSS, of course they also dumped DisplayPort over USB-c so Nvidia support isn't a definitive measure of if something is good or not but they know the best way to maximize performance.
Quest 3 at Meta connect :
Already unboxed
Charging dock?
Did you see this Assassin's creed VR trailer from 4 days ago? I sure didn't
Leaked spec sheet.
$499 for 128GB
18 PPD, 18 pixels per degree. Quest 2 had 20 PPD and Quest pro 22 PPD. This raises a lot of eyebrows but there's so many factors in PPD that can change the number to be lower and not to be like visually a negative is that, it could be that it has a single panel, unlike Quest pro which had two, so dead space in the center brings this down. Or higher FOV brings down PPD.
Speaking of which, this rumour,
Site was taken down (too soon?) and archives reveals these details :
- This article seems like it hadn't been finished being edited and probably wasn't supposed to be released at 3am September 27th. It mentions that the Quest 3 *was* unveiled at Connect on September 26th, U.S. time. I think they got the date wrong, even for the U.S., because the first stream goes live on the 28th in Japan time, 10am PST on the 27th in the U.S.
- Release date October 10th, 128gb version 78000 yen ($501.92) and 512gb version 96800 yen ($649.55).
- Memory is 8gb
- It claims the display is a 小型の有機ELパネルとなった, a "small OLED panel." It also mentions a Horizontal FOV of 110 degrees and a vertical FOV of 96 degrees.
- It claims that those who buy the 128gb model will receive the full version of Asgard's Wrath 2 (presumably not a demo) (a 5990 yen/$40.20 value), and those who buy the 512gb version will receive both Asgard's Wrath 2 and a 6 month subscription to Meta Quest+ (worth 13190 yen/$88.52).
Reminder :
Rift CV1 87.95 horizontal, 89.66 vertical
Rift S 88H 94V
Quest 1 104H 100V
Quest 2 104H 98V
Quest Pro 106H 95.5
VIndex 108H 109V
So a tad above Index on horizontal, but similar to Quest pro vertically. If true, i'll take it!
OLED? 110 FOV? Asgard wrath 2 included?
Although OLED doesn't make sense with pancake lenses so probably bullshit article. Maybe they removed because they were not ready to finish editing and they're waiting on tomorrow's connect.
HOPIUM TIME
DECKARD?
Steam Community :: SteamVR
SteamVR - Choose your own hardwareSteamVR is the ultimate tool for experiencing VR content on the hardware of your choice. SteamVR supports the Valve Index, HTC Vive, Oculus Rift, Windows Mixed Reality headsets, and others.What's the status?Stay informed of your VR system's status at a glance...steamcommunity.com
Valve release the biggest SteamVR update in ages this monday
Valve is radio silence on VR since Alyx launch and now of all the days in a year, they break silence a few days before Meta connect?
Remember this tweet from Counterstrike 2 twitter?
Well SteamVR 2.0 promo image also included CS2
Does Valve have the balls to drop Deckard the same day as Quest 3's big unveil?
Take with a grain of salt all of the above. But to me this is exciting. PCVR has been DORMANT.
that would be more the case if the foveated rendering is handled natively by the headset and applies to everything run on it, instead of having to rely on developers to choose whether or not to implement it in software like psvr2 does.Well the most important development in vr over the past years I’d say is the foveated rendering with eye tracking. It’s really a shame it’s assumable it will not be present in the Q3.
All the other stuff I would say is off slightly less importance. And I think any headset that doesn’t do foveated rendering with eye tracking is vastly inferior because you leave extremely much power on the table.
Word. Yea, I'll make a quick video for you, might help. I know I've gotten so much more enjoyment once I realized how to actually wear the thing. It used to be legit painful after like 45 minutes, felt like my head was being squeezed in a vice.Yes I have both the PSVR1 and PSVR2. The PSVR 1 I dont have the same issue finding any sweet spot. I think the PSVR1 uses different type of lens, I don't know. but I find it much easier to just put on and play compared to PSVR2.
But the PSVR2 is a much better unit once I get everything 'dialed' in and set just right.
Uses aspheric lenses and they are better than the fresnel ones, that's why you have less issues with the psvr1. The fresnel lenses in the psvr2 was such a frustrating cock up.I think the PSVR1 uses different type of lens
Exactly, should be standard driver function.that would be more the case if the foveated rendering is handled natively by the headset and applies to everything run on it, instead of having to rely on developers to choose whether or not to implement it in software like psvr2 does.
Norm from Tested clarified that it's 110 degrees horizontal only, and that the vertical FOV is the same. Still a win though, imo.i don't believe the 110 fov until it's been tested by actual real people with a real video and actual evidence.
Great Q...a mass market device with 10+ killer apps that a large proportion (30-40%) of consumers of electronics products want to experience. And are also willing to invest in upgrades by continuing to purchase new generation devices.Define mainstream
yeah my vibe on the word is just that everyone knows about it and it sold ton of units. I do think the q3 will sadly be more niche because the price so that's gonna trend down probably.Great Q...a mass market device with 10+ killer apps that a large proportion (30-40%) of consumers of electronics products want to experience. And are also willing to invest in upgrades by continuing to purchase new generation devices.